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Everything posted by Xplorer4x4
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Define better? Technically handbrake will result in a small file size with better quality then WMM.
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What i did in the past in run the huge AVI through AutoGK to lower the file size by compressing it with xvid. However, now you tube takes MP4 and MKV I believe, so I would run the video through handbrake and reencode it to x264 as this is a much better compression method then xvid. x264 is often used for High Def content these days, and some Standard Def quality things as well because of its improved quality over xvid. Handbrake is free, open source, and available for windows, linux, and mac. Just google it.
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I dont think the H1 was a brush truck was it? I thought it was purely an equipment vehicle like the HES. Its been a LONG time since I played EM3 so i could be wrong. Oh and the H1 from EM3 can not easily be put into EM4. I tried..
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I could be wrong but i am pretty certain this is how the script already works. lol its all good, just trying to help out with temp fixes till Hoppah gets a new patch out. Possible? I am just guessing, but yes. I doubt he would add it as I doubt its common to see 2 gated wyes deployed to one line. It hasnt been a concept for some time now. Not to derail the topic but, since you mentioned them: http://img269.imageshack.us/img269/3152/20...aropoliceca.jpg
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911/FR will not start in XP Home...
Xplorer4x4 replied to heyjoojoo's topic in Technical Related Support
I wasnt the one with a problem. -
Its in freeplaybase or freeplaybase_d and its not locked to begin with so it should be accessible in freeplay. If you want to remove it from the dispatch menu you would do this: <!--<vehicle prototype="mod:Prototypes/Vehicles/05 US Army/hmmwv.e4p" count="0" />--> different vehicle but you get the idea.
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This was disscused awhile ago, and deemed pointless. I forgot all the reasons given but basically it would make traffic jams all over the place.
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I am trying to modify the SWAT Heavy Rescue into an LAPD Bomb Squad truck as LAPD has a similar truck. I cant quite figure out the correct code for it but i should be close. Heres what I tried: if (StrCompare(v.IsValid() && !v.IsDestroyed() && StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03 LA Police/suv_bomb_squad.e4p") == 0) || (v.IsValid() && !v.IsDestroyed() || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03 LA Police/pierce_bomb_squad.e4p") == 0)) if (StrCompare(v.IsValid() && !v.IsDestroyed() && StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03 LA Police/suv_bomb_squad.e4p") == 0) && (v.IsValid() && !v.IsDestroyed() || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03 LA Police/pierce_bomb_squad.e4p") == 0)) if (v.IsValid() && !v.IsDestroyed() && StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03 LA Police/suv_bomb_squad.e4p") == 0 && v.IsValid() || !v.IsDestroyed() || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03 LA Police/pierce_bomb_squad.e4p") == 0) if (v.IsValid() && !v.IsDestroyed() && StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03 LA Police/suv_bomb_squad.e4p") == 0 && v.IsValid() && !v.IsDestroyed() || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03 LA Police/pierce_bomb_squad.e4p") == 0) So far none of these have worked but none have crashed my game. Any ideas?
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911/FR will not start in XP Home...
Xplorer4x4 replied to heyjoojoo's topic in Technical Related Support
Try older drivers if you have the latest drivers. -
Indeed, but as he was posting in the LA Mod forum, I was hopping, although not holding my breath, he was referring to the LA Mod map.
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Yes, if you look around I suggested that to you days ago.
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Should have worked fine in 1.8 and 1.9. No such thing at this time. We have the call command which calls nearest available unit, or, if there is no unit avaliable, will purchase one and deploy it for you.
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Of course it doesnt lower injury-rate but it could lower response times. How do you know this applies to LA though?
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Maybe some one with knowledge of LA can help me out here. Does LA dispatch there ambulances from the station or do they patrol? Do they do both?
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different ways? not sure what you mean as both lanes of traffic will turn down the road the yellow truck gets stuck on.
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It didnt look like a pit was really there intention to me, just kind of worked out well. Pits are used much here in my city much either. In fact it may have been useful a few weeks back as they tried to stop a guy(about 18) for running a stop sign. He was smoking weed and had no license so he ran. The pursuit was short lived as he t-boned a Cadillac and flipped it about 3 times and killed the driver of the Cadillac who was a father of 2 children. It would have also been useful many years ago when a driver went on a rampage through out the city injuring one or two officers. I believe one of the offers was grabbed by the driver and he took off. Once they got the guy stopped there was about 30 cop cars on seen from Evansville PD, Vanderburgh Count Sheriff, Indiana State Police and maybe more. Even a Indiana Conservation Officer showed up to block traffic.
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[EM4] Los Angeles Mod bugs, issues and problems
Xplorer4x4 replied to Hoppah's topic in Los Angeles Mod
Hoppah, the chase command does not work with the unmarked car. I suppose this is something to do with the UMC having 4 officers rather then 2 like the other cop cars. It will just chase them forever and never stop, let the officers out, and draw there guns. Tried with 2 officers in the car rather then 3 and it still did not work. -
Its only certain fires, not all. The first screen shot has nothing to do with redirecting traffic. Its a path issue. Nor does the second area have anything to do with the first. Again the first is a pathing issue, or so it seems. I havent looked at the paths but it seems like a path issue for sure.
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[EM4] Los Angeles Mod bugs, issues and problems
Xplorer4x4 replied to Hoppah's topic in Los Angeles Mod
I had the same problem and it got ugly quick. -
Send a motorcycle cop to the intersection where the truck stops, and redirect ALL southbound traffic the whole game, otherwise the same truck keeps getting stuck every 5 minuets or less. I find if you do this usually traffic flows pretty smoothly, but I also keep one motorcycle cop on stand by at the intersection where the two 4 lane roads meet.
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[EM4] Los Angeles Mod bugs, issues and problems
Xplorer4x4 replied to Hoppah's topic in Los Angeles Mod
I have the patch installed and have the same problem. This likley falls into this bug but if a ff is on the tiller ladder is over a car when it blows up, he floats to the ground super slow. Then the game thinks he is still on the ladder once he reaches the ground and floats in mid air. Also using the new rapid deploy command, if ffs are injured while hooked up to the truck, the truck still thinks there attached even if all the ffs are injured laying on the ground or simply standing there injured with out a hose anymore, the truck will not move until you "unhook" the hoses again using rapid deploy. -
[EM4] Los Angeles Mod bugs, issues and problems
Xplorer4x4 replied to Hoppah's topic in Los Angeles Mod
I am a bigger fan of the FAQ pyro wrote up. Well assuming those fixes havent been tried yet. -
Are you on vista? If so this thread should help: http://forum.emergency-planet.com/index.php?showtopic=5737
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The Evansville Submod! - Updated Aug 16th - Engine 61 Done
Xplorer4x4 replied to Xplorer4x4's topic in Submods [Not released]
No but I havent received any more models from you, nor have i had the time to work on this but I am hopping to get some progress made in the coming weeks if things arent so busy, and looking for people to help with uv-mapping.