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itchboy

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Everything posted by itchboy

  1. Send your skins in. I love seeing them. Everyone else does... A little something to keep you guys interested: There's already an F350 ambulance....why not make an F550 ambulance to complete it?
  2. I'll admit it was a terrible mistake I forgot to include that detail. I think I'll let him pass. I've included his submission into the poll.
  3. Thank you so much for your contribution.....but I am sorry to tell you that this skin is inellegible for winning because you already submitted your news van skin. Instead, just send it over to me so I can include it in the separate community skin pack. Because the rule wasnt up yet, you get a free pass. Sorry if this bothered you. Thank you so much for helping me with this Mikey. ATTENTION: I have updated the rules and moved them to the frontpage for better visibilty. Check it out and let me know what you think.
  4. Something similar to the one used in the highway tunnel crash mission But with complete doors I'm really sorry if this offends you, but I cannot include that submission in the contest because it isn't an American themed skin. It is still good though and looks accurate to the original.
  5. Modified the original post....thank you for reminding me. Skin may be fictional or real, as long it is something that would be seen in North America though I would prefer it you would remove any location specific things.
  6. TAXI!!!!! Announcing the civil special replacement pack to replace the vanilla civil special cars. A little announcement: I want to have a little contest. Post textures from the vehicles in my pack the roles listed below and the community will vote for who's skin they like best. Skins may be fictional or nonfictional. Just try to remove any location specific things if it is a fictional skin (so that it maintains the generic theme of the car pack) Winners get their skin included in the mod. Everyone else gets their textures put up on a separate file for everyone to download. Basically, the incentive to win is that your skin will be the default one used in the car pack. Sounds reasonable? If not, let me know. EDIT: Rules now at front page. Special thanks to Emergency6299 for helping me sort out the rules. The Limosine will be done by me using Ubisoft's Lincoln Town Car model. I will probably model one of these to replace the polar truck. I am not sure whether I should replace the monster trucks, since they only prominently make an appearance in Mission 4. I am not so sure with replacing any of the airport service vehicles. Can anyone please find me a good reference if you want me to do them. I will be modelling replacement buses. Can someone give me reference pictures of common buses in North America?
  7. True. Programming in general typically has you using a compiler that checks for mistakes in syntax. If the mistakes are considered logical (meaning the program runs but does not do what you want it to), then it is up to you too find the error via the use of a debugger or by eye. EM4's problem is that there is no way to check if the script that one has created is correct. You would need to go ingame and wait a minute or more depending on filesize. MikeyPI's idea is correct and it is one that I personally use just because it is so much faster than waiting 10 minutes to load a mod. Hopefully EM5 either rectifies this by having a built in script tester, or by removing load times all together.
  8. Here ya go: enum ActorType{ ACTOR_UNKNOWN, ACTOR_FLOOR, ACTOR_OBJECT, ACTOR_HOUSE, ACTOR_VEHICLE, ACTOR_PERSON, ACTOR_LIQUID, ACTOR_VIRTUAL, ACTOR_FIREOBJECT, ACTOR_PATH, ACTOR_FORCEFIELD, ACTOR_FORCEVOLUME, ACTOR_TRIGGER, ACTOR_STREET, ACTOR_OPEN_HOUSE, ACTOR_SPAWNPOINT, ACTOR_DETAILPOLYGON, ACTOR_WAITINGPOINT, ACTOR_AMBIENTPOLYGON, ACTOR_BRIDGEINSTALLPOINT, ACTOR_STOPPINGPOINT};
  9. From Hoppah's search house script: const int MAX_POOL = 15;const char *CivilPool[MAX_POOL];object DummySearchHouse : CommandScript{ DummySearchHouse() { CivilPool[0] = "mod:Prototypes/Persons/Civil/civilman01_white.e4p"; CivilPool[1] = "mod:Prototypes/Persons/Civil/civilminister01.e4p"; CivilPool[2] = "mod:Prototypes/Persons/Civil/dealer01.e4p"; CivilPool[3] = "mod:Prototypes/Persons/Civil/dealer02.e4p"; CivilPool[4] = "mod:Prototypes/Persons/Civil/civilwoman06_yellow.e4p"; CivilPool[5] = "mod:Prototypes/Persons/Civil/civilman01_red.e4p"; CivilPool[6] = "mod:Prototypes/Persons/Civil/civilman02_silver.e4p"; CivilPool[7] = "mod:Prototypes/Persons/Civil/civilmanold01.e4p"; CivilPool[8] = "mod:Prototypes/Persons/Civil/civilmanold02.e4p"; CivilPool[9] = "mod:Prototypes/Persons/Civil/civilwoman03_blue.e4p"; CivilPool[10] = "mod:Prototypes/Persons/Civil/civilwoman01_yellow.e4p"; CivilPool[11] = "mod:Prototypes/Persons/Civil/civilwoman05.e4p"; CivilPool[12] = "mod:Prototypes/Persons/Civil/civilwomanold01.e4p"; CivilPool[13] = "mod:Prototypes/Persons/Civil/civilboy02_green.e4p"; CivilPool[14] = "mod:Prototypes/Persons/Civil/civilgirl02_blue.e4p"; }I think this is called an array in C programming. Dont know for sure, but this is basically a selectable pool of persons. It is activated by this: Person t = Game::CreatePerson(CivilPool[RandomPerson], "Unnamed"); CivilPool is the name of the group RandomPerson is any number from 1 to 15
  10. The US Army mod relies on a mission script. There are many script functions in missionscripts (like the void OnTrigger() function), but unfortunately due to EM4's programming, it CANNOT be put into EM4 freeplay. You would have to make a script that constantly runs itself again and again every 1 - 5 seconds. IMO, the best way to go around this is to simply make a script that opens or closes the gate, and that script can be called/invoked whenever a vehicle wants to enter or exit the station. Creating a script that constantly runs in the background is quite a CPU eating process (especially for people with shitty PC's like me) A way more complicated option is to completely recreate freeplay into campaign. It would take MASSIVE balls and skills to do that and not to mention a lot of time, but in the end, it will probably be the greatest scripting innovation to ever come to EM4. Moreso if it were customizeable and events could be added and parameters be changed. Whoever could do this would be a god amongst men.
  11. Yeah..I also noticed at around 9 minutes the firetruck went right through the doctors car. A few things I've noticed also... The flying camera scenes on the intro are similar to the ones from EM2012 and the 2 games after that.The helicopter flyby is a reference to the TEC helicopters in the EM4 tutorial.@ 1:23....an airship?! Cool!!!The vehicle move command appears to rely on rectangles on the road instead of letting us choose a point in the road like EM4Vehicle lighting system seems good. Wont judge it though till we get to see the editorEquipment doors on firetruck open up as soon as crew disembarks. Same with doctors car.Firefighter actually has to remove the person from the wrecked carI actually laughed when the firetruck turned around in place....Overall, looks very promising! Regarding what raf said, I certainly agree that it will take time for us to learn how to make EM5 as good as modded EM4 because as it stands now, stock EM5 is gameplay wise as good as stock EM4. Reshaping the mod wouldnt take much time if what they say about the map editor is true. Vehicles and objects would be the challenge though seeing as how we would need to HEAVILLY modify most existing content for it to work in EM5. At least the models in mods like the RCMP, Manhattan and Brooklyn mods are detailed enough for them to be put into the game without causing a noticeable gap in quality compared to the content in EM5. From what I can see, to convert vehicles, we probably need to make the vehicles alpha mapping, specular mapping and bump mapping (apart from getting the 3d model into the game). This is just basic texture work that most modders can probably do. This appears to be a necessary step seing as how other RTS games of this genre rely on those maps to make their vehicles appear more detailed then they actually are since newer gen games use pixel shader effects. Person skins would all have to be created from scratch seeing as how the new game uses different, more detailed models than EM4. Objects would be similar to vehicles I guess, seing as how they are only background items. Houses would be different though because we would need to model their interiors and walls for them to be functional in EM5. I wont hold my breath with scripting because we dont actually know yet how the new scripting language works.
  12. You hear that everyone?! HE SAID YESSSS!!!! OMG!!111 Eh, topic title says private. Gotta remove this link.
  13. None of the police units are out yet. The LAFD ambulances are available in Xplorer4x4's woods map submod BETA 1.
  14. Lightbar comes out when I finish optimizing it. Although I am afraid that I wont be able to release any of the cars because they use objects such as LED lights, arjent lightbar, spotlights from CFD and I do not have permission to release them.
  15. You guys did the research....here's the reward. Here it is lighted up: Im not too sure with the accuracy of the lights. As long as it has lights, then its fine by me.
  16. I wonder how I will be able to buy the game in my country....Philippine game stores aren't really big on indie titles such as the Emergency series. Speaking of the USA, Im hoping that they release separately for the US market an American themed version with US based units and maps of several major American cities. This is IMO a good idea so that it would appeal to American players who prefer their countrie's emergency servies. The same could also be said for the UK version, probably set in London or another British city.
  17. Im sure he'll probably release it to everyone just like he did with the FedSig Valor and the Freedom Edge. But yeah....I'll be sure to ask. Well...thats a start. Thank you for taking the time to do this for me.
  18. Yep...thats it. I dont know what specific lightbar it is. I need that information so I can make it. I'm not really familiar with lightbar companies, all I know are the Arjent (oval shape) and the Liberty (straight).
  19. Okay I see it. It has the shape of a barbell....or a bone. There's some discussion about it, but nobody explicity names what lightbar it is.
  20. YEEESSSS!!! HOLY **** Its beautiful. Its like the CUTSCENES in EM4 are now ACTUAL GAMEPLAY!!! I cant wait to start modding it. I hope my models and content look good in the new game.
  21. Excited to finally get to use my Tahoe and Suburban models... Could somebody help me with the LAFD Battalion Chief Suburban? From the pictures and videos of it, it appears to be using some kind of weird lightbar that extends at the corners. Is there a model of it? If not, could someone tell me what it is and give some reference pictures so I could model it. Thanks.
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