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MikeyPI

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Everything posted by MikeyPI

  1. The currently uploaded version is the most recent release, we are working on a new version that is basically totally new but a new map and other goodies takes a great deal of time, once that is done we intend to release said version. We kind of skipped the whole 1.03/4/5/6 mentality and are just jumping to a large overhaul. Sorry about that delay but it's how we've opted to do the upgrade for the mod.
  2. See the startup scripts of the LA or NY and probrably a bunch other mods since most use the LA scripts as a base, you will find info on the cmd to create a vehicle in the VO. Pos = f1.GetActor(0)->GetPosition(); v = Game::CreateVehicle(PROTO_LADDER01, UNNAMED); v.EnableBlueLights(false); v.SetPosition(Pos); v.SetRotation(gate1); v.UpdatePlacement(); v.SetMaxPassengers(4); v.SetMaxTransports(0); v.SetSpeed(12.0f); For ex, the create vehicle is the important part.
  3. IF a vehicle other than a towtruck is detected in there, of any of the the wrecked car's types kill it and replace it with a new one in the center of the VO... This is kinda importante because if u just drop the car onto the spot it will still be active on the map, it must be removed from the map to be counted as cleared.
  4. Not in the system I described above, when you kill the vehicle it will lose the cargo held on it as well, now if you ran the unload script when the vehicle was in position in the VO it may work and drop it correctly, but generally the car doesnt unload consistent from the rear of the tow to ensure it "seats" into the VO as intented. The easiest way would be a generic replacement for the wrecked car, but in theory it probably could be done with more work to leave the original car. In either case you would want to have the wreck disappear after X time, because otherwise you would run out of car storage fast since you can't really micro-manage the drop off point to stack the cars or anything like that, not without alotta scripty work, and if you cant get the basic ver to work there isnt much odds the complex one will.
  5. Yerp, when the tow picks it up it doesnt actually pick up that car... Such is why on the tow models you see a covered representation of said car there.. It aint because we were being lazy, it is because the car doesnt exist to be on the truck as a child. This could be corrected, but would need an extensive script to fix that.
  6. You require a dummy car to drop as the wreck, the vehicle which was picked up isnt able to be dropped back off without a complicated script and load on the game. Instead make a dummy car to ditch. How I would do this is have the truck take place within a VO, directly behind it there will be another VO for the vehicle to drop within. When loaded tow shows up, kill loaded tow and replace it with an empty one, and create the dead car in the 2nd vo behind the tow. You could have it animated and all that mess but really to test the concept above is probably the cleanest way to do it.
  7. MikeyPI

    Blackrock Cliffs

    Yeah I love everyone with oh we're just going to wait for em5... What if they change the format and our old goodies don't work with the new version? Such is why I still go on the premise of EM4. IF it works for EM5 great, but if it doesnt and is not compatible I didnt waste my time.
  8. It runs perfectly fine on Vista/7/win8, just run it as an administrator, some people say they have to do compatibility for older games but in my case I did not have to, merely run it as an admin and it runs fine.
  9. MikeyPI

    Banished

    I played it a few times it just kinda stagnated out after a bit, the key is to worry about population, put people (inactive) together in houses and have alotta extra housing, worrying about advancing the game too fast is how you die out after a few years, especially mining since it will kill some of em in accidents.
  10. What we do to test a specific script is to make a new mod including only what is required for testing said script, make a mission which basically just loads that stuff in the start-up and try the script operations in that. Shortens load time dramatically and prevents anything else from interfering. You don't need a real freeplay map or a ton of police crap if you're just testing a fire engine's script.
  11. Zmod 2 is not a free program, in order to import or export it must be the full version of it. Really in order to successfully mod this game you either have to have someone import/export for you or even better be able to do it yourself. Without z2 it is very difficult to produce a mod with new/altered models.
  12. Zmodeler 2 opens the .V3O format, it is the program we use to import/export them.
  13. That is a default building that was included in the original game, you can find the model files in your original game folders, copy it from there and put it into your mod folder to modify it. To make it work in all the other aspects, see an existing fire station for reference in how they are setup/scripted.
  14. *nadda FF so be happy I did the best I could with it, I dunno anything about those things or what they entail =)
  15. I just verified the download is fine on the server for this site, what you have to do is delete the file off your computer, clear your temporary internet files and re-download the file, sometimes b/c of connection issues the download does not fully complete correctly causing that error message, the above method usually resolves it. I use chrome to download and it worked fine for me.
  16. from the sidewalk without any skid marks of his own, tis a phantom t-bone.
  17. The representation I get is that the particular skid mark was probably meant for a side-impact into the car subsequently causing the swerve, those four marks appear to be the same car laterally shifting with the brakes locked. Only way that can happen is with a side impact into the vehicular.
  18. Unfortunately on md state police, the olive isnt photogenic, 2 pics of the exact same car will result in different colors of olive, that color for whatever reason shifts depending on light and can go from puke green to a very brown olive.. Its one of those things with the state cars.
  19. The grey looks accurate however in the game the lighting tends to make things look alil brighter than they are on the skin so you may have to darken it a bit to compensate for that.
  20. Think ur olive needs a touch more brown added to it.
  21. it isnt that it is alot of work, I can add them in about 30 seconds to a car with the method of a plate, the true 3d letters can add a bit of polygons to a model, and when you think of how many cars are in a mod it adds up fast.
  22. @ emergency fan's idea of 3D emblems if you want them you can make them after the fact if it is easier for you to paint them that way with simple writing plates (2 polys creating a plate against the bodywork) with an alpha to mask out everything but the logo/writing... Imo I always just texture them as 3D lettering=alot of extra polies when this game aint GTA so you won't really see em cept in the editor or sandboxin anyway.
  23. Depending on how you go with this will really dictate whether it holds interest for me, I read it b/c I had to approve it and imo it sounds much like the original simcity, how much more you develop it from that will really show what it is about. I dont mind 2D games like prison architect, the gameplay is the critical end for me, some of the games I love the most are older not graphic intensive games but they have a depth of gameplay that the modern omg purdie games just tend to lack.. IF you make it to where the thing has alot of depth it will probrably be worth at least trying for me.
  24. Just always been me, I hate those pesky viruses that target insanely unique files.. For me I just always have to fault that I didnt want to work on anything, so it sat while I blew things up in more modern games =) But that'd be how I do it, hopefully you can regain your files and hopefully you will remember the rule of this game to keep them stored in multiple places as often as possible. As to the whole this mod has been in dev for forever deal, took me a year to do the NY mod in the released form, current development is 1 year 8 months of time invested into it, and it aint done... People got really spoiled by the la mod and forgot that it too took alot of time to develop to it's final version (total time invested for the la mod versions was around 8 years... That'd be devotion). Anywho, goodluck fixing ur liting, make sure u back em up and drop em in a rar file or something of that sort, can't blame a virus for the death of files if they were plopped in archives (unless the virus was clever enough to hit the archive files and remove em) I keep all kinds of nice things in archive files and it's like a mini-prison for the files till i release em, along with a nifty backup location.
  25. The car is a modded refit from an existing one by looking at the model, he just couldnt get the lights to refit correctly so he needs someone else to replace them with accurate ones that push out of the body appropriately.
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