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Everything posted by Chris07
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Scripting Help- Limited Water Supply and Multiple Tankers
Chris07 replied to ENG51INE's topic in Modding Related Support
Give me an example. Post section of code that is throwing you an error. -
Scripting Help- Limited Water Supply and Multiple Tankers
Chris07 replied to ENG51INE's topic in Modding Related Support
Syntax errors are easy to fix. What is the error? What line? -
Help with Adding a tool/equipmeant for police in em4
Chris07 replied to miniboy349's topic in Modding Related Support
Tyoucally adding a new tool or piece of equipment requires a fair bit of scripting. What is it you are trying to add? If you want to add a taser there are scripts out there in circulation which already have everything ready for you Typically putting it in a mod is as easy as throwing the .script into the scripts command folder, adding the appropriate model to the models folder, and adding the required command to personnel in the editor. -
Do you need to generate a random float? (ie. 123.4552, or 12422.7844)? Or do you just need a random integer in a float data type? If you just need an integer in a float type, a simple Type-Cast as hoppah demonstrated above will work sufficiently. Since you're going from less precision (integer) to more precision (floating point number) the game shouldn't give you any grief. YOu start running into problems when you try and explicitly cast precise number formats into less percise formats such as float to integer. Even then it would usually only throw a Warning which I doubt the game even does.
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[In Development] Northview: Paramedics
Chris07 replied to Chris07's topic in Mod Development and Concepts
erfd, Minnesota is one of a very few places that has incredibly liberal protocols. There are a lot of rural locations and transport times can be long, thus the need for those skill sets. RSI and even surgical airways are far from the norm in the rest of the country....which I why I will include them. -
[In Development] Northview: Paramedics
Chris07 replied to Chris07's topic in Mod Development and Concepts
Yes, but you have to get them through upgrades by spending XP. -
[In Development] Northview: Paramedics
Chris07 replied to Chris07's topic in Mod Development and Concepts
Of course. There will be a drug guide. Typically here the driver is trained at least to the EMT level.Initially everyone will be EMT except for one character who will be a Paramedic. Technically you can upgrade everyone to paramedic but it would get more expensive since the cost to promote increases with the number of paramedics you have. -
[In Development] Northview: Paramedics
Chris07 replied to Chris07's topic in Mod Development and Concepts
Yea EMT-assisted meds are implied and include Albuterol via MDI, Epinephrine via Autoinjector, and Nitroglycerine if the patient has them. Still trying to figure out how to make that work in the game. I may just leave it out for simplicity. I was considering Ipratropium Bromide (Atrovent) but locally it's not something our ALS carry. I think I'll throw it in. Midazolam = Versed, Diphenhydramine = Benadryl. I chose Zofran over Promethazine since it's more common around here. Plus both are used in the same circumstances. No need for redundancy. I thought about doing RSI but maybe not. RSI is sort of a "Holy Grail" skill that isn't very common. Tylenol is often used in systems that have extended transport times for use on young children with fevers. I may bump it up to AEMT. Hydroxycobalamin is used to treat cyanide poisoning. Might be useful for use on smoke inhalation calls. -
[In Development] Northview: Paramedics
Chris07 replied to Chris07's topic in Mod Development and Concepts
So I've been doing some planning and am writing a specification manual. I need some opinions here: What levels of provider would you like to see (listed in order of increasing capability)? 1. EMT, AEMT, Paramedic (What I'm leaning towards) 2. EMR, EMT, AEMT, Paramedic 3. EMR, EMT, Paramedic EMR = First Aid (cannot staff an ambulance), EMT = Advanced First Aid, AEMT = Limited Advanced Procedures/Medications, (Kind of like 1/2 a paramedic), Paramedic = Highest level of EMS provider For Fellow EMTs/Paramedics: What are your thoughts on the following drug lists? (If AEMT is removed, then those drugs will be merged into Paramedic) EMT - Activated Charcoal, Aspirin, Oral Glucose, Oxygen, Tylenol (Acetimenophen), Narcan (IN) AEMT - D50, D25, D10, Albuterol, Benadryl, Epinephrine, Glucagon, Narcan (IV), Nitrogylcerin, Xopenex, Zofran Paramedic - Adenosine, Amiodarone, Ativan, Atropine, Calcium Chloride, Dopamine, Fentanyl, Lasix, Magnesium Sulfate, Morphine Sulfate, Sodium Bicarbonate, Versed *AEMT also includes all drugs under EMT. Paramedic also includes all drugs under AEMT and EMT. **If you haven't gotten an idea of how crazy I'm getting with this already...here it is. Don't worry, I'll make it playable even if you don't know what any of these are. The Fire Department Response will be automated, however, you will have control of them (for medical use) once they arrive on scene. Fighting Fire/Performing Rescues will also be automated and out of the player's hands. Besides the obvious, Structure Fires/Explosions/Car Crashes, when should a fire department respond to calls? 1. Never. A 2 man ambulance crew + 1 supervisor (upon request) is more than adequate. 2. Calls are graded as either Priority 1, Priority 2, or Priority 3, Fire Department responds to Priority 1 and 2 calls.* 3. Calls are graded as either Priority 1, Priority 2, or Priority 3, Fire Department responds to Priority 1 calls only.* 4. Fire Department responds to all medical aid calls *Priority 1 - Life Threatening Medical Condition (Cardiac Arrest/Choking/Severe Allergic Reaction), Priority 2 - Possible Life Threatening Medical Condition (Chest Pain/Unknown Medical), Priority 3 - Unlikely Life Threatening Medical Condition (Sick Person/Assault). The Medical Control Help System This is something that is available as a help system for players who are not real life paramedics. Essentially you can call medical control and you'll receive hints on what you should do on a particular call. You will not get penalized for using it, but you will get an XP bonus for not using it during a call. What do you think about the Medical Control Help System? The XP/Upgrade System The key incentive to keep playing is the ability to gain eXperience Points. By completing calls in a timely fashion, you gain XP. If you do something wrong, you loose XP. You can use your earned XP to buy upgrades. Such Upgrades include (Changing your Ambulance's Model, increasing the speed at which your character and other do certain tasks, increase the success rate of certain actions, and even increase the provider level of your characters or NPC Characters (such as upgrading a FF/EMT into a FF/AEMT). Upgraded vehicles will feature differing levels of Speed and Capacity (# of patients or rescuers they can hold). How do you feel about the XP/Upgrade System? And finally.... What should be the starting ambulance? I'm thinking an old junker type II (van) ambulance. You will be able to upgrade to others using XP. Thanks for your input! -
Maybe not on max setting but I think you'll be more than able to play it.
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Just as a warning, trying to edit PERSON models in ZModeler 3 is VERY difficult. Moving and rotating the bones is extremely difficult on person models and it's quite hard to get things in a proper position without distorting the model.
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...and even then it's a complete nightmare.
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You don't need the mod installer. This is not an .e4mod file, it's just a zipped modification folder. I chose not to use the .e4mod format since some people's games don't have the mod installer.Don't touch the mod installer at all. 1. Download my zip 2. Open the Northview-South-County-v2.0.4.zip 3. Drag the Northview South County v2.0.4 folder inside the .zip out and into the /Emergency 4/Mods/ folder. DO NOT create a folder in there. Just drag and drop the Northview South County v2.0.4 folder in! 4. Once done copying, launch the game and load the mod 5. That's it.
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What?? Okay, i made a quick video instead of explaining it. I find it's easier to see it than to explain things. It will be removed completely, but a Ladder truck (or 2) may take its place. I may leave in support for it in the scripts so people can swap it back in.
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Then either your copy of the download is corrupted or more likely it did not extract properly. How are you exacting the folder?
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I'm compiling a "bugs to fix" list...post any bugs you've noticed here. Do not post Quint (Tiller) or fire dept crane bugs as they are going to be removed next release.
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I can confirm that the ladder trucks lose their animations when they are edited in Zmodeler since the animation is embedded in the .v3o file. You will need to use Ani Builder to recreate it. Ran into the exact same issue while trying to attach the la mod ladder body to my south county rescue engine cab.
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Ensure that your editor is running as Administrator.
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Yes. When you import a ground texture it should give you an option to save it. Name it whatever you want + .eft
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Not based on a real place. It's a total coincidence, lol.
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it's really not complicated at all. A premade texture should already meet the specifications. Download the texture...do your thing...don't resize the image...and export as a 24-bit TGA. No special naming is needed. It should import just fine.
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I've noticed that if the car crash is not set-up correctly, (like no entrapped person) it won't disappear when you launch freeplay. Many of the incidents that aren't popping up are in fact set up properly (with entrapped persons and proper names). I'll double check the misnumbering.
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Need some modelling help with a station.
Chris07 replied to Shadylasse's topic in Modding Related Support
That looks very similar to some of the ones found here: http://emergency-forum.de/index.php?page=Database&c=57 Why make it when you can find one close to it...unless you are looking for an exact replica of that particular station. -
After a certain size it is actually beneficial to switch texture formats. I found that for High-Res texture files, saving the texture as a PNG saved more space than leaving it as a .dds. To save even more space, the texture can be output as a .jpeg. 2048x2048 texture (which is waaay overkill for EM4) was about 3MB in .dds format, but only 1.8MB in .png If you do change from dds to another format you need to open the .v3o file and edit it to reflect the new format.
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The .eft (map texture file) found in the /Maps/ folder is NOT UNPACKABLE. Unfortunately the .eft file cannot be reverted to an editable form. In order to edit the texture, you need to find the original .tga, .jpeg (or whatever editable format you can find). Most (if not all) publically available maps have the texture available for download. All you have to do is take the image, edit it to your liking (in your case adding the street names), then you can convert it into a .eft to use it in game (Editor -> Floor -> Import Ground Texture). EDIT: Just noticed...the correct extension is .eft not .e4t.