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Hoppah

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Everything posted by Hoppah

  1. <var name="e4_mincampitch" value="47." /> <var name="e4_mincamz" value="1400." /> <var name="e4_maxcampitch" value="74." /> <var name="e4_maxcamz" value="2850" /> That's what I have.
  2. Not all cars which are playable in missions can be used in freeplay.
  3. TLF is 25 FLB is 30 LPF is 25 so the LF (fire plane) remains. LF is 70 translated again: If vehicle is TLF strenght is 25 else if vehicle is FLB strenght is 30 else if vehicle is LPF strenght is 25 else (for all other vehicles) strenght is 70 I think 25 is firehose and 10 is fire extinguisher.
  4. Translated to normal English: If vehicletype of vehicle v (= Caller = unit which executes command) is 'Fire Fighter LPF' strenght is 25, else (no 'Fire Fighter LPF') it is 70. I don't know exactly why there are two numbers used for the other thing.
  5. I am not going to make the large coroner big ass truck. I changed the black van to a white one and added a lightbar. Posts: 936 going for 1000
  6. I finished the LA County Coroner's Van some days ago and here is a picture:
  7. There are different light types like 'bluelight', 'special light', 'headlight' and 'breaklight'. The type 'bluelight' is normally used for emergency vehicles and those lights are ON for default (That's why they're flashing). 'Breaklight's aren't used in Emergency 3 and those are OFF for default. The lights of the vehicles on the freeplaymap don't have 'bluelights' but 'breaklights' (because 'breaklights' are off) A new command (called BluelightsOn) will turn those 'breaklights' on. You need find out everything else by yourself and use search function if you have more questions.
  8. Open extinguish.script with Wordpad. And search for this: if(v.GetVehicleType()==VT_FIREFIGHTERS_TLF) Energy = 25.0f; 25.0f means the strenght of the watercannon, so you can increase that.
  9. Brush Truck model. Will be included in Baz's mod too.
  10. There are no new visible changes. Just the vehicles behind your car turn around.
  11. Some news about my mod. I improved almost every script in my mod! Some things are working much better now. Like the police barricade, traffic cone and floodlight; Those will be placed exactly in front of the unit now. The most important change is this: I made working directional lights! When you turn on directional lights the traffic (civil cars) behind the vehicle will be redirected like a policeman does! I hope you will like this Hoppah
  12. Hehe, you can only use it for dead people. I changed scripts for that, so you have to let them die first.
  13. Then I will add a lightbar to the van. It will have a siren too.
  14. Good pic, I will change the texture of the van.
  15. Most of those graphical problems are because people haven't updated their drivers.
  16. Crashtender, Coroner Van and Coroners finished: I changed the model of the Coroners with 'injured' person a bit, so it looks it's carrying a bodybag. I changed the commands 'Lift' and 'PutInCar' too. The Coroners can only pick up dead persons and the Coroner van can only transport dead persons. Hoppah
  17. No, and I'm not going to change that (yet). You have to use fire fighters for that.
  18. News: EMS Car (NEF vehicle-type) finished: Can transport 2 paramedics and has fire axe and fire extinguisher as equipment. Hope you like it, Hoppah
  19. I am going to add the yellow Airport Crash Tender to v1.1.
  20. Light Equipment Vehicle is finished: It contains the following equipment: Axe, fire extinguisher, jaws of life and the chainsaw. Hope you like it, Hoppah
  21. Fire extinguisher, axe, shears and chainsaw.
  22. Model of the Light Equipment Vehicle is finished. The front is from a Ford F250. I used blueprints to create the front. The back is from the picture firemedic28 showed. :1046275747_biggthumpup:
  23. V2.5 is released! DOWNLOAD New in v2.5: SoSi (sirens command) and new sirens. Fixed bugs. Greetz, Hoppah
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