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Everything posted by Ghost Graphic Designs
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The London Project [WIP]
Ghost Graphic Designs replied to Freelancer's topic in Conceptual Modifications
It's agaisn't the game engine. If he did that, the redirected paths, etc. would be messed up. Atleast that's what I can predict with my EM4 experience. -
Kent (UK) Mod (Dev Release)
Ghost Graphic Designs replied to Pottyscotty's topic in Early Access/Alpha Stage Modifications
Can't see the picture. Either way: keep up the good work! -
So... Has the UN (sub)mod being released yet? I wonder if the creator got Hop's permission for that. BTW, I don't understand how LA submods can be superior to the Los Angeles Modification itself. I don't agree with you list at all, just my 2 cents.
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[DL] Map Textures Release
Ghost Graphic Designs replied to rettungstier's topic in Mod Development and Concepts
WOW. These will come in handy! I agree with itchboy, they look amazing! -
The London Project [WIP]
Ghost Graphic Designs replied to Freelancer's topic in Conceptual Modifications
How about using itchboy's Range Rover and making a Met one like this? (i can help) -
Good luck and thanks for your work!
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How to avoid crash on new freeplay map
Ghost Graphic Designs replied to bama1234's topic in Modding Related Support
Oops, sorry. Just woke up and I'm still a bit sleepy. -
How to avoid crash on new freeplay map
Ghost Graphic Designs replied to bama1234's topic in Modding Related Support
Do you still have the LA mod startup script? Maybe that's the problem. Removing the script (and adding it when I had everything done) solved my issue. -
Why a new tanker? Freakinmusket (correct me if I'm wrong) and itchboy have quality tanker models that can be easily adapted to the player's needs/tastes. Plus, the community is lacking in engines and I'm tired of seeing the same models over and over again in all of the North American mods out there (no offense intended). Just my 2 cents. EDIT: Yay! A new engine!
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BTW: when are we going to get the results for July? Sorry for double-posting. :c
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Liberty City Modification [WIP]
Ghost Graphic Designs replied to Ghost Graphic Designs's topic in Mods
Hey, thanks for the suggestions. I'm kind of busy with real life and I'm currently sorting some things out (I'm planning to join a Volunteer Fire Department) and that's been consuming some of my free time. I'll ask the moderators to lock the topic for now, because I'm not currently working on it and I don't know if it's worth it to resume the work on it. -
I actually think that the police car resembles more with this Opel Zafira, in the other pictures it looks a lot like the real thing.... Makes more sense to me.
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Here's mine for August... Lisbon's Volunteer Fire Department - Urban Pumper 04
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Gear up script?
Ghost Graphic Designs replied to Ghost Graphic Designs's topic in Modding Related Support
Yeah... It's better to keep it simple. Thanks for the help. -
Hi again. I was just wondering if it was possible to edit an alarm script (see below) where you make the spawned person prototypes go to a certain VO, play an animation, change the prototype, go to their respective vehicles and then drive off automatically to the location specified by the player? My idea is to add a changeclothes script BEFORE the p.PushActionExecuteCommand(ACTION_APPEND, "entercar", o, 0, false); Is it possible? //////////////////////////////////////////////////////////////////////////////////////////////////////////// Freeplay Alarm TLF - Script v1.0 //// ************************************************ //// //// 1.0| PCmdFPAlarmTLF //// //// _____________________ //// a-rescue und Magicman mŸssen in der Readme genannt werden & der Kommentar muss so bleiben. //// Sonst freie Nutzung fŸr alle. ////////////////////////////////////////////////////////////////////////////////////////////////////////////const char IMG_ICON[] = "incendio31"; // Name des Iconsconst char IMG_CURSOR[] = "sendto"; // Name des Cursorsconst char COMMANDABLE_TRUE[] = "DUMMYSetCommandableTrue";const char COMMANDABLE_FALSE[] = "DUMMYSetCommandableFalse";const char FREEFORALERT_TRUE[] = "DUMMYFPSetFreeForAlertTrue";const char FREEFORALERT_FALSE[] = "DUMMYFPSetFreeForAlertFalse";const char FREEFORALERT[] = "DUMMYFPIsFreeForAlert";const char INBASE_TRUE[] = "DUMMYFPSetInBaseTrue";const char INBASE_FALSE[] = "DUMMYFPSetInBaseFalse";const char INBASE[] = "DUMMYFPIsInBase";// 1.0object AlarmFahrzeug3 : CommandScript // Name des Commands{ AlarmFahrzeug3() // Name des Commands { SetIcon(IMG_ICON); SetCursor(IMG_CURSOR); SetValidTargets(ACTOR_FLOOR | ACTOR_STREET); } bool CheckPossible(GameObject *Caller) { GameObjectList ol; GameObject *o; ol = Game::GetGameObjects("VUCI31"); //Name des zu alarmierenden Fahrzeuges o = *ol.GetObject(0); Vehicle v(o); if (!v.HasCommand(FREEFORALERT)) return false; return true; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if (Caller->GetID() == Target->GetID()) return false; return true; } void PushActions(GameObject *Caller, Actor *Target, int childID) { GameObjectList ol; GameObject *o; ActorList al; Actor spawnpoint; Vector spawnpos; float rot[9]; float childRot[9]; Vector tpos; PersonList pl; Person p; ActorList al; Actor spawnpoint; Vector spawnpos; ol = Game::GetGameObjects("VUCI31"); //Name des zu alarmierenden Fahrzeuges o = *ol.GetObject(0); Vehicle v(o); if (v.IsDestroyed()) { Mission::PlayHint("A viatura está destruída e não está mais sob o teu controlo."); return; } if (!v.HasCommand(FREEFORALERT)) { Mission::PlayHint("Veículo está ocupado numa ocorrência."); return; } else { Mission::PlayHint("Saída VUCI 31!"); //Alarmmeldung die angezeigt werden soll Audio::PlaySample("mod:Audio/FX/OdourOfGas.wav"); //Pfad zum Alarmsound der abspielt werden soll v.PushActionExecuteCommand(ACTION_NEWLIST, FREEFORALERT_FALSE, &v, 1, true); al=Game::GetActors("VUCI32_persons"); //Name des viruelles Objektes wo die EinsatzkrŠfte erstellt werden soll if(al.GetNumActors() > 0) { spawnpoint = *al.GetActor(0); spawnpos = spawnpoint.GetPosition(); } else { Mission::PlayHint("Pessoal não foi encontrado!"); return; } bool ob_personal = false; pl = v.GetPassengers(); for(int i=0; i < pl.GetNumPersons(); i++) { if (pl.GetPerson(i)->HasCommand("entercar")) { ob_personal = true; } } bool vinbase = false; if(v.HasCommand(INBASE)) { vinbase = true; }//Personal Block///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// if (!ob_personal && vinbase) { p = Game::CreatePerson("mod:Prototypes/Persons/02 Fire Department/firefighter.e4p","VUCI31"); //Pfad zum Prototyp der Einsatzkraft & Name der Einsatzkraft (wie Fahrzeug) p.GetRotation(rot[0], rot[1], rot[2], rot[3], rot[4], rot[5], rot[6], rot[7], rot[8]); Math::EulerToMatrix(0.f, 0.f, 0.f, childRot); Math::MultiplyMatrices(childRot, rot); p.SetRotation(childRot[0], childRot[1], childRot[2], childRot[3], childRot[4], childRot[5], childRot[6], childRot[7], childRot[8]); GameObject *px(p); Game::FindFreePosition(px, spawnpos, 100); p.SetPosition(spawnpos); p.PushActionExecuteCommand(ACTION_NEWLIST, COMMANDABLE_FALSE, &p, 1, true); p.PushActionExecuteCommand(ACTION_APPEND, COMMANDABLE_TRUE, &p, 1, true); p.PushActionExecuteCommand(ACTION_APPEND, "entercar", o, 0, false); }//Personal Block//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// if (!ob_personal && vinbase) { p = Game::CreatePerson("mod:Prototypes/Persons/02 Fire Department/firefighter.e4p","VUCI31"); //Pfad zum Prototyp der Einsatzkraft & Name der Einsatzkraft (wie Fahrzeug) p.GetRotation(rot[0], rot[1], rot[2], rot[3], rot[4], rot[5], rot[6], rot[7], rot[8]); Math::EulerToMatrix(0.f, 0.f, 0.f, childRot); Math::MultiplyMatrices(childRot, rot); p.SetRotation(childRot[0], childRot[1], childRot[2], childRot[3], childRot[4], childRot[5], childRot[6], childRot[7], childRot[8]); GameObject *px(p); Game::FindFreePosition(px, spawnpos, 100); p.SetPosition(spawnpos); p.PushActionExecuteCommand(ACTION_NEWLIST, COMMANDABLE_FALSE, &p, 1, true); p.PushActionExecuteCommand(ACTION_APPEND, COMMANDABLE_TRUE, &p, 1, true); p.PushActionExecuteCommand(ACTION_APPEND, "entercar", o, 0, false); }///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////Personal Block//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// if (!ob_personal && vinbase) { p = Game::CreatePerson("mod:Prototypes/Persons/02 Fire Department/firefighter.e4p","VUCI31"); //Pfad zum Prototyp der Einsatzkraft & Name der Einsatzkraft (wie Fahrzeug) p.GetRotation(rot[0], rot[1], rot[2], rot[3], rot[4], rot[5], rot[6], rot[7], rot[8]); Math::EulerToMatrix(0.f, 0.f, 0.f, childRot); Math::MultiplyMatrices(childRot, rot); p.SetRotation(childRot[0], childRot[1], childRot[2], childRot[3], childRot[4], childRot[5], childRot[6], childRot[7], childRot[8]); GameObject *px(p); Game::FindFreePosition(px, spawnpos, 100); p.SetPosition(spawnpos); p.PushActionExecuteCommand(ACTION_NEWLIST, COMMANDABLE_FALSE, &p, 1, true); p.PushActionExecuteCommand(ACTION_APPEND, COMMANDABLE_TRUE, &p, 1, true); p.PushActionExecuteCommand(ACTION_APPEND, "entercar", o, 0, false); }//Personal Block//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// if (!ob_personal && vinbase) { p = Game::CreatePerson("mod:Prototypes/Persons/02 Fire Department/firefighter.e4p","VUCI31"); //Pfad zum Prototyp der Einsatzkraft & Name der Einsatzkraft (wie Fahrzeug) p.GetRotation(rot[0], rot[1], rot[2], rot[3], rot[4], rot[5], rot[6], rot[7], rot[8]); Math::EulerToMatrix(0.f, 0.f, 0.f, childRot); Math::MultiplyMatrices(childRot, rot); p.SetRotation(childRot[0], childRot[1], childRot[2], childRot[3], childRot[4], childRot[5], childRot[6], childRot[7], childRot[8]); GameObject *px(p); Game::FindFreePosition(px, spawnpos, 100); p.SetPosition(spawnpos); p.PushActionExecuteCommand(ACTION_NEWLIST, COMMANDABLE_FALSE, &p, 1, true); p.PushActionExecuteCommand(ACTION_APPEND, COMMANDABLE_TRUE, &p, 1, true); p.PushActionExecuteCommand(ACTION_APPEND, "entercar", o, 0, false); }//Personal Block//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// if (!ob_personal && vinbase) { p = Game::CreatePerson("mod:Prototypes/Persons/02 Fire Department/firefighter.e4p","VUCI31"); //Pfad zum Prototyp der Einsatzkraft & Name der Einsatzkraft (wie Fahrzeug) p.GetRotation(rot[0], rot[1], rot[2], rot[3], rot[4], rot[5], rot[6], rot[7], rot[8]); Math::EulerToMatrix(0.f, 0.f, 0.f, childRot); Math::MultiplyMatrices(childRot, rot); p.SetRotation(childRot[0], childRot[1], childRot[2], childRot[3], childRot[4], childRot[5], childRot[6], childRot[7], childRot[8]); GameObject *px(p); Game::FindFreePosition(px, spawnpos, 100); p.SetPosition(spawnpos); p.PushActionExecuteCommand(ACTION_NEWLIST, COMMANDABLE_FALSE, &p, 1, true); p.PushActionExecuteCommand(ACTION_APPEND, COMMANDABLE_TRUE, &p, 1, true); p.PushActionExecuteCommand(ACTION_APPEND, "entercar", o, 0, false); }//Personal Block//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// if (!ob_personal && vinbase) { p = Game::CreatePerson("mod:Prototypes/Persons/02 Fire Department/firefighter.e4p","VUCI31"); //Pfad zum Prototyp der Einsatzkraft & Name der Einsatzkraft (wie Fahrzeug) p.GetRotation(rot[0], rot[1], rot[2], rot[3], rot[4], rot[5], rot[6], rot[7], rot[8]); Math::EulerToMatrix(0.f, 0.f, 0.f, childRot); Math::MultiplyMatrices(childRot, rot); p.SetRotation(childRot[0], childRot[1], childRot[2], childRot[3], childRot[4], childRot[5], childRot[6], childRot[7], childRot[8]); GameObject *px(p); Game::FindFreePosition(px, spawnpos, 100); p.SetPosition(spawnpos); p.PushActionExecuteCommand(ACTION_NEWLIST, COMMANDABLE_FALSE, &p, 1, true); p.PushActionExecuteCommand(ACTION_APPEND, COMMANDABLE_TRUE, &p, 1, true); p.PushActionExecuteCommand(ACTION_APPEND, "entercar", o, 0, false); }//FŸr weitere EinsatzkrŠfte einfach neue Blšcke hier hinzufŸgen bool ready = false; if (ob_personal) { ready= true; } if (vinbase) { v.PushActionWait(ACTION_APPEND, 8.0); //Zeit bevor Tor aufgeht v.PushActionExecuteCommand(ACTION_APPEND, "OpenGate", &v, 1, true); v.PushActionWait(ACTION_APPEND, 3.0); //Zeit bis Fahrzeug fŠhrt nachdem das Tor offen ist } if (!ready && !vinbase)) { Mission::PlayHint("Sem pessoal é impossível sair!"); } v.PushActionExecuteCommand(ACTION_APPEND, COMMANDABLE_TRUE, &v, 1, true); if(!v.HasCommand("DUMMYHasSiren")) { v.PushActionExecuteCommand(ACTION_APPEND, "VCmdSiren", o, 0, false); } v.PushActionExecuteCommand(ACTION_APPEND, INBASE_FALSE, &v, 1, true); if (ready && !vinbase)) { if(!v.HasCommand("DUMMYHasSiren")) { v.PushActionExecuteCommand(ACTION_APPEND, "VCmdSiren", o, 0, false); } } tpos = Game::GetCommandPos(); v.PushActionMove(ACTION_APPEND, tpos); } }};Thanks.
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Downloading, gonna test them right away! Thanks!
- 28 replies
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- virtual airline
- rlast
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The London Project [WIP]
Ghost Graphic Designs replied to Freelancer's topic in Conceptual Modifications
Sweet! -
The London Project [WIP]
Ghost Graphic Designs replied to Freelancer's topic in Conceptual Modifications
The telephone box... It looks really really nice! Can you reveal the polycount? -
Nope. I'm still a noob in terms of Add-ons. Any suggestions on freeware?
- 28 replies
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- virtual airline
- rlast
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Thanks for the link. Mine's a fictional portuguese airline called FlyPortugal. Inspired in some designs around the internet with some personal touches. The airline will have some regular flights (operated by A-321s), regional flights (FlyPortugal Express - operated by some CRJ700s) and even some VIP flights (FlyPortugal Premium). Most of these ideas are unrealistic, but I like them how they are. Here's some pictures (ignore the tail IDs, they weren't supposed to be like that):
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- virtual airline
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*bump* I'm also trying to do my own fictional company in FSX and I've been wondering... how exactly have you done the vertical stabilizer design? It looks sick!
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So, I went to my grandfather's house (in the center of Lisbon) to spend some time with him and, apparantely, it's an awesome place to film some emergency responses. Here's the result of only two days in there:
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GTA V. Gotta love Trevor.