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Everything posted by The Loot
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Combine LAChangeclothes and LARapidDeployment
The Loot replied to a topic in Modding Related Support
See Next post. -
Had a fire, building was immediately completely involved and set the building across the street on fire, and proceeded to destroy every nearby parked car and any that tried to drive past. Also had a failed vehicle fire (no way to get there in time), clicked tow truck to pick up the wreck, vehicle disappeared, tow truck became non-command-able. Gridlock ensued, sent out flatbed to get truck, flatbed got lost because of traffic, game eventually CTD'd.
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Combine LAChangeclothes and LARapidDeployment
The Loot replied to a topic in Modding Related Support
If you're using the replace prototype method, you'll have to make sure the new person is the one defined in any further actions. Say if "p" is the original person, and "p1" is the new one created. "p1" must be the one doing the actions after it is made. Go ahead and post the script you have. -
Making my own mod based on LA Mod - Need some help
The Loot replied to n00bingtarget's topic in Modding Related Support
I'm not sure how to keep a vehicle from being Blue Light Enabled when called onto the map (without using scripts) as it seems to be the default state. One way to make it so they have lights flashing when towing would be to make the bluelights "standard" on the "with cargo" prototype, so they are always on. Not sure if there is a way to activate the lights automatically when the pickup command is used.- 14 replies
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- Change vehicle
- LA Mod
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Not supported yet, so probably unstable.
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I'm somewhat sure of most sources of textures and models I've used, but there's a few I'm not sure of the source of. I know I can look up a few submods that are around here for some vehicles, but a few police vehicles were acquired second-hand. I've also done some significant script tweaking. All vehicles on map are callable by command, a method to get around the limitation on how many call commands can be added to a person, vehicles that can only be called by script from off-map (all off-map units), a similar function to Winterberg where vehicles on the way back to station can be recalled to a scene if closer, crew and equipment changes, integrated the variable vehicle speeds with flashing lights from the Harbor City mod, and also map changes (including most buildings working with Hoppah's SearchHouse script) and tweaked material settings. The one thing that would keep me from releasing it (other than permissions) would be the cursed SWR truck. It does not respond correctly to the call command (the crew will not enter the vehicle nor will it leave the station, even though using the station alarm crews it just fine), and it refuses to deploy the boat at either of the install points on the freeplay map (haven't checked missions since that started though).
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Personally, I'm not convinced that the map is the root of performance and crash issues. I think it mostly comes from the extreme resources devoted to vehicle models and textures (and probably the complex lighting to some degree). The vehicle model folder is almost the same size as the rest of the model folders put together. I know accuracy and quality is important to the team, but gameplay and stability is more important to an end-user. I know Hoppah at one point made a suggestion on how to cut down on the size of either models or textures; there has to be some compromise that can be made.
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California State and Local Agency Fire, Rescue, and Medical Vehicles Los Angeles County Fire Department Fire and Rescue Vehicles Los Angeles City Fire Department Fire, Rescue, and Medical Vehicles
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It started out as just me making personal changes and adding new vehicles and texture variations, but it's turned into a whole big thing! Station 1 will now represent LAFD Station 48 in San Pedro, CA. Stationed there will be E48, E248, T48, RA48, RA848, and Squad 48. Station 2 will now represent LAFD Station 101, also in San Pedro. Stationed there will be RA101, E101, and Foam 101. The hospital will represent Providence Medical Center (might dig around to at least change the name on the texture). The police station will represent the Port of Los Angeles Police main station in San Pedro and will be the only one on the map. LASD and LAPD units will respond from off map if needed. This will be in addition to units from 12 (TWELVE!) other Fire Stations that will be off-map. These include LAFD Stations 36, 38, 40, 49, 85, 110, 111, and 112, and LA County Fire Stations 6 and 83. Units will be cherry-picked from other stations to fill any gaps (LA County Fire Heavy Rescue 103 from Station 103 and Battalion 14 from Station 106). Units may not accurately represent the real unit (I don't care for the Tiller so all Trucks will be the Aerial Ladders), or even be included if they don't fill a useful role, or completely lack any suitable model to be used. If anyone has up-to-date pictures and information on the units at any of those stations, I'd really appreciate it (and if anyone is willing to help out on skins, that'd be even more awesome). Off-map units will also have a delay based on how far away their stations are from the map area. If it were to be Heavy Rescue 103, it would take a longer time to get there. On-scene Action California State and Local Agency Fire, Rescue, and Medical Vehicles (Updated 11/26) Federal and Private Agency Fire, Rescue, and Medical Vehicles (Coming Soon) California State and Federal Law Enforcement Vehicles (Updated 1/18) Credits (WIP) This will stay a Private submod for the foreseeable future.
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Making my own mod based on LA Mod - Need some help
The Loot replied to n00bingtarget's topic in Modding Related Support
Nah, I wouldn't have looked had you not asked. I'd assume myself that anything in the LA folders would be the one to change.- 14 replies
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- Change vehicle
- LA Mod
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Ah, you replaced the water cannon on it. I was going to suggest using the USFS engine prototype as a base for the tender, since it doesn't have a deck gun. Either way works, so good to see it in there.
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Making my own mod based on LA Mod - Need some help
The Loot replied to n00bingtarget's topic in Modding Related Support
There is an Emergency Case model in both "LA Equipment" and "Equipment", so I'd check both.- 14 replies
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- Change vehicle
- LA Mod
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Are you referring to lines like "PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 6, false);"? That number corresponds to the Child of the Dummy_CallCrew command in LAFireStation. 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); else if (ChildID == 10) Person p = Game::CreatePerson(OBJ_EMT_SCBA, UNNAMED); else if (ChildID == 11) { Person p = Game::CreatePerson(OBJ_PM_SCBA, UNNAMED); p.SetEquipment(EQUIP_EMERGENCY_CASE); }So what you can do is either change the number on the Call Crew lines of the FireStation alarm script or vehicle call scripts, or you can change the prototypes the "OBJ" constant refers to, or add new ones.
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Combine LAChangeclothes and LARapidDeployment
The Loot replied to a topic in Modding Related Support
I think Manhattan v3 will have a Vcommand to change on-board FFs to SCBA. Might be able to copy that over, and add a line to execute Rapid Deployment afterwards. That would be easier than having them exit, change, and then grab hoses and connect. -
Combine LAChangeclothes and LARapidDeployment
The Loot replied to a topic in Modding Related Support
Should be possible. A new vehicle script that would get the vehicles passengers, delete them and replace them with SCBA units, and then run the Rapid Deployment script would work. If you want the first units to exit the vehicle, run a Change Clothes script, and then run Rapid Deployment, that would be a little more involved, but should be possible. -
Team, quick question about editing traffic accidents. I've noticed you have some wrecks that are on fire when an accident happens. I'd love to add that to my LA mod, but I'm unsure of the method.
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Well, I can't argue about PRN or LACoAmb; they don't exactly fit in with gameplay anywhere if they don't provide incident response services. Though I would think that there has to be some circumstances, however rare, that they'd provide some sort of assistance. You're mistaken about him making a white LaCoFD engine; that would be the National Park Service units you're looking at. I think the only LACoFD unit he did was a Red with Gold stripe Engine 2, which I believe is accurate.
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Technically, we haven't reached Version 1 just yet.
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Awesome stuff Hoppah.
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The Army mod takes a completely new direction when it comes to events, using Campaign scripting instead of freeplay mode.
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Firefighters Taking Damage from Smoke/Fire
The Loot replied to The Loot's topic in Modding Related Support
Two of the mission scripts have functions that damage non-SCBA units, and that's the issue I wanted to solve. bool IsSpecialFireFighter(Person *p) {if(p->GetRole() == ROLE_SQUAD) {if (p->GetPersonType() == PT_FIREFIGHTER_MASK) return true; if (StrCompare(p->GetPrototypeFileName(),"mod:Prototypes/Persons/01 LA Ambulance/ff_paramedic_scba.e4p") == 0 || StrCompare(p->GetPrototypeFileName(),"mod:Prototypes/Persons/02 LA Fire Department/ff_emt_scba.e4p") == 0 || StrCompare(p->GetPrototypeFileName(),"mod:Prototypes/Persons/02 LA Fire Department/ff_hazmat.e4p") == 0 || StrCompare(p->GetPrototypeFileName(),"mod:Prototypes/Persons/02 LA Fire Department/usfs_ff_scba.e4p") == 0 ) return true; } return false; }That seems to have finally fixed the smoke damage in the second game mission, and I assume the other mission will be fixed when I add that, too. I might dive into the resistances, but it doesn't bother me too much to have units get injured from time to time. I lowered Civilian resistance so now I can have more people to save. -
Firefighters Taking Damage from Smoke/Fire
The Loot replied to The Loot's topic in Modding Related Support
Well, I looked at the mission script for the second game mission, and there's a section controlling it. bool IsSpecialFireFighter(Person *person_) {if(person_->GetRole() == ROLE_SQUAD) {if (person_->GetPersonType() == PT_FIREFIGHTER_MASK) return true; } return false; }I never changed PersonTypes of any of my units, so I don't know why it decided to stop working correctly. I'm going to see if I can use StrCompare for the prototypes to avoid that. I've also had firefighters get injured (and fire engines explode) during freeplay, which I didn't think happened. I've just decided that sometimes the fire is just WAY too intense, and it adds some extra challenge if it happens. But the smoke damaging SCBA guys during those missions is a bug I need to fix. -
I can't think of anything offhand and I've never had it happen to me. Maybe try cloning and modifying a working prototype and see if that helps. What is the poly count compared to other LA mod units?