Childs only exist so you can turn them off or on. I didn't create new objects for the inside of the bank; MikeyPI is making them for his gas station. But it doesn't matter if you add the shelves as a child or fixed object.
In .e4p/.e3p files are paths to the prototypes of the doors, wheels, childs and superstructures saved. The lights, traits, commands, physics and general information are also saved in that file type.
We didn't create new equipment types. We found alternative ways to add new equipment and it's not like vehicle types. But unfortunately, I don't think it's possible to add 2 fire planes with 2 different timers. Even the timer itself is hardcoded.
Update: I am working on a bank and fire station model. The fire station model will replace the model of the 2nd fire station on the new map, because the older model looks Europian. I also received Voodoo's pawn shop models, but these need a little tweaking. Voodoo is currently working on a strip mall and MikeyPI on a gas station. I will post some screenshots coming week.
If you don't know ANYTHING about scripting (in C++) you can't make missions like I have in the LA Mod. Easy missions with a few simple objectives are easier. It totally depends on what you want to create. I know alot about EM4 scripts, but that doesn't mean I can make 1 within an hour. It took me several weeks to complete the script for the 'VIP Escort' mission. That includes testing and bug fixing.
You can find these in the scripts: Los Angeles Mod v1.8/Scripts/Game/Command/.. For example: LABattalionChief.script and look for the hints (the constants on top of the scrips) and change the text between the bracket (" symbols). Example: const char HINT_DISPATCHED[] = "Vehicle dispatched!"; Other scripts with hints are: LACallHelicopter LACallPatrolCar LAHazmatTent LAHeal LAToFireStation LAToHospital LAToPoliceStation LAStabilize You CAN connect these hints to language files, but I find that kinda annoying because I change them alot. Hoppah
And that's why we're not adding much water, and no highways or airports. They take too much space. An area filled with buildings and alleys and whatever is much better.
Unfortunately that can't be fixed. Only the host is able to use the FF in the basket to access these windows. I will probably disable the whole event, like it is in normal multiplayer without the mod.
I still have to build this furtruck first. Sorry, but the vehicles in your picture doesn't even look american. And I don't think they use it alot, plus I can't make amphibious vehicles. Hoppah
I was curious about the size of the mod in an .exe file compared to the .e4mod file. So I packed v1.8 into an .exe file as a test. Comparable results: Installed (fully unpacked): 296 MB .e4mod file: 195 MB .exe file (default compression): 155 MB .exe file (solid compression method): 144 MB That will save some traffic when I release v1.9.
Some news: the mission patch will be integrated in v1.9. That means you don't have to download seperate files in order to play the original missions anymore. In v1.9, the LA Mod missions will be listed first and the original 20 missions below them.
That's unfortunately not possible and that's also why I made an installer so people can choose what freeplay map they want; the normal one or the new one. I used Inno Setup 5 to make the installer, so you need some scripting experience to build a similar one, even if I give you my source code.