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The Loot

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Everything posted by The Loot

  1. I restored the original v3o and dds files, and everything is fine now. Not sure if I'll be able to edit the texture, because after unlocking the texture, when I open it in Paint.Net, there's not a lot of the texture showing; just the wheels really. It stays the same after converting to png.
  2. I'm wondering if it's because I converted the "aerial_ladder" texture into a png. I tried to do the same to the "aerial_ladder_basket_super" dds, but it never converted right.
  3. Alright, new related issue. When I turned off alpha reflections on the ladder, the basket turns mostly transparent. When alphas are on, the basket it fine, but the truck has that overlay again. I've made sure the basket super prototype has alphas off, and it looks fine on its own, but not on the vehicle. I wonder if maybe the model or texture files are causing these issues.
  4. 6/17 - Itchboy Fleet Services just supplied a whole new batch of ambulances to the LAFD. IFS is great! They'll do a swap for a whole new vehicle if you decide within a week!
  5. Both of those numbers should be the same if you want two of the same person. If you want paramedics, the number should be one; 3 for EMTs.
  6. FireStation contains the Alarm command, and the CallCrew command (in case you need reference or wish to change/add options). FireStationStart contains the startup script that spawns vehicles and crews them when you start a freeplay; it's setup like an initial station alarm, but it's completely separate. And then there's the BattalionChief commands that deal with calling vehicles using the supervisor units.
  7. It's controlled by the "DummyCallCrew" script in LaFireStation. The ChildIDs are what determines which person spawns when using the Station Alarm or the Battalion Chief commands. if (ChildID == 1){ Person p = Game::CreatePerson(OBJ_PM, UNNAMED); p.SetEquipment(EQUIP_EMERGENCY_CASE);}else if (ChildID == 2) Person p = Game::CreatePerson(OBJ_PM_STRETCHER, UNNAMED);else if (ChildID == 3) Person p = Game::CreatePerson(OBJ_EMT, UNNAMED);else if (ChildID == 4) Person p = Game::CreatePerson(OBJ_CHIEF, UNNAMED);else if (ChildID == 5) Person p = Game::CreatePerson(OBJ_HAZMAT, UNNAMED);else if (ChildID == 6) Person p = Game::CreatePerson(OBJ_USARFF, UNNAMED);else if (ChildID == 7) Person p = Game::CreatePerson(OBJ_EMT_STRETCHER, UNNAMED);else if (ChildID == 8) Person p = Game::CreatePerson(OBJ_EMS_CAPTAIN, UNNAMED);else if (ChildID == 9) Person p = Game::CreatePerson(OBJ_DIVER, UNNAMED);This is the line that you'll see scripts use: v.PushActionExecuteCommand(ACTION_NEWLIST or ACTION_APPEND, DUMMY_CALLCREW, Caller, ChildID, false);Replace ChildID with whichever number of the person you want spawned as defined in the "DummyCallCrew" script. Change it in the "VcmdAlarm" script (LAFireStation) for the alarm command, the "VcmdStart" (LAFireStationStart) for game startup spawns, and then any "PcmdCall..." (LABattalionChief) for vehicle call commands.
  8. Hey, EM4life, I think I've noticed an issue. Your Ambulance02 taillights and brake lights, rear blinkers, and the side spotlights are misplaced. Looks like they just got copied over from Ambulance01; they'd be in the right spot on them. That's your Amb2 proto and model on the left, the LA 2.1 on the right. I also notice here that the Amb2 model has a spotlight in an odd place; it's kind of colliding weird with the door on that side, but I guess maybe it's not that big of a deal.
  9. Forgot one edit you'll have to do to the call scripts. The Prototype check for the audio file will have to be changed to the new "radio" version of the person. Either change the filepath at the constant, or add a new constant in case the non-radio person is used elsewhere in the script (like spawning passengers in vehicles). Readme in script is updated.
  10. If a command isn't a PushAction, it won't be affected by a PushActionWait. I suggest making a dummy command with "vt.RemoveBlah();" as its only function, and then PushActionExecute it after the Wait.
  11. Does anyone happen to know a list of fonts used by LA area departments?
  12. Just a quick peek. A few more skins scrounged (I'll eventually redo all the numbers when I find what the LAFD font is), and 4/7 ALS ambulances changed to LED lightbars.
  13. Well, I feel foolish. I just saw the bottom two broken files and assumed those were it.
  14. I'm hesitant about the gravedigging, but does anyone have these files anymore?
  15. Not when you (or someone you know) can do all the build work on it, and you shop around for parts. I just never took the initiative in the past to do a custom build; it was always big name pre-built.
  16. Most likely; it was an underpowered hunk of junk. My new rig is blazing fast and capable, so it's a whole new experience (the best part being that it cost little more than 1/3 of the usual I paid for past pre-built systems). I can finally handle awesome lighting in mods now!
  17. That's exactly what it was, thanks! Weird how my old Gfx card never had that issue.
  18. I recently upgraded my system, now using a GTX 780, and now I'm getting a white overlay on my ladder trucks. Hadn't seen it when I was running the game on my old system. Anyone have an idea on the cause and/or a fix?
  19. Some changes coming soon. I'm upgrading to E4LM lights for all my compatible vehicles (thanks to my new GTX 780, my system can handle that now), and I'm going to take a look at the new textures EM4life made and see about adding new vehicles or simply replacing the old textures. Not sure if there's much use to the "Examine Body" command, except for maybe some of the missions. I've made numerous edits (adding fire alarms for the BMA script to most commercial and industrial buildings, moved some objects around for better person/vehicle access to map areas, changing indoor and outdoor vehicle parking at stations, edited and added gas explosion and MVA objects and locations, probably more I'm forgetting).
  20. Great work! I've finally upgraded to a more capable system (GTX 780!), and now I can enjoy this level of lighting without any lag! Would you consider a few special requests? EMS Charger (4x4 Submod, may be from elsewhere, too.) Border Patrol CVPIs, CHP Charger 2, USCG Truck (+ Units Submod). The CVPIs might just be a simple copy-paste from some of the other vehicles you've done already. Unmarked Impala, Unmarked Charger, Unmarked Econoline (Unmarked Units Submod). Attached files are broken, however. I have these models and prototypes, but I'd need permission to distribute.
  21. Without using the method that the patrol script actually uses (which would definitely be Hoppah's domain), I'm not sure if there's a way to not make them overtake vehicles when not responding, but changing speeds depending on blue lights is no problem.
  22. I beleve the holster bug was fixed in YSBs version of your submod; I don't even remember running into it using that Chase script. By "driving erratically", do you mean like a pathing issue where they drive off roads, or just driving at full speed? Pathing seems tricky sometimes in EM4, and I can't offer any advice for it. If it's speeds, you can change the FlashingLights script to make it so that when a vehicles lights are on they'll drive at a response speed, otherwise they'd drive at a slower speed. I've attached my script so you can take a look. All you'd need to do is remake and assign the dummy commands, or do a bunch of work to define each vehicle individualy (which is why I went to Dummy commands). LAFlashingLights.zip
  23. It fits perfectly with the style of other icons, so it's easy to see why. Speaking of icons, looking at my screenshot reminds me that I have to edit a few of my call command icons, namely changing the repeat USAR to a crane, removing the numbers from the engine and ladder, and adding those arrows.
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