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Hoppah

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Everything posted by Hoppah

  1. When you zoom out it's like a christmas tree, because the coronas (the lights) will stay the same size if you zoom in or out. That means the lights look large when you zoom out and small when you zoom in. People who play with camera hacks should have noticed that too.
  2. I've changed the size of the lightbar. It's 5% smaller now. I've also added lights and made a video: Direct link: lamod_arjent_lightbar.avi Size: 794 kB Duration: 00:21 Format: .avi (no sound) Compare it with MikePhotos video (Youtube): The red/blue lights flash at the same time, note the steady burn and the take downs. I still need to tweak the lights a bit and add alley lights too. I wonder if the real lightbar has different light patterns, so I can change the red/blue flashing lights to something that looks better in Emergency 4. Edit: The lights (called corona's in Emergency 4) in the video might look too small, but that's because corona's stay the same size if you zoom in or out. When you zoom out the lights look perfect. This means the lights are large when you zoom out and small when you zoom in (compared to the car model ofcourse). People who play with camera hacks should have noticed that too. Hoppah
  3. I think it looks odd because of the oval shape. The oval shape is made after this .pdf file. It shows some drawings of the Arjent lightbar. FedSig Arjent: Product Literature My Arjent Lightbar model has the EXACT same shape. The colors are perfect in my opinion, and I don't think thing it's too big compared with Patrol Car.
  4. Got an update too. Made a new LED lightbar (Federal Signal Arjent) for the LAPD and LASD Patrol car. It will replace the old lightbar. Screenshots: Photo's and video (thanks to MikesPhotos): Hoppah
  5. We're back online! And we've missed alot because I turned 20 last Sunday (Feb 24th)!
  6. No, animations are preset. You can't do everything with animations.
  7. Those traits (which you can change) are only used for vehicles which are already placed on the map, because unit.xml (where you can find number of transports and passengers for each vehicles also) isn't executed on those vehicles you will get 0 transports/passengers if those traits aren't set. So you should modify it. About EM3: You couldn't change those traits in EM3, so that's why the passengers/transports had to be set by script.
  8. That's not a machinegun on a Humvee lol. If you look closer, you can see someone standing behind the Humvee, not inside.
  9. Any pilots here? I made a new Black Hawk and Jayhawk model. The old helicopters looked like crap, so I made a new model with new, WORKING animations! I've been working on this for the last few weeks and here are the results: UH-60 Black Hawk: and the UH-60 Jay Hawk: So this is the first new addition to v1.6. Hoppah
  10. Hoppah

    Jobs n Stories

    LOL! Are you sure you didn't caught that on tape? lmao Awesome job btw, I've always been more interested in police jobs than fire fighting/paramedic jobs.
  11. Try this one. const char NAME_OBJECT[] = "camera"; //Name of evidence (make sure it can be picked up) const char NAME_CAR[] = "stolencar"; //Name of stolen car const char OBJ_OBJECT[] = "Equipment/tvcamera.V3O"; //Path to model of evidence const char OBJECTIVE_TERROR[] = "Arrest two gangsters!"; const char OBJECTIVE_CAR[] = "Tow the stolen vehicle wreck to base!"; const char OBJECTIVE_OBJECT[] = "Collect evidence!"; const char OBJECTIVE_TRANSPORT[] = "Take away the injured!"; object Mission01 : MissionScript { GameObject mObject; Mission01() { System::SetEnv("e3_doocclusion", 0); } ~Mission01() { System::SetEnv("e3_doocclusion", 1); } void Start() { GameObjectList list = Game::GetGameObjects(); for(int i = 0; i < list.GetNumObjects(); ++i) { GameObject *obj = list.GetObject(i); if(obj->HasName(NAME_OBJECT)) { mObject = *obj; //if (!mObject.IsFlagSet(OF_PORTABLE)) // mObject.SetFlag(OF_PORTABLE); } } Mission::AddObjective(OBJECTIVE_TERROR); Mission::AddObjective(OBJECTIVE_TOW); Mission::AddObjective(OBJECTIVE_OBJECT); Mission::AddObjective(OBJECTIVE_TRANSPORT); } bool OnCheckCommand(const char* Command, GameObject *Caller, Actor *Target) { switch(Command) { case "PickUp": { if(Caller->GetType() == ACTOR_PERSON) { if((!Caller->HasCommand("Arrest") || Caller->HasCommand("GetFlashgrenade")) && Target->GetID() == mObject.GetID()) return false; } break; } } return true; } ActionCallbackResult OnAbortAction(const char *Action, ActionCallback* Data) { switch(Action) { case "EActionPickUp": { if(Data->Parameters[0].iValue == mObject.GetID() && Data->Parameters[1].iValue >= 2) { Person owner(Data->Owner); owner.PlaceObjectInRightHand(OBJ_OBJECT); owner.EnableCommand("Arrest", false); owner.EnableCommand("Redirect", false); owner.EnableCommand("Drop", false); owner.EnableCommand("GetRoadBlock", false); owner.EnableCommand("Halt", false); owner.EnableCommand("HaltVehicle", false); } break; } } return ACTION_CONTINUE; } void OnMissionLeft(GameObject *obj) { if(obj->GetID() == mObject.GetID()) Mission::SetObjectiveAccomplished(OBJECTIVE_OBJECT, true); else if (obj->HasName(NAME_CAR)) Mission::SetObjectiveAccomplished(OBJECTIVE_CAR, true); } MissionState GetMissionState() { if(Mission::GetCounter("Gangsters") == 0) { if(!Mission::IsObjectiveAccomplished(OBJECTIVE_TERROR)) Mission::SetObjectiveAccomplished(OBJECTIVE_TERROR, true); } else { if(Mission::IsObjectiveAccomplished(OBJECTIVE_TERROR)) Mission::SetObjectiveAccomplished(OBJECTIVE_TERROR, false); } if(Mission::GetCounter("Injured Persons") + Mission::GetCounter("Dead Persons") == 0) { if(!Mission::IsObjectiveAccomplished(OBJECTIVE_TRANSPORT)) Mission::SetObjectiveAccomplished(OBJECTIVE_TRANSPORT, true); } else { if(Mission::IsObjectiveAccomplished(OBJECTIVE_TRANSPORT)) Mission::SetObjectiveAccomplished(OBJECTIVE_TRANSPORT, false); } if(Mission::IsDefaultLogicNegative()) return MISSION_FAILED; if(Mission::IsDefaultLogicPositive() && Mission::AllObjectivesAccomplished()) return MISSION_SUCCEEDED; return MISSION_RUNNING; } bool SerializeTo(ScriptSerializer *Stream) { int version = 0x100; Stream->Write(version); Stream->Write(mObject); return true; } bool SerializeFrom(ScriptSerializer *Stream) { int version; Stream->Read(version); Stream->Read(mObject); return true; } }; Copy/paste this text into an empty Notepad file and save as mission01.script. You can change the text between the brackets in the first 7 lines. About the evidence. Use a police officer to collect it. Make sure he has the command PickUp. When he picks the evidence up, the videocamera will be put in his hand. Send him in a car to HQ to finish that objective.
  12. OMG. Awesome car! Great idea. I think the first one is a 2007 Chevrolet Tahoe and the other two are a 2007 Chevrolet Suburban. Look at the position of the rear doors. The Suburban is longer.
  13. Nice idea, but if that's the only 'extra' funtion the captain has it's quite useless to add the captain. I haven't planned to add more unrealistic vehicles. Maybe it's better to add old LAFD fire engine's then, like gnorman mentioned. Would be cool to add, but it doesn't add really much to the mod. It just makes the game more difficult. And it's alot of scripting work. I like the Swift Water Rescue. Never saw that vehicle before (with a boat on top). Cool. Adding USFS fire fighters is a nice idea too. I won't add the other units, since they add not that much. Same thing for the SWAT and Army medic. My mod doesn't even have army based missions. There aren't even airport based missions, so what's the point of adding them. The LAX Ambulance is useless, I never use it and I don't like the yellow colors.@ everyone with 2nd fire station suggestions: See first post. I am not going to repeat my opinion.
  14. Delete your temporary internet files, cache and cookies and download the mod again.
  15. Sticky, because this topic contains A LOT of important information.
  16. Hi everyone, Post your suggestions and ideas for the Los Angeles Mod in this thread. New topics about suggestions will be closed from now on. One tip: Think about the suggestions you're about to post. Do research. You can't just post everything that came across your mind! A list with frequently posted suggestions/ideas: 1. Second hospital, fire station or police station on freeplay map. Good idea, but requires alot of time to make it. Won't be added to mod until I have more time. 2. Add the stations to multiplayer. Bad idea, Unless someone comes up with a genius idea how to deal with 4 players who want to park THEIR cars in the station only. The stations have nothing to with cooperation and would slow down gameplay. It would just act as a place to mess around. 3. Add a tiller/trailer with ladder. Good idea. It's possible to add trailers to Emergency 4, but game limitions withhold me. Reasons: - The trailers in Emergency 4 have problems with physic/collision data. - You can't send a truck + trailer from the menu, because they're two seperate vehicles - These tillers are huge. It would certainly cause problems with the ingame pathfinding. - Installing a tiller near a window would be nearly impossible. - It's not possible to make a reversed (facing backwards) working ladder. Platform must be facing to the front (cabin) of the vehicle. 4. Add a police supervisor. Bad idea, the normal police officers already have abilities to call for help (patrol cars, ambulances or police helicopter). What would be the unique function of a supervisor? 5. Remove the paramedics with stretcher. Bad idea, I want to preserve some of the original gameplay. It will slow down gameplay, because you will have to give paramedics a stretcher manually. Doing this automaticly is useless and unnecessary. The mod already has 'Get/drop stretchter' commands, so this won't be added to the mod. 6. Vehicles can only move when it has at least one passenger (a driver) inside. Bad idea, it adds realism and makes the game more difficult and challenging. But it will add alot of frustration too, so it won't be added to the mod. 7. Add the LAFD Heavy Rescue 56 Crane. Unfortunately due to the game engines physics, a mid mount, 180 degree limited, reverse facing crane is not possible at this time. Hoppah
  17. Weekend, finally. I decided I'm going to release v1.5.1 (or 1.5 fixed version) within a few weeks. It will contain bugfixes mostly. V1.5 has been released almost a week ago and has been download exactly 3755 times.
  18. Copy freeplayparameters.xml from Data\Specs to \Mods\Los Angeles Mod v2.5\Specs and change values.
  19. To reflect sunlight. Those are alot of changes Mikephotos. I'll see what I can do.
  20. I don't want to sound unfriendly but: Yeah, downloading is cheap and ILLEGAL! The full price of 3DS MAX is about $3.000,-. You probably never bought legal software, don't you? Otherwise you would know this.
  21. Attachment removed. Why? Two reasons: 1. You didn't had permission to release personel edited stuff, even if it's small. 2. Other people think they may do the same, except with other things (new textures, sirens, lights, map, missions). Same thing if I change a texture from YOUR mod and release it the same way. Hoppah
  22. Lots of good suggestions and ideas, but I first want to fix v1.5 some time. I started with an internship yesterday. Days from 0800 to 1730. So I can only work on my mod in the weekends.
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