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Everything posted by itchboy
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Amity Island Modification
itchboy replied to Oberfrankengamer's topic in Mod Development and Concepts
The only exception to the rule would be a joint city-county government such as Butte-Silver Bow in Montana. They have their sheriff and police as one organization, but they call it 'county police' instead of just sheriff or police. As for the high end spec debate: If that's the direction you wish to take your mod, then thats totally fine. I still believe that your models would be more appropriate in Em5 because of that game engine being more suitable for the LOD of your models. -
Amity Island Modification
itchboy replied to Oberfrankengamer's topic in Mod Development and Concepts
Those look great. The most glaring issue is that your cruisers have both 'police' and 'sheriff' logos on them. 'Sheriff' and 'police' are not interchangeable. They are completely separate agencies. I'd also like to ask about the polycounts on those cruisers, and the number of textures that each model uses because those lightbars (while quite nice) are too detailed for what Em4 needs. They're perfect for Em5 though and would be a big boost to the New Creek Mod. -
These scripts have been modified. What exactly have you done to it. We also need the logfile to better help diagnose your problem.
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Refer to the 'adding units' tutorial. You may have made a mistake with one of the XML files. Check if the unit names, prototypes and UI icons are all correct.
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The Westershire mod (WIP)
itchboy replied to TACRfan's topic in Early Access/Alpha Stage Modifications
No worries, just be careful next time. -
Okay, to make things clear here: Should I hide that link from this page or not?
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The Westershire mod (WIP)
itchboy replied to TACRfan's topic in Early Access/Alpha Stage Modifications
Some advice, please dont double post. Its against site rules. -
Jordansville Mod [Private, WIP]
itchboy replied to Aether's topic in Modification Sub-Mods WIP (In Development)
You're a new user so I'm sure you must have read the Terms of Service very recently where it says that "asking for release dates is against site rules". -
There is no link to the mod. It is not finished. Bama and myself will not allow links to the old version to be posted here. Here are the personnel textures for the mod. Credit goes to Hoppah and 16 tons entertainment for the textures. All I did was recolor them, nothing special here. Montana Highway Patrol Beaverhead County Sheriff Monida Pass Police Montana Fish, Wildlife and Parks Beaverhead EMS Corp. Beaverhead Volunteer SAR. Credit to bama1234 for these two. Lifelight Helicopter Medic Monida Pass Volunteer FD Lima Rural VFD Dillon Volunteer FD I only lack TEC and some mutual aid units. Some of the above textures have issues that I also need to take care of.
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LAToPoliceStation / Station Parking Coding For Specific Vehicles
itchboy replied to mtloya's topic in Modding Related Support
The command running itself again is check intended to 're park' the car if it gets stuck or misaligned. Its a feature, not a bug. In order to stop the thing doing it over and over again, you need to add the new virtual objects to childID 2 of the police station code. For parking, all of your vehicles need to be one slot away from each other for them to park correctly. http://www.emergency-planet.com/uploads/monthly_2018_01/Untitled.png.37705844b651712843271b64136e62b3.png -
LAToPoliceStation / Station Parking Coding For Specific Vehicles
itchboy replied to mtloya's topic in Modding Related Support
GetNumObjects() This function counts the number of objects in the gameObject list regardless of type or usability. ContainsSquad() This checks if there are any playable units such as vehicles and personnel within the gameObject list. ContainsSquad is faster because it checks fewer objects and therefore consumes less memory having to store fewer objects. Only use it if you're checking for squads (playable units) within the list. It wont count random props, buildings, and NPC's. If you're gonna count all other objects, then you need to use GetNumObjects. -
Glad to hear I'm on the right track.
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LAToPoliceStation / Station Parking Coding For Specific Vehicles
itchboy replied to mtloya's topic in Modding Related Support
On my end, I copied the logic from the ToFireStation code. Here's my example. Ignore the 'facingWest' variables becuase those are specific things I did for my mod. StrCompare is the line where the game checks the prototype name of the vehicle. ParkingLotFound is the variable that is checked to ensure that the virtual object is actually on the map. The GameObjectList checks if the virtual object has any vehicle inside it. "l1" acts as the ActorList for the specific virtual object assigned to the vehicle. Later down the script, the game decares 'l1' as a position (a Vector) in the game which is where vehicles will go to. http://www.emergency-planet.com/uploads/monthly_2018_01/Untitled.thumb.png.967c8781f34e2ed5148cf1450b8f8908.png -
I appreciate the replies. This question was concerning the fate of Dillon VFD and whether it should be part of the mod. So from what I understand, the only units that should be kept are special ones like the rescue, ladder and hazmat vehicles.
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LAToFireStation Alterations Not Working Correctly
itchboy replied to mtloya's topic in Modding Related Support
I think the issue isnt with the script but with the AI pathfinding of Em4 being unable to position the vehicles correctly on those spots. -
Happy New Year! Would mutual aid respond from 64 miles away? If so, for what kind of incidents, and what vehicles would respond?
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Anyone know where I can find these pre-built EM4 maps?
itchboy replied to ThinBlueLineKY4's topic in Modding Related Support
http://www.emergency-planet.com/files/category/42-emergency-4-deluxe-map-textures/ -
Some mods are not actually 'packed' and should not be used with the mod installer. If they come in as folders (with all the sub folders and files visible) then you need to copy paste the mod's main folder into your "Mods" folder.
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You need to make edits to the VcmdSiren script by adding in the prototypes of the units in the file, and then adding those prototypes to their respective sections. The siren code works by checking if the selected vehicle is x, it will play the siren tones as listed below (siren01.wav and etc).
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Exactly the same as default Em4 except you get: - Bird flu call - Hail - Vehicle rampage (car intentionally hits pedestrians) - Traffic jam (only happened to me a few times, this event is possibly bugged - Saboteur (very overpowered callout, they can actually destroy stuff like fireStation control panels, or wipe out an entire station's worth of vehicles) - Sniper - Missing person (personally my favorite because it can turn into a homicide call) - Homicide call (make sure to use the negotiator in order to get a really fun secondary task) - Broken hydrants - Defective electric boxes (very overpowered callout, you can get up to 15+ injured if the game decides to be a bitch) - Radioactive cloud (can be a pain in the ass sometimes especially if the cloud goes over another active scene) - Zombie callout (only available on October 30 (real life date) unless you modify the freeplay.xml files) - Fireworks callout (only available on Jan 1 (real life date) unless you modify the xml files)
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That's more than enough. Thanks.
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That mod isnt actually by me, but rather a 'compilation' of vehicles from various Em4 mods. The author of that mod took some of my assets, CFD and goog's police upgrade, and Xplorer4x4's scripts without crediting us, or seeking permission. The author decided to shut the mod down entirely instead of rectifying those issues, despite the chances they were given. I do not condone use of that mod because of the credit issues surrounding it, but if you are able to take care of all the credits, I will gladly allow personal use of those vehicles in that mod.
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It would seem that the uploads for these have become corrupted over the years. I'll unfortunately have to lock this thread.