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Everything posted by SirMoo
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Firstoff, can someone upload an unmodified version of LAChase.script for me... I've jacked mine up... Installed a second copy of 1.9 as a backup so I can always have a fresh copy. I was attempting to set random values for: int Money = Mission::GetMoneyLeft(); int NewMoney = Money + 300; Mission::SetMoney(NewMoney); Mission::PlayHint("Driver fined for speeding. You earned 300 credits!"); My goal was it to say something random like "Fined for expired registration and other things... I tried with if else (random == 1) and this did not work among other different variations... What would the ideal way be to go about having the "PlayHint" change to a random list simply for realistic purpose?
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So is anyone able to write the script for the stop boxes ( Not actually adding them to the map just placing them in a script ) because when I looked at it and see if I knew enough... I began to beat my head against a hard surface kind of like this ---->
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Thank you for double posting. Why are you unable to just install each one?
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So it still does not go once then turn off? D=
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If only we could get a KLAX map... Now I just pout since I don't have much use for the bright yellow thing... where as LAPP since has use. I use to use the KLAX ambulance often on w00ds map for calls around the airport... But... since Hoppah gave us a river... D=
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Can we just do rainbow? Make LAMod a bit more 'pretty'. Would this end up looking somewhat like the black body bag? Just without a stretcher?
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These are actually scripted and not just placed in the editor right? Do they spawn unites to run out to them automatically? Yeah... Looking forward to them actually being scripted. With the Hazmat and LAPP... Why not create a mini-firestation where LAPP parks with a hazmat since thats the only area for it.
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Haha. For me... that's a very light innuendo... I'm use to extreme ones just to make people uncomfortable. -attempts to tame back to appease different company.- I'm use to w00ds map... I think the second one... with the airport? I think the only massive fire hazard was the forest... I use to hate that. I remember in EM3 on the default map... I use to have the bazzar area... catch on fire and I could never put it out. Anyway, would it be likely to get a patched version of the map to actually have people in buildings? I mean... the only suicide I have had is the person jumping into the water and you never get any ems house calls.
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Yes... well... I was just going overly happy with it. I guess this would be pretty simple... So can we get this ( http://www.mountprospect.org/services/fire...tment/fire3.jpg ) on a grander scale? Like a large red flashing light on a across the road stop light... minus the normal stop lights? Edit: Alright... I'm going to double post since it's been over an hour. ( Feel free to merge it if yall want ). So I created another fire station control panel and named it "station2stop' I also created a virtual object by the same name. Inside the editor.. I assigned the CP the stopvehicle and the alarm command already with it... So I'm guessing the question is how do I get it to trigger inside that zone... the stop command? I'm assuming this is added to a file... but I'm not understanding what I need to do script wise for this.
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I was refering to when you've already posted once as to not post again... then again and a third time you can just quote it all in the same message... That's all that was being requested by Mr. Canadian. =D
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Not only is he making the game more fun... He's making what's going on in our pants more fun! Soon the game is going to be rated AO and we're going to have to pay. ;/
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Ehh. Yeah. I realise that they're normally thicker. These were sheets... and it does not matter if the body is no longer bleeding... there is still blood everywhere. This was a bad wreck blood all over the ground car... people. I've not seen anything like this and I've been in a wreck myself where I found my sister's face covered in blood. This scene was 20x more gruesome just due to the poor safety standards of when you pack a 5-7 person van with like 10 people. Honestly, I don't think at this point it really matter if it's white or yellow. Seems to be enough to support both just a matter of which people would prefer.
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While I was in South Africa... they had a taxi-van thing flip... and tons of people bleeding and dead bodies all over the road with white sheets over them stained with blood... Pretty easy to notice... How ever... we're meaning more in game. White pixels tend to be a bit harder to see sometimes and making the sheets yellow will make them more noticeable on the ground. Edit: And heyjoojoo... All you have to do is click the edit button then quote the person and not keep creating more posts... just causes clutter. =D Thats what he's meaning.
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Fire may be a turn-on... but buring pixels seems to be more of a pain. Sometimes the cars seems like they're rigged to just blow up one after another. I'd love to see tons of cars just start blowing up randomly. No bomb... Just... fire... one after another... after another... after another... @_@ THis map is such a fire hazard.
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So in theory... You could set up tons of tiny boxes at every intersection and set them to when you click an action button it stops traffic going that particular way despite what the light says if you place the action zone before the lights action zone? or stop a whole intersection just by making the stop light like the control panel for the firestation? So all traffic no matter where they are at within the intersection... as long as they're in the blue zone they'll stop when the command is issued and go when it's turned off? Am I understanding how this works right?
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Wouldn't yellow be best for the sake of seeing it? IT seems that in general both colours are used. I kind of think white would be a hard color to see sometimes on the ground...
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What's the difference in OBJ_FF_CAPTAIN and OBJ_CHIEF? OR did you just create a second object for the same guy? Child 4 and 9.
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I realise now that my logic on the stop light numbers was a failure... So... How do I run an underground cord for alarm-on = redlight ---- alarm-off = greenlight... and ignore the 1_2_3_4_5_10000 To do this... What needs to happen. Name a stoplight then tie that stop light into the alarm script station... Would it be that on alarm from fire_station_controlpanel2 that stoplight_station2one and stoplight_station2two would trigger an invisible cop holding up a sign and after that the actual lights would just be for show... Or can we tie in some pretty red lights flashing on a post above the street? I'm guessing the content in this thread does not help with what I'm actually wanting to do. :/
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Wow. I've been wondering about this for a couple days now. I've wanted to know if it's possible to click the little alarm box for about 8 seconds have the lights right infront of it switch red... Which I'm guess this is exactly what yall are discussing here. So both lights will need to be 3_2_8 ( if 3 is not already in use? ). I'm not entirely understanding what 2 does. Or can it be 3_1_8 if it's not a 4 way turn? Would anyone mind listing the files that have these properties in them so I can look and understand this?
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Freeplay map = Epic Fire Hazard! I guess its just how the map is made... but I've notice that everything catches fire so quick. I've had a tiny bush fire burn down the whole town almost. There is that wreck on the street south of the hospital... Car blew up and caught everything on fire... then the build next to it... then the bushes across the street... then the car parking lot for the hospital behind it... then another building next to it an another parking lot.... then about 20 cars on the road that I thought I had blocked off with a police cruiser. This is while I still had fire engines on the road. The whole car exploding thing is really starting to piss me off because of how illogical it is... It's not going to blow up and blow up 20 more cars down a line. You can get this same problem in the south of the map at that house with the two people... things just catch fire faster than you can put them out and pretty much you have to let it all burn down. During this I encountered a problem where after I placed a wye down I could not longer set it down the guy had to either place it down connected to the engine or he had to pick up the hose and keep spraying... no way to put it all down... Effectively that truck was glitched so I could not longer move him since he was stuck by the wye. Happened to the same truck twice... Any fix for this? Why are there no people in buildings? Or no emergencies in buildings? I always get the barricaded person with hostages in a bank... but there is only the shooter... aiming at... nothing?
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OMFG. @_@ I'd love a DFW mod. @_@
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I don't really have a knowledge of C++. Basic HTML/CSS and PHP yeah... Then a bit of mIRC scripting language but I normally just stare at something for a long time and figure it out. I'd much rather figure it out and learn to edit it on my own than asking someone. Or atleast have them write it out in detail for me to go step by step. I'ma download that program since I'm always needing it for other things... But it would be nice to have some more detailed guides giving a more in-depth step-by-step guide since the ones Hoppah puts are not good for those of us without experience. I luckly found another post where he posted information on how to modify what numbers vehicle amounts... but he did not explain much so it was mostly for me to figure it out. :/
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Is there a fix for the chase mode not working?
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Ehh. I don't remember. :\ I think I've got it working I'm about to start it up and test all out. If I've done everything right now... Paramedic Capt. should spawn in the battalion chief vehicle and replace the FF in there already. And then a few vehicles SHOULD have extra commands as well as firefighters having stop traffic/redirect traffic. Wish me luck! Edit: So thanks to another post I was able to figure it out and add Paramedic Captain to Battalion Chief vehicle by associating him with dummy id 8. I've gotten brush to work with hazmat but then something went wrong and all vehicles were emptying unlike how they should I reinstalled the latofirestation mod to have them not empty then it said brush truck can't go to the firestation 2. -sigh.- So I've changed OBJ_HAZMAT to OBJ_BRUSH and that should fix my issue... I'll test it in the morning. :\ I'm slowly getting the hang of the basic editing... I think...
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I went into the editor and thought I added a return to station feature for the Brush truck... now in game it does not have it. ( I replaced the Hazmat with the brush truck for station 2 )... HOW do I save it so that it has the commands I added? What would be the correct number to replace the FF in the battalion chiefs car with the paramedic captain guy?