-
Posts
6,574 -
Joined
-
Days Won
25
Content Type
Profiles
Forums
Calendar
Tutorials
Downloads
Gallery
Everything posted by MikeyPI
-
Yes the diver along with the victim in the water can both be retrieved using the aircraft while it is airborne now. To the user who asked for a zip of the mod folder we will not permit people to post the full mod like that for several reasons, I understand you have the amazon version, however there are apparently registry fixes that do indeed work as other users have had the amazon issue and successfully managed to repair their mod installer, I believe it is not unlike the EM3 error with it... You can search around in other topics or if you've tried most of them perhaps start a new topic in the EM4 tech support category to attempt to resolve it...
-
If i were to attempt to mod it I'd probrably have the core station script do one thing, IE add a dummy or something of the like, have a secondary script that responded to if the door proto had the dummy open to run open animation and things like that..... The more you ask of a single script in freeplay the higher the odds it will subsequently fail.
-
The problem most people that mod this game forget, including myself is that diff people = diff comp specs, so while DPS can handle more load, some may not so when you over complicate a script it can fail for them but not for you because of the CPU/GPU load your comp can take vs theirs...... Thats the only pain in modding this game is that to meet a median load you have to watch what you ask of it... In reality with a "clean" loading script you can probrably get away with 4 stations in the original game framework, but would require scripting to fix such an issue..
-
Yes the patch will be released soon, however crashing to desktop may be caused by inadequate computer performance... Most of the bugs that exist in the mod as it stands are minor things, very few impede the user's ability to play the modification. We are working on attempting to resolve the final bugs of the mod prior to releasing the patch, then the next complete version is what we will be working on.
-
What's diffrent between these action types?
MikeyPI replied to wisechild1's topic in Modding Related Support
Not the strongest scripter in the world but... this is my understanding someone else might know better than I do (see Bold). -
It is theoretically possible to add more stations, the only problem is that the LA mod script it's self needs to be "leaned" down, it is a bit more complicated than it really should be unfortunately... Because of this depending on what all else a mod has going on, along with the comp specs playing with it, chances are the script it's self will be prone to failure as it was originally written because of how EM4 handles the script mechanism.... It might work but there is alotta script that is not totally required, perhaps try a third station without having dual doors? it might work easier than the double door setup the LA mod came with where the things are front/back.
-
God you're a moron you know that, both the other user and I gave you the stupid SETTINGS FOR YOUR SHORTCUT you have... You have the game shortcut no? Probrably your "retired cop" self stole this game, so you know what you don't really deserve help.... I'm sorry that apparently where you're a former cop from where they lack the intelligence of a common sense user of an operating system, because guess what? I have 64X too.. GAME directory is referring to C:\Program Files(x86)\ whatever the hell your game installed under... The other guy even gave you the SHORTCUT info to input you just didnt listen, and when it came time for my post you wanted to be a dumbass... So go blow a goat if you don't get it now because all you've done is make local cops look like complete idiots.. And I will have a lovely weekend never you worry=)
-
The call rate is always adjustable, regardless of what all we tinker with, we won't be deviating much from the original gameplay "style" so it'll work within the original framework... Just as always with any modification, ya tamper with it and break it, dun blame us because ya made a boo boo=)
-
How bout you check your attitude at the door, you're on your own now you want to be a smartass fix it yourself GAME DIRECTORY is pretty easy to figure out... I mean where you installed the stupid game to? Make sense now.... Learn to check your attitude when you ASK for help or don't ASK at all... Get the point?
-
The police station in my mod is a very close match to the one that is on it's doorway... I was speaking of the fire station #2, both of the FS buildings we did are ficticious in that mod since NYC usually uses very small stations that typically only have 2 bays on them it was impossible to find one that worked for the needs I had in mind.. The station it's self PD alot of them look similar but the fire stations none in NYC we were able to find looked like FS 2, we kinda just took the facade architecture from a real one and applied it to our own design.
-
I'm sorry but ours is fake. We just knocked off the facade that we put on it, the building it's self and the neighboring building are Fictional... We were unable to find a real one that met our needs so we used a real one's facade and created the rest=)
-
Top tab of the EMP forums is the tutorials section... always a good place to start=)
-
-
Either a Video card issue or you tried to modify the modification and screwed up somewhere... The mod won't simply stop working one day to the next unless you have hardware issues or have tampered with it.
-
A Pop-up listing the Virtual Objects will appear on your editor, within that list is all existing virtual objects, you have to find the one that you wish to manipulate within it... When you select the correct one little white boxes will appear on the blue box... These points allow you to manipulate the box's shape..... Left mouse button one of them and you can drag it to whatever size you need.. The picking of a vehicle to go within it must be done through the script it's self that uses the Virtual Object, find the VO name in the script and then change out which vehicle currently goes there with the one that you want to send there.... Not the easiest task but the only way to do this.
-
Call me "ronald" I'm most notably rememberable from a movie called backdraft.. =)
-
It's one of the Gran Tourismo series probrably by the look of it...
-
It'd be a shortcut in the start menu that the game sets up for you, it is linked to the em4.exe but the game when it installs gives you an editor shortcut if correctly installed.
-
The number will vary depending on computer speeds etc, but for an average user a number between 4 and 6 should be sufficient without making lights too lenghty
-
Yeah this issue is related to the fact we all these days are having pretty fast computers compared to what the game was designed to run on, some people have more "capable" comps than others some will experience this issue easier, some won't have it at all because their comps are more bogged by the game it's self... Open the Editor: Load the modification you wish to tamper with (if the original game is what you wish to alter, simply create a new mod)> On the top menu bar you will see Modifications all mods are listed there, select the one you want to work with.. Load the map you wish to edit (most likely it'll be freeplay.e4m)> On the top menu bar you will see map menu, you want to pick open map. You will find in the menu it opens to find the map it'll have a directory listing it should read this when the map is selected: mod:Maps/freeplay.e4m Now that the map is open simply start roaming the map, preferably in a systematic way IE bottom left corner and work your way right or up till you've gotten all that connect on that screen, move over one screen and repeat going down etc.... Look for traffic lights, they are all labeled in red in the editor so it makes finding em kinda hard but if you look you can see em... Not all intersections have lights, so note that, only lights are what you're tampering with. Left click on the traffic pole it's self and on the bottom menubar you will see "properties" this will open the object properties interface: it will read as follows: traffic_2_2_1 or something similar.... We need to change only the last number within the string, leave everything else as it was... click on the object name bar you will get a cursor, backspace out the last number which for the example was 1 it might be 2 I can't remember the default number, then type in a 4 so that it reads as follows: traffic_2_2_4 Press OK then move onto the other lights that make up the intersection ensuring all of them have 4 as the last number in the sequence DO NOT CHANGE ANY OTHER PART OF THE NAME! Once you've done this to the whole map in question, simply on the top menu click Map and select save map from the menu and press OK, overwrite the exiting map and exit the editor.
-
Because simply put, the LA mod puts more of a load onto a computer, and if I recall correctly Hoppah used different timings for the lights... This issue usually only presents on freeplay or MP based gameplay, not on missions... Take like a game that was built in the days of 98SE and try to run it on your computer today, the game will move far too fast to actually be playable, that is the fate that the rather old EM4 is starting to face more and more... As our computers have gotten better, we've gotten better video cards (more memory on them) higher ram, and more CPU, you can use other programs to reduce your speed, run on a single core instead of on your dual or quad cores... Sometimes this will help reduce the game speed enough for it to work correctly. It sounds harder than it is to adjust the timing on the lights, on my NY mod I had to adjust the light timing because all of us developing it have fast computers and I noticed this issue on the original freeplay map.. Only other option I can think of is to increase the speed at which vehicles travel on the pathing so they can go through before the light changes but that would not look right compared to the emergency vehicles... All you do is click on a light pole, then at the bottom you can see a properties button, change the last number on EACH light pole to 4 and hit okey... then save the map and exit the editor.
-
I personally view the comments about zmod 2 as viable when it comes to creating a mod for this game, since unfortunately it IS the one tool we have access to with the filter to export for this game, you guys can use whatever software floats your boat to make models... but unless Z2 can import them and import them correctly you'll end up dead in the water in a hurry since it's what we got to put models into this game unfortunately....
-
The game only looks within the C:\Program Files (sometimes x86)\ bla bla bla EM4\Mods\ folder for the crap.... However, if you add something to the ORIGINAL game it's self it will still show up in a modification as the game loads it's original thing FIRST, then looks for replacements from the mod... IF the mod doesnt have them, it uses the original file(s) regardless to if they were supposed to be there or not. What I've always done, is unlike most ppl when I'm in a rush and don't particularly care about the integrity of the game is to just manually delete the folder from the \mods\ directory... without any physical reference within the game's install dir it doesnt recognize there as being a mod in the first place..... IF you are still having issues, it's highly probable you accidentally copied something into the original game's directory and that's what is causing your issues.... The game doesnt have the ability to "search" a drive looking for a mod, it only knows to search in the \mods\ directory for addons, if they ain't there it can't access them... I keep 2-3 backups of my mods I tamper with on my Harddisk, if i yank the one from the game install location it can't find squat to work with... But you have to remove the root folder IE LA MOD from the \mods\ dir.
-
Bug because of the position of the water drop location we think... that one seemed to have problems with R1, something related to it's size probrably... We didnt bother moving the positions of the things because well for the most part you rarely use the boats and there are several options, plus we have a new map in the works so the priority to fix one thing not letting one boat, but the other deploy isnt an issue imo, just avoid sending R1 there... aint too many water missions in the orig freeplay anyway so it's not too big a deal.
-
You had to damage something in the mod it's self, one group of helos missing their rotors fine, but all of them just should not happen.... Remove the mod completely, delete the folder manually if it doesnt delete it automatically. Reinstall the mod fresh, test it see if they come back, if not it's possible you damaged the original game and will have to reinstall that as well=/