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Everything posted by itchboy
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Interesting changeup.....in an alternate universe where the MPFD didn't exist. Hopefully you got it scripted with all the other game functions besides station spawning and parking detection.
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You actually can. All you need to do is define various water levels in the script, then set conditions for them below so that certain specific vehicles use these defined water levels.
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[RELEASED] Brooklyn "Borough of Fire" (BOF) Modification
itchboy replied to rafaelmfernandez's topic in Mods
Sweet Jesus. It looks beautiful. I am so glad I could help make this picture possible. And no one's noticed the 2010 Ford Explorer model yet.. I would recommend adding some equipment to the Suburban like a rambar and some antennas to make it look like something the US Government would use. -
Yeah, most are. But I'll try to modify the vanilla buildings if I can. And thank bama for the buildings, not me. He paid for them.
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Note that only the new Montana buildings will have these kinds of fires. The vanilla EM4 buildings won't.
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I support your initiative to fix bugs while we work on the patch. I recommend people to here before the patch is released.
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A question to you guys. How would you like building fires to be? Original EM4 with visible flames all throughout with heavy smoke and flames appearing later OR Smoke coming out of every opening of the building, and the flames only appear later.
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Those are callable in the patch. The dispatcher can call 3 police helicopters, one EMS helicopter and 2 US Army helicopters.
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You're welcome. Just trying to help a fellow modder. Have a happy new year.
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The autosave function saves the map. Ever notice that every few minutes the editor will freeze for a bit? That is the editor saving a file called autosave.e4m into the maps folder. Any prototype or edit can be saved regardless of autosave being ticked or not. I did most of the lights in my police upgrade mod without autosave enabled.
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This is why I think this is the best EM4 modding website here. Sending you a PM now.
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That only saves the map. Not the lights or any edits to the prototype. You must press OK at the main prototype editor window, and not just the light editor window. You can't press escape key or you will lose everything. I experienced this when I was lighting a unit for my police upgrade mod.
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[RELEASED] Brooklyn "Borough of Fire" (BOF) Modification
itchboy replied to rafaelmfernandez's topic in Mods
Dyson actually asked me to model one of these...but I am still helping in Monida Pass. When I am free, I will be sure to fly to New York so I can help the mod team with this. -
Somewhere in CheckPossible and CheckTarget Or you could wait for the patch of this mod.
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Hmm....we have similar experiences. Other mods also give me lag when selecting certain units. Is it because they are based off LA Mod (which also gives me lag)? Just a little feature that EM4 mods need more of: Reflective stripes that actually reflect ingame. You wont lose your units at night anymore.
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Merry Christmas and Happy Holidays from Emergency Planet
itchboy replied to Newfoundking's topic in News & Announcement
Just hit midnight now. Happy New Year Everyone! -
This happens in LA Mod for me too. I wonder if it has something to do with the freeplay cleanup function in EM4 (not the mods)
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So I've fixed all the major script bugs. Now I have to fix the lag. Can any scripters out there help? What I have discovered: The game DOES lag after an hour or so of gameplay, but selecting units causes lag all the time. Game lags when selecting units. It gets worse as the playtime increases. I only get 5FPS after 3 hours Person units lag less than vehicle units BUT selecting units like the Station control panel does not lag the game Selecting persons and vehicles at the same time does not lag the game. However selecting multiple persons or multiple vehicles makes lag dramatically worse.Things that I have done: Reviewed all of my scripts for any "hanging" code. Found a few and terminated them properly.Cleaned up some checkTarget and checkPossible code in a few scripts. Nothing seems to work.
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That would mean having to rewrite the entercar script to allow entry into the tow truck, rescue crane and bridge laying vehicle. Then you would have to add the empty car command to every vehicle. Too much work for me IMO.
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Here's some code you might like. Add this as an else if to the no passengers code. else if (v.GetVehicleType() == VT_FIREFIGHTERS_ASF || v.GetVehicleType() == VT_POLICE_GETAWAY || v.GetVehicleType() == VT_THW_FGRR_RL || v.GetVehicleType() == VT_THW_FGRR_TRL || v.GetVehicleType() == VT_THW_FGRR_BKF || v.GetVehicleType() == VT_THW_FGRB_BLF || v.GetVehicleType() == VT_FIREFIGHTERS_FLB) return true;
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This is caused by people not including an exception in the move script. I noticed they disabled vehicle's ability to move without any passegners. They forgot to add an exception to the tow truck and rescue crane.
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Thats a feature in EM4, not the mod