-
Posts
4,429 -
Joined
-
Days Won
658
Content Type
Profiles
Forums
Calendar
Tutorials
Downloads
Gallery
Everything posted by itchboy
-
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.
-
New to the EM world, would love to create some content!
itchboy replied to RookieCommander's topic in Modding Related Support
Ive been through Em1, 2 and 3 along with SimCopter, Streets of SimCity, and the first 4 Need For Speed games. Been around other simulation titles like SimCity, RCT, Car Tycoon, and so on. Those titles had their share of hit-or-miss, advantages and disadvantages. The rub with Em4 lies that their game had very little evolution moving from 3 to 4, and some of the positive aspects of Em3 were removed in 4, with bugs or defective functions added in their place. -
Your issue is pretty obvious now. The line above it is missing the </string> line.
-
It looks correct. The missing line seems to be an ID_TOOLTIP, which means infotexts.xml.
-
Assuming youre on Windows , right click and select 'open with'. Choose notepad++
-
Rechecking them one by one. Try using notepad++ as a replacement for regular notepad, in order to have a 'highlighter' that shows the end and beginning lines of the code. If things dont line up, it might show up. Last resort is sending the files to me for me to give it a try to fix.
-
New to the EM world, would love to create some content!
itchboy replied to RookieCommander's topic in Modding Related Support
Cmd's while paused? Nope. Minimap? No as well. More nails in the coffin for the 10 year old rustic program so many of us mod. I wish they built it with more functionality than they did, but they prob werent thinking at all in 2005. -
Means something has gone wrong in one of the xml's. The unit icons should show up correctly if everything is setup right, even if you just plopped the vehicle at random. Go into the FP map where you plopped the vehicle. Delete it and replace it with a 'fresh' one. Commands should show up.
-
New to the EM world, would love to create some content!
itchboy replied to RookieCommander's topic in Modding Related Support
Unfortunately, modding isnt so active in Em5/20xx than it is in 4. The 'main' powerhouse of modding is with ze Germans over here: www.emergency-forum.de , but they do not take too kindly to English speaking users for whatever reason. There are a few mod projects on here though that seem to be gathering steam and are on their way to producing something. -
Do the texts and unit name below it appear? For now, if you cant get the unit to spawn via menu, go into the editor and add the needed commands into the units. MoveTo, EmptyCar, GoHome, and others if need be. Edit in the traits as well to make it a vehicleType 'POLICE_STW'.
-
An experimental idea. Go into the editor, go into the FP map. Plop one instance of that police cruiser in the map. Make a backup of the original. Save the edited map. Go ingame and you should have the vehicle in the map (but not in the menu). Check if the vehicle's icons, text and commands show up.
-
Have you checked if you're even loading your own mod? You might be going into vanilla Em4 instead.
-
I think there's an issue with the folder name being 005. I think Em4 only allows new units once its above the original units in the vanila game. Try changing the number to 080 and then test.
-
Blender is a free program. Zmodeler 1 was released for free about 10 years ago.
-
Thats a very organized setup you've got. Gotta commend you for that. Does the folder containing the units.xml have a filename that doesnt conflict with other vehicles? Does it also have the required .dds files for the icon on the upper left?
-
Korean mod? Hope to see more Asian content being done. Did you try the portraits.xml in the Lang folder? Another thing that could have gone wrong is the folder name of the unit in the Personel/Vehicles folder.