Maffegozer
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Everything posted by Maffegozer
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Good! I've decorated my computer...
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Just what i was thinking Anyways. Who is going to watch the match tomorrow: Netherlands - Japan. I am... And I expect a 3-1 score.
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Well. They both did well. They both scored. xD.
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They both get 1 point...
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You know what is even more worse. You can get them for free over here.
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You forgot that we've got a lot of French words too. But a non-official language we've got here: Tilburgs or Fries. Those are really hard to understand. Even I can't understand most of it. (Tilburgs is spoken in the city of Tilburg. Ofcourse we speak normal dutch too...) Fries is spoken in the province of Friesland. But basically, learning dutch is very hard. It's the most difficult language in the whole word.... (Yes it really is.) That's because of the grammar and all that... We've got a lot of rules in our language. So if you want to read dutch. (or just understand a bit of it) Buy a dictionary. (EN-NL) A few more words: Voetbal = Football, Soccer. Bier = Beer.
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i've got 3 songs over here in .mp3 format from the world cup. 1 you will not like xD (Viva Hollandia)
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lol. Haha:P -ontopic- I don't think Netherlands deserved to win. They didn't play good.
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Agree.... Holland - Netherlands. half time... 0-0
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Germany won with 4-0 I saw the first 2 goals. They were amazing. Even I don't like Germany Football team. They did fantastic. Very nice goals... at 13:30 today (UTC+1) Holland (my country) VS Denmark plays... I expect them to do 3-1 atleast... We've got a pretty good team. (were 4th on the FIFA world list)
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Hello Hoppah, May I use a part of the LA mod Script: LAfirestation.script The part is from opening and closing the gates of the firestation... object VcmdGarageDoorsUp : CommandScript { VcmdGarageDoorsUp() { SetCursor("garagedoorup"); SetIcon("garagedoorup"); } bool CheckPossible(GameObject *Caller) { if (!Caller->IsValid()) return false; if (!Game::IsFreeplay() && !Game::IsMultiplayer()) return false; Vehicle v(Caller); if (v.HasCommand(DUMMY_ALARM)) return false; return true; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if (!Caller->IsValid() || !Target->IsValid() || (Caller->GetID() != Target->GetID())) return false; return true; } void PushActions(GameObject *Caller, Actor *Target, int ChildID) { if(Caller->HasName(NAME_CONTROLPANEL)) //= fire station 1 Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_GATES, Caller, 1, false); else if(Caller->HasName(NAME_CONTROLPANEL2)) //= fire station 2 Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_GATES, Caller, 3, false); } }; object VcmdGarageDoorsDown : CommandScript { VcmdGarageDoorsDown() { SetCursor("garagedoordown"); SetIcon("garagedoordown"); } bool CheckPossible(GameObject *Caller) { if (!Caller->IsValid()) return false; if (!Game::IsFreeplay() && !Game::IsMultiplayer()) return false; Vehicle v(Caller); if (v.HasCommand(DUMMY_ALARM)) return false; return true; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if (!Caller->IsValid() || !Target->IsValid() || (Caller->GetID() != Target->GetID())) return false; return true; } void PushActions(GameObject *Caller, Actor *Target, int ChildID) { if(Caller->HasName(NAME_CONTROLPANEL)) //= fire station 1 Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_GATES, Caller, 2, false); else if(Caller->HasName(NAME_CONTROLPANEL2)) //= fire station 2 Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_GATES, Caller, 4, false); } }; I will use this in the Burgerdam Modification.
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Thanks. We're currently working on the map and ofcourse the Ford Fiesta. Me myself got a program to make too... And school... So the Ford is going slowly.
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Thanks. Currently I'm making a Ford Fiesta as a police car.
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Information: The Burgerdam Mod is a public mod (which will be released) It's fictive (so it's not based on real vehicles.) The mod will have a complete new freeplay map! Thanks for the offer tho, Bedankt voor het aanbieden.
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Fixed. New screens in first post.
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Ah yeah. Gonna fix it now.
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Why is every word with a capital letter at your post But. Just use google m8...
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Thanks. Some things that we'll put on the 28-2331: Callsign (we forgot that on the skin), Area and Corps under the 'BRANDWEER' text.
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On www.emergency-forum.de he stated the day before yesterday that he has resumed his work. All problems were solved!
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Hello Everyone! On the 14th of March 2010, I started a modding team on www.emergency4. The Burgerdam Modification is the first mod we are currently making. Members: Leader: Maffegozer Modeller: Firequi, Maffegozer Skinners: Tazbrw, Jeroenbrw, Bennieboy, Maffegozer, Huppie66 Scripters: Dion Testers: (The whole modding team) + Huppie66 and Hait6. Map: Luke, Maffegozer. Editor: Maffegozer, Luke, Tazbrw, Bennieboy. Note: These members are from www.emergency4 so they may not have an account on emergency planet! Information: The Burgerdam Mod is a public mod (which will be released) It's fictive (so it's not based on real vehicles.) The mod will have a complete new freeplay map! Current Vehicle Information: Fire Department: -Tankautospuit 28-2331 -Tankautospuit 28-2332 Medical Care: -MICU 28-301 -MICU 28-302 -Ambulance 28-101 -Ambulance 28-102 -Ambulance 28-103 -Ambulance 28-104 Police Department: Not yet known More vehicles will come... Media: Models: Florian Hamburg Mod, Civil Cars Cooperation, Maffegozer. Skins: Jeroenbrw, Huppie66. Map: Luke. Regards, Maffegozer.
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[quote name='USman' date='24 May 2010 - 09:12 PM'] Is there any [b]free[/b] program that can take the place of zmodeler? [/quote] Well. This would be the best way... Quickest... I don't know if other programs can import .skp If you do let me know (with program version ofcourse)
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Hello, A few tips to get you going: 1) Use one of the reccommended programs which are: Paint.net (not standard paint), Photoshop CS4, Photofiltre Studio, GIMP. 2) Download the textures pack from the download center. 3) Make the map from scratch step-by-step. A bit of the map in your program. Then go in the editor and put objects etc on it. Then go further in your program and create another part. (Easiest way. You may not like it, but I find it useful) 4) Observing and Trying are the best ways to learn things. Observe working maps. And try to make your own. Regards, Maffegozer.
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Transforming NL MOD Alpha 2. (Update:10-5-2010)
Maffegozer replied to Maffegozer's topic in Modding Related Support
Sorry. Was working on my other mod (which will come out.) lately. I'm busy lately with alot of things. So the mod is going slowly but it is making progress. -EDIT 14:23 22-5-2010- I'm working on a firestation right now. Which will contain parts of the Bamberg Mod 2.0 It will contain 3 vehicles. *TS 20-6731 *TS 20-6733 *TS 20-6734 TS = Tankautospuit = Fire Engine. -EDIT 15:06 22-5-2010- Stupid me. The 6731 will not come in the station. Due that it is not in service anymore and has been replaced by the 6733. Instead of the 6731 the HW 20-6752 will come in the station. HW = Hoogwerker = Ladder Truck. Screens of the RL vehicles: HW 20-6752 TS 20-6733 TS 20-6734 -EDIT 27-5-2010- < 21:13 Amsterdam Time. (UTC + 1) I have decided to pause this mod. I've got an own public mod going and it's taking alot of time. Also I got school which is really important atm. When I've got time I'll show some screens. Hope you'll guys understand. Also this isn't my only private mod. I got one in the making of LA too. -
Quick little question about: Alarm Script
Maffegozer replied to Maffegozer's topic in Modding Related Support
Will take a look at that. Thanks! So basically i'm doing things which are not necessary. -
Hello, I've got a quick question. Because. For my private mod. I got an alarm script . But I wonder. Could I make it that people spawn at differrent spots (virtual objects) on the map instead of only one? If it is, what do I need to change? Script I use: int DummyGroup = 20; // Definitionen - Hier muss geändert werden! const char STR_VObjPersonStart[] = "NOODHULP_01"; // Name des VO's, wo die Feuerwehrleute erstellt werden const char STR_ProtoPerson[] = "mod:Prototypes/Persons/03Politie/policeman_m.e4p"; // Prototyp der Person, die erstellt wird const char STR_VehicleName[] = "NOODHULP_01"; // Name des zu alarmierenden Fahrzeugs - Muss einmalig sein auf der Karte const char CommandIcon[] = "NOODHULP_01"; // Name des zu verwendenen Icons - Wird automatisch aus dem entsprechenden Ordner genommen const char AlarmMessage[] = "Spoedrit Noodhulp Tilburg!"; // Die Nachricht die beim Alarm abgespielt wird const char AlarmSound[] = "pfad_zum_sound"; // Pfad zum Sound der abgespielt wird - muss Mono & WAV sein const int PersonCounter = 2; // Anzahl der zu erstellenden Personen const int VehicleSirenID = 1; // 1 = SoSi Script ist vorhanden soll ausgeführt werden, 0 = SoSi Script soll nicht ausgeführt werden const int GameSoundID = 1; // 1 = Es soll ein Alarmsound abgespielt werden const int VehicleWaitingTime = 10.0; // Zeit, bis das Fahrzeug nach dem Alarm losfährt (Sekunden). In dieser Zeit müssen auch die Personen einstellen. // Ab hier sind keine Änderungen notwendig // Dummycommand object DummyVehicleNotFree : CommandScript { DummyVehicleNotFree() { SetGroupID(DummyGroup); } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { return false; } }; // ALARMERING_NOODHULP_01 object ALARMERING_NOODHULP_01 : CommandScript // Selbstverständlich kann der Script-Name geändert werden ;-) { ALARMERING_NOODHULP_01() // Muss identisch mit dem Namen oben sein { SetCursor(CommandIcon); SetIcon(CommandIcon); SetValidTargets(ACTOR_FLOOR); } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if(!Target->GetType() == ACTOR_FLOOR) return false; return true; } void PushActions(GameObject *Caller, Actor *Target, int childID) { GameObjectList l0 = Game::GetGameObjects(TYPE_VEHICLE); for(int i=0; i<l0.GetNumObjects(); i++) { ActorList PerStartList(STR_VObjPersonStart); if (PerStartList.GetNumActors() == 0) { System::Log("Alarmscript fehlgeschlagen - Kein Virtual Object gefunden!"); return; } GameObject *Obj = l0.GetObject(i); Vehicle v(Obj); if(v.HasName(STR_VehicleName) && !v.HasCommand("DummyVehicleNotFree")) { for(int j=0; j<PersonCounter; j++) { Vector Pos = v.GetPosition(); Person p = Game::CreatePerson(STR_ProtoPerson, "POLICEMAN_M"); Vector pStartPos(PerStartList.GetActor(0)->GetPosition()); Game::FindFreePosition(&p, pStartPos, 100.f); p.SetPosition(pStartPos); p.PushActionMove(ACTION_NEWLIST, Pos); p.PushActionTurnTo(ACTION_APPEND, &v); p.PushActionEnterCar(ACTION_APPEND, &v); } Mission::PlayHint(AlarmMessage); if(GameSoundID == 1) { Audio::PlaySample(AlarmSound); } Vector TargetPos=Game::GetCommandPos(); Game::FindFreePosition(&v, TargetPos, 90); v.PushActionWait(ACTION_NEWLIST, VehicleWaitingTime); if(VehicleSirenID == 1) { v.PushActionExecuteCommand(ACTION_APPEND, "VCmdSiren", &v, 0, false); } v.PushActionMove(ACTION_APPEND, TargetPos); v.AssignCommand("DummyVehicleNotFree"); } } } };