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Everything posted by Xplorer4x4
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Interviews with modders - Personally, sounds boring. current positions on the Emergency Planet site - What positions? The last time a position was open was when NFK joined the mod team and thats been ages ago. game tips & walkthroughs - Why? This would pretty much be the same thing every single week,month, or whatever interval it was sent out.
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This may not be a bug per say, but why is the LAX Stair truck in the mod as I dont think I have found it in any missions, and if i did miss it, which missions is it on? I placed it side by side with all the major airplanes in the game and it seem the platform sits about twice as high as the door. The models there, why not trim it down to size where it serves some use?
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The Q.R.A Mod Engine is just under 5K, and the LA Mod Engines are just under 5K. As I understand it the game doesnt play to nice with things over 5K. Its an old game with an old engine. It simply cant handle the kind of detail GTA IV can.
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Gotta agree, these models look excellent for the amount of polygons used.
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Well its either: http://en.wikipedia.org/wiki/M10_tank_destroyer or a http://en.wikipedia.org/wiki/BMW_M10
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No problem, I suggest grabbing w00ds maps for starters though as the textures are already perfectly done for the police stations, fire stations and hospital and you can work from there, although FS2 doesnt give you much room to work with. The first map lacks traffic, but the second map has to much traffic and traffic gets ugly quick.
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Adding a TEC station with rollback dropoff point.
Xplorer4x4 replied to timmiej93's topic in Alteration Help
Francis, you always have a way of making things sounds so easy. -
Angle doens match VO / Personell spawning at wrong FS
Xplorer4x4 replied to timmiej93's topic in Alteration Help
Not a problem, glad you got it. If you want them to spawn backed in just look at that thread i linked to. Its a very easy fix. I think one piece of codes missing, and thats defining gate6b as a constant at the top of the script like the other gates. -
It's not possible with the current LA Mod Map. The texture is about 300MB or so, and Hoppah will not release it. Once the floor texture is in game, it can not be edited. However, if you check out the w00ds map submod, w00ds has been kind enough to release his map texture to us so we can edit it as we like. The old deluxe freeplay texture is up for grabs in the downloads section somewhere. However,it wont be 100% accurate as Hoppah modified the texture slightly. For example the concrete lot the Hospital sits on, was actually a large lake, and the area for the Fire stations had some grassy area so Hoppah obviously patched that up. Anyways, this is not modeling. It is modding, but not modeling. Modeling is working with 3D objects like the games vehicles,objects and houses.
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I think he knows that, and therefor you should post in the thread for the submod rather then create your own.
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Just a suggestion, Id consider a better thread title then "+Units Submod" maybe Federal Units Submod would work, atleast for the time being unless you throw in other units that arent federal related. It's your call though.
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It helps to keep everything in one thread so we know what you have done and havent done with out having to jump back and forth. I cant be asked to go look at your other thread to see where the problem originated(hints keeping it in one topic), but are you the one who was using bootcamp? Just to check...you did double click the exe and install it this way right? You didnt copy over the exe to the mods folder? If you did copy it, you need to run the EXE file.
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This is partially true. Hoppah used to allow no reskins unless you had something else to offer with it such as some sort of script. However, he eventually changed this rule. He will allow reskins but they have to be LA Based units. For example, say the texture of the EMS Supervisor CV was out of date. If you had pics of the new paint scheme, and you repainted it to match the new pain scheme, Hoppah MIGHT let you release it. They have to be reskins of actual LA Units for him to consider approval.
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Your no help! J/K thanks anyways. I will give it a try and see whats what.
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I dont think you can. Never use Coat Guard so I cant remember for sure. Hoppah, I know this is supposed to be LA Mod bugs only, but your the only one who seems capable of fixing 2 things to make my submod bug free. 1) How can I keep the tiller from catching fire? My tiller keeps blowing up. This might be a PRL thing, but i have compared the prototypes in every way possible and as far as I can tell they match up 100% 2)My SWR Truck and Large Rescue Ambulance(LRA) are spawning the vehicles fine, spawning staff fine, and function fine. However, they refuse to park in there assigned parking spot. The part of the script for these look exactly the same as the BC aside from the OBJ and VO references. The unit stop just outside its assigned parking vo and then stops. The staff doesnt exit, and the vehicle wont budge unless you move it manually. If you could look at these 2 things when you have time, I would greatly appreciate it and I know about 300 other people who downloaded the submod would appreciate it to. Thank you for your time ,Hoppah. Please keep up the great work.
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Scroll down to the very bottom of the first post. Theres a download link/attachment. Its not the most current version but better then nothing.
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Is the LA Mod not working? Have you tried it sine you got the game working? IF The LA Mod fails, then post a log file after it crashes or whatever its doing.
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http://lmgtfy.com/?q=how+to+learn+C%2B%2B That go find a book at the library or book store.
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No need to start another topic when you already have this one:
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No need to apologize, im just saying its not as easy as asking for ideas and throwing it into a script. You actually have to learn to script, and it takes time. It might take 6 months, it might take a year before you know enough to script, and by asking how you make a mission, its probably safe to assume you dont have any scripting skill. Its not a flame/insult, but simply stating theres a learning process and there is virtually no point in trying to get ideas for a mission if you ant even script them.
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So for the Fire, for example, X means it will react to fire normally? O would mean it will burn but has a lower tolerance, i.e takes longer to drain its energy? And leaving Fire blank would mean it can not catch fire? Am I getting this right?
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Ok when you edit a rptotype at the bottom it has things like fire,children,physics and other things. You can leave the boxes blank. You can put an X in there, or an o I believe.Could some one explain these settings and what the X and the O mean.
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Thanks, I think I can get it done.
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Open the editor. Find the prototype. Then click edit. In the left column you probably have aligned corners with a circle filled in next to it.Change this to custom and see if it works. If its set to custom already then try aligner corners instead.