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Dyson

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Everything posted by Dyson

  1. Haha the one you swore blind didn't exist? xD yeah I'll get you to model it
  2. When you save select type from .txt to all. Then just manually name it em4.cfg as you save x
  3. Open up em4.cfg in your main directory using notepad. Find the x-res and y-res values, set them manually to your display monitor size, then save. You may have to copy the file to desktop to edit it x
  4. I'd post lights but I haven't finished them yet, but here's my entry. I'll put it as a late entry for June (only a day late ) Hope its not too late x
  5. No to both, Collapse Rescue doesn't serve a purpose in game
  6. Topic changed, posted my script in the first post. Decided to go with condensing it all into one master script that triggers all the others. But having some issues :/ x
  7. Well plastic laytex people. Just the sex industry seems to love the material haha
  8. Nice work, but definitely need to turn the alpha reflections off on people, they look like sex dolls
  9. Whilst trialing this script, I was in talks with Hoppah, we were discussing the possibility of limited water and how it was achievable. We came to the conclusion it probably is, but we'd spend eternity trying to figure out a plausible system. Therefore in the mod (for now) its purely aesthetic. Hope this answered your question x
  10. Yes your comment about the main menu script made perfect sense, I was thinking something similar. However the main function of the script I wish to write is to speedly deploy people to fixed positions (see my last post in my Manhattan topic). So to first have to go through a separate menu would render this process moot, as it would take just as long! haha But I shall dabble, I was hoping to hear of people's efforts such as yourself before plunging into it, hopefully I'll hear some more insight But thanks for the comments! x
  11. I've changed this topic rather than create a new one. Here I have a script I have written, it sends a vehicle to a specific spot, waits then sends the vehicle back to its parking spot (using the LAToFirestation script) However, a) It wont execute the command return to station, but doesn't give a script error, I believe I labelled it correctly in the constant characters. So anyone who can assist with that. RESOLVED b) I want to assign pushactions to the members of the rig. The first 3 people to get out: push action leave car or whatever it is. Then the first guy to execute a command script I had written to block the road, the second to execute a command for blocking peds at the left and the third at the right. I originally tried using the rapid deploy push actions adjusted for these commands, but I got syntax error. So I tried writing it myself a few times, but everytime syntax. So any help would be massively appreciated! I hope this was all clear, it was rather hard to explain. Anyway here's my current script that I wish to add the above to.
  12. Any card will run the mod except intel. Update: Some script tech demos. 1. Roll Out script for blocking people and cars. Still work in progress, hoping to automate all 3 commands into one command. 2. Hydrant Hook Up/High Rise packs removed from Rig when getting hoses. Feedback always welcomed. Both scripts written by Myself x
  13. I've dabbled trying to achieve this but so far no luck. My main attempt at the moment is a script that will see people move into positions to block traffic and peds before entering or leaving the station. Run into some syntax errors so I'm gonna have to start afresh with that. But there's definitely some new scripts included, some our own like the hose connection script. Some borrowed with credit like Copenhagen's Spineboard script or Queensland's taser script. We're just hoping to make v3 as dynamic as possible x
  14. Regarding this, you need to adjust the priority settings in the script, the one which is highest (in this case lights on/off) will be the default right click event. Hope this helps you fix it x
  15. Yes but remember the difference in number of stations between stillwater and v3. Scripting each gate to its own command would be beyond tedious. Something we've tried to replicate. I've managed to get the vehicles to move to each point I specify but then re-connecting to their original path is beyond my current scripting ability. We have however just managed to make it so that equipment disappears on the rigs when you get it. For example spineboards, hi rise packs, extinguishers and stretchers will disappear when they're being used and then re-appear as you leave the scene. x
  16. Personally I play singleplayer with detectives involved with every fatality, however closing 7th ave for a MVA fatality is crazzzzzzy! haha x
  17. We started a project to update v1 but it was only ever taken to beta stage. If you get a script error its likely a bug, we try our best to make everything park fine but somethings are just down to human (well my) error haha. x
  18. Well June - August is my Summer, don't know about you guys. I've already got a release date in mind, but for obvious reasons we're not gonna be releasing official dates until we're 100% ready and in the process of beta testing the final release candidate. x
  19. First up ready my post above that I literally just posted ^ as it explains why the mod wont work for you. Secondly the version you downloaded is an illegal copy so we as a community do not look to well at people looking for tech support regarding pirated versions.
  20. The issue is caused by intel's terrible graphics cards. After much research into the issue we found their cards to be the culprit. Basically their set-up is only good enough for basic computing and very basic games (such as em4). But as soon as you load our mod, the additional stuff changes it's memory usage into that of a normal game rather than a very basic one. Therefore the graphics will fail and kick to desktop. There's nothing we can do about current versions, however we are working on a version known as the Standard Def version, which will use far less of our mods stuff to run on these graphics cards. Hopefully I explained this well enough to be understood. Dyson x
  21. The issue is caused by intel's terrible graphics cards. After much research into the issue we found their cards to be the culprit. Basically their set-up is only good enough for basic computing and very basic games (such as em4). But as soon as you load our mod, the additional stuff changes it's memory usage into that of a normal game rather than a very basic one. Therefore the graphics will fail and kick to desktop. There's nothing we can do about current versions, however we are working on a version known as the Standard Def version, which will use far less of our mods stuff to run on these graphics cards. Hopefully I explained this well enough to be understood. Dyson x
  22. Love this, been waiting for an indepth UK mod for quite some time. Obviously I'm fairly busy at the moment, but I'd love to lend a hand after releasing my current project. Would love to be involved in a UK mod, especially one that is developing so fast and so well. x
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