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itchboy

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Everything posted by itchboy

  1. I want to do a Caprice model just for the heck of it, but it will have to be for another project at another time. Seems that the 90s GM SUV is winning the poll. Looks like Ill have to get my reference imagery ready. The county detective car is done. More PD units coming soon. Model by Ubisoft, converted from Driver SF. Even if the the vehicle models are incomplete, the mod is actually playable. Here is a homicide call ingame.
  2. Its only 2 vehicle models because a small town department wouldnt have so many different vehicles due to the costs related to maintaining them. There are a total of 4 police vehicles which represents the whole department. Three unique models of vehicle (2 sedans and one SUV) is fairly consistent compared to the real life sheriff department which runs a similar setup. Im content with the 2 sedans that people voted for but the SUV is still subject to change. I made a poll of the SUV because I just cant figure out which one I want to use.
  3. Its a common problem that cant be fixed because of the way Em4 works. The police officer will always face the nearest vehicle path even if it is the wrong direction.
  4. Then its settled. Halogen lightbar it is. I didnt know strobe had additional costs attached to it. Utility wise, that means Ill have to make 2 companies then. Utilites and gas co. The on map VFD brush truck has been UV mapped.
  5. We will not be allowing use of the Montana mod asset for other projects. The real area of Beaverhead does have warning sirens but they're located in the Dillon area, 60 miles away from Monida. We'll see if its economically feasable for the county to put up a second one for Lima and Monida. http://beaverheadcounty.org/siren-sounds/ Yes. That thing is the most important part of the mod. We've recently made changes to the volunteer script so time actually factors into the amount of people who will show up to a call. Furthermore we are still debating on whether we should have them drive to the scene. On the sirens and lights aspect of the volunteers, they have been given unique siren tones for each volunteer, but lights are still really far away. The POV's afterall need to be created in the first place. I'll go with that then. Sounds plausible that it would be municipal based.
  6. The Intrepid has finally been sorted. Its getting its colors soon. Its getting an FS Vista lightbar but Im not sure whether to do the halogen or strobe version of it. The Monida VFD engine also has a rear body modelled and UV mapped. Template work will be done on it soon. On the EMS side of things, the ambulances are finally getting their rambars. TEC is finally getting some love too, with this GMC utility truck. What agency would handle utilities such as power, water and gas in a town such as Monida Pass? F series cabs by Ubisoft. GMC 3500 engineer truck by bama. Everything else by me.
  7. More updates to EMS. Ford F350 cab by Ubisoft. Chevy cab by bama. Everything else is by me.
  8. Another update. The Monida VFD brush truck model (bottom picture) is almost done. It needs mirrors, UV's and template. The Lima brush truck is coming along nicely too. No pictures yet. Bama is also still working on the mod in his own way. This Chevy truck cab is his model and is going to be Lima VFD's second ambulance.
  9. To make units be callable you need to manually edit all the unit xml files for vehicles and personel for them to spawn in the new missions. The language xml files also need to be edited to display the correct mission titles and text.
  10. You're the topic owner. Your update on the mod falls under an exception. Nothing to worry about.
  11. You need to add the mission maps into the maps folder. Next would be copy pasting the mission scripts for each mission. Last step would be editing the campaign xml's to include the mission in the ingame menu.
  12. Asking for release dates is against site rules, even if its in a trollish manner. Bomb squad truck WIP. Its from Missoula county and will take time to arrive on map. Model converted from Driver SF by me, original model by Ubisoft.
  13. Some of the stretcher scripts that Ive seen do that but idk why. Might be a glitch in the programming.
  14. On that topic, another big killer is that Em4 assets are unusable in Em5. Gotta build everything from zero. Nobody got time fo dat. Em5 also has optimization issues. Two of this site's admins gave up on the thing because it wouldnt run properly on their high end PC's. One major flaw is the lack of enterable buildings. After all of 16T's promises, they should have been able to come up with interiors, multiple floor buildings and even subways. Em5 has some potential though. One can mod in the ability to manually control vehicles, and parts like ladders. For example. Going back to the original topic, modders' decisions can be summed up by EmC and his comment about modding.
  15. Lighting is controlled by the timescale tga's found in the Textures folder. You can create an entirely new one, or modify an existing one. The texture is a color gradient from light to dark. Light is daytime, dark is night time. Tweak the gradient to get the lighting you want. I have modded mine but its very hard to get it right. My modded timescale is darker but the transition from day to night is messed up along with the transition from 11:59 to midnight.
  16. GetStryker seems like it should work fine. Same with the rest of the codes. Did you assign the ICH_HAB_TRAGE to your ambulances? The script uses those dummy commands for assigning which vehicles have stretchers.
  17. I have my supervisor videos stored in the base game folder. Data/Lang/de/Supervisor. Try putting it there but make sure you back up the originals. Some screenshots would help with the stretcher script. I dont see why it wouldnt work in the way you described it. Maybe something with the script is broken.
  18. People care, but not as much as before. Reasons: People aged out of the game, got tired of the difficulty in modding, or found an alternative game to play such as GTA. The only way you will get new interest for the game is if someone was able to reverse engineer Em4 and do something crazy like make the vehicles driveable.
  19. Ill be looking into making such a script. It would add to the immersion for sure. On the topic of EMS, I finally got EMS ambulance #3's roof lights taken care of.
  20. As stated in the topic, the new version is not yet completed and therefore there is no link available.
  21. This topic hasnt been active in three years. Please dont bump dead topics.
  22. This topic hasnt been active in three years. Its safe to assume there is no link for it. Please dont bump dead topics in the future.
  23. This is the cab of the Monida VFD brush truck. Its a '93 Dodge Ram. An 86 Chevy truck is up next for Lima VFD's brush truck. Both the MPPD Intrepid and MVFD Ford C truck cabin have been UV mapped. I just need to create a texture for both vehicles and Ill be that little bit closer. Monida VFD's tanker is going to be an old Mack RD600. No pics to show because its just an idea as of right now.
  24. You need to edit your freeplay_endless.xml file. It is located in the Specs folder of your game or mod. If you are editing the default Em4 game, you need to go into Data/Specs and edit the respective freeplay files. If you are editing a mod, you need to go into the mods folder and edit the Specs file in that mod. Go into this specific line and modify it to the desired number.
  25. Yes, all of these steps need to be undertaken in order to make FP work, especially if it is a modded game you're talking about.
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