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Everything posted by The Loot
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That explains why some of my ambulances only open one of their rear doors when used.
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Yes. Organization makes working with, loading, and distgributing a mod much easier. Plus getting rid of stuff you know you won't use means you don't have to worry about permissions for it anymore. I know other mods have been forced to do some work when unused assets were included without permission.
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What exactly does giving a group value do? I'm guessing that if multiple doors have the same value, they'd all open when one does, but I'm not sure.
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Looks like you need lines to hide the person after being picked up, and to enable the correct patient child on the unit. I have it working in my script; not currently on that PC so I can't post it. Edit: Here we go. Here's what my Lift script looks like in my LA mod. "DummyLiftStretcher" is what handles the various actions that need to happen after picking the person up with a stretcher. I changed the command names into English and tweaked other things somewhat, too, so just use this as an example. The only issue I ran into with the Stryker was that when transporting the patient from the ambulance to the hospital, the patient would reappear, the unit would wig out and start spinning around while trying to walk, and sometimes getting stuck doing that and never get into the hospital. I fixed this by moving the PutInBase action before the move action so the patient gets removed before that..
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None? That's definitely a step back, and it's what EM4 was already lacking.
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Los Angeles Mod Vehicle Set [STOPPED]
The Loot replied to itchboy's topic in Mod Development and Concepts
Some additions to Jose Pedalio's info. Lang/EN/Infotexts.xml <string name="ID_NAME_VEHICLE">Name Here</string> (Shows up in buy/deploy dialog.)<string name="ID_PURPOSE_VEHICLE">Short description here.</string> (Shows up in buy/deploy dialog.)<string name="ID_TOOLTIP_VEHICLE">Name Here</string> (Shows up when hovering over a picture on vehicle menu.)Lang/EN/Portraits.xml <string name="ID_PORTRAIT_VEHICLE">Name Here</string> (Shows up under unit picture when selected in-game.)Specs/Portraits.xml <portrait prototype="mod:Prototypes/Vehicles/03 LA Police/vehicle.e4p" text="VEHICLE" unit="VEHICLE"/> (Determines what strings are used for specific prototypes.)Everywhere it says "VEHICLE" needs to be the same for a single unit, and corresponds with the same Unit ID used in the unit.xml file. Multiple vehicles can share the same Unit ID, and pull from the same Language strings, but each prototype needs its own line in the Specs xml file. Itchboy, do you plan on replacing the tow truck? I know you're working on something for the Engineer vehicle. -
Los Angeles Mod Vehicle Set [STOPPED]
The Loot replied to itchboy's topic in Mod Development and Concepts
Did you create Unit folders for them? They won't show up in the callout menu without those. You'll also need to edit various xml files to get names and pictures set up for them, and add them to any scripts that require them to be defined.. -
I'm going to say "It's coming along, but she's slow to build up steam." Out-of-box: "Here! Have this game that mostly functions completely, if simply. But as soon as you talented community members get the info and experience you need, it's going to (hopefully) be a whole new ballgame!"
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Number of personal on units when they spawn
The Loot replied to CFDDIVE11's topic in Modding Related Support
Ah. Well, that involves LAFireStation, LAFireStationStart, and the LABattalionChief files. Looking for "DummyCallCrew" lines and removing or disabling the extra ones you don't want. -
Number of personal on units when they spawn
The Loot replied to CFDDIVE11's topic in Modding Related Support
You mean the default people added in the unit callout menu? Find the unit.xml file in the various "Units" folders of the vehicle you want to change, then find the "defaultcount" line and change it to zero. -
It looked like there were multiple types of tow trucks in various screens, so I thought maybe they'd make it so certain vehicles need certain trucks. Must have been WIP models if that isn't how the game is now.
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Really? I swear I saw a gameplay video where it looked like it just had changed to model to a tarp-covered generic car (this was a car-sized one for the tanker from the tram/tanker collision too!).
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[RELEASED] Brooklyn "Borough of Fire" (BOF) Modification
The Loot replied to rafaelmfernandez's topic in Mods
The patrol script has always been that way. The best practice would be to make a patrol only make right turns. -
Tiny Update: I think I've managed to switch over to the Stryker stretcher script (thanks to the BoF mod and the NYCERU team). There may be some bugs to iron out, though. Edit: Updated first post, and the vehicle posts linked in it.
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The one obstacle that could present a real problem is the use of the Police Upgrade mod: one of it's stipulations is that it can't be redistributed until the RCMP mod is released. That mod is on hold until EM5, or until the team decides to finish a release for EM4. I can always seek permissions, but I'm not at a point where I'm going to release this just yet anyways.
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I might be wrong, but you might be able to select the animations and increase their duration in the editor if you find the prototype used.
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If you need help with a police texture, look here
The Loot replied to Terrow's topic in Modding Related Support
Got a quick three: Explorer, Suburban, and Charger for Department of Homeland Security Customs and Border Protection. Some examples here, plus I've included an example CVPI texture (though it can be touched up if need be; my skills aren't that refined). DHS Customs and Border.zip -
I was just thinking about this again: I know I got an answer somewhere not too long ago, but it's slipped my mind since then.
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Los Angeles Mod Vehicle Set [STOPPED]
The Loot replied to itchboy's topic in Mod Development and Concepts
Awesome! I saw the older model without bars on the rear doors, but I can't find any images of this particular model. As for lights, can't find much easily, except one with a single red LED between the visors. Maybe treat it like a slicktop with minimal windshield and rear door lights, and some recessed grill lights. It could easily be converted to a SWAT vehicle that way (which I'd like. BTW, do you plan on replacing the SWAT and FBI SUVs?) All I've found of Los Angeles Rescue vehicles are various LASD Utility and Pickup trucks (RAM 5500, this RAM, F350 and 450) and SUVs (Expedition, Yukon, Wrangler, H2, a dealer sponsored Montero Sport, an older Sierra 3500). Also saw an LA County Fire S&R Econoline in there. Hows the LACoFD Squad coming? Nice little banner there, though I'd feature some of your cars instead of real ones. -
Los Angeles Mod Vehicle Set [STOPPED]
The Loot replied to itchboy's topic in Mod Development and Concepts
My first skin with some effort (by my standards anyways) has graced your Suburban. -
Considering there's still not much known about modding EM5, it's pretty early for an answer.
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My CA-agency CVPIs are hopefully final now, and also made the transition to the new Suburban model for LA County Battalion 14.
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Itchboy, I dare say that you're close to reaching god-tier when it comes to providing resources for people to use.
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Didn't notice anything on the Explorers myself, and I pretty much copy-pasted all the doors, wheels, lights, and childs from your protos onto mine. I haven't tested in game yet, just the editor. I saw something odd with the white Tahoes doors: they showed up black on the top half when in a menu box, but when placed on the map they showed fine, as seen there.