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Everything posted by jsutton
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Since you took the ladder from FS2 which means you will have ladder or tiller back in FS1, I would just copy the ladder/tiller script from the LA Mod 2.0 by Hoppah into the LA Mod 2.0 script by Xplorer 4x4. If you decide to do that, backup your original files in case you get errors or something happens.
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Looks great. The rescue truck lights look really dull in real life, don't ya think? I kinda want to see them at night going on a call to get a better look at them.
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No this is not based off the show CSI Miami. The only thing i see on here that relates to CSI Miami is maybe that hummer but that's it. Great job on this mod btw guys. I have been looking at your progress and going to keep up to date on this because it looks really good. LA, NY, now Miami, can't wait for the day it is released. What is the fire rescue coach used for? Is it like a command post?
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I used the search function under several names and I did not get that topic to come up. I thought it was deleted. Thanks for the post, it will help.
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First: Don't make 2 topics on the same thing please. I was about to say why did you ask this when there is one right below yours that asked the same exact thing but I see you posted twice. Second: Go to your Specs folder and open the fp_params_endless.xml in notepad. This is where you will mess with the events and their durations. You will have to play with this a little because I don't know what the duration is now but you need to change this: <MinDurationBetweenEvents value = "55.0" />. You might try increasing it to 80 and see what that does but again, I don't know how long 55.0 is so I can't really help a lot on that. How to disable certain events, you will want to scroll down and find events that you don't want and change the enabled value from 1 to 0. You will see what I mean when you go in there to edit it.
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Sometimes you may need two, i have had 2 or 3 calls at one time and needed to send a squad car to a fire and to a pick-pocketing call. I don't use the directional lights all the time unless there is a lot going on so I send a patrol car and put the officers to work. The reason for so many police cars and fire trucks etc. is just for you to decide what you like best I think at least. I just find ways to use different units and I stick to what I want to do. I like having the police in certain areas so I can quickly get done with a call and don't have to wait for the police to travel all across the map to go to a call. I put the LAPD crown vic on patrol by the port along with the Port Police. LAPD dodge charger and chevy impala are on patrol by FS2 and CHP dodge charger and crown vic are on patrol by the hospital and mountains while the sheriff deputies are used for my transporting units. SWAT are in the tahoe, unmarked dodge charger, unmarked crown vic and parked at the police station for when the rifle or hostage call comes in. Just the way I have mine set up and I use Xplorer4x4 version as well.
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Everyone goes off topic and shows how much spam it causes over pointless things. That's all this topic is mainly and they are tired of coming to this topic to tell people to get back on topic. Let's keep this on topic with the NYC mod so people don't have to read back so many pages of spam to just see what the REAL progress of the mod is. Yes, I know, I just added one more post to this mess but I for one am tired of reading pages of pointless stuff and ready to read why I am looking at this topic and that is to watch progress and give them opinion or tell them they are doing a great job on a great piece of work.
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I'm glad you guys are still working on this. I seen your load screens and I do like them. I kinda like the idea of having the skyline and loading the way you have it then like engine on the left, battalion in the middle facing you and then ladder on the right but I guess that will just take more time away from the mod to do that but would look pretty neat I think. Keep up the good work like always and can't wait to see what you do with the load screens.
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1st: A lot of people use Fraps and I started using it personally and I like it. 2nd: I think your file is still packed or locked why conversion failed. You did rename the .dds to like cv_chp1.v3o and then unpacked in editor and followed by that renamed it back to cv_chp.dds - would that be correct? If you have solved this topic, just reply back you got it figured out.
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Problem with pd parking script problem help please
jsutton replied to keepachris's topic in Alteration Help
A lot of work it looks like. I'm comparing your script to another and finding I don't know how many differences. I think you need to change your actor lists to like 1 2 3 4 instead of all just 1 but I'm not positive and I think you are missing a lot of brackets and extra scripts for each parking spot. Someone can correct me if I am wrong but that is just what I am glancing at and I'm not a skilled enough scripter to just go and tell you all your problems with it. It gets a bit confusing and you get a major headache after looking at a script for so long haha. Sorry, i wasn't much help. -
I have been having a similar problem too such as I tried calling the Tow Truck onto map and it never showed. When one doesn't show, none of them will. I sent a unit to the police station, instead, it went off the map and didn't show back up until a hour or hour and a half later in a random place. No idea what the problem is. Pathing issues with the emergency vehicles at that intersection by the hotel is a major problem because I can't respond any units from FS1 to that area without them pathing everywhere but where I want it to go. I have to manually click every 20 ft for it to drive so it will make it to the call without going off track. I was looking at the paths on the map in the editor and I just been wondering if it was possibly too many path at that one intersection. Something worth looking into because these issues are really starting to bug me.
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I read in another topic that if all your lights are red, there may be a traffic jam somewhere and you will have to go take care of it by shooting the car and towing it away. Might want to look into that and see if that may be the problem.
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I don't know how it is not there. Let's review, you changed the brush_truck.dds to brush_truck1.v3o. You then opened the editor and went to Modifications > Los Angeles Mod 2.0 (Wait for it to load). Then you click on modifications again and went to unpack file and a window should pop up. Double click on models > vehicles > 02 LA Fire Department . Scroll down to where you see the brush truck section and it should be there somewhere. If not, skim the whole fire department folder and see if its there at the bottom or something because that is the only folder it would be in. If it is not there again after the review then you must not of renamed the right file or not loading it right in the editor. Only thing I can think of right now unless someone else had this issue and there is a topic on it.
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In the Units folder of the LA Mod
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Pretty basic steps. 1. Find DDS File in the LA Mod 2.0 Models folder. (Brush truck - Mods\Los Angeles Mod v2.0\Models\Vehicles\02 LA Fire Department\brush_truck.dds) 2. Rename brush_truck.dds to brush_truck1.v3o (Changing the extension allows you to unpack the file in the editor) 3. Open the emergency 4 editor and load the LA Mod 2.0 mod. Select unpack file and navigate to the folder with your renamed file in the window that popped up and find the renamed DDS file and press OK. This will unpack the file for editing. (Renamed DDS - brush_truck1.v3o) 4. Exit editor and then navigate back to the LA Mod 2.0 file on your computer and rename brush_truck1.v3o back to brush_truck.dds. (This allows vehicle model to be recognized as a texture) (DON"T close this folder, just keep it open, you will need it after you use the dds converter) 5. Download and open the DDS converter and navigate to the folder with the brush_truck.dds file in it and convert from dds to whatever format (ex: psd - photoshop) and it will convert the file within that folder. 6. Open the converted file in your editing program and alter as necessary. When finished editing. Save it as original name and back up your old brush_truck.dds. Open DDS converter to convert edited file from psd to dds and overwrite the old file. Open the game and see if it worked. Make since or did I confuse you?
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Are you not able to reuse the people you have for different events? Their voice will be the same but then you don't have to worry about finding a dozen people to cover each event individually.
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I've had a problem with this before but only with submods. Do you have any installed?
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So did you get the LA Mod vehicles on the map? I just downloaded the map the other day to check it out and i rather see the LA Vehicles in it and English.
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Did this basically die or are they still working on it?
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Think so, I will double check. the LAFireStationStart script was - const char VO_USAR02[] -"fs_usar02"; so I changed it from hyphen to equal sign and we'll see what it does. Update: So that minor mistake I had made the HES finally spawn in the second Virtual Object, I can successfully take the HES squads out of the fire station but then the problem returning to the fire station becomes a problem. I have a problem in the Fire Station and To Fire Station scripts I am guessing. So I will go through them and see if I made a mistake somewhere. This is becoming a pain, hopefully it gets solved and works. Update #2: Found another minor mistake in the FireStation script. The HES spawns in both virtual objects but they do not return to station right. One of them backs into the parking spot while the other one goes through the back. So I just need to fix the To Fire Station script and I think it should work.
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Found them all but I think you should have a picture of the whole map at least in the first post so people know what they are downloading instead of making us read 3 - 5 pages over just to see the map and what you are downloading. And yes, i know it won't kill us to read through the posts but some people like me would just like to see a few pics in the first post to see if we may like it or not. Thanks
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Do you have pics of the map you could show?
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LAFireStation script: I actually added it as a new game object list #19 I think at the bottom of the script. USAR is #7 and USAR02 is #19. Whoops, wrong script. I see what you mean and I will try to fix that. I tried to go off Engine 2 code but when I copied it and made the changes to the code, I got tons of errors and as I fixed one another came up and I couldn't fix the final error so I just copied the original USAR code back. I'll see what I can do on updating that. Update: So I added this to the end after Engine 4 (virtual object behind Engine 2) and here is the code: GameObjectList l12; Game::CollectObstaclesOnVirtualObject(VO_USAR02, l12, ACTOR_VEHICLE); if(l12.GetNumObjects() > 0) { Vehicle m = l12.GetObject(0); PersonList passengers = m.GetPassengers(); if (passengers.GetNumPersons() == 0) { m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 1, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false); } } } } if(Caller->HasName(NAME_CONTROLPANEL2)) //= fire station 2 Did I do this wrong? It gives me a error on line 433 which line 433 is the Control Panel 2 code. I got a syntax error and that's the line it told me to fix. So I did something wrong here and hopefully someone can tell me. LAFireStationStart script: I'll take a look at it and make the changes to it and see if that works. That may be what my spawning problem is. LAToFireSation script: I made the changes. Hope that fixed it. Everything you mentioned is what I thought but I don't know how to do the virtual object stuff yet. Eventually I want to learn how to make addition virtual objects on map for units to spawn and return to but that will be extensive work. Also, I been following the Engine 2 script because Engine 1 has all the if FS1 is closer go there or if FS2 is closer go there stuff and it makes me all confused.