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Everything posted by itchboy
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[TUTORIAL]How to Template and UV Map Tutorial
itchboy replied to itchboy's topic in Modding Related Support
You can use Blender to UV map but it has a completely different set of steps that I do not know. -
The "fs_" lines are the virtual object names found in the editor. They also refer to prototype names and object names. The const char lines are what you use when editing the script in notepad.
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The blue boxes you see in the editor are virtual objects. Pressing the F5 key will open up the menu that allows you to edit them. You can make three units in one station by moving, reassigning or creating new virtual objects to accomodate three vehicles. The next step is to edit the script so it makes use of those virtual objects and spawns the vehicles you specified in each virtual object.
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Use the LA mod script as a stepping point. The LAfireStationStart script contains the code which spawns vehicles at start, while LAtoFireStation is for parking the vehicles at the station.
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Do the steps described here, but be sure to change "Emergency 4" to "Emergency 4 Deluxe". Make sure the "InstallDir" points to your Em4 folder.
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Go into options and set "tooltips" as on.
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Can you send a dxdiag and your Em4 logfile?
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All materials in the model must have a texture and the UV maps must be named correctly. Blender's export can also fail if you havent selected the model, or if the model has incorrect data for some reason.
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Upload a logfile from Em4 as well. The dxdiag doesnt tell us exactly what happened with the mod.
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Reinstall the LA mod. If it still doesnt work, try this: DL another mod, such as London or Harbor City. If those appear, then it means that the problem is with your installation of LA mod and not your Em4 copy.
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If you have plans to create your own submod from CPH: Feel free to create a new topic with the relevant information so that you're not hijacking BMA's topic.
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You need to unlock the .dds file using the Em4 editor, or Chris07's file unpacker.
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There's a setting in the freeplay xml files to adjust the "inflation" value for each unit. <SquadPriceGrowth value="30.0"/> Setting this value to zero should make the unit cost the same no matter how many of them exist on map. @em4vs66 In the future, please dont bump dead topics. For now, I'll allow this one because a solution was never posted for the original problem.
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Its hardcoded to spawn the case sadly. You can try to remove the auto target script from the engineer so that they dont automatically repair damaged vehicles.
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LAGetTHWBag.script has a problem: THW_BAG is not recognized in Em4 as a valid code. You need to use "EQUIP_THW_CASE" instead. LAEquipmentCommands.script also has a problem. You need to define CMD_USE and CMD_REPAIR at the top header of the script so the game knows what commands you want removed.
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This is an approved submod so I'll allow this. Next time though, please refrain from bumping dead topics. As for your problem, I made my own siren fix for the submod. Here it is. Let me know in my private messages if it works or not. LASiren.script
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Show me the script and show me what line the error is at.
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You need to remove the "Use" and "repaier" commands from the engineer so he doesnt spawn with the bag. Give him a command to get the bag and in that command, the Use, floodlight and repair commands will be assigned to him. Removing the bag should have the opposite effect of removing those commands so the engineer loses his abilities.
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The game itself, an image editor program (paint, photoshop or GIMP) and a text editor program (notepad, wordpad or even MS word).
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Em4 uses some really confusing mechanics for the boats. It would be worth it checking out the NYC mod because it has 2 kinds of boats. A normal SWR and then a jetski. Check out the naming conventions they did with the prototypes, models and superChilds.
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Amity Island Modification
itchboy replied to Oberfrankengamer's topic in Mod Development and Concepts
Asking for release dates is against site rules. Please be careful next time. -
I have implemented a "delete traffic" button so you can despawn every traffic car on the map, hassle free. Some paths were edited to reduce the traffic bug but it just wont go away no matter what I tried. The dummy objects with health bars have been removed in favor of more discreet dummy objects. Stay tuned on the stop sign scripting concept. I have plans on making it work once and for all.
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It cannot be found in any of the xml files. You must create a totally new command script to use the SetSpeed function. I am talking about making Em4 scripts btw.
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In a campaign mission, you can make use of the SetUpgradeLevel function to change how fast a person moves. For that, you need to make custom command scripts to change the speed of a person. In freeplay mode, the person speed cannot be changed using the upgrade level. You need to use SetSpeed instead, but it causes problems with the animation.
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Be patient, the mod isnt finished. Would this be enough? I have a mod asset that's not for Montana that I will be releasing. The original LA mod Caprice desperately needed a rework so here it is. This was also the losing option for the Montana cop car poll, so those of you who want one in the mod can have it in theirs.