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Chris07

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Everything posted by Chris07

  1. Replace it with whatever you want. The Cabin gets placed and the tiller trailer gets added dynamically. If you put something other than the tiller_cabin there, the trailer won't spawn. Replace it as you did the others. Also, LAFireStation.script deals with the spawning of the vehicles in the station at game start and the control panel controls. LAToFireStation.script will be needed to send them back to station.
  2. It should. Looks good to me, However, I often find out the hard way I'm wrong! I would probably use ACTION_NEWLIST instead of ACTION_APPEND so that it is in its own queue and won't get stuck behind another command.
  3. Okay. The new .zip should work for everyone. It is available via MEGA for everyone right now, and will be up on MediaFire as soon as it finishes uploading. If you've already managed to get it installed, you WILL need to download and install it again. I snuck in a critical fix for ambulance parking this time around. Enjoy!
  4. Assuming that we're in CMD_TOPOLICESTATION right now... Well since you are using a PushAction, it will execute CMD_TOPOLICESTATION, but it will not pause the execution of the rest of the script in which it is called, unless you add another action to the PushAction queue, in which case that action will execute after CMD_TOPOLICESTATION has been executed. PushAction is a Queue which is processed separate of the rest of the script. It is relatively instant unless your caught behind a PushActionWait in which case you should probably start an ACTION_NEWLIST if you don't want to wait.
  5. First, I greatly apologize for the .zip issue. I am uploading a new zip right now that should work. I also want to appologize for the delay. Before I fixed the .zip I wanted to squeeze one more bug fix in. It seemed as though my tweaking of the ambulance parking spots caused some to get stuck when they competed for the same parking spot. To fix this I had to really tweak the parking logic. So now if you send up to three ambulances at the same time, they will all go to a designated spot. No more competing for a parking spot! I tried to look into the missing MP5/ballistic shield issue but a quick look through doesn't reveal anything obvious. I have no idea why they don't show up. I'll add it to the list for the next maintenance release since I don't want to hold this one up any longer. I'll post when I've gotten a new upload in place.
  6. Sorry for that gents. I'm working on getting up a fix for you all.
  7. That happens when two arrive at the same time...they fight for the same spot. It's a result of the parking logic I set up. I'll see if I can make a fix for it.
  8. Okay, so I've released a little maintenance release with a few goodies. Changes since v2.0.3 Bug Fix: Fire engines had the "Deck Gun ON" command by default, requiring a user to click it twice before turning off the deck gun. The "Deck Gun OFF" command is now the default command, as it should be. Bug Fix: North Eastern Patrol path should no longer get stuck in the hospital parking lot. While I advise against using patrol paths since they tend to jam up traffic, it is now fully operational for those who wish to use is. Bug Fix: Fire units at Fire Station 83 (bottom right) should no longer go out the back of their station (through a closed gate) when responding to calls in the areas below it. Bug Fix: Ambulances no longer compete for parking spaces when they arrive in quick succession. Each will go to a designated spot. Optimization: I moved some virtual objects around the first ambulance parking spot at the hospital. Ambulances should park a little neater now in the first spot. Optimization: Added a few barricade virtual objects around Fire Station 82 (top right) and EMS station 501 (Upper EMS station) to deter vehicles from taking B-Line paths to the hospital before going the proper way. Probably won't work, but I guess we'll see. Removal: Vehicle in the water at the port floated on top of the water instead of being underwater. After realizing that you can't place an object under an "ocean" type liquid, I removed the event. Removal: There was an ambient polygon around the small construction site next to the wash. It was flaky at best and at times seemed waaay too loud. So i removed it. Addition: To compensate for the removal of the "vehicle in the water" mission, I added a second "vehicle over the side" type mission on the eastern hillside. Addition: I made a little script adjustment to the Vehicle Redirect script so that when select Sheriff's cars use the redirect command, their primary lights will automatically shut off and only their redirect lights will be turned on. If you wish to redirect with primary lights on, you must manually re-engage the primary lights. Addition: Added a couple of lights to the slicktop sheriff's cars and the SUV so that when their redirect lights are turned on, and their primary lights subsequently turned off (see addition above), a few forward-facing solid burning red lights are also turned on. This is to give the effect of a "secondary" lights since having just the rear facing redirect lights is a bit boring. I did not add any lights to the 7B-1 so that will only show the rear lights. This puts us at v2.0.4 I've also been playing around with 7-zip's compression. I've managed to compress the Bajeebus out of the zip and it is now down to 206MB (formerly 244MB). Unzipping it will take a bit more RAM (66MB to be exact) than the old method but I don't think anyone will have a problem sparing 66MB of ram while it unzips. It should work out of the box without any special programs (tested in Windows 7). If you're on XP, it will not work without 7-zip or a similar program. If there are too many problems unzipping it, I'll go back to the old method. Sorry, but every megabyte counts when you have a crappy upload speed. Download is available on the first page.
  9. Excellent video! Just as a note, the mod has two gamemodes. The first is Fire/EMS and the other is Fire/EMS/Police. The difference? One has Police/TEC missions enabled, and the other doesn't. Just as a fair warning, Playing with all three mission types enabled is quite difficult in single player. If you identify yourself as an EM4 "Pro" I dare you to play Fire/EMS/Police on Hard....or even Medium.
  10. This is v2.0. v1.0 was released YEARS ago to a private audience. At that time the mod was under a different name as well. It is not available publicly.
  11. Limited water supply and fire alarms were slated for v3.0 release when I was still developing it. It will definitely go in if I make a v3. My only concern is performance. Limited water supply can be a bit taxing especially when we have lot of lights and other things going on in the mod. Thanks. This mod was developed between December 2013 and February 2014. I don't believe those models were out for EM4 at the time. Even if they where, We really liked goog1967's Crown Vics so we just went with that.
  12. There currently is a flaw with it. If you send two ambulances to the hospital and they arrive really close together, they will both compete for the same parking spot...and only one will win! So I actually have a solution in mind to make it so that once a spot has been claimed, then the next one will think its occupied even if the first one is not fully parked yet. I never edited the patrol paths. I generally don't use them as they can jam up traffic. Since the map was edited, the patrol path wasn't touched so I've obviously blocked it's path with something. If I make a maintenance release I'll be sure to fix that.
  13. Not make new lights? All of the lights with the exception of the police units where all lit by us! Losangelesi was our lighter.
  14. Not much I can do to help with that. I will try and upload to a secondary location, but my primary link is hosted on the Amazon S3 network so reliability is really high.
  15. Please ensure that the contents of the Coronas folder found in the Light pack are added to the following folder: C:\Program Files (x86)\WizardWorks\911 - First Responders\Data\Textures\Coronas or C:\Program Files (x86)\sixteen tons entertainment\Emergency 4\Data\Textures\Coronas depending on which version you have. These are being added to the base-game, not the mod. You will need to merge and replace existing files. White boxes = not installed correctly.
  16. County of Northview: Formerly Northview: South County New & Final Update Released! v2.1.0 is now available! PATCH in the works. Needs Testing. Please see this post for more info: South County was originally created as a private modification for Emergency Operations Command (EOC), an Emergency 4 Roleplaying clan. We've decided to make this modification free for public use. A small team of 4 people spent about 4 solid months on this project, and we hope you enjoy it! DOWNLOAD v2.1.0 (Latest) (Changes) - 243MB Primary Download MediaFire Secondary Download MEGA The Story: This modification is a sequel to the Northview Creekside modification (no longer available for download) and takes place in the fictional county of Northview, USA. While the exact location (ie. state or region) of Northview County has been purposely made ambiguous, this modification takes place in the southern portion of the county. Images & Preview: http://imagizer.imageshack.us/v2/280x200q90/837/zgz7.png http://imagizer.imageshack.us/v2/280x200q90/13/4bcl.jpg Some featured additions include a new hospital model and a High School with (American) Football field. http://imagizer.imageshack.us/v2/280x200q90/716/pxkc.png Fire Department Vehicles (Skins by Merritt Long, Lights by Losangelesi, Models by Hoppah/freakinmusket) EMS Units (Skins and Models by Chris07, Base models by NNICO, Lights by Chris07/Losangelesi) Sherriff's Units (Skins by Merritt Long, Lights by goog1967 from Upgraded LA Mod Police Upgrade) The Map used in this modification is a heavily modified version of Hoppah's LA Mod freeplay map. It features 4 fire stations, 1 sheriff's station, 1 hospital, and 2 EMS Stations. The Fine Print: This modification may be used by anyone for personal play or play amongst friends. However, it is not to be used as a clan modification, meaning this modification may not be used as an official modification for a multiplayer clan. No publicly released or limited release derivative work may be made from this modification. If you wish to make changes for yourself or a few friends you may, however, it may not be released publicly or released to a larger group (ie. a clan). If you're going to steal our content anyway, please have the courtesy to at least change the skins and lights! The following may be used only with explicit permission from losangelesi: The single engine fire station and the ladder truck. Good luck with getting permission for the ladder truck. He spent a week on it! Some known bugs: Hose hookups on Rescue engine don't line up properly, random fires in the middle of the road, and the crane buggy in multiplayer if used by anyone other than the host. Future Development: This modification has reached the end of its development life. I will no longer be updating this modification. Our very limited time will be spent on another project. We feel that this project has evolved and reached its potential as a glorified LA Submod, and are very satisfied with ending it here. One Final Note: This modification was designed for multiplayer, so units must be called in manually. If a unit must be explicitly purchased, then it is considered an out of area unit. These are only called in when needed and have no official parking space on the map. Also note that this mod is a little more taxing than usual. Some users may experience lag with some of the lights. Thanks to the following people: Hoppah, MikeyPI, Merritt Long, Killerik, losangelesi, goog1967, bama1234, freakinmusket, NathanDollinger, NNICO, M.Young, Helljumper51, Firequi, and Itchboy. Without these people and their direct or indirect contribution to this mod by way of either physical labor, expertise, or permission to use their content, this modification would not exist! DOWNLOAD v2.1.0 (Latest) (Changes) - 243MB Primary Download MediaFire Secondary Download MEGA Archived Releases v2.0.5 (Changes) - MEGA - MediaFire 245.3MB v2.0.4 (Changes) - MEGA - MediaFire (requires Narco's light pack) v2.0.3 - MEGA - MediaFire (requires Narco's light pack) If you are getting white boxes where the lights should be, it means that the light pack was not installed properly (if at all). Versions older than v2.0.5 require you to install Narco's light pack. Versions 2.0.5+ come with the light pack bundled so no manual install is needed.
  17. The editor is all fine and dandy...but how's the scripting engine? Similar syntax as EM4? Is it documented? Will there be scripting? In my honest opinion, a cool editor is moot if there is no ability to change gameplay mechanics via scripting. There's a difference between "modding" and "making alterations". Modding means you can manipulate core gameplay and introduce new abilities. Alterations means you can change assets but not alter the underlying gameplay mechanics. My level of excitement for EM5 is going to be proportional to how scripting is managed.
  18. AMR A/V operates Type II (van-based) E350 based ambulances almost exclusively with a small handful of sprinters. There is currently a slow transition to use Type III Modular style ambulances throughout the three different operations. To be brutally honest, if you've looking for realism, the current ambulance model is not really the proper style. I am planning to release an AMR ambulance pack in the future but am willing to give you my current model as well as an LA County Operations styled skin for use in your mod. (While the model does have an exaggerated hood length, I personally don't find it too bad. Model by goog1967 modified by me) If you have any questions regarding EMS, let me know...I work for AMR in LA County (Just not in A/V).
  19. I've actually heard on of the music tracks from freeplay on TV (in a horse racing highlight reel). I have a feeling some (if not all) of the music is not owned by Sixteen Tons, and was instead licensed for use in the game.
  20. DMCA issue aside, reverse engineering the game is easier said than done. Unless you're good at reading assembly code it's very difficult. The game is fully compiled into machine code (.exe and .dll) and translation from machine code (assembly) to something a bit more readable is a huge process. Even if you do get the code into a higher, more readable form, a lot of it will be difficult to make sense of especially since variable names, function names, comments are all removed and replaced with generic identifiers....not to mention the code was optimzied when it was compiled making it that much more confusing to decipher. Doable? Yes...people do it all the time, it's just nowhere near as easy as you think. Legal? I can see arguing either side. I see no harm in peeking under the hood to see how things are set up. It's when you start looking under the hood to see how they did something so you can do the same thing in your product...or to dismantle copy protection that it starts to become a no-no.
  21. Hmmm...looks like alternative means will have to be explored then. Thanks!
  22. Is there a way to read a custom configuration file (preferably an XML file) from a mission script? I want to create an XML configuration file for a campaign script. Is there a way to do it?
  23. I'm not sure if Issue #1 was fixed, but you need to manaully call DummyCheckTiller with a child ID of "3" if I recall correctly. Essentially that is the command which manually re-aligns the tiller trailer with the cabin. Since the traditional parking script effects only the cabin (hence why it goes on top of the trailer), you have to manually call the trailer to update its position relative to the cabin. One simple line is all you really need...or maybe 2 lines (a simple if-statement to see if what you are parking is the tiller and if true manually update the trailer rotation). If you'd like I could share you my solution. Pretty easy once you figure out what's happening. It took me over a day to make the tiller park properly. The only downside to this is it doesn't work in multiplayer. In multiplayer, the trailer doesn't update its position for non-host players. I think it's a latency issue.
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