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itchboy

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Everything posted by itchboy

  1. You need to define and assign the new prototype of the vehicle into the script, otherwise it wont have the K9 vehicle functionality. Both the emptycar and K9 code need to be modded to accomodate the new vehicle.
  2. Its not that. I believe its in LAFireStation. LADoors is the open/close doors on vehicles.
  3. I have an account but am not logged in. Will check in later. I'd advise reuploading the images to a place that doesnt require one to sign in to view them.
  4. The best way to find out is by going into dfreeplay.e4m on the default game, and taking notes or screenshots on how things were done by the orig developers. Take note of object names, virtual objects and paths.
  5. Heads up, your link isnt accessible. It returns an access denied message. The development of this mod is pretty good. Am loving the progressive gameplay idea. Thats how Em5 should have been from the start IMO.
  6. Save for the front driver's door, its reasonable. Extruding is a time consuming process. Takes alotta trial and error but very rewarding once you get the shape down.
  7. Look at the LA mod gate script. Read and understand the mechanics of how it works, and what elements you need to add in order to implement similar functionality in that mod. You'd need the gate object itself, the required virtual objects to make it impassable, and then modifications to the script so that it only opens one gate at a time.
  8. Extrude the thing. Go into vertice mode and move the dots to form the side panel to form into the image on the upper left. My tutorial covers the process. This is what an extruded mesh should look like. Ive already UV mapped it but the lines should make the form much clearer.
  9. Regarding 'raging' I'm referring to the fact that it will piss you off once it starts going wrong, so make sure you name every street so you know which one came first, etc.
  10. For adding the ext and cool cmds, you will have to create a separate dummy cmd. Name it something like 'dummyExtCommands' or similar. Have the code execute that dummy cmd whenever the units do actions that make them lose the commands.
  11. Most American mods have my Range rover model as a civ car. Be sure to mention me in the credits of your project.
  12. None exist yet. You can in theory do model edits to the Sprinter model to make a Transit out of it, but it will require modelling work.
  13. Some advice before you start raging: Be careful with the streets editor. Its super easy to break due to Em4's poor modding functions. If it flops, be sure you know the last thing you edited so you can keep track of what to edit.
  14. In theory if you made a custom dummy command, it shouldnt affect LWS at all. I dont know how it could be causing such an issue.
  15. Reminder to add credits to your images. At minimum, include the 'main attraction' vehicle that is being showcased. Person units as well should follow the same rules.
  16. A 'Ford Sprinter' does not exist. Mercedes sell the Sprinter van as a Dodge or Freightliner in the US and Canada.
  17. I dont know of any unfortunately. You will have to be the first to do this kind of thing.
  18. Its a typo on your part. The gameobject you added is 19 but the gameobject the park code refers to is l9.
  19. You already have a thread for this. I'll lock this one, you can keep that one.
  20. Re: Parking, you will have to trial and error the code right. Create the correct entries for all associated vehicles and assign to em the VO's. For the models you seek: Military truck exists in Mayberry IIRC. You will need to mod it a bit to look like that. The Germans released a Sprinter model many years ago, use that. You will need to dump USA style equipment on it though. The third vehicle will have to be custom built by yourself.
  21. No tutorials exist for this unfortunately.
  22. Thats odd. It shouldnt show up at all once radiation is disabled. what about 'fake volume'?
  23. Radiation can be activated or deactivated in the editor, where you edit vehicle prototypes. Refer to the Em4 editor for what to do. When lighting a vehicle, make sure the radiation effect is applied only to a few lights, maybe 6 at most.
  24. Re: Lights and FPS, the main 'killer' is the radiation. Radiation and other such texture effects dont seem to perform very well in Em4. I'd advise cutting down on them significantly, at most 4 maybe 5 lights with radiation on the entire vehicle. Second component would be the number of lights. Em4 handles corona and polygon lights reasonably, but once you start hitting the triple digits (100 up) then performance issues begin to manifest.
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