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itchboy

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Everything posted by itchboy

  1. In future, please refrain from posting things like this on mod topics. BMA will be the one to announce to all of us whether the mod is dead or not, and it would be in everyone's best interest that you or anyone else didnt speak for him in assumptions about the death of the mod. Going around posting 'RIP' or 'is the mod still in progress' doesnt add to the discussion and just seems pointless IMO.
  2. Honestly, I do not know what is in their mod, or how they set it up. Im just giving general advice that applies for most mods. If it turns out that they dont have those files in there, then you will have to refer to the mod author, because I have no leads or information to go on. Most Em4 mods have the calls in the freeplay_endless.xml file. Same goes with the challenge, deluxe and _mp files. Ive not heard of any without them.
  3. I believe the latest version of that mod is not MP compatible. Thats probably the source of your issues. Only recourse in this situation would be for you and your friend to play another mod.
  4. While I understand the concerns about patrol paths and map, it isnt helpful or constructiveto the mod author to say 'the mod turned out crap' and 'its shit'. Calling it shit only serves to antagonize the mod author and gives him more reason not to ever release his project to the public. The person above could have easilly made some steps on how the author could add patrol paths to the map, or highlight specific changes to the map (while being polite and reasonable) without having to curse his project out. You wouldnt feel good at all if someone called your mod 'crap' or 'shit'.
  5. Welcome. It appears you have posted in the wrong section. I will do the courtest of moving this to the appropriate section.
  6. Its what I advise to all people, to make their own dedicated mod folder instead of relying on LA. Weird stuff tends to happen when using LA mod folder bc of that mods prerequisites not matching up to the edits you are making. Ive so far seen 3 mods go down the pooper due to that same incident happening to others. With those ppl, they overreacted and DELETED the whole thing without checking that they werent killing their own content. In one case, they copy pasted the right things but ended up getting so frustrated with the new set of problems stemming from not having LA, that they also shuttered their mods. Its a weird quirk with Em4 it would seem. I never encountered this issue personally bc I always went in editor and pressed the 'new modification package' button instead of going directly into a mod and editing. Its what I advise ppl to do, and wished that ppl read Em4's editor.pdf (that is packaged with the default game upon purchase).
  7. Have you pointed the units.xmls to the approrpriate e4p files for edgewater? Is this ingame or in editor? If its bugged in the editor, its a sign of some issues in the copy/paste process when you made the sep folder. If its an ingame issue along with the map, its probably that problem. Now that you've got it solved, the only thing left to do is take steps so it never happens again. Potential theory is you may have accidentally copy pasted the protos into the wrong place. Or made some clerical error when copying things. When making any mod, it is advised to create a totally separate folder for your project so that it does not conflict with LA, or any other mod. Another thing to advise is editing the 'em4mod.info' file in notepad so that the mod appears as its own entry with your name on it. Be sure to back up your files and relevant items. You've had a close call that nearly wiped your mod, it would be best to copy paste the mod into a USB stick, external HDD or upload it onto Dropbox/Google Drive and set it as private there.
  8. i think the person needs to be 'enclosed' in the car. in the editor, select the ccar vehicle and go into their 'traits' where you can set 'enclosed person'. choose the ccarp_1a, b and so on. the game doesnt seem to like it when the 'ccar' vehicle has no trapped occupants. it seems to reject some car crashes like that. the debris as well may be glitching out the game if not named right. try taking a look at the default em4 crashes and taking notes of the names, objects used, and all of their traits and properties. it should give u an idea as to how it has to be done.
  9. The debris shouldnt have the _a or _b. Persons should be named ccarp_1a or 1b I believe. Name them as ccard_x only. x Being the relevant number.
  10. you need the deluxe version of em4 to have those ped models.
  11. 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.
  12. 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.
  13. 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.
  14. 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?
  15. 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.
  16. 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.
  17. 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.
  18. My bad, looks like you did. Sorry. The CVPI on the upper post also had issues, but was luckily fixed.
  19. 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.
  20. 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.
  21. 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.
  22. That would be in the mod folder's Audio/Fx/voices section. Man/woman, then folders 0, 1, and 2 for each voice.
  23. 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.
  24. 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.
  25. 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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