Jump to content

Dyson

Members
  • Posts

    3,074
  • Joined

  • Last visited

Everything posted by Dyson

  1. As I stated in the above post, we decided to include a SD v3 map rather than taking a step backwards and returning to v2. It will be map #3.
  2. No, you will need to add on the vehicle
  3. Ahh looks fine from that angle
  4. Yeah that was a big thing in v3, we wanted to up the traffic. The traffic is thick, but easy to maneuver. Also simply sticking a squad at the bottom or top (depending on flow direction) and using the block traffic command will quickly block the entire avenue, this is specifically set up to allow maximum traffic control as soon as possible to avoid tailbacks and jams.
  5. Anyone that can play v2 can play map #1 #2 & #3. If your PC could not handle v2 due to the reasons previously discussed, you will only be able to run map #3, which means you miss out on Times Square and Grand Central St, but will still be able to use all the v3 models and scripts. x
  6. They're models and protos, nothing to do with hose length, but yeah I'm just gonna leave you to it.
  7. Proud to release v3 full reveal trailer, this focuses on map#1 and is still in the development stage, but we now feel shortly after entering the new year that we can begin to properly show off map#1 - Times Square. Feedback from the community would be great! We've put about 6-7 months solid work into v3 already now, so we really hope to re-ignite some discussion on this forum as interest seems to be drying up. Let us know what you want to see screens of and we'll do our best to show you! Hazmat in action will be the next video uploaded, so wait around for that too! x
  8. Well for a start you can't edit scripts in the editor and check your resolution in em4.cfg is correct, run as admin if that still fails then beats me.
  9. yes as I stated above ^ but god luck, I think you may run into issue though if you have no indication as to the variables that affect the hose length.
  10. It may well be possible to overwrite the base with a script perhaps yes, but there's no indication as to any of the parameters that dictate the length, as you would find if you were say editing another script, where someone has already defined the terms that will edit the game. As for the variable 'if', that's just a general scripting term used in almost all scripts, but as highlighted above, you'll need to know specific variables from within the game to actually be able to edit.
  11. I don't understand your question, but let me re-iterate. It's probably not something you can edit, it will be in the game's core files, that are hidden, part of the actual game engine.
  12. The CFD logo? http://thecompanyofficer.com/files/2011/06/4-22-2011-4-11-35-PM.jpg haha, google perhaps? x
  13. The seagrave rear mount, my all time fav unit! Looks awesome, a little too wide I think, maybe make try it a little taller? If that makes sense? But besides that good job! Btw, you should have said, I still have the original .psd versions of my ladder skins, if you'd have asked I could given them you, save you some time x
  14. Still I'd check in the editor, especially if it's your user who's posting to promote the mod
  15. I agree, looks good, besides one or two weirdly placed wheels and the alpha reflections (can be fixed in the editor, untick alphareflections) it's shaped out well. I like the idea of districts. And as a huge Black Keys fan I salute your song choice too. x
  16. I hope it works Very, very useful thanks! I was only planning on editing the GUI but with this I may be able to create my own haha! x
  17. Hi Guys, Currently working a GUI for my mod, I've done the basics like background video and changing UI skins etc. However, I'm now trying to edit the positioning of certain things, such as moving buttons around etc,I know this relies on the x/y positioning. However I'm currently baffled on how to figure out x/y locations, I've tried a few methods but all in vain. Any ideas from people that are more adapt to editing GUI would help, just some info on the above would be extremely helpful! Dyson x
  18. Looks great, might I suggest gradient on the windows? I think for such a good texture the windows don't hold up to the rest of the quality, if that makes sense? x
  19. We opted to continue work on modding Em4 rather than starting work on this, it's still an active concept which we hope to return to, but for now we (speaking for Raf too) feel our efforts are better placed in modding than developing for the time being. Hope this was clear and explanatory. x
  20. I prefer the campaign map you used, it's far more dynamic than the LA map I edited, with bridges highways etc. You can edit the texture of that map, they're all in the downloads section x
  21. By any chance Newfoundland Canada? And err something like traffic or parking enforcement at a guess.
  22. Loving the progress, keep it up, this looks the closest to being the next released US mod! Keep up the rate of work x
  23. Nice! Especially the 1/32 L10 real nice collection! x
×
×
  • Create New...