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itchboy

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Everything posted by itchboy

  1. Some of my LA mod pics. Sneak preview of what's to come for the vehicle pack Big car accident at NE part of the map Number of accident free days on site: 0 LAPD and LAFD attempting to rescue suicidal woman LAFD Engine 92 at tire shop fire Search for missing 6 year old girl Sniper opens fire at mall parking lot. Nearby LAPD unit captures suspect.
  2. You need to "group" your special doors together in the editor. Note the bottom of the door editor, there is a blank field that says "group". If you give them the same non zero number, they will open and close together.
  3. Thanks. Mod approved and ready for download.
  4. Press Alt when pressing number 1, or use the number 1 on the GUI.
  5. New light equipment coming soon: Code 3 360 by LA mod team, modified by me Tomar 930 by bama with edits by me Everything else is mine.
  6. This is the last "new" vehicle to be added to the civil car pack. Everything's been replaed. Unless anyone wants to take the time to add new instance vehicles.. Note the trim on the doors. Heavy duty and SSV version coming soon.
  7. If you ask me, black and yellow looks classier and authoritative, whereas white and blue looks more clean and blends with the mod's (soon to be) rural theme better. I've cast my vote. More vehicles coming your way.
  8. 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.
  9. Why don't you show us the script. Use pastebin or similar.
  10. 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"
  11. Thanks. Slowly but surely. Modelling the cab is half the job. The bed has to be done too.
  12. 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); } }}
  13. 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.
  14. 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?
  15. Is "Ambient Only" checked in their prototypes? Go to the editor and check if it is enabled.
  16. 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.
  17. Have you changed the bloom or completely disabled it? Maybe your gamma settings are a bit high?
  18. Go to map properties and change the bloom settings.
  19. 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.
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