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Everything posted by Xplorer4x4
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Did you link to the prototype to the model file? In the editor choose Engine 7 from the list of prototypes. At the bottom will be three boxes. Choose browse and select the main v3o file. You also need to do the doors and add them in the same way.
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Well we cant actually do it for you because we dont know what your scripts look like. If you edited VOs(virtual objects) etc. I suspect if you managed to make the edit yourself, then you can fix the LABattalionChief.script to send the tiller as part of the light force. You might find this topic of use as well: Good luck and if you need more help then be sure to provide the scripts as well
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LA Mod 4x4 w00ds Map v1 Submod Preview
Xplorer4x4 replied to Xplorer4x4's topic in Submods [Not released]
Doubt I will be doing this. Theres enough fire trucks as it is and while not everything in my mod is realistic, I am not sure LA does mutual aid with a department there size. The pass alarm would just be to annoying imo. As for the cop idea, as much as I love the general idea, and I think I might be able to script this, the problem is how to do it. I will keep this in mind but right now I think I am mostly done adding features. Progress update: While I wait on E51 to be finished, and trying to find a modeler, I am trying to work on traffic issues. For the most part the map runs fine with increased traffic, but the problem is traffic merging on to the freeway likes to get hung up some times and this then causes a headache because traffic in the construction zone gets stuck and with the construction zone being one lane, it can be tricky to diffuse the traffic jam and usually takes 2 or 3 cops to redirect or stop traffic around this area. I also set up a launching area in the port for the SWR truck. It is in game and working but needs some tweaking as the SWR likes to park sideways when launching the zodiac. -
Not sure what your asking. Of course you can make a fire truck yourself..in zmodeler and such. You renamed what? The e4p file? The v3o? All you have to do to change Engine 1 to be called Engine 7, for example, is change 3 files. In Lnag/EN change portraits and infotexts.xml. In Specs, change portrait.xml. Only change the text between <> and <>. Leave everything else the same.
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You do realize this is going to be locked or merged with your other thread asking the same question here dont you? Have some patience..
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http://lmgtfy.com/?q=paramedic+school+in+texas
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[EDITOR HELP] Editor crashes when importing texture
Xplorer4x4 replied to CultziBolzi's topic in Modding Related Support
Um if you havent loaded a mod, i would guess data. -
Nothing wrong with that but when a topic is 4 month old no point in bringing it back to try to help. Not to mention the OP has been deleted so who knows if he is coming back.
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LA Mod 4x4 w00ds Map v1 Submod Preview
Xplorer4x4 replied to Xplorer4x4's topic in Submods [Not released]
Quint it is, but now I need to find some one to model this and a few other things. This is the main thing holding back the project..is needing some one who can model. I could release it with out the new models, but I feel I would be releasing a half finished project. Thats the last thing I plan to do with the work I have done this time around. Now on to some updates: I removed the Call Police Helicopter command from all police personnel. I expect some people to be unhappy but I think the added commands to call units will make up for this. There will be 3 new "call" commands. I wont mention all of them to keep some surprises, but Police officers can now call a Tow Truck. It will only call the Tow Truck from AUS. Also EMS Supervisor can Battalion Chief now have the ability to call the MCU(Mass Casualty Unit). I send the EMS Supervisor to most traffic accidents and find if theres 4 or more victims, the MCU is much easier to work with then depleting every single ambulance on the map. -
Ami, the patrol thing is because (i think) Hoppah, before 1.9, had the patrol script to pick a patrol path at random. Now it picks the one closest, so that why you have to spread out units before sending them on patrol. I know I have some what resolved this issue in my next submod.
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On Hoppahs new map? Theres 3 paths for patrol, one that covers the road by the police station going north and south. It covers that whole road and loops around by the train and such. Then theres one down around FS2. It covers everything south east of the fire station. Well most of that area anyways. Then the last one covers most of the area North and west of FS2. I usually send one on patrol when it leaves the police station, and that will pick up the path covering the whole left side of the map. Then send a unit to the doughnut shop, and send it on patrol, and last I send a unit to the area by the tunnel, and send it on patrol. This way each patrol path is covered.
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No disrespect intended with this topic but I am curious to see what features of the LA Mod people don't actually use in freeplay. Personally I never use the traffic vests or call police helicopter.
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First, please attach the log file directly. Txt files are allowed so its much easier then having to extract a zip to get to the log file to help you. Secondly at a glance the log file isnt reporting script errors, and I have looked over Craigs script pretty extensively and cant find any missing brackets, but no promises! Occasionally I have problems like this after making changes, and I find it helps to run ccleaner, so that may be worth a shot.
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Why did you bump a 4 month old thread?
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And? Simply ask in the same thread. As for saving, save it as multiplayer.e4m in the maps folder(isnt it a bit obvious?).
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Yes it does, just tried it. Good job! Thanks!
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http://forum.emergency-planet.com/index.php?app=forums&module=forums§ion=findpost&pid=161362 Also be aware that the firestation commands, like return to station will not work unless you script them, which is very very difficult even for me.
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Ok first thing i suggest, make sure there is an empty parking spot on both sides of the EMS Supervisor. Same goes for any other unit. Secondly, before we get in to scripting, moves your VO over a spot for the TEC and EMS Supervisor so they do not park directly under the light. I am curious to see if the lights are in the VO causing problems.
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Are you running Vista or Win 7?
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Like I said I know that but I believe EQUIP_RIFLE has to be so it knows what the the rifle means, doesnt it?
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Nope the red red markers appear in the editor.I will try moving the center and see if that helps because the landing area is in game but it doesnt work.
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I can spawn a SS, no problems, however, the aim command is disabled. I believe I need to make it so a riffle spawns in his hand like the medic bag spawn in the hand of Medics.Any one know how to accomplish getting a rifle in his hand?
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If this is in regards to my submod, please do not report issues here as the issues are my responsibility, not Hoppahs.
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Long story short, I am looking for some one capable of doing a few models in zmodeler. After further analysis, I find sketchup drawings are one large pita and not worth the trouble of getting in to v3o. There polygon count is much higher to. For example I had some one edit a model for me recently. It started off around 1,500 polygons, and by simply putting a raised section of hood on a model, and converting it back to v3o, it grew by about 3,000 polygons which is insane for the tiny modification done. Not to mention UV Mappings are a problem as well. So I am looking for some one who can help me put the finishing touches on my next submod which is almost ready for testing. I need some one who can model and UV Map. I will need: 1 New Model - SUV Model and UV-Mapped 1 New Model - Ladder Truck Model and UV-Mapped 1 Alteration and slight UV Mapping. Thats all that will be required from you. So, if you enjoyed my first submod help me make this one even better by contributing your time and efforts to it. Of course full credit will be given, and any one willing to helps gets to test the sub mod before it gets released to the public!
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No one knows?