Jump to content

Xplorer4x4

Members
  • Posts

    4,836
  • Joined

  • Last visited

  • Days Won

    8

Everything posted by Xplorer4x4

  1. Possible but doubtful. He has the newest or close to the newest drivers for his card.
  2. Might want to link to intel drivers to, there not as common but some people have intel integrated graphics chips.
  3. Asking about the NY Mod in the LA Mod forum? lolz
  4. How do i remove a lightbar from a unit in zmod?
  5. Delete your LA Mod folder to and do a clean install.
  6. Try creating a file named logfile.txt and see if the game will write to it.
  7. Why? Look in off topic and theres a thread about in game pics if memory serves me right.
  8. Problems is the LACo Choppers would be useless in terms of there real function.
  9. They are? I know the ambulances have changed(using the newer models with the big square grill) and there using LED Bars. Plus the BLS went over to a red paint scheme. BC model is out of date, and the HRC needs a second lightbar, but i didnt realize it was that out of date. I guess I need to refresh my memory with Mike's guide lol.
  10. They dont actually use any of those vehicles, other then the CV and i cant recall if the EMS Supervisors actually use CVs in new york. I think his goal was just to put FDNY paint scheme on the units.
  11. This is what I used in my submod. I have an EMS Charger and Brush truck parked in this 2 spots your using. At game start they always spawned sideways. I used the normal rotation for gate06 but it made the units park facing forward. I applied that fix i linked to and they started spawning backed in as I wanted/hoped for. I find the rotation function can be very useful during spawning. What your doing to the fire scripts is MUCH harder then what I suggested. Ahh I personally came over from working with php. Never worked with Java but having knowledge of a similar programing language is a big help. I know everything looked a bit foreign to me at first, but once I learned what everything meant,it felt like working with php all over again. If you have more problems just post them here or a new thread and I will try to help out.
  12. You havent release the files, so how would I know what format the texture is in? Um...ok? Seeing as I said pics, I thought it would be obvious I was talking about the screen shots. I dont plan to use the submod personally, but always good to have more submods released. Keep up the good work.
  13. I really like the USFS Truck with the new paint scheme.
  14. Nope no installer, but like you I just made a folder for it in program files. I always keep my VOs inside the borders of the map, so it may be the problem. However, it may just need to be more parallel with the VO. Yes if you script it like Engine 1 and 2 they would line up, As for USFS2, with a little work you can have it appear in the dispatch menu. You would need to copy the USFS Units folder to your desktop, rename it slightly, then edit its unit xml file. Then I think the bare minimum to get it showing in game would be edit portraits.xml(in specs or language folder, I forget). It wont have a proper name, but it works. Well usually I am trying to explain things to some one who wont grasp most of what I say, but you seem to have atleast a basic grasp on what your doing, so I can actually go in to detail with out trying to make things super basic. Wasnt that long aside from the quotes
  15. If you have to ask, you wont even be able to do it. Here I actually thought you already knew what you were doing based on your post: To make a long story short, it takes a rather advanced script. If you still want to to it, start learning C++ and maybe in a few months you will actually know how to do put together an advanced mission script. Your best to try to start modifying freeplay before you even consider trying to script a mission.
  16. Ok first off, a tip. If you need to disable multiple lines, rather then doing // on 5 lines or so like this: // ActorList l20 = Game::GetActors(VO_EXTRA02A); // for(int i=0; i < l20.GetNumActors(); i++) // { // Vector Forest02 = l20.GetActor(0)->GetPosition(); // Vehicle m = Game::CreateVehicle(OBJ_FOREST, UNNAMED); // m.EnableBlueLights(false); // m.SetPosition(Forest02); // m.UpdatePlacement(); // m.SetMaxPassengers(6); // m.SetSpeed(9.0f); // m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 1, false); // m.PushActionWait(ACTION_APPEND, 0.5f); // m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false); // m.PushActionWait(ACTION_APPEND, 0.5f); // m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false); // m.PushActionWait(ACTION_APPEND, 0.5f); // m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false); // } do it like this: /*ActorList l20 = Game::GetActors(VO_EXTRA02A); for(int i=0; i < l20.GetNumActors(); i++) { Vector Forest02 = l20.GetActor(0)->GetPosition(); Vehicle m = Game::CreateVehicle(OBJ_FOREST, UNNAMED); m.EnableBlueLights(false); m.SetPosition(Forest02); m.UpdatePlacement(); m.SetMaxPassengers(6); m.SetSpeed(9.0f); m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 1, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false); }*/ The /* start the beginning of the code you want to comment out(in other words disable), and then */ will mark the end. Another tip, if you havent doen so already, find an app called Notepad2. Its much better then editing code with notepad from windows. Load it go to Settings->Syntax Theme->C/C++ Source code. When you go to a bracket like { it will show the bracket in red as well as the closing bracket. If the brack is blue, then you have an extra bracket, or need to add one. By brackets I mean this { and this }. Ok on to the scripts. At a glance they look ok. It may be the trun to VO. From the newest scren shots it doesnt look like the turn to vo is directly in front of the parking VO like it is with the BC. Im surprised there spawning crooked. In my experience they parked sideways when they spawned so I add to add some extra code to get them to spawn correctly. If there both using the same turn to VO, my guess is you need to line it up more even, and try to move it as far away as possible. For example in my submod, the turn to vo for LAPP was at the edge of the map in the port area, but units parked crooked, so I moved it all the way to the bottom of the map and now the turn to VO is so far away that they park straight. You can try to use the code here: To set the direction of there spawning. This fools the game in to making them think there parking in a station bay and should park facing gate6b(the rear gate not the front gate). If your ok with them not parked backwards when they spawn you could do something like this in LAFirestationStart: ActorList l19 = Game::GetActors(VO_EXTRA01A); for(int i=0; i < l19.GetNumActors(); i++) { Vector Forest01 = l19.GetActor(0)->GetPosition(); Vehicle m = Game::CreateVehicle(OBJ_FOREST, UNNAMED); m.EnableBlueLights(false); m.SetPosition(Forest01); m.SetRotation(gate6); m.UpdatePlacement(); m.SetMaxPassengers(6); m.SetSpeed(9.0f); m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 1, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false); } By adding m.SetRotation(gate6); your telling it to spawn facing the same direction as the unit in bay 6(pointing north towards the port). You seem to have a descent understanding, so I think if you look into the fire scripts for my submod, you can figure out how I spawned units in that spot. Another thing I can for see being a problem is your telling all USFS Trucks to return to 2 different parking VOs. This may confuse the game. An easy way to bypass this, is use the editor to clone the USFS truck and just add a 2 to the prototype name. So name the clone usfs_engine2.e4p. This should copy all lights and commands over from the first USFS Truck. Then set your scripts to spawn usfs_engine.e4p and spawn usfs_engine2.e4p in the second spot. This way usfs_engine.e4p will know to go to spot 1, while usfs_engine2.e4p knows to go to the second spot. Well I hope I havent bored you with my lecture, and I hope this was useful.
  17. LMAO I would have loved to see that. Back in the day when I was a freshmen in high school I had to have my parrents drop me off at this old ladys house I worked for. She ran a company that operated carnival rides for kid, like the mini faris wheel thats on the same trailer as a mini mary go round. We had one of those bouncy rooms and stuff like that. Anyways my friend was working one night and I wasnt. They were driving back to Evansville, and its pouring down rain. The ladys like 60 year old(tiny,grey hair,fragile old lady) driving a Lincoln Town Car and pulling one of those festival food booths. My friend has his learners permit so he offered to drive because it was obvious she couldnt pulling a trailer, driving a big ass car and pouring rain. What does she do? RUNS A STATE TROOPED OFF THE ROAD. Whats he do? Pulls he over and gives her a warning.
  18. Hoppah if you update the HRC, would it be possible to get an updated Battalion Chief to the newer models with LED Lightbars?
  19. Really? When my cab blows up and my ladders smoking the trailer actually works fine for fire fighting still and i cant get my man down just like normal. Any one found a fix yet?
  20. Im confused, if it worked, whats wrong with the spawning? Are they still spawning at FS1 even though there included in the squad VO for fs2? If thats the case, then there will be some scripting needed. If you have updated your scripts upload them here, in a rar, or even better use www.pastebin.com.
  21. Thats about what I thought. Thanks, and the experimental rig is very interesting. Looks like it could be usefull, but the short wheel base/utility body looks a bit strange.
  22. Question for Voodo: I cant quite make out what tear the US Border Patrol Chevrolet Tahoe is based off of. Would you mind disclosing what year the model was based off? EDIT: Couldnt find a good pic originally but this looks to be the basis of your model minus this one doesnt have a brush guard/push bumper.
×
×
  • Create New...