Jump to content

Xplorer4x4

Members
  • Posts

    4,836
  • Joined

  • Last visited

  • Days Won

    8

Everything posted by Xplorer4x4

  1. No thats correct. Look at other unit XML files, the problem, although I havent confirmed it, looks like the units id in the XML is <unit id="DIVE_RESCUE_6"> but the folder was 153diverescue6 when it should be 153diverescue6. Sorry for wasting your time but thanks for trying.
  2. Heres the unit.xml file from the dive rescue ambualnce picture I posted a day or two ago. For now I have just placed it on the map as an object, but it has no units stored in it, nor can anyone enter the unit. The XML resides in Emergency 4 Deluxe\Mods\Evansville Mod\Units\Vehicles\Fire Department\153diverescue6 <unit id="DIVE_RESCUE_6"> <campaign> <missions value="1 2 3 4 5 6 7 8 9 10 24 25"> <prototype name="mod:Prototypes/Vehicles/02 Ev Fire Department/dive_rescue_6.e4p" /> <price value="600" /> <speed value="120" /> <space value="4" /> <loadspace value="0" /> <personnel> <unit id="FF_DIVER" /> <defaultcount value="2" /> </unit> <unit id="FF_EMT"> <defaultcount value="2" /> </unit> <unit id="FF_EMT_SCBA" /> </personnel> <equipment> <unit id="FIRE EXTINGUISHER" /> </equipment> </missions> </campaign> <freeplay> <missions value="1 2 3 4 5 6 7 8 9 10 22"> <prototype name="mod:Prototypes/Vehicles/02 Ev Fire Department/dive_rescue_6.e4p" /> <price value="600" /> <speed value="120" /> <space value="4" /> <loadspace value="0" /> <personnel> <unit id="FF_DIVER" /> <defaultcount value="2" /> </unit> <unit id="FF_EMT"> <defaultcount value="2" /> </unit> <unit id="FF_EMT_SCBA" /> </personnel> <equipment> <unit id="FIRE EXTINGUISHER" /> </equipment> </missions> </freeplay> </unit>
  3. Hey jab, on your pic aboce, what map are you using? Is this a custom map your working on?
  4. Well good luck but as Fort Erie said in the other topic, expect to put months of labor into this. In other words the same question as this topic you made: http://forum.emergency-planet.com/index.php?showtopic=6314 like i said search.
  5. Its not for my mod, not yet atleast. I am starting on one soon for the army firefighting mod posted here. The site will basically contain updates, as well as previews of the models and so forth. As the mod is finished it will contain pictures of the completed models. Take a look at the LA Mods website and it will be similar to that. As for the mod I am creating, well that remains to be seen as far as weather it will be released. I hope I can but as it is will be using alot of hoopahs scripts and models from the LA Mod(re skinned of course), as well as some other models here and there Its a waiting game right now to see how much of the LA mod is utilized. I hope to eventually get a team together and include enough unique attributes to release it as its own mod or sub mod, but as I said I am not rushing. Right now I am slowly working on vehicles, but even that is time consuming as models have to be painted and/or reskined. Doors added, childs added, children added, getting light patterns made, and there are other things I have probably forgotten. Have you or the members of your team had any experience doing any of this yet? Thats not meant to sound mean, its just that as the thread title says, it is a massive amount of work.
  6. I would say just use a sheriff van as these are more realistic transport units as such vehicles really wouldn't get much use for the scenarios presented in EM4 imo.
  7. It seems like you may be better off learning more about modding before jumping into this project., but thats just me. Maybe down the line I can help out but I doubt it as I am working on my own mod right now, making a web site for a mod here, and helping out on the Emergencey Mod based off the TV, so I have my hands quite full. Maybe if this gets off the ground and I have time I can help.
  8. ^well at current the game doesnt allow us to investigate fires, so it wouldnt really be of use there, and technically a PI wouldnt investigate a fire. I believe this would be the responsibility of a fire marshal, and homicides would be the responsibility of CSI. However the bounty hunter idea is cool. Itd be funny if we had Dog,Leland,Beth, Young Blood,and Baby Lisa patrolling
  9. Well I am sure some people will just for the sake of having another unit. I doubt I will use it but I will likley give it a try to atleast see how it turns out before making a final judgment.
  10. It doesnt get any simpler of an explanation. You do nothing with the numbers. Read the two lines and compare the differences. Fist, you find the v3o file for that model. Rename it to model.v3o.bak or ~model.v3o, bassicly just change the name. Now, go to the dds file and change it from model.dds to model.v3o, then open the editor. Load the LA Mod. Go to to Modifications->Unpack, browse to the model.v3o file(the one that was originally a dds file), and click ok. Now you can close the editor, Change the filenames back to the way they were, and your ready to roll.
  11. Well then it is a bug, but you left out critical details in the first post. I have noticed a similar problem. If a SWAT member has a flash grenade and gets attacked while attempting throw it, the game still thinks they have a flash bang but wont let you actually throw it.
  12. well in the case of the fire engines there are 2 dds files as i guess everything couldnt fit int one.
  13. Its all good, i just made sure to hit cancel so not to disturb anything.
  14. Did you use fraps? Make sure the video is less then 1 GB in size, and less then 10 seconds if using youtube. I use fraps for my videos then run them through autogk and reencode to xvid to compress the file size some.
  15. That just moves the wheels on the trailer, not the boat. I had to use ctrl and the right mouse button. Finally figured it out. Thanks for helping though hoopah.
  16. I wouldnt consider that a bug personally. If a sniper gets in a fight in real life chances are he will drop his gun sooner or later.
  17. I know that but i need to recreate that motion so i need to be bale to angle objects.
  18. Body styles dont say alot but as you see in emergency and reading here they came with various staff options. @cbh84 thanks for that link. I have never seen the majority of those. I had no idea they made chevy ambulance, or ford F-350 based abulances.
  19. I think you have to increae the length of the virtual object in front of the light.
  20. ^not quite what hes looking for. The SS is in soulbodys sub mod thread in the la mod forum(i think). You need the files from there and it should take care of everything, but if not, you need to edit freeplaybase or freeplaybase_d.xml depending on which game you have. http://forum.emergency-planet.com/index.php?showtopic=2261 That should explain everything.
  21. For example the motorboat transport in LA mod has three boats on the back. One flat on the trailer, and 2 more at an angle hanging of the back. How can you angle object like this?
  22. You may want to find freeplaybase.xml or freeplaybase_d.xml(if you use EM4 Deluxe) and make sure those units are enabled. I know for a fact the Heavy RC isnt enabled by default.
  23. Sorry that wasnt based off what you said, but this one is: http://www.youtube.com/watch?v=fs01memLwVk I found the tga files for the coronas so i have narrowed it down to just the red coronas and found which ones would probably work better. I may try to do make a corona that might be more accurate for the type of light bar.
  24. the name of the dds file. For my dive rescue 6 posted here i used the v3o for the vintage ambulance and modified it like so: Original" SRF, ambulance6, 0, 0, 0, ambulance6.dds, 517, 2, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 Modified: SRF, Dive_Rescue_6, 0, 0, 0, Dive_Rescue_6.dds, 517, 2, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 Get the idea?
  25. Well I knew that but that seems like a bit over kill for game use imo. Theres a fine line between keeping the game real, but not to real atleast to me.
×
×
  • Create New...