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Hoppah

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Everything posted by Hoppah

  1. I just don't get that. The ModInstaller NEVER installs anything in the Data folder, that's not even possible btw. None of the LA Mod files are supposed to be put in the Data folder. The installation instructions of the patches clearly mention that you have to move the files to the Los Angeles Mod folder too. Adding or changing files in the Data folder will probably makes it impossible to play online as well. Hoppah
  2. Topic moved back again, because this topic is not about a started modding project.
  3. const char PILOT01[] = "mod:Prototypes/Persons/Civil/pilot.e4p"; Missing a " behind .e4p
  4. All can be found in the forest, just question the walking people in the forest, they give you hints.
  5. Because it's not realistic. The power or strength of water would be divided by 2 each time you deploy a wye. At the end you would get things like watergun toy does. It's hard to change the extinguish commands like that and I do not want to make the game even easier than it already is.
  6. Please! Just post it in the general topic about the Los Angeles Mod when you have small questions. Answer to your questions: Each firefighter has a 'Deploy wye' command. Click that command and a small red appliance will appear on the position of that firefighter. You can attach 2 fire hoses to it, exactly the same way like would you do with fire engine's.
  7. I know, read more here: http://forum.emergency-planet.com/index.ph...ost&p=57407
  8. No. The bug only occurs when you've played another mission or freeplay session before it.
  9. About the gas canister: http://forum.emergency-planet.com/index.php?showtopic=4735 You have to restart the whole game to fix it. I can't help it.
  10. If you read the briefing again notice the word 'buried'. Look for the definition of 'bury' if you don't know what it means. Otherwise, just read the hints window. Good luck! Hoppah
  11. Single timer ends, interval is a 'looped' timer. For example: Mission::StartSingleTimer("Timer1", 60.f); Mission::StartIntervalTimer("Timer1", 60.f); 60.f is the time in seconds. After 60 seconds the SingleTimer stops, but the IntervalTimer starts again. This way you can make a code that checks something each minute. Timers only work in missionscripts ofcourse. Use the following OnTimer code for the timer results, like this: void OnTimer(const char* timer_, float time_) { switch(timer_) { case "Timer1": { Mission::PlayHint("Timer test"); } break; } } Using the SingleTimer will play this hint after 60 seconds. IntervalTimer will play it every 60 seconds until you stop the timer. Hoppah
  12. Haha, you were all tricked! Because .
  13. Yes, it offers more protection under certain circumstances to fire than firemen without SCBA gear. But it never fully protects.
  14. Kinda hard to explain as I don't know what each line exactly does. But I can explain how to use it and what the whole code together does. You have x, y and z axes, right? z-axis is always up/down and not really important for now. Look at my awesome sketch: You have these axes on the maps (=red), but vehicles have them too (in green)! When you use the following code to get the position which should be based on the axes your vehicle (the caller) the game will use the MAP-axes to place it. Vehicle v(Caller); Vector NEWPOS = v.GetPosition() + Vector(400.f, 0.f, 0.f); A vector is an x,y,z position. In this case the NEWPOS is the position of the Caller + 400 on the x-axis of the MAP. This means you can never put on object directly in front of a vehicle with a code like this, because the NEWPOS is not on the x-axis of the vehicle. This code however, makes it possible to get a new vector based on the axes of the vehicle and not the map: Vehicle v(Caller); Vector NEWPOS = v.GetPosition(); float r[9]; float childr[9]; v.GetRotation(r[0], r[1], r[2], r[3], r[4], r[5], r[6], r[7], r[8]); float dx = 400.f, dy = 0.f, dz = 0.f; Math::RotateVector(dx, dy, dz, r); Math::EulerToMatrix(0.0f, 0.f, 0.f, childr); Math::MultiplyMatrices(childr, r); NEWPOS = NEWPOS + Vector(dx, dy, 0); ------------------------------------------------------------------- In simple words a '->' means the object is a variable. It's not defined (yet). Example: Caller->PushActionWait(ACTION_NEWLIST, 1.0f);The Caller in this example might be everything. From a vehicle to a person or even a particle. PushAction codes usually work well with variables. A '->' doesn't really work with codes that are bound to a specific object type. For example Caller->GetHealth(); The above won't work, because that code can only be used with objects defined as persons (vehicles don't have health lol). So this would be necessary for example: Person p(Caller); p.GetHealth(); I hope this makes it more clear for you, Hoppah
  15. Stan ordered me to make a poll with the answer 'Live' and 'Die'. @ Newfoundking: You should be able to change the titles of the poll now.
  16. I am not angry or something lol. I just criticize your work like you can criticize my work too ofcourse, but that has no point since my mod is the only playable US mod. Someone asked my opinion and I gave it. If I was frustrated about your work I wouldn't give you permission to make this submod. But you still have permission and it's ok. No bad feelings.
  17. I made that one for the stretcher teams, but I FAILED to copy & assign the model to the stretcher. I decided to keep the model & prototype files in the mod, so you can't really use it except for replacing other person models. (like firefighter with helmet) To do that, open the prototype file in the editor and copy the link to the model file to an other prototype file. Hop
  18. I don't use them because, they are not realistic. Ask MikesPhotos, I have discussed Tonys lights with him. LEDs that look like halogen and visa versa. The 'rotator effect' might be nice, but basicly worthless te spend your time on. It's the radiation that should rotate. Even then you can't make realistic rotating lights in this game. The game engine is not build for that. Another example: Didn't Tony change the lights of the slicktop because it doesn't have many flashing lights? (a big red steady burn in front window) Guess what, that's how they are on the real LAPD slicktops too! So that's a second good reason because his lights aren't realistic. Besides that, I don't want 200 lights on each car. It's a good lightpack for people who are obsessed with flashing lights and blinky/cool stuff and put realism on a second place. Hoppah
  19. A lot of the prototypes have been changed. Some vehicles have an other vehicletype to spawn them on a different entry point. The mod is still be playable with tonys lights, but some of the vehicle are still the older vehicletype (not really noticeable though)
  20. = TOPIC CLOSED = There will be a new topic with a long list with the most important suggestions/ideas from this topic including my comments. Me and Mikesphotos are working on that and the new topic will be opened within a few days. Please, do not open any new topics or post anywhere else with suggestions and ideas. I apologize to everyone who didn't get an aswer from me. I can't reply to millions ideas anymore. That's why a new topic will be opened. Hoppah
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