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Everything posted by MikeyPI
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They don't really serve a purpose other than lagging the game to no end... considering that the station rooftop comes off the structure you'd have a furrmen comming down from nowhere, which probrably would look worse than no pole... The stations arent setup to be open buildings on part of the floor like a "cutaway" because of the fact sometimes you gotta grab the guys and all of that stuff... Sending a furrman down the pole, then another one, then another one while possible through an animation would be alot of work since i'd have to create a new dude to send down a pole and the script would lag on some computers and probrably not work at all on others... Very few could enjoy a feature like this correctly so I do not beleive it is in the best interest of time vs. reward to attempt to do this... EM1 might have had this, but this is EM4 which is a totally different system.
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I wish there were a way around the physics issue, but even in reality if one could get physics in the case of something as big as the tiller... Chances are it'd get stuck on things because the game wouldnt drive it right unforunately... Maybe down the line we'll try a few techniques to see if we can't fix it... but I'm not holding out on that thing ever working properly and for that reason I don't want to build one or have it roaming about wobbling all over, getting cars going thru it, and getting stuck in buildings and what not... Shame as it is, EM4 was not built with america in mind, so alotta features we use far more than the euro guys won't work on this game's base framework.
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They used an animation to deploy the Last arm of the Ladder assembly.... In the video however it was not used actively to enter a building which is where something like this would be likely to be problematic as the basket is deployed and stuck as it is when it picks up the fire man, it does not actively adjust in or out or anything like that...
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You buy the Zmod2 application from their website: registration info
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the AS 350's or EVERY helicopter within the modification?
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Emergency 3 Digital Download Emergency 3 Mod Installer:
MikeyPI replied to MikeyPI's topic in General Help
if it were me i'd install the game to program files... not program files (x86) and i'd use the default directory the game was intended to install to if it were me... I've never tried the fix on a 64-bit system so I don't know if there are additional steps necessary...=/ -
Copy the map file(s) out of there, store them somewhere on your computer, uninstall the modification completely, delete the folder left behind in the \mods\ directory (manually) if it is there... sometimes it goes sometimes it stays, verify it's physically gone... REINSTALL the mod unmolested, test the mod verify the helos work again as they are supposed to, then add your maps back in and re-verify... the map should not screw with the helicopter's ability to possess childs.... But ya never know chances are you accidentally edited them and didnt realize you did somewhere along the road.
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Considering the helos are just like cars... the parts are prototypes chances are you changed a setting on the prototype... if the things appear correctly when PLACED on the map in the editor, not just viewed in the menu on the right... Then I have no idea what you did, the blades missing is one issue, but the doors are no diff than a car's doors...
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Depends on what you want to do to it, removing model pieces and adding new ones to it you'll need Zmod2 registered to re-export as a V3O
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Manually DELETE the physical folder from program files... they will no longer exist on your drive to be referenced in a fresh reinstall. Same works for mods that you've broken that you want to remove, some things leave physical files behind even upon deletion... common issue just physically delete the folder from the HD.
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The la mod or my NY mod have examples of how to setup stations, however you have to edit the size of the virtual objects, the scripts must be heavilly changed, and if you want the people to come off-map that'll take more scripting to create that effect, there probrably isnt an existing script that does exactly what you want to.
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@ this mod group make sure you realize you have a topic to do your modding thing in, don't go around spamming other topics expecting that to fly it'll cost you your topic, It happened twice today... There is no reason for it to be taking place at all. We will lock this topic if you continue to attempt "advertising" in other topics, the posts were edited by you so I won't do anything else to them but fair warning It won't fly for you to do that type of thing.
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Virtual Objects triggered in the editor by I believe F7 but im not 100% sure since i just keep hitting the F keys till I trigger it.
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try 1024X768 for your settings... the only other thing I can think to try would be to downgrade your drivers... as odd as it sounds sometimes that does the trick, certain "loads" of drivers lack support for certain games, I had one set that wouldnt run XP designed games.... Totally sucked the new ones have an issue but at least they play those games again.....
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The tiller is ugly as sin the way it behaves... Its that simple... Trailers cant be made to have physics so they will ALWAYS behave as they currently do, for a small trailer this isnt an issue, for a large one it's very notable.... Loving it in reality doesnt mean that the game will sadly like it too
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"bones" is a term used for making people but not necessarilly required, if anyone has used the NY mod or LA mod cop on the motorcycle they can see he is clearly a person but I animated his movements.... IF you know how to animate you can do it without "bones", bones just make it MASSIVELY easier, but also bones are only possible in vastly more advanced editors than Z2 presents to us to use... That's the only difference=)
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UAC is blocking it, on Vista/7 OS there is a lock on program files folders simply copy to ur desktop, make all necessary changes then re-paste it to the program files directory... simple as that.
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Topic to fix this. I suggest 800x600 for a "safe" setting to reset your settings appropriately.
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You'll have to create a totally new set of persons animations for everything with a lego dude instead of a normal game person unit... Means a great deal of work, the only saving grace is that lego ppl are limited in the methods which they can move... such is why you NEVER see new people created, instead light adaptations on existing ones are done.... Such is the achilles heel of a lego mod=/ Such is why I'm sure nobody did it before.
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He was responding to me... People compare my mod to the LA mod, two totally different mods and expected the same things to exist in both, sadly for them I did not want that so I went a different way, with a new mod that has only had 1.5 years roughly into it... so they are unhappy they can't sandbox my mod like the LA mod permits them to... This is intentional but they don't care so they don't like my mod... What can ya do?
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I have no clue what ya'll are going to do about the people... Lego toys without lego people will look weird to put it mildly, making a new lego dude will not be an easy task.. Probrably why nobody has attempted to do this mod in the past.
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As we've said before: once we can get NY/NJ accented people to do the voice acting in a later version we will update those things for the mod (the mod-files only) we can't do anything about the mission voices and all that BS because that would mod the original game and I won't make a mod that will force you to disrupt your default gaming experience.
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Myself personally, I wouldnt play with a CANADIAN! especially those damned Newfoundlanders... thinking they better than everyone else... pfft
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They very well may have but it would require you to have your settings changed in the whole game, just like a cam hack, my mod isnt meant to be cam hacked if you do so that's your own choice but I'm not building the mod with the premise that you'll be either zoomed out or zoomed insanely in, it works within the default camera settings... Helicopters behave as they do, there is a very very poor workaround for the fact helos do not behave like the cars do... It would require a complex script and if it failed it could crash the game.... Aside from that technique, the helicopter when in chase mode will go through whatever is in it's way regardless of if it has physics or not, it doesnt care.... However upon landng it reaquires physics and becomes a vehicle on the ground again.... Helos for this game tend to be one of the more frustrating aspects of the game modding.. Hence why there arent many helos with custom rotors and bodies made for this game.
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I've said before the tower ladder is a concept that was held off until the next proper version... We believed it would be prone to bugs so that is why it wasnt done for v1... And yes the redirecting of the highrisers is resolved for the patch.