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Xplorer4x4

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Everything posted by Xplorer4x4

  1. What file are you trying to unlock exactly? As for unlocking, rename like chris said, then in the Editor, Modifications->Unpack File.
  2. LMAO! Thanks for the info guys. Will have to read over it when my heads more clear.
  3. Hmmm what shall I tease you guys with today? Let me sea what I can dig up..(subliminal messaging, gotta love it). Whenever 2 medics/2 EMTs go to grab the stretcher, the scene lights will automaticly kick on and off with the rear doors opening and closing. Lighting wise, still heavy on the lights! I believe most of the light patterns are the same as the last project. Also there were some problems with the LAAP Tahoe model so I have decided to make it a slicktop SUV instead. The FBI SUV had some bad ass lights on it and since I don't see much need for FBI in freeplay I copied over the lighting from that to this unit. Down the road this might get replaced(at least spawn wise) with a little something different with one of the oddest looking light bars I have ever seen but part is wishful thinking for now. I think once the stations are fully set up properly, you might find it changes your strategy in game.
  4. After: Vehicle vec(Caller); Create new line(enter) and add something like this: Vehicle v(Caller); if (v.IsCollidingWithVirtualObject(VO_ENGINE01) || v.IsCollidingWithVirtualObject(VO_ENGINE02) || v.IsCollidingWithVirtualObject(VO_TILLER)) return false;No I assume you have more VOs then that, so you could use a SQUAD VO that covers the entire FS, but the engine would die to soon imo. Actually even this way it might die to soon..you might be better off usign the LAtoFireStation script like this: else if(StrCompare(v.GetPrototypeFileName(), OBJ_TILLER) == 0) { GameObjectList l4; Game::CollectObstaclesOnVirtualObject(VO_TILLER, l4, ACTOR_VEHICLE); if(l4.GetNumObjects() > 0) { Mission::PlayHint(HINT_NOSPACE); Game::ExecuteCommand(CMD_GOHOME, &v, &v); return; } else { ActorList l1 = Game::GetActors(VO_FP3); ActorList l2 = Game::GetActors(VO_TURNTO3); m.PushActionWait(ACTION_APPEND, 3.5f); m.PushActionExecuteCommand(ACTION_APPEND, CMD_COMMAND, Caller, 0, false); } }In this case CMD_COMMAND could be CMD_E1 and at the top of the tofs script with the constants for the OBJs and VOs add const char CMD_E1[] = "Engine1"; Because you have decided the game is going to recognize this command as simply "Engine1" when you go to the editor to assign the command. If your going to do a separate script for each vehicle I would suggest naming this one object VcmdEngine1Noise : CommandScript Also: object Engine1 : CommandScript{Engine()The Engine on the second lien should be Engine1 as well. Whatever comes afer object and before the : should always go on that following line: object Engine1 : CommandScript{Engine1()
  5. Undecided, there are going to be quite a few units on the map as is. LAFD Engine 1 (ALS - Technically they are Paramedic Assessment Engines now, one medic vs 2) 2003 Pierce Arrow XT http://mikesphotos.us/g2/v/Action/Events/FSD/LAFD/2011-FSD-88/LAFD+Engine+88/ LAFD Engine 2 (BLS) 1999 Pierce Dash http://mikesphotos.us/g2/v/Action/Events/FSD/LAFD/2011-FSD-88/LAFD+Engine+288/
  6. No this map is from EM4 with a few changes. No need to PM it to me. This works just fine.I will try to look at it later or tomorrow and see what it looks like, but I think traffic is a non issue at this point. I think I have even come up with a solution for preventing units from getting stuck in the train crossing. My advice though, find the traffic light by the railroad crossing furthest from FS2. Move the traffic light to the other side of the tracks to prevent traffic from stopping on the tracks.If you need a screen shot let me know. As a matter of fact, the majority of engines on the map will be new models. One of the Pierce Arrow engines currently in the mod will indeed be hanging around in FS2. So there will be a few new models. If I told everyone whats stationed on the map, you might say it was over kill but given the frequency of events and the scale, some small and some large but manageable with a little care, However, being only one USAR on the map adds an element of realism(a big focus in this project compared to my last) because just like in real life, sometimes the USAR has to come from quite a distance away. If memory serves me right, there were cutback a few years ago and a few USARs got put out of service and/or moved around I believe.
  7. Maybe I need sleep...but van you rephrase that in some sort of order related to the screen shot because that totally confused the hell out of me. I will say this much..no its not a hasmat truck. It is a reskin for now but hope tonnage some slight alteration done to it.
  8. Well no valig guesses listed so you loose. No prizes this time just a fun little game.
  9. I would say keep it simple for the first release. Plus it gives you stuff to add later. If you dont mind posting it here, I can take a look, and I am sure others will help as well.
  10. If it is something I have openly mentioned here, then you guys are always free to speak up. I actually turned traffic back up in Alpha 7 because I felt it was to little traffic the way I adjusted it and tbh traffic flow seems just fine where as before it was just a little to much.
  11. Yeah like I said tiny tiny tiny lol but was just curious really. Yeah since the first is a built in command while the second is added on, I would think the first would utilize less CPU but given the faction of a percent in question, if it hurts your PC, well your PC isnt worth playing the game on lol. I was curious id the second would work, so thanks. Also, could you explain what the Caller, 0 and false mean?
  12. Pretty sure they aren't any bigger then the other LA Mod maps. Like I said, traffic might not be perfect. You still need to watch it. Hell atm I feel traffic is to light(after some recent changes), where as before the changes the testers felt that traffic might need to be toned down just a very small amount. So over all I think traffic should be pretty good. Not perfect but pretty damn good. As for units sticking to the road, to some degree theres just nothing I can do in this regard. In some cases I have added a VO or two to help with this. For example, the apartment complex across from FS2, units would notoriously cut through here. Not any more. I have/am doing what I can in certain areas Over all the end results will be more manageable imo. The testers are welcome to speak up and comment on traffic or paths here if they want.
  13. Not that it probably matters, but trying to make my scripts cleaner this time around (both in the interest of reading and game processing) and wondered what a better standard to follow would be. More or less I need to automatically trigger the floodlights when a certain action is executed by personnel. Is there any efficiency to be achieve by using: v.EnableSpecialLights(true);instead of v.PushActionExecuteCommand(ACTION_APPEND, CMD_FLOODLIGHTS_ON, Caller, 0, false);I would think CMD_FLOODLIGHTS would technically require a tiny tiny tiny fraction more CPU power butt would actually activate the floodlight command in the UI.
  14. It's not bad. Just a personal preference. As for editing the file, you need this: http://www.eightforums.com/tutorials/2814-take-ownership-add-context-menu-windows-8-a.html Then right click the config file, and click take ownership. After that you can edit it just fine, or copy to your desktop, edit the file on your desktop, and then move it back to the directory where it came from.
  15. Because it has nothing to do with this mod. I don't release half ass projects. Had you said something like "Traffic on w00ds map is horrible, have you fixed it?" that would be different. Instead you are commenting strictly on w00ds Map. Now generally speaking to everyone, I am not saying traffic is perfect! As with any map you do have to keep an eye on things because frankly the game engine is rather lacking in traffic management. I remember that and you started to get my hopes up! I was hoping to find the map texture on my HDD because I would like to make a few small changes. As for pics, possibly. Map wise there is not much to show off. I recall making some texture changes near FS1 and the PD station, but nothing worth showing off. Most of the changes map wise are under the hood so to speak. Altering the paths, spawn intervals, adding triggers, adding VOs to prevent units from taking certain shortcuts, or in one case I found a house that was locked but not accessible. Well when it decided to catch fire, I had 9 hose lines hitting it(4 Lines from 2 engines, plus the tiller) for like 10 min and still could not put it out.
  16. http://imgur.com/a/appIr#0 Have you named the objects properly? Also make sure you have the VOs and Triggers in place.
  17. Ambulance Staffing: Every time the alarm is sounded you will get 1 of 3 randomly selected combination of FF/Medics(including those of you who want the ambulance patch for a stretcher crew in ambulance).
  18. I have seen where an RA was stationed outside under a tent/canopy(like this) and I have seen where the RA might be parked back to back with say an Engine and respond out of the rear of of the station bays. In this case I see both and engine and RA stationed under a tent like that one when looking at the station in Google Maps.
  19. You were clear. It's set to default...have you TRIED setting it to single? I don't know if this is the problem or not because I havent ever messed with the railroad gates but based on prior experience with similar situations, this might just be your problem.
  20. Please do every one a favor and keep ignorant comments to your self. Just because it is w00ds map doesn't mean I haven't altered paths, added paths, altered spawn intervals, etc. Not to mention the original map was missing key things like triggers in some intersections to help detect traffic flow(such as the one lane construction area near the freeway on/off ramps). One example is that there is a path a long the bottom of the map that runs in to the airport and curves around by the police station. When you redirected traffic on this path, it crossed over the path for traffic exiting the airport parking lot. This caused massive traffic jams at this intersection so I altered the trajectory of the paths so there was a bit of clearance between the two so that both sides could make left turns with out interfering with each other. The VOs for some of the traffic lights have been adjusted to account for more traffic coming from certain directions rather then others.
  21. I am a night owl, always up late at night. Me and my ex-gf were living together in an apartment. So we crash out at like maybe 3AM or so, about usual for us. Awhile later we get woken up to that infamous BOOM BOOM BOOM BOOM knock on the neighbors door...knowing these arseholes and not realizing it was only 6AM, I think it is one of thier friends being "cute." I peak through the blinds before I am about to go light some ones ass on fire, figuratively speaking of course, Then I see a Sheriff cruiser and deputy so I thought better of it. I go to take a leak and come back and my ex says FBI.....it took me a second to truly process that thinking she has to be kidding.Looked outside and sure enough I see 2 agents, one with a vest and one wearing a classic navy blue tee shirt with gold lettering...I guess there was something like 8 agents there. They spent about 4-5 hours going through the apt.Turns out the guy got busted for child pron.
  22. I figured Chicago, and bigger cities like it up North, would have some sort of system in place to keep that from happening.
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