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Everything posted by itchboy
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Red units only work in freeplay. Those are MPFD units. They are a: Freightliner *something* EngineFord Expedition Battalion ChiefInternational 7400 Engine
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Los Angeles Mod Vehicle Set [STOPPED]
itchboy replied to itchboy's topic in Mod Development and Concepts
Short and easy answer to your question: Nothing. No progress on it since 2011. Next time, use the seach function on the top right of the site. Questions about the LA Police Upgrade are not related with this topic. I did NOT make that mod and I have no participation in it. -
Looks like each vehicle has its own execution stack within the game and each execution stack stores an int value RelativeWaterLevel. The childID int for each push action function is then assigned to be equal to the RelativeWaterLevel so that each time the water script runs again, the water level is passed to the function and processed by the script to either go lower or higher depending on number of hoses or water cannons (or both) and the prescence of a supply line.
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Yes. The cool thing is that even though one selects the attachfirehose to the engine, the FF's connect to the invisble one instead. This is achieved by the SetUserData() and GetUserData() functions. The mod also disables some commands (moveTo, goHome, any functions involving vehicle movement) as long as the invisible GTF exists. Very innovative solution. Now for the inverse of this. If you're using LA Mod with Limited Water script, then the engines are now GTF types with the default connectors (like original EM4). To make them function with water cannons, an invisible TLF vehicle is created that has a water cannon. The water cannon on the GTF vehicle is just a prop and serves no function.
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Los Angeles Mod Vehicle Set [STOPPED]
itchboy replied to itchboy's topic in Mod Development and Concepts
The 'new' old LAFD Ambulance. Original model by LA Mod team, modified by me. I did the fitting, UV Mapping and skin. Mx7000 lightbar also by LA Mod. Whelen 900's by me. Rear lightbar also by me. Its transparent btw. -
My Dodge Magnum is the newer model. PM me for more details and if you want doors installed on it.
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There are many tutorials on this site that will teach you how to make mods and stuff for this game. Nobody will make anything for you, especially with that attitude. You gotta do everything yourself. In the first place, you said you wanted a custom pack. A custom pack of what? Chocolate? CVPI's?
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This guy gets it. We're not making ERS Surrey mod. Not even a bit. The mission script is mine (and bma's) creation and it is what we want it to be with a little input from you guys. All these suggestions coming up sound as if they'll actually make it into the mod, when quite a few have already been deemed impossible to do in EM4 as explained by MikeyPI back in 2008. http://forum.emergency-planet.com/topic/3436-modding-concepts/ Just let us (programmers + scripters of RCMP) do the callouts first. We'll worry about vehicles and other gameplay bits later.
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Los Angeles Mod Vehicle Set [STOPPED]
itchboy replied to itchboy's topic in Mod Development and Concepts
That's alright. You have a unique vehicle nobody else has despite it being fictional. Mine aims to replicate the real thing. Would love to see more updates from your personal mod. I enjoy what you do with my vehicles, especially the lore friendliness of your descriptions. Brush truck now complete. Skin by EmergencyFan6299, lightbar by LA mod team, modified into Code 3 360 into me. -
Los Angeles Mod Vehicle Set [STOPPED]
itchboy replied to itchboy's topic in Mod Development and Concepts
And now I have to model it. Maybe I can use the Mx7000 and rework it into that shape? -
Los Angeles Mod Vehicle Set [STOPPED]
itchboy replied to itchboy's topic in Mod Development and Concepts
It appears to protrude at the edges of the lightbar. And suddenly the most unused police car in the game becomes desireable. Base vehicle model by me. Skin by EmergencyFan6299. Federal Signal Valor by cops. Spotlight and ALPR by bama. Featuring new antennas modelled by me. -
Los Angeles Mod Vehicle Set [STOPPED]
itchboy replied to itchboy's topic in Mod Development and Concepts
....maybe. -
Los Angeles Mod Vehicle Set [STOPPED]
itchboy replied to itchboy's topic in Mod Development and Concepts
Sent you a PM. A lot of the on site tutorials help. And my updates aren't actually as frequent as you think. I do most of my work on the weekends and slowly reveal them throughout the week. Sorry I didn't finish your KME Engine yet. I realized that I would have more time on my hands if I finished my own stuff first. I'm just after the exact lightbar used by the real vehicle. Doesn't look right IMO with an LED lightbar And the winner for the SAR Van poll is the LAFD Van. Stay tuned for final pics. -
Los Angeles Mod Vehicle Set [STOPPED]
itchboy replied to itchboy's topic in Mod Development and Concepts
Something to replace the Brush truck. It will no longer be owned by LAFD but rather LA County FD. Need info on lightbar. Still needs a skin too. Cab by Ubisoft, modified into 2 door by me. Rear part by me with spool, boxes, misc equipment and handle bars by THVFD. -
Los Angeles Mod Vehicle Set [STOPPED]
itchboy replied to itchboy's topic in Mod Development and Concepts
Ingame pic of unmarked patrol cars Here's another with one of the candidates for SAR Van. LAPD SWAT @ hostage taking -
Los Angeles Mod Vehicle Set [STOPPED]
itchboy replied to itchboy's topic in Mod Development and Concepts
There were some useful hints and tips some pages back. Summarized verison would be this: You need to get the pack to work correctly in the editorYou need to make unit.xml's for each vehicleYou need to edit files in Lang and Specs folderSo I need some feedback from you guys. Which vehicle should be the new USAR Dog Van? White is LACOFD, Red is LAFD. Both models + skins WIP, no lights yet on either. -
You have to call them into the map just like original EM4 with no mods. Lower left buttons on screen?
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Los Angeles Mod Vehicle Set [STOPPED]
itchboy replied to itchboy's topic in Mod Development and Concepts
Light preview part 2: Lights on KME Engine and Tiller trailer by Flnn RescueLights on Seagrave by Mentor, modifed by meSkins on all FD units by Reaper except Ram SquadAll other skins are either by me or EmergencyFan6299Lights done by me, with edits suggested by askjeeves and EF6299SWR 88 model by MikeyPI, used with his permissionLaFrance model by EM Brasill, modified heavilly into LTI by meSetina pushbar and ALPR by bama1234, modifed by me -
Los Angeles Mod Vehicle Set [STOPPED]
itchboy replied to itchboy's topic in Mod Development and Concepts
Won't release my version. Its final that people gotta learn how to install the vehicles themselves. -
Soo...to add to this message. You guys want all kinds of stuff. I obviously can't add them all. My judgement tells me that I should only make 6 medical callouts at this current stage of production. Of these 6, 1 will be minor, 1 will be vanilla EM4 style, 2 will be moderate and 2 will be severe callouts (which have complex stuff in them) Of each callout, there will be a further 3 variations of each, except the complex ones. The complex ones will only have 2 variants. So the math is this: (4 of the callouts * 3 variants) + (2 callouts * 2 variants)12 + 4 = 16 different callouts. This isn't easy or simple. But I'll do what I can. Vanilla EM4 will be simply having a random person on map get injured. I will add some variation in it. Some patients are already dead, others are just minorly injuredThe other specific events will take place inside OpenHouses and make use of props (people trying to help, bystanders that need to be questioned, objects relating to the medical event, etc) So why are we only doing medical calls now? Because the scripting portion has just started and I'm still finding the limits of this game. I choose to focus on medical calls because they are relatively easy to script compared to other calls. Even PD calls are harder.
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...and now I have so much to script. To everyone else. Your ideas are helpful. Just try to keep it realistic and not mention something like a zombie outbreak or something. Nothing too large either because spawning too many objects causes the game to crash on weak systems. Just letting it be known that I'll try my best to keep performance decent on most systems. I myself have a 5 year old PC and know what its like to experience lag.
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I animated those ladders. Thats what you need to do to fix them. Any issues you're having with the animations besides them being looped? Do the legs stick out to far or do the legs not work on uneven terrain? THVFD modelled the ladder but his name doesn't appear in the credits.