Jump to content

itchboy

Sub-Moderator
  • Posts

    4,420
  • Joined

  • Days Won

    635

Everything posted by itchboy

  1. Set tolerance on fill settings lower?
  2. Link taken down since this website killed it through over traffic.
  3. You need to modify the rapid deployment script.
  4. The 3 integers was an example. I actually need 10 non repeating integers to be generated. That is all. Thanks
  5. For your first question, try referring to these two tutorials: forum.emergency-planet.com/tutorials/article/1-emergency-4-adding-vehicles/ http://forum.emergency-planet.com/tutorials/article/31-em4911fr-adding-vehicle-to-game-video/ As for possible skinning programs, here are some of the most commonly used programs around here: Adobe Photoshop Paint.net
  6. Has anyone noticed the new EMP site banner on the top left portion? The new vehicles have been added. Nice touch indeed,
  7. Holy **** the detail! Amazing. If the stock content is this good, then that makes it more tolerable to live with vanilla EM5 until the first mods start coming out.
  8. Have you linked the model in the editor to the new one? Did you export it without any errors on Zmod's lower message bar? Need a screenshot for identification.
  9. Title says what I need help with. I want to create a random integer within a loop that does not repeat. So that means within a range of 4 for example, I would recieve only 0, 1, 2 or 3 in any order, but not two instances of the same number. The desired output would be this: 3,1,2,0 The number must not repeat at the next iteration of the loop either. I have tried using Math::rand%3 and adding a temp variable that checks the previous value of the random integer (during the previous loop interation) but it appears that the value of the temp value becomes garbage once the loop restarts itself. Can anyone help? Thanks!
  10. I see the vehicle models appear to be quite high poly. I guess I'll have a tough time having to remodel all the cars in my pack. And the clip in....Hope they get rid of that. It also appears that the cars in that picture are trying to move out of the way of the fire engine. So that feature has now been confirmed.
  11. School has got me tied up in more than a few ways. Also busy doing work for several other mods. Still Very WIP.
  12. Thank you for letting me know. How come only now someone told me about these bugs? I was expecting people to chastize me for releasing it with so many bugs.
  13. Thanks for reporting the bug. Going to be fixed in the upcoming patch.
  14. Looks better. Just recolor the line around the black strips to a darker shade.
  15. Not possible to import persons directly into Zmod. They will always look like deformed turds. See reason here: http://forum.emergency-planet.com/topic/7008-editing-person-models/?p=84804&hl=+other%20+helmet%20+&fromsearch=1#entry84804 Basically, you cant view them properly because they rely on an internal bone structure which gives them human animations. Zmod cannot import these bones (even though there is apparently a button for that)
  16. Skin looks great. I would recommend putting a black outline surrounding the windshield and rear window. I will also be sure to add this in the upcoming mod update of my cars.
  17. Its the half of the month and no new skins have been added to the contest so I unfortunately have to shut it down due to lack of interest. To tft.cf and olmyster...can you please PM me your news van skins and utility truck skins? Here's a little preview btw of the news van in its final form: http://www.gfycat.com/ObedientMetallicIndochinesetiger I will probably replace the utility truck with a tow truck model. Gonna finish the school bus first.
  18. I see you are using my ambulance pack. Nice work Though I'd like to let you know that the light equipment on the model isnt actually intended for actual use like this. I was expecting that each modder would create or use other's lightbars and stuff depending on his or her needs.
  19. Well...I've weighed my options and have decided to fake it like the original EM4 cars. It really is too time consuming to make the interiors for 8 or so cars. Anyway, I've also started modelling a schoolbus body which will use my International truck model for the front. Does anyone have clear blueprints and reference pictures of this?
  20. Create a new object that uses the hose connector model. Put this prototype in the object children folder. Go to prototype editor, edit children and get the new object. Place this in the desired location on the truck. Create the hose connector superstructs on the same place the new hose connectors are placed.
  21. Is this done using the LA Mod as a base? In the default game, the hose childs dont actually appear ingame until a fireman connects to the truck. To circumvent it, one would have to place nonfunctional but cosmetic connectors on to the truck. Use the regular childs editor for this.
  22. Not really. You would be looking for this: ActorList l19 = Game::GetActors(VO_HAZMAT);for(int i=0; i < l19.GetNumActors(); i++){ Vector Hazmat = l19.GetActor(0)->GetPosition(); Vehicle m = Game::CreateVehicle(OBJ_HAZMATSQUAD, UNNAMED); m.EnableBlueLights(false); m.EnableHeadLights(false); m.SetChildEnabled("exhaust", false); m.SetPosition(Hazmat); m.SetRotation(gate6); m.UpdatePlacement(); m.SetMaxPassengers(4); m.SetMaxTransports(2); m.SetSpeed(8.0f); m.PushActionWait(ACTION_NEWLIST, 1.0f); m.PushActionExecuteCommand(ACTION_APPEND, CMD_COMMANDS, Caller, 0, false); m.PushActionExecuteCommand(ACTION_APPEND, CMD_NORMAL, Caller, 0, false);}Simply comment it out with this: // for every line or /* at the beginning of that section and */ at the end. Or you could just delete it, but then you might have a change of mind and want to bring it back. Its up to you really. Has your changeclothes script been modified?
  23. Nothing too serious. Just set it up so that the yellow box fits the model perfectly. This is to make sure the vehicle's collision is correct and it can go around obstacles properly. Be sure to check "always use physics geom". This little tick box nearly killed my mod by making it unplayable because I forgot to actually set the game to use the custom collision boxes.
  24. To remove a vehicle, simply remove the part in the script that calls the ingame function to spawn the vehicle. This is in LAFireStationStart.script You are correct about how to change the model of a truck. Lights, physics and commands are another problem you will face afterwards.
×
×
  • Create New...