-
Posts
4,420 -
Joined
-
Days Won
631
Content Type
Profiles
Forums
Calendar
Tutorials
Downloads
Gallery
Everything posted by itchboy
-
Events and accidents are not setup using code or script. You need to go into the editor, then enter the freeplay map and add incidents there.
-
The link in the DL center does not work. All of files in EmP's download center that are greater than 1 gigabyte in filesize do not work. For any authors uploading files, be sure to 'split' the files and archives of the uploads so that they are under 1gb.
-
No IDE exists for Em4. To edit code, you can only use notepad, or any other basic text editor. Documentation is here, but it is in German language. http://www.emergency-wiki.de/de:emergency:emergency_4:scripting:sdk Em4 scripting is C++ I believe. You can create classes, strutcs and new variables in any of the codes, as long as you can get it right. Scripts arent really 'attached' to persons. In the Em4 editor, you can assign commands (contained within the .script file) to a specific playable unit.
-
Possible Manchester Airport mod (UK) [CPH Airport Submod]
itchboy replied to caolan753's topic in European Sub-Mods
While I do appreciate the fact-finding, I do not want this to be a witch hunt either. For now, there is no issue with anything until OP decides to release or give out content, upon which we as admins are obligated to check the content. If it comes to that point, we will gladly investigate everything and contact the relevant content owners. -
A standard, fixed-pattern amber facing traffic advisor would be flash freq of between 2.5 and 2, and would have an intensity of .85. As stated, use yellow coronas and whitish polygons to get the color right. The important thing is the ' flash offset' though. If you want center-out, then you have 1 for the outside, 0 for the inside. Left to right (and vice versa) starts at any number, but no higher than 2.0 for the first light, and you divide it by the number of 'segments' of the light until you reach zero. So a 6 light traffic advisor will be divided by six. Really custom traffic advisor patterns like the ones that are random arent really possible to do in Em4, but you can try it.
-
Possible Manchester Airport mod (UK) [CPH Airport Submod]
itchboy replied to caolan753's topic in European Sub-Mods
Yeah just looked at that clearly says 'Copenhagen airport'. To OP: All of the mods and credits and permissions will need to be sorted. If BMA (or the german model authors) request their content be removed, I will enforce that. -
Possible Manchester Airport mod (UK) [CPH Airport Submod]
itchboy replied to caolan753's topic in European Sub-Mods
I dont think his mod is based off CPH. It was around long before CPH was ever released, so I doubt he would have access to the files before release. To the topic owner, please add credits to all of the WIP shots you post for the single vehicles. The pic of that crashtender and fire engine skin needs to have credits on it, along with ingame shots and model previews. I also dont recommend posting social media or email on this forum, due to the amount of spambots it may attract. -
Game Resources This section will be broke down into several additional sections to break everything down by category. In each of these categories will be a list of the equipment types available and a list of their individual equipment abilities. This will also include a list of the various personnel available in that category and their abilities. In each of the sub-categories I will review the personnel and their abilities first. Listed behind each item/description there will be an abbreviation contained in parentheses that will be used periodically through this walkthrough. 1. Fire Units ,Personnel and Available Equipment A. Available Equipment Fire Extinguisher (FE) - Used to extinguish small fires and cool small hot spots. Fire Hose (FH) - Used to extinguish larger fires and cool larger hot spots. Rescue Cutter (RC) - Used to aid in removing trapped individuals from wreckage. Power Saw (PS) - Used to remove trees that may be blocking a path you need. Fireman's Axe (FA) - Used to break down locked doors to gain access to trapped individuals. Inflatable Life Net (ILN) - Placed near a building with individuals trapped on higher fllors to evacuate them. B. Available Personnel Fire Fighter (FF) - Cost 25 Credits. Can use all available equipment and relocate injured victims. Fire Fighter w/ Respiratory (FF/R) - Cost 75 Credits. Used in heavy smoke situations. Can use fire extinguisher, fire hose and power saw. Can also relocate injured victims. Fire Fighter w/ ABC (FF/ABC) - Cost 100 Credits. Used in situations with chemical, biological or radioactive exposure. Can use fire extinguisher, fireman's axe and relocate injured victims. Fire Brigade Diver (FBD) - Cost 250 Credits. Used to rescue vitims in water. Also used to search for sunken objects and mark them for recovery. C. Available Vehicles RW - Equipment Vehicle (RW) - Cost 1500 Credits. Transports 3 Teams. Carries all available equipment and can transport all personnel. TLF - Fire Truck (TLF) - Cost 2500 Credits. Transports 3 Teams. Equipment - FE and FA. Can transport all personnel. DLK - Aerial Ladder Vehicle (DLK) - Cost 2500 Credits. Transports 2 Teams. Carries no equipment. Can Transport all personnel. If placed near a multi-story building will transport a fire brigade team to higher floor to evacuate trapped victims. LPF - Fire Extinguishing Tank (LPF) - Cost 3000 Credits. Transports 2 Teams. Carries no equipment. Can Transport all personnel. Design makes it suitable for fighting extremely hot fires. ASF - Towing Vehicle (ASF) - Cost 250 Credits. Carries no equipment. Transports no personnel. Used to remove vehicle wreckage and certain pieces of debris. Dekon P - Decontamination Vehicle (DP) - Cost 2500 Credits. Carries no equipment. Can only transport FF/ABC. Helps decontaminate those who have been exposed to biological, radioactive or chemical substances. TFMB - Transport Vehicle Motorboat (TFMB) - Cost 750 Credits. Carries no equipment, but can carry fire brigade teams equipped with equipment. Can carry 4 fire brigade teams AND 4 rescued parties. Used to transport resources in water. Can rescue victims in water and retrieve objects in water. LF - Fire Extinguishing Aircraft (LF) - Cost 4000 Credits. Used to combat fires spread over a large area. Do not use in residential/inhabited areas as people will be hurt from spray. Once assigned to mission it will not be available again for three minutes. FLB - Fire Extinguishing Boat (FLB) - Cost 3000 Credits. Carries no equipment. Transports no personnel. Used to extinguish items on/near water. Has an extremely long range. 2. Technical Units and Personnel A. Available Personnel Engineer (EG) - Cost 500 Credits. Used to repair defective signals and crossings. Can also operate a wide variety of equipemt meant to turn on/off certain items. B. Available Vehicles FGrL - EKW Emergency Car (FGRL) - Cost 150 Credits. Used to transport EG from location to location as fast as possible. FGrR - Salvage Vehicle (FGRR) - Cost 2000 Credits. Used to lift/move heavy loads to rescue people trapped under it or to create a path to reach victims. FGrB - Bridge Laying Vehicle (FGRB) - Cost 3000 Credits. Used to lay pontoon bridge to allow emergency vehicles to cross river. Once a pontoon bridge is laid, it can not be retrieved. 3. Police Forces Vehicles, Personnel and Equipment A. Available Equipment Roadblock (RB) - Used as a barrier for blocking streets or paths. If a car runs over a roadblock it functions as a spike strip and will flatten their tires. Can be picked up and moved if neccessary. Stun Grenade (SG) - Should only be used in dangerous or unpredictable situations. Blinds and Disorients all people in bladt radius. B. Available Personnel Policeman (PM) - Cost 25 Credits. Can use roadblock. Used to interrogate and arrest people. Police Psychologist (PP) - Cost 25 Credits. Used to negotiate with hostage takers or talk to a panicked citizen to help calm them down. Marksman (MM) - Cost 200 Credits. Can use stun grenade. Can interrogate and arrest people if weapon is not drawn. Weapon provides a non lethal shot everytime. Sharp Shooter (SS) - Cost 350 Credits. Carries a standard precision sharp-shooter rifle. Used only in extreme situations as every shot is fatal. C. Available Vehicles StW - Patrol Car (STW) - Cost 150 Credits. Transports 2 members of the police forces. Can also transport arrested persons. MTW - Personnel Carrier Vehicle (MTW) - Cost 500 Credits. Transports 6 members of the police forces. Carries Roadblock. Can also transport arrested persons. SW - Special Car (SW) - Cost 1000 Credits. Transports 6 members of the police forces. Carries Roadblock and Stun grenade. Can also transport arrested persons. This is basically a armoured police van. PHC - Police Helicopter (PHC) - Cost 3000 Credits. Transports 2 members of the police forces. Can automatically track vehicles/people with its spotlight. Has externally mounted loudspeakers that can be used to evacuate a building. WaW - Water Cannon (WAW) - Cost 1000 Credits. Used to hold and/or push back a crowd with its auto slewing water cannon. FLIGHT - Getaway Car (FLIGHT) - Costs 500 Credits. If you would like to fulfil the demands made by the hostage-takers, you can provide them with such a vehicle. 4. Rescue Service Teams A. Available Personnel RM - Rescue Medic (RM) - Cost 25 Credits. Used to move victims from mission area using a stretcher. ED - Emergency Doctor (ED) - Cost 75 Credits. Only he/she can perform exam on patient prior to transport. Can also make reanimation attempt if neccessary. RDH - Rescue Dog Handler (RDH) - Cost 75 Credits. Consists of handler and rescue dog. Unit is responsible for searching for and locating people in obscure areas or trapped under debris. B. Available Vehicles NEF - Emergency Ambulance (NEF) - Cost 150 Credits. Transports 1 member of rescue services. Used to transport emergency doctor to scene quickly. RTW - Rescue Transport Vehicle (RTW) - Cost 500 Credits. Transports 2 members of rescue services. Used to transport ED and RM to scene and then take victim away from scene. RHF - Rescue Dog Vehicle (RHF) - Cost 150 Credits. Transports 1 member of rescue services. Used to transport the rescue dog handler and rescue dog to the scene. RHC - Rescue Helicopter (RHC) - Cost 3000 Credits. Transports 2 members of rescue services. Used in areas not accessible by ground. Injured can be airlifted with stretcher and taken elsewhere. ITW - Intensive Transportation Vehicle (ITW) - Cost 3000 Credits. Transports 4 members of rescue services. Transports 9 victims. Used to treat and transport a large number of patients. Victims must still be examined by doctor before entering, but will be stabilized automatically once inside.
-
Norfolk And Suffolk UK Mod ( V2, Airport version released)
itchboy replied to TACRfan's topic in Conceptual Modifications
You need to edit the dog and entercar scripts to accomodate the prototypes for the k9 vehicle, the k9 officer, and the k9 itself. This is how it goes with all code you port from one mod to another. There needs to be a lotta work done before it can be set to work. If done right, its possible to have multiple dog handler and dog variants, and multiple vehicle variants to work along with that. -
Have you confirmed the missing body portion has the right material? You can check its properties and confirm. You can 'reset' the UV mapper by switching to another view and returning back to the UV mapper to start with a clean slate.
-
It seems that the 'door' portion of the model has been disabled, and therefore wont show up. Check that all of the model is assigned to the material you are trying to UV map to. Hoppah has his own tutorial which covers the materials section (which is required reading before my tutorial btw).
-
LATOFIRESTATION Script*****Resolved
itchboy replied to willowfork fire capt's topic in Modding Related Support
May be caused by a duplicate of the tofirestation script being present in the mod folder. Another issue could be the 'groupID' the script is set to be in, and how that groupID is 'hidden' from the GUI by another interfering script. -
Norfolk And Suffolk UK Mod ( V2, Airport version released)
itchboy replied to TACRfan's topic in Conceptual Modifications
Probably the Emergency-forum.de forums. They have some really trick stuff there. An alternative option is to use Zmod (or any model software of choice) to scale down the model. Be sure to scale down all of the doors and wheels to the exact same amount as the main vehicle model. -
In his post, he is asking whether any present-day Swedish police units use the older paint schemes.
-
Mike uses Zmodeler 1. Uses a similar system as Z2, cept Z2's is a lot buggier and lacks some features you may need in certain specific situations. Tbh, your best bet is to use Zmodeler 2, despite its many flaws. You are already familiar and comfortable using it, so it would be a waste of time trying to relearn all the minor details again. Ive been using Zm2 just fine now for 3 years. Everyone has preferences. Someone who uses Blender will have a negative opinion of all Zmodeler versions, while someone used to 3dsmax would not be comfortable using anything else. Choose the one you are most comfortable in and stick with it.
-
Da Bronx Modification [NO LONGER IN DEVELOPMENT]
itchboy replied to RestingVermin's topic in Mod Development and Concepts
Just a reminder to stay on topic. Ive hidden your posts. If you wish to discuss any other mods, do it via PM, or post about your new project in the modding concepts page. If you have any discussion about other games not related to the EM series, do it in the off-topic section please. -
First off, the relevant police vehicles need to have their traits edited so they have the 'flashgrenade' and 'roablock' in them. Hoppah's weapon cmd's rely on this. Second major step is editing the checkTarget section so it accomodates the prototypes of the specific vehicles you want to have the weapons on.
-
Something to do with the zeros and ones in the material line. Another major thing to consider. Did you export the object with the correct name? If the object is named 'car_body' in Zm2, then it must be exported as car_body.v3o. Check the v3o file if it comes up as blank. If it does, then Zm2 has failed to export your model bc of the filename being incorrect.
-
I believe the servers for Em2012, 13 and 14 were shut down, so MP is no longer usable.
-
Check if anything was corrupted in the export process. Restarting the mod/game may work. Editing the v3o files manually via notepad also has the effect of breaking things. A simple re-export from Zm2 should fix it. Even then, if something in the materials is glitched, Id advise fixing that as well. Multi materials doesnt break the game at all.
-
Da Bronx Modification [NO LONGER IN DEVELOPMENT]
itchboy replied to RestingVermin's topic in Mod Development and Concepts
Go to Surface ->Normals->Calculate and make sure you are in either polygon or vertice mode. -
Da Bronx Modification [NO LONGER IN DEVELOPMENT]
itchboy replied to RestingVermin's topic in Mod Development and Concepts
Nice work. The only concern Ive got with it now is that the transition from side to front is too sharp. You gotta curve it a bit, because the real thing isnt a box with sharp edges. Mike will be on later to give more details that I may have missed. -
Id also like to add MikeyPI to the list, for that cerulian Skoda wagon thats stuck in a hole, up in the previous pic post.
-
Topic moved to main EU modding section for visibility. Mod has been released anyway so it doesnt belong in Conceptual anymore.
-
Ive tried downloading the mod, but it unfortunately times out at around 40% all the time. My ISP is fine and my connection works fine elsewhere. Hopefully you can put up additional mirrors in the future.