Tim
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Everything posted by Tim
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Maybe a video, but no "pre-final" release No, I don't want to go commercial, I'd like to stay an independent software developer, who can decide all on his own
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You will be able to talk to the caller, with this interface: Sound would be possible, but would result in a much bigger download size, so this will be optional for modders Every incident will be predefined, with all it's information you can access with this dialog and even more. I will create an editor for that, and who ever wants to participate in the scenario creation, may send me a P.M. and will recieve the editor to create them. Yes, and Yes I'd prefer a fictional map, too. This gives you more power and would keep everything fictional. Of course people can make mods for this simulation and put in a NY, Boston or whatever map, Units and Stations to play with real cities
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As I said before, this is NO mod, it is stand alone! Of course I'm already programming on this, otherwise I would not ask for your wishes and ideas
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No, this is not for Emergency, it's a stand alone software. Other possible modules: -Map screen (Google Maps, or an offline data source) -Unit Overview -Telephone screen (call Hospitals, other Departments etc.) -The dispatch mask, where you enter all the information you get from the caller
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Hi guys, I'm currently working on a dispatch center simulation and I would like to get an overview of what the players would like to see. So just state what your dream feature would be, the more ideas and wishes I get, the more you help me Attention: This is not related to the NY modification, it is an independent, stand-alone software! I made a concept screenshot, to give you a small impression on what the program could look like. Do not think of any limitations, feel free to state everything(!) you can imagine of, every idea can help to improve the quality and the fun of the final software. So far, Tim
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Yep, that's just fine.
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The file size is unimportant, you just need: A size of 256²px,512²px,1024²px,2048²px,... And the file needs to be a targa (TGA), 24 bit, *without* compression! The file size is no criteria.
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Why do you want 32 bit? Emergency does only support 24, when you try to import a 32 bit texture, the editor crashes.
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Well, I do void FollowTarget(const GameObject *object_, const Vector &Pos_, bool useCurrentCamPos_ = false); void LookAtTarget(const GameObject *object_, bool smoothTransition_ = false, float zoomSpeed_ = 0.0f, float zoomDuration_ = 1.0f); void LockCameraMovement(); void UnlockCameraMovement(); void LockCameraRotation(); void UnlockCameraRotation(); void LockCameraZoom(); void UnlockCameraZoom();
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I didn't think of it yet... but who knows
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A "emergency amputation" does exist! Even though it is quite rare, this sometimes happens, at least here in Germany, where we have Doctors at the EMS. If you can not move the patient, because his leg is trapped inside a machine, or other aspects indicate an amputation, this can be done right at the incident scene.
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Holy cow,this mod is pretty great like wuppertal mod
Tim replied to 917893678251's topic in General Talk
It is absolutely no problem to let the cars go back on their path after they cleared the street. The available script is quite complicated, I have redone this from scratch, it's way shorter, noumerous hundreds lines of codes are gone, runs faster and does the very same, so I would recommend a rework of the existing script. -
But it's a difference if you wan't to spray it in someone's face, or throw a tear gas grenade. Maybe there will be throwable OC gas grenades in the NY mod. And maybe this script will be free for public use.
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click on "import" not "open"
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With some small workarounds and one or two tricks this should be possible.
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No, vehicle animations are saved in the v3o itself. Only person animations need the "vmo" file format, but this is, with the current knowledge of modding, impossible to create of modify. So you need to create the animations for your vehicle on your own.
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You can not really trigger the original game's routines, but you can write your own. You could write a script that burns a random object, or injures a random person, there are almost no barriers, except your imagination
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Scripts/Game/Command -> Entercar.script This is the script that controls which units may enter which car.
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You can select every option available for one script! Just repeat the progress of adding a condition for every single one, they will all be shown in the main window's list. You may use any combination of all those conditions.
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You can use the generated script in any modification you'd like. There's absolutely no restriction of their usage, and you may also modificate the produced scripts in any way. The generated scripts do not contain material from any modification, neither New York, nor Los Angeles or any other
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A variable's name must not only consist of numerics. Combinations of numerics and letters are allowed, e.g. "list01". Additionaly, those names may not have spaces, if you want to separate something, use the underline("_"). Special characters, and C++ keywords ("new","true","false"....) may NOT be used, too.
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Take a look at the SDK: http://www.emergency-wiki.de/index.php/Kategorie:Scripts Well, it is in german, but the only available overview of all the classes usable in EM4 scripts. If you do not understand whats written in the SDK, I recommend that you take a look at some C++ tutorials. edit: I read your last post, and it seems to me that you do not really know C++. Instead of the XXX you just put in your prefered variable name. If you have problems with such basic things, I really recommend looking for a C++ tutorial.
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Also make sure that the file is 24-bit uncompressed!
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PNG does work! You just need to link the file inside the v3o, and there will be no problems.
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I quickly made an english version of the "EM4 Script Generator" Download from Megaupload.com Download from rapidshare.com Download from files.to This version of the Script Generator is only capable of doing very basic mission script stuff. No timer or trigger controlled events, so this program will be only of use for you, if you do not have any idea of scripting, but you want to play your own missions, without any extensive cutscenes or triggered events. Using the generator is quite simple, but here's a short introduction: 1: Enter the Name of the script, for example "Mission_01", no spaces or special characters, except the underline, please! (note: the Missionscript name may differ from the filename!) 2: Opens the "Add Objective" Dialog 3: Opens a dialog to specify the failing conditions of your mission 4: Opens a dialog to generate the script and save it to your hard drive 5: Deletes all currently assigned objectives 6: Exit the program 1: Enter the Name of the Objective, this name will be used in-game in that blue window 2: Select which task should be attached to this objective 3: Adds the objective to your script and closes the dialog 4: closes the dialog without adding an objective (note: the inactive tasks will be available in the next versions) Enter the respective figure, if you enter "-1", no failing condition is set. Closing this window with the "x" button will also set up your entered figures. Note: Any script generated with this program may be modified in any way! They are not formatted, so this must be done by yourself, otherwise it will be very hard to read and modify the script! You do not have to give credit to me, but hey, it would be fair