-
Posts
4,420 -
Joined
-
Days Won
631
Content Type
Profiles
Forums
Calendar
Tutorials
Downloads
Gallery
Everything posted by itchboy
-
This is one of helijumper's old projects from one infinity ago. The guy is no longer active in either their clan, or with modding at all. He could return soon, who knows. I hope he does. He has some damn good content.
-
Is this from our DL center or an external link?
-
Bama has stated in PM's that he will not be allowing use of his map and the paid-for buildings he put in Montana.
-
Now that the poll is over, I'm locking this thread to faclitate discussion in the new topic opened by OP.
-
Overall, thats what I'd advise to this mod team. Spend the majority of your time on making the map. Everything else (even reused assets) can look good when put in with a new background.
-
Odd, pic works fine. City layout, yeap. Even if stations and dispatch are 'weak', it will more than make up for it if they have a custom map over it. The mods that tend to last long all have new maps, often entirely new scenery, ambient stuff and just the overall background. Things like these 'mask' out gameplay issues and help keep the mod playable over a long period of time. The more new content, the more attention they pay to the 'bigger picture' instead singling out or focusing on one aspect of the project because there is nothing else. It spreads out the end-user's attention so that they feel overwhelmed and overlook bugs or issues, even glaring ones.
-
If they do a new map on it (very much possible, given how simple the layout of this is), it would actually be pretty unique even if it resembled another mod.
-
I'll merge this account with the fireman-21 one as well.
-
Only other theory I have left is that the prototypes defined in the MP5/M4 code arent the ones for the person unit prototypes.
-
How do you make a mod multiplayer compatible ?
itchboy replied to Liam Williams's topic in Modding Related Support
No need to play moderator. We'll be the one doing the reminding. It was fine for you to remind the user in that other topic, but going at it again in bold and hounding them in a separate topic is considered harassment. -
The 'Light' at the bottom means nothing. Its just a marker which IIRC is disabled on persons. Are the weapon models in Kent mod different from the one in LA?
-
Henderson/ Frederick County MOD ( UPDATE )
itchboy replied to ModCentralModTeam's topic in Conceptual Modifications
Ill lock this topic because you already have another topic that exists. I recommend moving the discussion to here. -
Alpha reflections have been disabled on person units right?
-
It might be a script issue. Its odd to me why even when changing the model out, nothing shows up.
-
Going into the texture and making it 100% opaque.
-
Did you also take note of the alpha reflections of the guns and the persons? If the person unit doesnt have alphas, the weapon should not as well. If the person unit does, the weapon needs to have its texture modified so it can support alphas.
-
The project looks very good.
-
Tips for more effective firefighting?
itchboy replied to RookieCommander's topic in Mission Related Support
Extinguish the 'newer' objects that are on fire. Fires that started burning earlier are easier to burn than the burning objectct thats been ablaze for several minutes. If the palm tree for ex burned for 5 seconds already and you dump water on it, it gets extinguished quickly. If something is on fire, extinguish as well the various objects burning around it so that they dont spread. Example setup would be 1 engine on the building, 2 on the other various burning objects. On more extreme situations, position reosurces ahead of the path of the fire. -
The condition for it is too long. StrCompare only allows I believe up to 12 at most. You will need to split it into another condition like this.
-
Can we disable limited water supply in mods?
itchboy replied to The Governor's topic in Modding Related Support
Just the game::execute line. The long doesnt matter. -
Can we disable limited water supply in mods?
itchboy replied to The Governor's topic in Modding Related Support
Go into the Scripts/Mission folder. Find fp_freeplay and fp_challenge. There is a line of code in there that says Game::ExecuteCommand(DummyUpdateWater) or similar. Delete that line from the code. -
Mapping Questions (Tips, Tricks, & Advice Appreciated)
itchboy replied to ThinBlueLineKY4's topic in Modding Related Support
Set it up by having 'deep water' as the singular VO all across the water. The editor .pdf contains information about scaling. -
Mapping Questions (Tips, Tricks, & Advice Appreciated)
itchboy replied to ThinBlueLineKY4's topic in Modding Related Support
No, not within Em4. An alternative is tp go into your map texture and overlay a grid on it. Be sure obviously to save a clean backup. Start with map texture, then terrain. Pathing is next along with traffic lights. Events and prop stuff go last. No. Em4 is hardcoded that shallow water I believe wont allow persons to stand in. They'll auto become injured. Bridges are just plopped as need be. They can extend as long as you make a proper 'street' over them. -
Oh cool, you can finally drive units. The horizon looks fucked but thats something out of your control unfortunately. Shame they didnt leave the code open enough in Em4 to be able to do this.