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Everything posted by Hoppah
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Yay I don't even meet the minimum requirements, although it doesn't mention the minimum gpu requirements. They sound like requirements for the upcoming pc release of GTA 5 or the next Battlefield or something too be honest. *no em5 for hoop
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Cool, do you have a link where i can download new animations?
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Problems with infotexts / portraits in language files
Hoppah replied to Terrow's topic in Modding Related Support
Eww windows 8 Compare the metastrings file with the one in the LA Mod, NYC Mod or US Army mod and you probably know what u gotta do. The files that are present in your language folder need a path change in that metastrings file. For example: <file name="mod:Lang/en/infotexts.xml" /> in case yours is located in the "\Lang\En\" folder in your mod. -
Works just as fine.
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Problems with infotexts / portraits in language files
Hoppah replied to Terrow's topic in Modding Related Support
You probably forgot to edit/add metastrings.xml which directs the mod to the right language files. -
I personally like pizza too.
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Nice trick: Internet Explorer can read xml files. Open ur unit.xml file in IE and it will give an error if there's a syntax error. No error means something is wrong with the vehicle properties.
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You can either assign a new material to the object or change the original parameters (that materials.xml file) for your mod, in combination with decreasing the fire objects radius. That also seems to affect the fire spreading.
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plus, audiocommands.xml in the Specs folder ties specific audio files to commands.
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English with a German accent.
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I assume you want to play an audio file in those 2 'Meldung' scripts? try: Audio::PlaySample("mod:Audio/FX/Misc/blah.wav"); Obviously, you gotta change the path to the file.This simply plays an audio file. In case you want to play the sound from a specific location on the map, use this: Vector pos = Caller->GetPosition(); Audio::PlaySample3D("mod:Audio/FX/mod:Audio/FX/Misc/blah.wav", pos, false);
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Yes, find and change the following files: American flag texture: ...\US Army Mod\Models\Objects\02 Objects\usa_flag_fabric.dds (this file may be locked) Middle Eastern state looking flag (as seen on some buildings): ...\US Army Mod\Models\Objects\Missionspec\palace01_flag.dds
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I have Steam, but I rarely play a game online anyway.
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Nothing wrong with a little skepticism. Original EM4 models are extremely low quality and wouldn't fit in EM5 indeed. I absolutely agree with that. Newly made stuff by users on this and other forums are already a great improvement over the original EM4 models. I don't see a reason why they wouldn't fit in EM5. Have you seen the vehicles made for the the RCMP mod? Worst case you'd need to update the details a bit and the scale probably has to be changed too, but thats easy to do. Alot of fan-made cars made for GTA:SA have probably been converted to GTA IV too. It's not necessarily polygons/texture that make the model look better, the game's engine is just as important. Anyway, this isn't even my main concern about EM5. It's the lack of new functionality / innovation. We'll see about that later indeed, but I am not as excited as other people yet. That's all.
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To be honest, I aint convinced about EM5 yet. Graphics are pretty and all, but I haven't read much about actual gameplay improvements over Emergency 3/4 besides some very minor changes you could tell from the videos. Looks like they were mostly focused on improving graphics, yet gameplay remains pretty much the same. The video's gave me a 'been there done that' feeling, because of the way you gotta interact in the game. Imo, gameplay is more important than some neat graphics, and thats exactly the only thing people are apparently excited about. "oooh, it looks so good, instant buy" Hopefully the modding capabilities are at least as accessible as in EM4, but we'll see. An improved editor doesn't necessarely mean you can do more stuff. Nor that it means that it will be easier to build mods. Looks like the editor will be more accessible to newbee modders, but new models (kinda the first thing you need to build a mod right?) still need to be made by someone with moddeling experience. With improved graphics that will actually be at least a little more complex than it was in EM4/3, don't you think? Besides that, modders will be dependable of third-party 3D software to build new models, and hopefully the game uses a compatible 3D-model format. We'll see if the finished gameplay will be as much as improvement as the graphics appear to be. I just hope there's AT LEAST a way to convert EM4's model format to whatever format the new game uses. Just my 2 cents. Hoop
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pets Side pic 1: http://www.wastewheels.com/2000MackLEHeilSplitBody25yd/Mack%20LE%20Heil%204060%20Split%20Body-10.jpg (door open ) Side pic 2: http://i.ytimg.com/vi/2lCUQb9dSx4/maxresdefault.jpg Good top pic: http://stuffnobodycaresabout.com/wp-content/uploads/2011/06/Garbage-Trucks-8-8-3-2010.jpg
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Hide Command Icons w/o Affecting Script Function
Hoppah replied to The Loot's topic in Modding Related Support
It does what it says it does, it groups certain commands. Depending on the conditions of each script, the game will show one or another in the command bar. Because those scripts are grouped, it will never show both scripts in the commandbar simultanously. In case all scripts in a certain group return true or false for its group visibility conditions, the game will pick the script that is set as GroupLeader I think. For example the LightOn and LightOff scripts.They're both grouped 'CGROUP_LIGHT'. The game will show LightOn in the commandbar if condition 'v.IsLightOn' returns false. And it will show LightOff if the same condition returns true. There's similar groups fer commands like draw/holster gun, lift/drop object, attach/detach fire hose and they all have specific conditions for group visibility. For custom scripts you can use numbers (instead CGROUP blahblah) to group scripts. 21 is usually used for hidden scripts such as dummyscripts which are used to assign certain flags/conditions/traits (whatever) to an object. For example, the siren script, when a siren is activated the game assigns 'DummyHasSiren' to the object. In this case, that's useful because its basically the only way for other scripts to check if the object has enabled its sirens. In theory you can use such a number to hide any script from the commandbar. However, Im not sure if the 'target by mouse click' functionality remains active. -
Hide Command Icons w/o Affecting Script Function
Hoppah replied to The Loot's topic in Modding Related Support
Maybe, try changing GroupID of each script to 21. Example: old: SetGroupID(CGROUP_ARREST);New SetGroupID(21); -
What's the fastest way to test your script changes?
Hoppah replied to timmiej93's topic in Modding Related Support
I've never made scripts for other programs so I cannot relate. Thats what I did for the limited water scripts and the tower ladder scripts for example. Saves A LOT of time indeed. -
If you just stretched the model sideways (y axis), didn't change the height and didn't add or remove polygons, you may be able to use the original animation still, because it should only move using the x and z axes in this case. Open the old model and copy the M and A lines to the bottom of the new file. In the editor, make sure the animations are not set as loop and give it a test.
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Oh right. I thought you wanted to get a list of specific personsroles within a virtual object. Here you go. enum PersonRole{ ROLE_UNKNOWN, ROLE_CIVILIAN, ROLE_SQUAD, ROLE_GANGSTER, ROLE_DROWNING, ROLE_ANIMAL};enum PersonBehaviour{ BEHAVIOUR_UNKNOWN = 0, BEHAVIOUR_CIVILIAN_NORMAL = 0, BEHAVIOUR_CIVILIAN_GAZER = 1, BEHAVIOUR_CIVILIAN_HOSTAGE = 2, BEHAVIOUR_CIVILIAN_TAXIUSER = 3, BEHAVIOUR_CIVILIAN_BUSUSER = 4, BEHAVIOUR_CIVILIAN_DRIVER = 5, BEHAVIOUR_CIVILIAN_PANIC = 6, BEHAVIOUR_SQUAD_UNKNOWN = 0, BEHAVIOUR_SQUAD_FIREFIGHTER = 1, BEHAVIOUR_SQUAD_POLICE = 2, BEHAVIOUR_SQUAD_RESCUE = 3, BEHAVIOUR_SQUAD_THW = 4, BEHAVIOUR_GANGSTER_ATTACKALL = 0, BEHAVIOUR_GANGSTER_ATTACKSQUAD = 1, BEHAVIOUR_GANGSTER_GUARDHOSTAGE = 2, BEHAVIOUR_GANGSTER_GUARDPASSAGE = 3, BEHAVIOUR_GANGSTER_CIVILARMED = 4, BEHAVIOUR_GANGSTER_CIVILUNARMED = 5, BEHAVIOUR_GANGSTER_THROWSTONES = 6, BEHAVIOUR_GANGSTER_FISTFIGHT = 7, BEHAVIOUR_GANGSTER_ATTACKSQUAD_SMART = 8, BEHAVIOUR_GANGSTER_THROWMOLOTOV = 9, BEHAVIOUR_ANIMAL_NORMAL = 0, BEHAVIOUR_ANIMAL_CAT = 1, BEHAVIOUR_ANIMAL_SHEEP = 2, BEHAVIOUR_ANIMAL_COW = 3, BEHAVIOUR_ANIMAL_WOLF = 4, BEHAVIOUR_ANIMAL_HORSE = 5, BEHAVIOUR_ANIMAL_DEER = 6, BEHAVIOUR_ANIMAL_CROW = 7, BEHAVIOUR_ANIMAL_DOVE = 8, BEHAVIOUR_ANIMAL_SEAGULL = 9, BEHAVIOUR_ANIMAL_ATTACKINGWOLF = 10, BEHAVIOUR_ANIMAL_PIGEON = 11, BEHAVIOUR_ANIMAL_POLARBEAR = 12};
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Well its strange but there is always a reason. My guess is that you executed PickUpHaspel (which deletes the target) instead of GetHaspel on the vehicle. I'd make sure the PickUpHaspel can only be executed on that specific haspel model by changing the CheckTarget part of the script.
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No, you'd have to filter the found actors (person type in this case obviously) by role. Like this GameObjectList l1;Game::CollectObstaclesOnVirtualObject("virtual_object_xyz", l1, ACTOR_PERSON);for(int i = 0; i < l1.GetNumObjects(); i++){ GameObject *obj = l1.GetObject(i); if (obj->GetType() == ACTOR_PERSON) { Person p(obj); if (p.IsValid() && p.GetRole() == ROLE_SQUAD) { //ACTION FOR FOUND PERSON WITH ROLE SQUAD HERE } }}
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Looking for someone to build me a mod
Hoppah replied to txfirefighter's topic in Mod Development and Concepts
If it pays better than my current job, I'm in too.