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Everything posted by itchboy
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Are you updated to patch 1.3?
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You can also consolidate some vehicles together if they use the same set of sirens. if (StrCompare(v.GetPrototypeFileName(), PROTO_CI2) == 0 || StrCompare(v.GetPrototypeFileName(), PROTO_UEP1) == 0 || StrCompare(v.GetPrototypeFileName(), PROTO_UEP2) == 0 || StrCompare(v.GetPrototypeFileName(), PROTO_TR2) == 0) soundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/INEM.wav", CarPos, true);
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Best emergency game for more casual gameplay? help players.
itchboy replied to xarucardx's topic in General Talk
The newer games are more suited for casual players because the old ones weren't user-friendly. The new games have markers for injured people, clear warnings for things about to happen, and automation on certain tasks to reduce the number of clicks needed for a task. 911FR and Emergency 4 are the same thing, except 911FR is the English version of the game. Both Em4 and 911FR have been removed from Steam and instead, we have one unified version known as Emergency 4 Deluxe. I believe its the only one you can buy as of now. -
Ah, that's it. The "Zoom Player" had a codec pack that was causing Em4 to stop running. I will be saving this post in case other people have the same issue. "Have you recently installed any video players or video software" will be my new introduction question.
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Okay, let's do a process of elimination. Have you tried loading the Em4 editor? Does it crash? The error log you're getting is very indicative of a codec problem, specifically you have to disable (or outright remove) the entire thing so that Em4 will run. If not then it is an access violation caused by your OS. Let's get to that later, for now, try the editor and see if it still happens.
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I believe you have to delete them using a third party program besides the normal Windows installer. https://support.divx.com/hc/en-us/articles/360002229793-Unregister-and-Remove-Bad-Codecs-and-Filters https://www.raymond.cc/blog/fix-video-playback-problems-by-removing-bad-codecs/ Some other people who had problems relating to codec packs http://www.emergency-planet.com/topic/10448-em4-crashes-to-desktop/ https://steamcommunity.com/app/323610/discussions/0/616189106508048880/ https://forums.tomshardware.com/threads/problems-running-emergency-4-911-first-responders.101064/
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There are a few causes for that particular error. It could be that the resolution of Em4 is corrupted. Another reason is that there is a codec that is interfering with the game causing it to crash.
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Maricopa County SUBMOD is near completion
itchboy replied to Lcpdfr5's topic in Modification Sub-Mods WIP (In Development)
The mod appears to be dead. I'll lock the thread until the original owners request it to be re-opened. -
Try that method but this time, do it to the fire station building itself. Another thing to try is to temporarilly assign the "no go" VO's as freely accesible.
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Try editing the physics boxes on the vehicles so that they're smaller than they are. Make sure "always use physics geom" is checked. Make the box smaller then test. Make it even smaller again if you still don't get desired results.
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I forgot to ask about deer. Do those animals fit in trucks? The child object for the bear works perfectly, I just need to find a way to make the child objects change as dear or bears as needed.
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I got the script working and the bear model has been set. Do you think its looking a bit tight in the Silverado on the right?
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It is designed to do that. Be patient and wait a few minutes. It should load up to the main menu again.
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I have that planned. The difficult part is lifting animals into vehicles for transport. A question though: Does the default Em4 rifle look like a tranq gun or should I make some edits to it? Another question. Will a deceased bear fit in the bed of a flatbed style pickup truck? Say one of these.
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Can I see what it looked like when you implemented it? The error you showed me is unusual. I don't recognize the corrupted symbols after the "TERRAIN_TRAFFIC" line.
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Can I see the rest of the script?
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Some mods have exe setups like the LA mod. All you need to do is run the exe. What the exe does is "send" the contents of an e4mod file to the Mods folder. You no longer need to install the e4mod file. However, you must tell the program where the mods folder of your game is. However, the most common form of mod installation is to simply copy paste the entire folder you are given into the Mods folder.
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HELP WITH INSTALLING EMERGENCY 4 MODS
itchboy replied to Richardh276's topic in Modding Related Support
LA 2.5 is unfortunately an Emergency 3 file. What you need is LA Mod 2.1 which is the same mod but for Emergency 4. -
In the future, just use a translator so we can assist you better. I don't understand what you need help with, so it would probably be better if you showed pictures along with a translation.
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Persons don't appear in vehicle menu
itchboy replied to xxnypdofficerxx's topic in Modding Related Support
There's a bit of a mistake in the person xml file. Person xml <unit id="TEPH"> <campaign> <missions value = "1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 23 24 25"> <prototypes> <prototype name="mod:Prototypes/Persons/INEM/teph.e4p" level="0"/> <prototype name="mod:Prototypes/Persons/INEM/teph.e4p" level="1"/> <prototype name="mod:Prototypes/Persons/INEM/teph.e4p" level="2"/> <prototype name="mod:Prototypes/Persons/INEM/teph.e4p" level="3"/> </prototypes> <price value="25" /> <space value="1" /> </missions> </campaign> <freeplay> <missions value="1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 22"> <prototypes> <prototype name="mod:Prototypes/Persons/INEM/teph.e4p" level="0"/> <prototype name="mod:Prototypes/Persons/INEM/teph.e4p" level="1"/> <prototype name="mod:Prototypes/Persons/INEM/teph.e4p" level="2"/> <prototype name="mod:Prototypes/Persons/INEM/teph.e4p" level="3"/> </prototypes> <price value="25" /> <space value="1" /> </missions> </freeplay> </unit> Vehicle xml <unit id="AEM 1"> <campaign> <missions value="1 2 3 4 13 15 9 8 5 17 12 14 7 19 10 6 18 16 11 20 21 25"> <prototype name="mod:Prototypes/Vehicles/INEM/AEM 1.e4p" /> <price value="500" /> <speed value="120" /> <space value="2" /> <loadspace value="1" /> <personnel> <unit id="TEPH"> <defaultcount value="2" /> </unit> </personnel> <equipment /> </missions> </campaign> <freeplay> <missions value="1 2 3 4 13 15 9 8 5 17 12 14 7 19 10 6 18 16 11 20 22"> <prototype name="mod:Prototypes/Vehicles/INEM/AEM 1.e4p" /> <price value="500" /> <speed value="120" /> <space value="2" /> <loadspace value="1" /> <count value="3" /> <personnel> <unit id="TEPH"> <defaultcount value="2" /> </unit> </personnel> <equipment /> </missions> </freeplay> </unit> I also cleaned up the vehicle xml so that it can be used in campaign. -
To my eyes, it looks Asian like a cabover Isuzu or Mitsubishi truck. It could also be an American M1078 but that's just me stretching it.
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The software that I use is FRAPS, however it does not come for free. OBS is another software that can be used, but I dont know if it has a screencap feature.
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Thats the method I do with the train crossing logic to check when the signals should go off. I already have that kind of check for resetting the stop sign script. I could add it in but I dont know what the tipping point of lag is yet. Mercifully, the missionscript method gives me some headroom. The best example is the stop sign script, It no longer uses a constant check script but the vanilla TLRed virtual object terrain, so that the virtual objects are by default going to stop the vehicles. I tell the missionscript to check the virtual object only once, and run the command to open up the virtual object once. Resetting it is where the repeat command comes in.
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Let me clarify: there are indeed two VO's, but the process of turning them on/off is what causes them to stop in the middle There is no way to time it so the VO activates right at the point of the car's nose.