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Hoppah

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Everything posted by Hoppah

  1. I think most of the people don't use the trailer. And that bug you mentioned is known. I don't know if it can be fixed. It's one of the many reasons why I won't make a tiller for the mod. Sorry.
  2. Unit images added to first post. They are disabled by default because they're unrealistic. The models aren't correct, although a small group of people like them.
  3. Both the bus and the van are from the LASD. In real life, a bus like that would be used to transpart convicts. For example from the courthouse to a prison. They wouldn't use these busses on scene to transport arrested people. If you like it or not, adding a bus to this game is unrealistic. You can make one yourself however, and release it as a submod.
  4. Nope they will be removed actually. They have no use. Same thing counts for a couple of unused icons.
  5. Furtunately I ordered a new one. Unfortunately it wasn't in stock and I still have to wait another week.
  6. I don't have a favorite band either. Yeah, sometimes I listen music from a particular band alot for like a year and the year after it's another band. My music choice is very wide too, but I hate most heavy metal, hardcore and all similar genres of music. For some reason I don't like most older music (pre 90's) either.
  7. We'll see. I am worried that people change more than is necessary and f*ck up their scripts. If that's going to happen too much, this topic will be closed again before you would even notice it. It all starts with simple edits.
  8. There are two vehicles in the Los Angeles Mod which are disabled by default, but still exist in the mod. You can enable them easily by doing only one thing. ------------------------------------------------------------------------------------- How to enable the CHP Camaro: Go to "\Emergency 4\Mods\Los Angeles Mod v1.8\Specs\" and open freeplaybase.xml with Wordpad or Notepad. Find the following line: <!-- <vehicle prototype="mod:Prototypes/Vehicles/03 LA Police/camaro_chp.e4p" count="1" /> --> Deleting the <!-- and --> enables the game to read that line again. Save and exit when you're done. Do the same thing for freeplaybase_d.xml (Deluxe) and freeplaybase_mp.xml (Multiplayer) if you want. If you want to add this vehicle to missions do this: Go to "\Emergency 4\Mods\Los Angeles Mod v1.8\Units\Vehicles\Police\160chpcamaro\" and open unit.xml with Wordpad or Notepad. Simply add missionnumbers between the brackets in the line which says 'missions value' ------------------------------------------------------------------------------------- How to enable the old tow truck: Go to "\Emergency 4\Mods\Los Angeles Mod v1.8\Specs\" and open freeplaybase.xml with Wordpad or Notepad. Add the following line: <vehicle prototype="mod:Prototypes/Vehicles/04 LA Tec/tow_truck.e4p" count="2" /> Do the same thing for freeplaybase_d.xml (Deluxe) and freeplaybase_mp.xml (Multiplayer) if you want. If you want to add this vehicle to missions do this: Go to "\Emergency 4\Mods\Los Angeles Mod v1.8\Units\Vehicles\TEC\090towtruck\" and open unit.xml with Wordpad or Notepad. Simply add missionnumbers between the brackets in the line which says 'missions value' ------------------------------------------------------------------------------------- Hoppah
  9. Because it's one of the most asked questions on the forum I made a list of what files have to be changed when you want to replace a vehicle in one of the fire stations. This includes changing the command to call it from the fire station. It's impossible to explain every detail in the script, so some scripting knowledge might be handy. It's NOT adviced to make any changes to the (bays of the) engine's and ambulances, because they have a far more advanced script logic. Patience is required to do this. Lets say you want to replace the USAR squad with the Watertender, because they have about the same size and only one of them can be parked in the bay. ------------------------------------------------------------------------------------- Files which are necessary to change: LAFireStationStart.script (to spawn the vehicle at start) LAFireStation.script (for crew and gate information at fire station) LAToFireStation.script (park command) LABattalionChief.script (call command) Other: Adding the "Go to fire station" command to the new vehicle Removing the "Go to fire station" command to the replaced vehicle ------------------------------------------------------------------------------------- LAFireStationStart.script First thing you can try is to let it spawn at the right spot with crew when you start a new game. LAFireStationStart.script does nothing more than that. Some analizing of LAFireStationStart.script reveals that the prototype of the USAR squad is mentioned in line 23. Changing that prototype to any other prototype is enough to spawn another object. in this case "water_tender.e4p". You don't need to change the constants or anything else. Same thing counts for other things explained later. When you further look for USAR, you should eventually find line 230 which should say ActorList l12 = Game::GetActors(VO_USAR); The lines below are important. They set number of passengers (and sometimes transports), speed and the crew that enters the vehicle at start. Notice the numer that is used in the crew line. The code of that line refers to another script and calls a single unit for that vehicle. The numbers refer to the certain unit (USAR firefighter in this case). List of possible units: 1 = FF/PM with case 2 = FF/PM's with stretcher 3 = FF/EMT 4 = Battalion Chief 5 = FF HAZMAT 6 = USAR FF 7 = FF/EMT's with stretcher ------------------------------------------------------------------------------------- Important tips: You can do millions of things with C++, it's impossible to explain everything, just compare your code with other codes in the scripts. For example: When you want to add 4 firefighters instead of 2 just look at other parts in the script. Besides that, testing is very important. If you fail first time, please try it again before going to the forum. And remember kids, it's like sex, you don't immediatly run to mommy and daddy when you can't get it up at your first date. That's it for now. I hope most people understand this. When I have more time I will see if I can explain the other scripts.
  10. He doesn't write English very well, and I don't write German very well.
  11. Language fail. Unfortunately people don't get banned for misspelling fortunately.
  12. 40 to 50 indeed. But that also depends if you use polygons lights and/or radiation.
  13. I don't see any errors now. As soon I got my new videocard (it's still not shipped) I will take a look at it myself in the editor. Did you also check the logfile again?
  14. And did you test that already?
  15. http://forum.emergency-planet.com/index.php?showtopic=7008 I hate v1.9 too btw.
  16. If the vehicle doesn't have it already, add the flashbang to it first. The script uses that to find the correct vehicle. Then add the prototype of the vehicle to the MP5/M4a1 scripts.
  17. I couldn't find a problem in the animationsets indeed, but I found something else. Do you know the difference between a vertex and a polygon? The last D-line of the original fireman is In the new file, you added 148 D-lines below that line. Each D-line represents information about a vertex. That means you added 148 vertices and not 110. All together these 148 vertices together are probably 110 polygons. So you know what to do now. I suggest you restart and do it correct now. This is why I didn't want to release the text of this tutorial before... Too many things that can go wrong.
  18. You probably still forgot to assign a vertex to the head animationset. Please upload the changed .v3o file again.
  19. Yes And let me ask again: Have you checked the logfile after testing your model in the editor? It might mention something about missing or double values. So, I've manually checked your new file again and copied the whole part you added behind the head animationset to Excel. Then I removed all 1024 values and counted the remaining numbers, 102. So you forgot at least 8 numbers. Because you couldn't check that by yourself I also took the time to found that out for you: Missing vertices: 545 546 547 548 549 550 551 552 553 554 Double vertices: 558 568 I'm sorry, but if you can't check these things yourself you are not really capable of doing things like this. This requires so much patience, although it took me only 5 minutes to check that. If you're smart enough you can use Excel and Word to make these "[NUMBER], 1024" parts for you, what you obviously did not do or even tried. Successrate is like 10 times as high when you let other programs do the work. The game instantly crashes when there is something wrong in the file. Did you ever check the logfile? I'm happy you get the point of how this works, but you really need to work on your patience and discipline. Good luck with your fireman. Hoppah
  20. I guess that happens on the normal freeplay (not the Deluxe one)? Can you make some screenshots the next time? Well, they shouldn't go around the building. Arsonists and hooligans set things on fire without a warning. I can't really do much about the mission crashes. At least they only seem to crash when you repeat them, not when you are already in the middle of one.
  21. I actually count 18 vehicles on that picture.
  22. Details please? You got an error message? What did it say?
  23. Ok, old model has 505 vertices You added a helmet, which has 110 vertices That makes 615 vertices. Correct? You had to continue the old head animationset like this, , 506, 1024, 507, 1024, 508, 1024, ............... , 614, 1024, 615, 1024 Because you assign the new vertices (number 506 to 615) to one of the animationsets. When I search your model file for "311, 1024", I find it in the head and a hand animationset. That means you had vertex 311 assigned twice to different animationsets what doesn't work.
  24. Isn't it very obvious that if the old model has 100 vertices and you add 20 new vertices, that the new vertices are 101 to 120? You just add them behind the correct animationset. You didn't read my post. As you've already noticed yourself, the order does not matter for the animationset. I used an example. "1, 1024, 2, 1024, 3, 1024, 4, 1024" should work just as fine as "3, 1024, 4, 1024, 1, 1024, 2, 1024" because you still have vertice number 1 to 4 assigned to the animationset. I can't check it in the editor right now, because I am still waiting for my new videocard for my computer. My old one broke down and I am using my computer without any good videocard now. Even Zmodeler 2 won't start. I can check your fireman model in Notepad though, but I need both the new fireman and the old fireman (unlocked .v3o files) to compare them.
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