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Everything posted by itchboy
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Thats very informative, thank you for letting us know that they dont have dealers out there.
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Out of curiosity, does this have the scripts I helped you out with?
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From what I can remember, the Monida units parked fine but the yellow Beaverhead trucks werent supposed to have the station commands at all. Idk though, its been such a long time that I cant remember what was broken on the old version. Based on everyone's tips, Ive put together the 2 most likely bars that the EMS Excursion could have. The top is the Code3 Defender while the bottom is the classic 2100 bar. Ive also looked into other brands such as 911EP and Star Signal, but none seem to match. A third possible option could be the SoundOff nforce but it seems to be uncommon to the area. I also doubt an EMS agency in a state such as Montana would use some off brand MIC lightbar.
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911 first responders lighting support
itchboy replied to DarkWolf's topic in Technical Related Support
You need to go into the editor and manually remove the lights of vehicles as needed. At the minimum you would only need to disable the "radiation" on every light, but if you wanna take it a step further, I would remove every single emergency light on the vehicle except for its main lightbar. -
By some fluke, @Reaper was able to find a picture of the real EMS supervisor vehicle. Its....glorious but I now have the responsibility to update our model to match the real thing. Before I can do that though, can someone help me identify the lightbar? I'm thinking Code3 21TR, 2100 or RX2700 but I cant narrow it down exactly. I'd appreciate if you guys could lend your eyes and help us. Here's a complimentary photo of the Chevy ambulance that we plan on putting in the mod. Above that is Reaper's interpretation of the same vehicle in Em4. I am very excited to get to working on finishing up the model when my schedule opens up. https://prnt.sc/k71cpv
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Yea the duration value is what does it. Glad you got your issue solved.
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Edit the freeplay_endless file, and post a screenshot of the error you get.
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Have you checked if the freeplay files are read-only? Some people cant edit files on Win7 because of UAC or some other restriction. Check if that has been enabled on your PC or not. Your internet connection should have no bearing on the editing of files on your computer.
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There's @nbrown8568 and his Baltimore City mod, but I have no idea of its activity or status. Just be patient, someone should come up with a project like that. If you really cant wait, consider recoloring the LA mod units into Baltimore ones. http://www.emergency-planet.com/tutorials/category/1-english/ Here are some links for starting out with modding.
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Here's a video from 2008 which describes a good way of making map textures based on real areas. A good PC is needed because your graphics editor will lag because of the resolution of the texture you're going to be making.
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I could go with that, but I also have some alternatives because I have textures for a Code3 RVM and a Deckblaster that are ready to use. That Advantedge is actually one of the heaviest poly lightbars Ive ever done. It goes up to 970 or so polygons because of its curved shape. The standard Whelen Edge bar model I did only goes up to 500 plus polies. The irony is that despite Em4's low poly requirements, its still a great deal more forgiving than NFS4, because I wouldnt be allowed to exceed 3.5k polies for the WHOLE model of vehicle. Here is an update showing off the oil binder script that is going into Montana. Hazmat incidents will also have spilled substances that need to be cleaned up just like this. On the more technical side of things, I finally figured out how to make the save/load function of Em4 work with my missionscript. I am still unsure of what data it can save and load but I am happy that it at least saves all of the default code.
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The Intrepid is getting a Federal Signal Vista. All other units except for the slicktop are getting the Whelen Advantedge. That lightbar was chosen because I liked how they are on late 90s Oklahoma city PD units. The slicktop is going to get some kind of halogen or strobe deck lighting and thats about it for PD.
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The old Impalas have been replaced in favor of late 90s aero crown victorias.
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Your first issue is something that cant be fixed. Everyone has that bug, even I do. The cause of it is because of how Em4 is programmed, and how it constantly checks the unit's commands at every frame it draws. Lower spec computers feel this issue the worst, while high end PC's can glide through with only minimal FPS loss. The second issue isnt anything you did wrong. Its a problem with the mod most likely, and it is up to the modders to correct. As for the LA mod, check if you have the "Los Angeles Mod 2.1" folder in your mods folder. It should be there, or it could also be in your desktop or D: drive because of how Hoppah's mod installer sometimes bugs out.
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Monida Pass PD is getting a 97 crown vic because people voted for it. The current poll also has a 90s Tahoe or Suburban as the front runner for PD SUV.
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I think its reasonable to place responsibility on the modder for them to make their project as good as it can be. Regarding criticism, this place, or anywhere really isnt supposed to be a circlejerk where poor work is rewarded with praise just because. The Em4 modding community will only stagnate further if people just release half-assed mods with no substance to them. Nobody wants that. Once again I understand your concerns about wanting the mod done, but like I said, its damned if I do, damned if I dont. Basically its this: If I release a mod too early with bugs, people complain. If I take my time on a mod and make it good, another set of people complain. I can promise you that the vast majority of criticisms are not bullying myself or any developers. Criticism has nothing to do with the rate at which the mod gets completed. Miami mod for example doesnt get criticism (constructive or harmful) at all, yet its progress is slow because EmC Unit simply does not have the time to work on it as he did in 2013. This is my final say on this whole topic. Id like to politely request that everyone go back to the topic of discussing the mod. Besides, having to engage in discussion about the mod's release date is only further delaying the mod. Here are some more updates. Oil-dri and push broom functionality coming soon. The Monida VFD Mack truck has been UV mapped. Civilian lights have been added in the editor. All I need is a template and some wheels and she's game-ready. I have some issues with it though. This particular tanker is a repurposed civilian tanker. Assuming the VFD installed a portable pump on it, what kind of capacity and rate would it have?
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People already did shame us for bugs and issues back in 2015, and we dont intend on repeating that same mistake.
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Start with retexturing the LA mod units, but dont just settle for that. Once you retexture them, start doing different things like changing lightbars out, or swapping different fire engine rear bodies onto different trucks.
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Youre welcome.
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Ok Im sure that something has to be with the conditions found in the rapid deploy that broke it. I will highlight parts of the rapid deploy script which need to be fulfilled for it to work. These are what exist in the original mod: The firefighters require the extinguish command to be assigned to them so that rapid deploy will work on them. Another major condition is that the child objects "pump1", "pump2", 3 and 4 need to be present on the TLF type fire engines - AKA the ones with deck guns. Assuming this is the base LA mod we're talking about, we can narrow which part of the script isnt working. If the deck gun equipped fire engines are bugged, then it is a problem that concerns the upper part of the script. If the USFS and LAFD brush truck are bugged then it is a problem with the lower half. You need to observe which among these specific vehicles do not work so we can work on eliminating the possible causes.
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I think the game falls under "abandonware" status due to its age and you can DL it off of sites that host abandonware. Beware, the game doesnt work on Win7, 8 or 10 properly. You need to run it with Dxwnd or another similar program. Even then, it crashes at random, you cant alt tab without messing the colors up and you're only good for one mission's worth of gameplay. As soon as you pass a mission and play the next one, the game crashes.
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What about the prototypes of the fire engines?
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You could use the LA mod forest fire mission map, but it might be a bit small for freeplay. If you want a full size freeplay map, the default campaign map has a forest and an airport but in totally separate locations.
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You raise a very good point on the poaching calls. Ill definitely have a script where FWP loads up the animals onto their trucks. The problem I realize I have is that I now need to find a way to dispose of dead animals. Right now, the Em4 way is to pickup and delete the animal. I need to find a way to put the animal into a vehicle and send the vehicle away. For the living animals, I cant find anything on Beaverhead sheriff having a livestock unit. I could create a fictional trailer and a pickup for it. Option B would be to give a firefighter the ability to "hold" the animal and drop it off on a nearby farm in the map. Another idea I had is a playable pickup truck towing an animal trailer from the humane society. Myself and the boys had a discussion and we decided that it would be best for the mod to include the Beaverhead Fire District units. The fire district concept was discussed before and dropped, but now we realize its likely that the fire district is what would be sent as mutual aid instead of city/town based units. Another big reason for our decision was because the forest fire call is actually very hard to complete with only 2 engines and 2 tankers. Another one of each combined with the pond drafting and portable tanks should make things easier. So these vehicles will be making an appearance into the mod. They will be staffed by Dillon VFD firefighters as they are IRL. Progress has already been made on creating the Freightliner engine. The Monida VFD tanker has also been started.