-
Posts
4,429 -
Joined
-
Days Won
658
Content Type
Profiles
Forums
Calendar
Tutorials
Downloads
Gallery
Everything posted by itchboy
-
Looks nice. Have you scripted the battalion chief commands that automatically call units?
-
On map sheriff car now has lights according to Finn Rescue. I don't actually have the new vehicles yet, but they will ALL make it into the patch.
-
I personally dont know which script is causing the CTD. I am just basing on what people have experienced. But I may have found the reason the game lags after several hours of gameplay.
-
Quick update. The second to last major bug has been fixed. The spineboards and stretchers work perfectly. Last major bug remaining is the call patrol car bug. It still CTD's in certain situations. Working hard for a fix. Most minor bugs have been fixed and a lot of your concerns have been adressed.
-
Just a preview of the new car crash debris. Will look good in any mod. Here it is being tested in Montana. Will be included in the update for this car pack.
-
Looks great. I actually released a newer version of that model. If you want to, you can choose to upgrade to that one.
-
Has anyone noticed yet the engine sounds in cars and the details on the map texture (that I added in) and the cost of calling units from off map and the cost of calling police units on the police station? I think those are some of the details that I haven't seen in other mods. No it isnt. Its just my way of saying burning down your town is not the right way of protesting anything. But if you want, it is entirely possible to create that script.
-
It is scripted in the code that there is a small % that the suspect can be killed by taser. Then the game will select random pedestrians and they will riot and burn down the map in protest of police brutality.
-
You got Zmodeler, there's also Blender, Gmax and 3ds max. Zmodeler is the only one with a tutorial here. http://forum.emergency-planet.com/tutorials/article/4-zmodeler-2-3d-modeling/
-
The .dds files are blurred because they are low res. Most are only 256x256. The HD ones you see in some mods were heavilly edited by some really talented people to look as good as they do. You don't have to make them from nothing, but a lot of work needs to be put in to make them high quality.
-
Los Angeles Mod Vehicle Set [STOPPED]
itchboy replied to itchboy's topic in Mod Development and Concepts
Its all there. Nothing has been removed. They just haven't been enabled to be playable by the user. You have to make them playable yourself. Try doing what some of the people did, and the steps The Loot pointed out. -
Sinking it would prevent the player from being able to select it. Maybe via rapid deployment, but that command might be removed in later versions of the mod since I have managed to slow down the fires by around 60%. Perhaps setting a separate piece of code for it that isn't tied to rapid deployment or attachfirehose? Maybe setting it up so that the FF goes to the shore, then the game attaches the hose into the water? I'm not even sure if the game engine will let me do that. Can any scripting gods help me?
-
Not quite. One would have to figure out a dozen other things such as location of the hose, the point a FF needs to go to so he can insert the hose into the water. If another mod has this, I could 'borrow' the concept and rewrite it under different methods. We'll see.
-
Very interesting. Do you mean pump water out of a pond or river? That would be so cool and very useful since the map has a river running through it. I don't know if this is even possible in EM4, but I'm sure I can, or the scripting gods like Hoppah can figure this one out.
-
You cant edit person models because there is no editor that exists to modify them. If you open their models in Zmodeler, they will appear to be a deformed blob of polygons and not be physically editable.
-
Edit your first post. Go to use full editor and there will be three buttons on the right of the screen. One of them is "poll" or something similar.
-
Yeah, its the spawn VO being too close to the no vehicles VO. Has been fixed.
-
This is something that can't be fixed. EM4 has an issue where it only loads 2 or 3 of the same car accidents in order to preserve memory. Its a harcoded bug that affects many mods that I play personally. Maybe people with super awesome computers don't experience this. And I have possibly found the callpatrolcar bug for everyone experiencing it. It is caused by the MHP patrol car being spawned out of the virtual object that is set for it.
-
This thread isn't dead yet. Finally reworked the tail lights on this thing. Available here: http://forum.emergency-planet.com/files/file/568-ford-police-cars-set/ And the latest civil car pack can be found in the Montana Mod.
-
Is it on the infamous car shop intersection? Or is it at the main street intersection with the donut shop?
-
We are working hard to fix any bugs that players have, especially CTD's which end up killing the fun you are having.
-
Go to the editor and move the virtual object in that spot. Try deleting some points of it. It is called NoVehicles (or something similar).
-
This is a limitation of the script I made. It only allows for one spineboard. Adding more than one would take time. I will probably add more than one in later versions of the mod. As for firetrucks, they can be put in easilly, but as I said, this is reserved to be done in the future. Fixing bugs is more important right now than adding functionality.
-
So I have begun rewriting the call vehicle scripts so that they don't run on a constant check anymore. This should end the lag that happens every second. I have an idea that could be interesting. Make it so that units are finite. Meaning each vehicle costs money and takes time to arrive. Basically replacing the normal vehicle send menu with the commands of the battalion chief and the dispatchers on the map. What do the people think?
-
Have you updated your graphics drivers? Does your system go above and beyond the minimum specs of the game with no mods?