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itchboy

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Everything posted by itchboy

  1. Looks like you've added the new vehicles improperly. Your parenthesis for the if statement is placed prematurely, thus causing the condition to end. You also have no parenthesis in the last condition (the LAPD Impala). By itself, your list is too long for the game to process so you'd have to cut it into two. Here's how I'd write the code: if (v.IsValid() && !v.IsDestroyed()){ if(StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03 LA Police/rescue_truck01_lapd.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03 LA Police/rescue_truck02_lapd.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03 LA Police/swat_armoured_vehicle.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03 LA Police/swat_truck.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/09 Government/fbi_suv.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03 LA Police/swat_suv.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/09 Government/fbi_command.e4p") == 0) return true; else if(StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03 LA Police/suv_lapd.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03 LA Police/dodge_charger_lapd.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03 LA Police/cv_lapd_slicktop.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03 LA Police/cv_umpc.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03 LA Police/bpat_dodge_charger.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03 LA Police/cv_lapd.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03 LA Police/lapd_impala.e4p") == 0) return true;}This is to be placed at the CheckTarget portion of MP5Get and Remove. This is intended to replace the prototypes listed in the mentioned section.
  2. Why don't you show us the script. Use pastebin or similar.
  3. The model would be this: http://www.emergency-forum.de/index.php?page=DatabaseItem&id=751&highlight=mondeo Next time get your credits right when using other people's stuff Just some advice. Judge Dredd takes place in the dystopian future where government rules everything and cops are judge, jury and executioner. I'd imagine they'd be driving around in things more armored than Mondeos. Vehicles have probably changed. But for sake of not having to model completely new cars, you could do this to it: For your fire engines, I'd probaby just take a random modern era fire engine and add some defenses to it. You could also do it your way and make firetrucks based off of airport crash tenders. Your choice. Ambulances could be these instead of those boxes you presented. Has anyone else in EmP played the game Carmageddon? Those vehicles definitely have the theme of "dystopian future where running over pedestrians is a sport"
  4. Thanks. Slowly but surely. Modelling the cab is half the job. The bed has to be done too.
  5. Original Emergency games had this feature as standard. It is quite possible in EM4. All Hoppah needs to do is play with the physics engine via mission script. Some of my own examples here: This has many more negatives than positives: The game has spotty physics. Might not always work/might crash gameThese things are optimized for cutscenes, not general gameplayPAIN IN TEH *bleep* TO TEST AND DEBUGToo much work IMO for only a minor cosmetic gameplay function.An alternate solution would be to only allow redirection and traffic control when wearing the traffic vest If anyone wants to try this out, here's some of the code used. MoveCollCheck OnCheckMoveCollision(GameObject *Collider1_, Actor *Collider2_){ if ( Collider1_ && Collider1_->GetID() == ccrash.GetID() )) { return MCC_IGNORE_CONTINUE; } if ( Collider1_ && Collider1_->GetID() == gcar.GetID() )) { return MCC_IGNORE_CONTINUE; } return MCC_HALT_CONTINUE;}void OnCollision(GameObject *Collider1, GameObject *Collider2){ if (!Collider1 || !Collider2) return; if (Collider1->GetType() == ACTOR_VEHICLE && Collider2->GetType() == ACTOR_VEHICLE) { if (Collider1->GetID() == ccrash.GetID() || Collider2->GetID() == ccrash.GetID()) { GameObject *suv = NULL, *sedan = NULL; if (Collider1->HasName("cs_gcar") && Collider2->HasName("cs_crash_car")) { suv = Collider1; sedan = Collider2; } else if (Collider1->HasName("cs_crash_car") && Collider2->HasName("cs_gcar")) { sedan = Collider1; suv = Collider2; } if(suv) { suv->ChangePrototype(PROTOTYPE_WRECK2); suv->EnablePhysicsSimulation(true); suv->EnablePhysics(); suv->SetPhysicsVelocity(10.0f, -8.0f, 2.0f); } if(sedan) { sedan->ChangePrototype(PROTOTYPE_WRECK1); sedan->EnablePhysicsSimulation(true); sedan->EnablePhysics(); sedan->SetPhysicsVelocity(24.0f, -6.0f, 1.0f); } Audio::PlaySample3D(SOUND_CAR_CRASH, ccrash.GetPosition(), false); for (int d=0; d < MAX_DEBRIS; ++d) { mDebris[d].Show(); } Vector EmitterPos1 = ccrash.GetPosition(); Vector EmitterPos2 = gcar.GetPosition(); Game::PlayEmitter("thud01", EmitterPos1); Game::PlayEmitter("windowsplints02", EmitterPos1); Game::PlayEmitter("thud01", EmitterPos2); Game::PlayEmitter("windowsplints02", EmitterPos2); System::Log("M05: Car crash!"); Mission::StartSingleTimer(TIMER_ENDCRASH, TIME_ENDCRASH); } }}
  6. Oh you mean not necesarrily has to be curved like a shoelace. I see. Its unlikely he'll make roads like that. He is basing his texture on a real location with real roads built by people who know that a straight road is usually better.
  7. Its not a KME actually. I resized the lights bigger for him. Still not enough? And I don't understand what a "so real" road is. Do you mean a forest road that is clean or straight?
  8. Is "Ambient Only" checked in their prototypes? Go to the editor and check if it is enabled.
  9. None actually. Settings depend on the desires of the modder. Its up to you what you consider a tasteful amount of bloom. Try using the original EM4 settings as reference.
  10. Have you changed the bloom or completely disabled it? Maybe your gamma settings are a bit high?
  11. Go to map properties and change the bloom settings.
  12. And itchboy said, let there be polygons, and there were polygons And he saw the polygons and that it was good, so he divided them into materials And he called the green "door" and the blue "windows" Work stopped in LA mod vehicles until this thing is complete.
  13. Once again, the police vehicles do not have any lights yet. The author has not made them yet. Saving Mentor some rage points again.
  14. Scale is how big/small the vehicle is overall. Note how the police vehicle(?) on the left is so much bigger than everything else on the right. So the vehicles are obviously fictional since we can't predict what vehicles are used in the future. Alright.
  15. Honestly I think you should focus on reworking your models first before you advance to the mapping and texturing stage. If I had to say something about your models: They all appear way too boxy and sharp, almost square.Models lack definition, contours and shadingTheir scale might be off compared to similar vehicles in Em4Are you basing these vehicles off real existing ones or are these purely fictional?Are these vehicles from present day or future?The axis on Tanker 19 is reversed, needs to face forwardYou could advance to that if you want, but UV mapping cannot be edited and is final once you do it.
  16. Thats the good news. Your map is not totally corrupted like what happened to me. Your map probably has a car accident or other freeplay event that is broken, causing game to crash upon startup.
  17. Looks like it crashes during initialization of freeplay events, specifically car crashes. Had an issue some years back where a wrongly setup car crash broke my freeplay. The important question. Does it load in the editor?
  18. Someone replied to you in your other question. Next time please don't post the same question in different topics. Go to Textures folder and you will find firehose.dds in it. This is the texture file for the firehoses.
  19. The numbers can be pretty much anything actually. He doesn't need to use actual numbers, but he is indeed missing numbers on the vehicles. Would be cool if he used actual vehicle numbers, license plates and tiny details unique to those vehicles. Nobody (but my LA Mod vehicles) does that actually. The PD paint scheme of Denver PD is actually quite easy to replicate. LAPD would probably be the only thing that's easier to do.
  20. To add to what NFK said, when you use blank vehicles and modding packs, try to make them as unique and special as possible. Look at other mods and try to see what you can do to set yourself apart from the rest. My signature has a large number of blank vehicle bases (made by me) available for download. Feel free to choose. As stated above, a lightbar is the easiest scratch model to start with. All you need is to make an object that's basically a rectangle. I'm gonna take a guess you know what polygons, surfaces and vertexes are by this point. Some tutorials for how to model cars in Zmod: http://www.etspe.ca/zmt/v2/gettingstarted.html http://www.zmodeler2.com/?mode=docs http://www.etspe.ca/zmt/v1/3.html You then have to learn how to UV map it once the model is done. UV mapping is the act of assigning the surface of the model to a texture. The tutorial found here explains: http://forum.emergency-planet.com/tutorials/article/3-zmodeler-2-uv-mapping-texturing/
  21. Thanks for the insight. Light preview of HAZMAT. Lights by Flnn Rescue with edits by me. Special thanks to MikeyPI for helping me create the roof equipment. Here's a real family picture:
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