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Everything posted by itchboy
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Los Angeles Mod Vehicle Set [STOPPED]
itchboy replied to itchboy's topic in Mod Development and Concepts
No, they wont be available anymore. I will put back up the previous fleet that was available from last year but all of the ones showcased within the last 8 months wont be released. -
I'm loving the Code3 Sirens. Very useful for building up custom siren arrays.
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Skoda Octavia 2013 + Peugeot 308 Mini Pack [REL]
itchboy replied to Ghost Graphic Designs's topic in Modding Resources
Well done. They look the part. -
Thats precisely what it wants you to do. It wants you to login, because you cannot enter the site without signing up first.
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Then thats the issue right there. Some modelers bleed the textures onto models. Best solution is to make the UV map smaller so that it is farther from the red.
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What does the engine's texture look like? Is there any red color adjacent to the yellow of the hose?
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It may be the nearest color to the yellow part of the texture. Check any adjacent colors, it may well be the same red you are seeing ingame.
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Nope. Low poly, high poly, doesnt matter. Em4 does not discriminate when it comes to textures. Its a result of the game's piss-poor optimzation method that resizes textures to be lower-res as you zoom out. They could have built a proper LOD system but nope, they didnt.
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Skoda Octavia 2013 + Peugeot 308 Mini Pack [REL]
itchboy replied to Ghost Graphic Designs's topic in Modding Resources
Those are some ofthe prettiest European skins I have ever seen. Well done on Mike for the base model, and you for the adaptation into your local police. -
Something to do with how Em4 does textures. It "blurs" them as you zoom out further and there isnt any way to fix it. It may look correct in Zmod/Blender but Em4's rendering system likes screwing things up.
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Corona 5_Red and orange are custom coronas from one of those packs. I can't find it in my default copy of Em4 or in some other mods. My personal preference though for rotator lights are redlight for the shockwave and 10_red for the slower flash.
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MoveToPoint it is lol. Em4 programmers be.....dumb because the script takes a GAMEOBJECT as a target and not a vector for example. If it took a vector, then it would be SO much easier.
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I think it would be best to test it first with regular OpenHouses. Once you get the proof of concept down, Id take it to normal roofs.
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It certainly can based on some experimentation that I've tried in the past. Though it involved preplaced objects and not the added complexity of ChildObjects.
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MoveToPosition takes in a GameObject as its target for motion. My theory is that it would simply require the creation of a secondary object where the firefighter climbs up. I do hope that you've handled the going down part and the script is fool-proof, that way the player can't break the script.
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If this is for openHouses, I think I know how they might have done it. They probably had the ladder install as usual. There probably was a childObject on the openHouse as well. What they probably did was they created a secondary dummy object on the Openhouse but it only exists when the ladder is in use. They then set this secondary object as the Target for the MoveToPosition function.
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Ahh good old 2009. I wish those guys were still around.
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Once again, I will say this: Curse you Em4. So many things you and your younger brother, Em5 could have been.
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Are you creating a new FF on the roof or are you using the same one on the ground?
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Hmm. Could be the the placement from Custom to None needs to be used in conjunction with moveToPosition().
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I dont think its possible by script to find the SuperChilds on any vehicle. It can only search for childObjects placed in the "childs" section and not the superchilds section. [Curse you Em4] It would probably be a matter of making every building have a walkable roof and putting the childObject on these walkable sections. The script would simply find the ladder childObject placed at the bottom of the ladder, and then the childObject of the walkable roof part, and have the FF move from the ladder one to the roof one using the MoveToPosition. Another issue that needs to be dealt with is the fact that you also need to script logic that prevents more than one FF going up and down at the same time. A dummy script or condition in the push actions section should do it. How does this vent script affect gameplay? Does it make fires easier to put out, or is it pure cosmetics?
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Firestation Start script would be one. Forgot to mention this aspect.
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I think you can preset persons to have the Zombie behavior on the map. But you need to place them in editor. If you want the Zombie Freeplay event, you need to have deluxe. As for me, I made a mission script that spawns zombies for teh lulz.
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Go to the units folder, select the desired unit you want to change and go into the units.xml and change the "Speed" value.
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Hoppah is too busy with real life to even mod Em4. Em5 is without a doubt a "no" for him unfortunately. This author is going to have to go at it by himself.