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Everything posted by itchboy
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In 'challenge' mode, you cannot save the freeplay session. Some mods like Northview (and the dozen reskin mods based off it) have this mode called 'fire/police/ems'. It makes use of the default Em4 challenge mode, which is why it cannot save.
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You have the option of PM'ing me with their code so I can have a look for myself.
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Figure out what they modified in Bieb to get the thing working and then take the same path without copying the content they did 1/1. I dont have much else to say besides that, seeing as how I dont play the Bieb mod or have exp with their code. All I am doing is guesswork as to how they might have done it.
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Feel free to PM me or the other moderators if you need things approved.
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Lean and understand how to modify code in Em4, then go into LWS and make/change/add values to accomodate the new hydrant. Option B is to observe the code from Bieberfelde and see what they did. Dont copy it directly into your mod though unless you have their permisison.
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That panel is too detailed, emphasis on the hoses. They dont need to have that many polies and verts. Just make it to be maybe 3 rows of polies, instead of modeling in every curve and fold. The panel itself as well can be done with fewer polygons. In Em4 modding, the emphasis is on textures. Keep the polycounts low while emphasizing texture to provide the detail.
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Yeap, that confirms it. Its a custom vehicle disguised as a fire hydrant. You would need to modify the LWS code so that the fake vehicle has either: An unlimited water supply, or that the water taken from it does not drain the tank.
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You'd need to figure out what their hydrant is. Is it a vehicle substitute or an actual hydrant? Em4's hydrants are hardcoded to only have one connection each. Im curious how they got two to work using the default system, unless they modified LWS so that the fake hydrant object has unlimited water in it.
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I believe the problem here is that those custom standpipes are not 'default' Em4 hydrants, but rather ploppable custom objects that do not have the same properties as a standard Em4 hydrant.
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Go into Zmodeler and set the axis to be slightly above the ground level line. Finish it off by setting the axis to 'world' and re export.
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Go into the editor and set the vehicle's default placement as 'custom'.
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The scripts you need to do are already there. What tiller has the issue? The one you spawn from the Em4 default call menu? Or the one that spawns at start?
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The tiller check should be a useless object, preferably put underground of the map bc the initialization script 'hides' the object. The tiller that starts out on map should spawn if the dummyTillerCheck is executed at start. The tiller from off map should work if the tiller_check is executed every cpl seconds.
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There needs to be an object in the FP map named tiller_check.
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You need to run the tiller_check. Note the LA mod FP map, and take note of the objects and the missionscript for fp_freeplay.
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Go into firestation start and code the tiller cab to exeucte the dummy cmd.
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You need to make the tiller execute a certain 'dummy' command that spawns the attached trailer onto the thing upon start. Its actually mentioned in Hoppah's topic 'How to add tiller to the firestation'.
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Fix that little piece of mesh thats separated from the rest of the rig. The wheel arches look clean for the most part. The only major issue is alignment of the verts. You need to align some sections to be straight. Not entirely sure how to do that in Blender, but there are parts that need to be straight on a fire engine.
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Da Bronx Modification [NO LONGER IN DEVELOPMENT]
itchboy replied to RestingVermin's topic in Mod Development and Concepts
On the assumption you checked your MEGA acct and the files are missing, it looks like they fucked up stuff. Ive done tests where I upload stuff and delete the main copy on here, the files still exist as long as the file sync is not done. -
Da Bronx Modification [NO LONGER IN DEVELOPMENT]
itchboy replied to RestingVermin's topic in Mod Development and Concepts
Suggestion #1: Invest in an external HDD, numerous USB storage devices, and make a Goole Drive/Dropbox acct. Upload and store everything important (mod files, family photos, school/work crap) in there. Thats what I did the first time I lost my data about 5 years ago now. Will save you a headache. Be sure to backup frequently as well. Suggestion #2: Do what you did before, except better. -
Thats a texture glitch most likely. Those set of textures for those medics tend to have that same bug for whatever reason.
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V3O models not showing in the editor
itchboy replied to cgross220's topic in Modding Related Support
Go int Zmodeler. Check the name of the model. Make sure the name of the v3o file isthe same as the given name of the model in Zmod. -
Kent (UK) Mod (Dev Release)
itchboy replied to Pottyscotty's topic in Early Access/Alpha Stage Modifications
The bridge bug is likely caused by the 'streets' in the editor being bugged. The shiny person bug is caused by the alpha reflections being activated on a person model that doesnt have its texture correctly setup. -
Winterberg Mod - call more than one same off-map unit
itchboy replied to Abu Bakaran's topic in Modding Related Support
Too hard. To do that, you would need to find a way to tap into their main spawn code and edit that, then modify the algorithm for all other code (there are dozens, like equipment, sirens, parking, automated functions, call and dispatch) and then make each work with multi vehicles. -
Winterberg Mod - call more than one same off-map unit
itchboy replied to Abu Bakaran's topic in Modding Related Support
In that mod, the majority of the vehicles can only be called one at a time. Hagelstein for ex is a town in that area that only has one ambulance to give, so there is only one for it to give. The GTLF is a unique vehicle as well IIRC, so it only has one to send. Some vehicles can be multi spawned, but they spawn different variants. The only ones I recall that can do these are the police cruisers and vans, the unmarked cars, tow trucks and one of the fire rigs for spawning dispatchers. Modding Winterberg is very difficult and I would not recommend it. It involves a lot of script editing and and requires editing dozens of scripts. You would need to learn (and be good) at programming, and understand all the code they made.