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Everything posted by itchboy
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you need the deluxe version of em4 to have those ped models.
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Zmodeler 3 installation. Symantec: cloud 9 trojan warning
itchboy replied to Greglh's topic in Modding Related Support
Zmod3 is a bit of a grey area. Its useful for editing person models, but not good for nothing else. blender, older zmods (1 and 2) can create/edit vehicles, buildings and other static objects, without the 4 dollar cost. I had zmod3 (sponsored by someone else) and it didnt give me any issues under a free avira antivirus. my theory is that the piracy checker on zm3 causes false alarms. Another issue is that there are so many many hoops to jump through when registering zm3, like how you can only use that copy of zm3 on that one computer, and if you are caught copy-pasting it elsewhere to another system, your license is blacklisted and you get a ban on site. Another issue is that you potentially have to pay up to re-license your copy if its lost in an HDD crash or your copy gets corrupted due to a glitch. Nlender though has a bug relating to exporting which causes normals to be corrupted, but can be ignored by simply shading them over in blender before the export. It makes the models virtually uneditable though once exported, which is a good thing and a bad thing as well. Good that its incentive for people not to steal your assets, bad that once exported, editing minor bugs becomes very hard. Blender is free though, and very very powerful (for a free app) and has a lot of modifiers that make the modelling task MUCH easier than any of the zmods. Its a matter of choosing really what you feel is the lesser evil in all of this and choosing what you feel will best suit you in the long run. Zmod3 is the only one of those options that costs money, so i wholeheartedly dont recommend it to anyone with a tight budget, or no budget at all. My general rule is not to spend any sort of money on an inconsequential hobby like em4, but often the lines get blurred when someone else offers to pay up for you. Your case is obviously different so id like to see how it pans out for you. -
How to set up new ToPoliceStation / ToHospital scripts?
itchboy replied to VHCal's topic in Modding Related Support
if its the LA mod setup, then it could work by copy pasting the scripts in, assigning vehicles to them, and making the prerequsite VO's in the FP map in editor. -
go into specs/freeplay_endless,xml. there are events inside this xml. note the labels 'EFPCirculatoryCollapse' and underneath, they have 'enabled'. If it is zero, it is disabled, if its one, its enabled. change it to one to enable it, 0 to disable it, depending on what you want/need.
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How to set up new ToPoliceStation / ToHospital scripts?
itchboy replied to VHCal's topic in Modding Related Support
well, we need to start. what do you want these to do? what relevant vehicles and in which stations should these scripts work for? these questions are needed for anyone to help you. what vehicles are police or ambulances in your mod, and what pertinent virtual objects have been named and setup? is this the kind of policestation code that the stock LA mod has, or is this the one where police units exit their vehicles at station and escort the prisoner? -
Back To Station Help ( i know everyone asks)
itchboy replied to Killyboy98's topic in Modding Related Support
correction, its the dummmyAtFirestation script. code in there probably hasnt been set to make the vehicles move into the station bays. it all depends really on what was previously done to the code. assuming it already supports the stations and vehicles in the first part of the main script, the vcmdtostation command, then you need to accordingly edit the atfirestation section as well. any fire stationgates you added in will need to be coded in, or you can wipe them out from the game to save yourself the time and trouble. -
Adding one person stretcher to vehicles
itchboy replied to TACRfan's topic in Modding Related Support
I believe its all a matter of copying the relevant stretcher code from that mod. the 'get' command, lift, unload person, and putincar. simply copy pasting it shouldnt work though because there are pre-defined vehicles inside the scripts. those need to be changed, or entirely new entires added, so that it would recognize the off map units or any other units you wish to add. in editor, make sure to give the appropriate stretcher childObjects to the relevant person units that you wish to give that functionality. -
should work. if you encounter problems, post about it and we can try to sort it out. good luck getting the recording, speech and translation process going. if you ever need IT language or speech files, i believe that the IT version of em4 had them. interestingly, em4 has a bug where the children peds dont make any sounds or voices. something to do with the audio folder paths being broken probably.
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My bad, looks like you did. Sorry. The CVPI on the upper post also had issues, but was luckily fixed.
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In vanila Em4? They are in Data\Lang\de\Audio\FX\voices. You mentioned you were doing this for an Em4 mod, so I assumed you were going with the modded paths. It will differ on what version you have. de is for the german versions (most common), fr for french, it for italian. Inside contain the various speeches for the playable units. The deluxe version (only in german) also has voices for the broken voice activation feature in that version of the game. The LA mod ones seem to be in the audio/fx section for some reason but the game still recognizes them.
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I believe that they took those vehicles from an older Em3 submod for that game's LA mod. This would be it. http://www.emergency-forum.de/filebase/index.php?entry/1486-lifeguard-modifikation-em3-l-a-2-5-sub-mod/ To OP, I am reminding you to please credit the authors of the content you post in your WIP shots. This applies to content you dont own, and content that isnt stock Em4 stuff.
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Back To Station Help ( i know everyone asks)
itchboy replied to Killyboy98's topic in Modding Related Support
theory is that its got to do with the virtual objects not being linked to the prototypes for parking. probably in the dummyatfirestation area, could be wrong. another one is that the gates fucntion is broken as well, which causes the vehicles to get stuck out front. -
That would be in the mod folder's Audio/Fx/voices section. Man/woman, then folders 0, 1, and 2 for each voice.
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Adding code to play a super visor video to a script?
itchboy replied to TheManGoesWild's topic in Modding Related Support
everything for the audio part look ok to my eyes. ive been reading through the script/code SDK and found nothing that allows the player to play a supervisor type video. there are 2 others that allow for videos to be played ingame, but they are not what you are looking for unfortunately. one function plays an actual mpg video overtop the entire gameplay (and makes the game unplayable as the video plays), while another one plays a video on an object. the second function is actually useful for doing things like video billboards or movie screens in a theater. try looking at the SDK though, i may have missed something. found the function. it is this. Mission::PlayComment("PATH TO VIDEO FILE HERE"); Simply put the path of the vid file "mod:Lang/blah" and be sure to use the correct resolution, file format and video and audio format as well. -
Back To Station Help ( i know everyone asks)
itchboy replied to Killyboy98's topic in Modding Related Support
If you are from the mod team, then by all means, do your best on it. If you are a non team member doing an edit to the mod, be sure to gain permissions from the Kent mod's authors. TACRFan I believe is the one in that position ever since Pottyscotty gave him control of the mod. -
Simply credit bama for the model. You no longer need permissions I believe. bama let other people make submods out of the original Montana mod so credits to him are the only things needed. For the F350 ambulance, I'd fix the side window a bit since it seems off from the rest of the front window. The fire engine, simply needs some white on the roof and the top half of the front, then it looks reasonably close.
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The mod has already been decided a few months ago to be Chicago. Topic now locked since the poll is no longer needed.
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There is no official version of the LA mod newer than 2.1 There is a semifictional fan-made beta known as 3.1.1, but was taken down due to the mod author not getting permisions for some content and not crediting for others.
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That one is correct. Needs a bit of work to get the ELS right, but the ambo is correct. The fire engine is a thing you will prob have to source from Montana, since the one there has the raised roof that your real vehicle has.
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If the fire enigne model cant be sourced, an alternative would be the one from the older Montana mod, such as bama's fire engine model. The F350 is unfortunately only present in my civilian vehicle set. A good lead to find it would be to DL one of the American mods out there, they probably have the F350 as a civilian vehicle. The hard part is attaching the ambulance box on it.
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Back To Station Help ( i know everyone asks)
itchboy replied to Killyboy98's topic in Modding Related Support
Is this a bug in someone's mod, or are you attempting to isntall it to your own project? -
Please refrain from the letter spam in the future. And if anyone does ask, let me know.
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Are these on an American Airbase in Britain? Top pic, 2008-2011 Ford F350. Fire engine = KME Predator. Coincidence is, both of these vehicles I've released already in the past. Its only a matter of finding them somewhere in the mod community. The remainder of the background vehicles seem to be easy as well. A Freightliner fire engine seems to be in the mix along with the black SUV in the background being a Ford Excursion. These probably arent your mainline fleet, but rather co-starring vehicles to your main cast and crew, so I wouldnt be too particular on them unless they act as main designated units for the mod.
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No worries man, never doubted your honesty. We appreicate the coming forward as long as its kept to a moderate and reasonable amount. You can talk about the mod, discuss gameplay experiences, but try to keep the 'add this vehcle/feature/whatever' to a minimum. Also try not to keep reporting the same bugs that we've already known about the mod. Its been a year now and we probably know what bugs the mod out.
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Norfolk And Suffolk UK Mod ( V2, Airport version released)
itchboy replied to TACRfan's topic in Conceptual Modifications
If you do a public release, be sure to sort out all credits and permissions, and include a complete credits list as well.