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Everything posted by itchboy
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LA mod 2.1 white triangle issue
itchboy replied to Wyattflinky73's topic in Technical Related Support
We will need your computer specs for more information. Another thing that is helpful is the file called 'logfile.txt' that you can find in your main Em4 folder, in the same place as where the .exe is. -
Besides adding VOs you need to make edits to the start script so that it recognizes the new protoypes of the vehicles you have created, and then links these prototypes so that they are created on the desired VO's on map. Consider this a final warning to anyone who abuses the downvote button. If you feel that the answer is irrelevant and does not add to discussion, ignore it, leave it alone, and post your own answer below.
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Some clarifications. You dont really need to ask permission from Whelen or Federal Signal. All you need is credit to the respective companies, and then the source of the audio, whether YouTube or a free audio site. I believe he did, but OP is trying something different. Either way, its possible to have siren swaps, but it wont be 'automatic' and will require the player to click on a command. Its something that unfortunately cannot be changed in Em4, except through very complicated mission scripting.
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I will have to inspect what you will release. Send it to me via PM when you are completed with it.
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Well, I assume Hoppah made the original siren code, and you just made separate variants for them. In addition, Whelen, Federal Signal, and Carson, all own their respective siren tones. Thats what I mean by verified. If you claim that its all yours, but then we find that it obviously isnt, then sanctions will be applied. Ill move it to the WIP section by your request.
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Wont move it to 'mods' section until: You seek out and recieve permissions for any of other people's content you are using All proper documentaion, readme, and credits are compiled and verified correct The mod is uploaded to the DL center or another file hosting site
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You bumped a 6 year old dead topic. That is against the site rules. I deleted your bump instead of sanctioning you in that incident. The mod is inactive, and has been so for those 6 years. The mod cannot be downloaded. It was never finished.
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Please read Mike's post. You cannot release model (or any project which contains them) unless you can prove 100% that you made the model yourself, completely from scratch. All rules regarding crediting and setups will apply here just as it would any other content piece or project.
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Double posting is against the rules. In future, please only provide one post at a time, and wait for someone else to reply after you. You will have to make the mod yourself. Most people (in all corners of the Em4 modding sphere) do not have the time, abilities, resources, energy or incentive to mod and create such a mod for you.
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LA Mod 3.0 is not an official version of the LA mod. It is a fanmade version and Hoppah, Mike and the rest of the old guard had no involvement in its development. Late last year, that sub-mod was found to be using other's content either without due credit or permissions. Instead of complying, the author decided to shutter the mod instead of taking the 10 minutes to make a complete and proper readme + credits list.
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Yes. Any object that is coolable needs a fireobject to begin with. Assuming you did set the traits correctly as you have said, this is the only other potential problem you have.
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Did you give it the ability to even catch on fire or burn?
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The jumppad cannot be used in a normal house object. It can only be used on an openhouse. This is hardcoded and cannot be changed. The traits can be edited in the editor, as with other things. You need to follow the default Em4 buildings to get the correct settings.
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[In Development] Northview: Paramedics
itchboy replied to Chris07's topic in Mod Development and Concepts
This is a reminder to please stay on topic. This topic is for Northview. Any statements you make about other mods, especially to promote release, belong on your own topic. As I have warned you before, do not go around topics asking 'is this mod stopped'. -
Da Bronx Modification [NO LONGER IN DEVELOPMENT]
itchboy replied to RestingVermin's topic in Mod Development and Concepts
Id go with the right ones. They reflect the LED colors better. Note that LED, halogen and strobe all have their own unique colors and timings. LED tends to be vibrant and slightly slower in flash than strobe. The LED colors tend to be very saturated due to the multiple individual LED modules in each light. Some examples of my own I can share. https://www.youtube.com/watch?v=njtx8fueRWk https://www.youtube.com/watch?v=Y2zFoizOjHM https://www.youtube.com/watch?v=1zERy2TFC7g -
Its possible. Simply take Hoop's flashing lights code, but edit the function to be for 'TLT_GREEN' or RED or YELLOW. void EnableTrafficLight(TrafficLightType type_); enum TrafficLightType { TLT_NONE, TLT_GREEN, TLT_YELLOW, TLT_RED }; NONE disables all of the relevant lights that you set as scene. You can have TLT_GREEN as scene, RED as TA, YELLOW as interior, but the problem is, that the code can only disable all of the lights, and not any individually.
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Assuming this is the correct one you are after, then yes, you may use it with credit to me.
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Oh you mean that thing? Its one of mine. The wing mirrors on them are garbage. I rushed this model out 2 years ago, thus leaving behind tons of perspective, shaping and shading issues with it. It would be best to touch the thing up before you use it.
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Stay on topic please, PM me if you have any concerns.
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No such PM has entered my inbox.
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If your other Victoria mod topic is inactive, I will shutter that topic.
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They will appear invisible by default. There is nothing you can do except writing code to make the child appear ingame when a certain command is done.
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That mod is not for Em4. It is impossible to install an Em5 mod in Em4.
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Be sure to press 'OK' to both the light editor and main prototype editor. If that still is not enough, then I have no idea what is going wrong.
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Trying again will be the only way to find out. An alternative solution would be to only add one or two lights at a time, and press 'OK' when completing that step. Check for the existence of the new lighting, and move on. Repeat until complete.