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MikeyPI

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Everything posted by MikeyPI

  1. 3 things I just checked it for you: It is triggered by persons only <not squad persons>, maybe that is why you're glitching? You named yours "industry_contam3" it needs to be "industry_contam03" If you use the original map it has contam03 already on the map, so make sure you realize that number is taken by default. I'm guessing here, and there can indeed be more than just 2 hazmats, I checked other mods to see that infact there are so that aint it =/
  2. Ive never seen a map with more than the 2 hazmat events so my guess is that it is limited to just two. Perhaps someone else has done more and has an idea why yours isnt working.
  3. Well if you're doing something simple like a signboard that says CAUTION then flips to STAY LEFT for example, just make two plates that have the skin for lighted up lights to do the writing, have an animation slide the unused one into the model and alternate them/ hide both in the model when it's in the off position. Pretty easy to do and works for that type of deal.
  4. other people complain on that, ive never had it happen so you could try what everyone else has had to do to resolve it, which is to remove the whole game and reinstall everything... Sometimes that works for them.
  5. Uninstall it via the modinstaller, then manually go into the game dir and delete any file(s) that may be left behind. Sometimes it doesnt remove every file that was added to the mod when you alter them... EX: C:\Program Files\EM4\Mods\NorwayMod\ Delete the norway mod folder and with it anything that was added should go away too. Note: If the mod altered the original gamefiles (ones with custom installers theoretically can) then those changes cannot be undone with this method unless you uninstall the whole game and delete the game folder manually.
  6. Well it would be best to make a separate script for the vehicles vs. people, but yeah what is happening is that the people are just hopping onto the patrol paths meant for cars because rn there isnt a way to distinguish (for the game) between a car and a person, you could append the script to correct this issue, but in the end imo its smarter to make a copy of the script and alter it specifically for pedestrian traffic, also you would need to setup the ped patrol paths on the map.
  7. We are still working on this mod it is just a real life type of deal vs the modding we do.. Plus what we are doing is extensive so we have alotta work we are trying to do to make it happen =/
  8. Yes we will be including barriers in a future version, the issue was trying to find a use for them aside from just being there, we believe we have done just that now.
  9. Most people composite off of images for things like decals and badges/crests... In the end you want the size around what ghost said 512, whatever you start with is up to you and how you get there again is up to you.
  10. In zmod 2 since you need z2 to import anyway you can do it. Enter vertice edit mode, select all the models vertices, make sure selection mode is enabled Under the menu Surface>Normals>Calculate, right click on the editing window and you will see little green lines pop up on the vertices, and in the 3D view the model will change its coloring to be brighter and reflect lighting. Once you do that export the model back as a V3O and its done.
  11. Calculate the normals for the vehicle, the likely cause is that the normals have not been set, which is why you are seeing such a dark flat shaded model in the editor.
  12. It has to be a GTF type vehicle, with an object as a child named "controller" as a child, and the water cannon as a child named "cannon" The vehicle must be setup to mimic a regular pump from my understanding of the script.
  13. Use a hose connector as the child "controller" (it is where the guy will stand when manning the pump) and the cannon is also a child, not a superstructure.
  14. Original game bug, as far as i know nobody has found a way around that one yet. It's a latency issue i think but i'm not entirely sure, even with the orginal game it happens.
  15. How fast things can go downhill man... Raf got my point that I was making quite well, I see a point behind this mod but in MY OPINION (note the MY part) I felt it could be consolidated into another of their projects, perhaps brooklyn, def not the manhattan one, but that is just my feelings on it, in the end it is up to these devs how they want to do things. To me people forget that we modders do this for free and don't get paid a thing to do it and that we take our time to do the things that we do. In the end we each do this for our own reasons but it is the modders choices on what they want to add or do with regards to their mod. As a training tool/MP thing it actually makes sense to me to have it as a standalone. For the sake of MP it reduces latency and load times to have a much much smaller mod since alot of things that can be done in SP cannot port to MP anyway. The truth is that every mod has bugs, we try our best to make sure they arent overly bad for the most part but the reality is the time it would take to remove every glitch and bug just isnt there, on top of the fact that we are modding the game and not building the raw code that makes up the engine we definately can't resolve the original game issues that may make the game unstable but we aint 16 tons here so we gotta work with what we got. As painful as it is to admit alot of the bugs out there come from the engine and the lack of it's ability to handle modern things we try to do to the game. Please return to the topic of the mod instead of bickering back and forth over non-relevent things.
  16. Yeah i figured that the thing is an ac unit just like the new ones have on it, the back and side we have pretty good, the door and the nose were the issue for the thing since apparently nobody took pictures of the friggin thing =/ Such is why I hate doing dated things, its so much easier to find pics of the newer versions or at least a youtube video of it. I am fairly sure the van is the same as the new ones as far as setup goes save for the fact that one has a pushbumper on it and a plainer scheme, the unit on the roof and the lights appear to be setup the same.
  17. That is what I figured, thank you very much. do you know if there is anything under the pushbumper on the hood or is that plain white as it appears?
  18. I was actually very aware that your mods are not optimized in any way, it just seems to me that releasing things that are related in fragments just clutters up people's games with more versions, perhaps a multiplayer version being separate from the freeplay/sp versions isnt a bad idea for a large mod to cut load times, but hey to each their own.
  19. I am unaware of anyone ever actually making new person animations for this game but I could be mistaken, in theory IF it is just an animation of an existing person model and is in the mod directory, it favors the mod first then goes to the original game for things it needs if the mod doesnt have it. Either way I'd try it and see if it works, if it crashes chances are it did not work and simply remove it... Part of modding is trial and error, ya gotta try things to find out if they work or not.
  20. Sketchup doesnt work so well for this game, zmod or zmod 2 or 3ds max are what most people use, zmod is free and can be converted to z2 (it is what i use to make my models even though I have Z2 as well). As far as a step by step tutorial you'll have to shop around to find one for the particular program you wish to use, z1 and z2 have pretty straightforward tutorials out there for making models i think.
  21. Tbh i'd have just consolidated these projects as one large one since you're using the same things (including units) from fdny, things like this one could have been in the mission section of the mod.
  22. If you used the limited water supply script which I think you did you have to use the type GTF
  23. Well even in the original game there are alotta things that in MP dun work so great, the host has to take control of those items in order to prevent glitching foul ups. The ladder entering buildings was a great example, unfortunately we gotta work with what we got here =/ You'd figure an older game with modern connections would be fine but it must be something within the way the code is packaged and sent that causes the latency.
  24. No, unfortunately there is not a list of the class of vehicles. The simple deal of it is though that the car types that you read in the scripts can be matched to the type within the editor. When you open a vehicle's prototype in the editor it will list the type of vehicle within the pop-up. In the end the "classes" are set by the original game and basically are hard-coded to all be the same, so once you understand what the different types mean you can pretty well understand their purposes. Now when it comes to the scripts the vehicle class is mainly used on PD vehicles for example to differentiate the number of doors capable within the vehicle, on fire vehicles it tells water cannon, ladder, and things of that nature for you. Medical: ITW > Ambulance Bus NEF > Doctor Car RHC > Medivac Helo RHF > Search and Rescue Vehicle RTW > Ambulance Fire: Dekon P > Hazmat DLK > Ladder FLB > Large Fireboat FMB > Small Fireboat GTF > Fire Engine (hose connections) LF > Fire Plane LPF > Armored Firefighting Vehicle RW > Fire Equiptment Truck TFMB > Small Boat Transporter TLF > Water Cannon Fire Engine Police: Police Getaway Car > Getaway Car GTW > Prisoner Transport Van MTW > Police Van PHC > Police Helo STW > Standard Patrol Car SW > Police APC WAW > Police Riot Water Cannon Technical: ASF > Tow Truck FGRB > Bridging Vehicle FGRI > Engineer Vehicle FGRR BKF > Crane FGRR RL > Bulldozer FGRR TRL > Bulldozer Carrier FGRT > Technical Helo Ambulance TransEvac > Trans Aid Plane That is a list from the original vehicles, If you want to see for yourself load a mod in the editor and check the properties of the proto and under traits you'll find it's type.
  25. That isnt winrar it means that the file did not download 100% completely.
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