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Everything posted by itchboy
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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.
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What do you struggle with the most?
itchboy replied to Newfoundking's topic in Modding Related Support
I killed radiations for my most recent units -
I'd reskin the contamination icons, but it also means that contamination for chemical and radiation is not working as intended. I believe there was Chemical, Radiation and Biological. I think one of those contamination types is unused, maybe I can sacrifice that. I was hoping for a triage system where an icon would appear above the injured person, but its too much pain having to add a childObject to all persons. Back to topic with the mod. Have the mod team created house raids and much better hostage taking dynamics? I'd like to see a proper breaching entry where SWAT team storms the building through various ingresses in the house such as windows and even walls.
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Yeah, I am aware. I initially thought it was some kind of object that was added in. Turns out its actually a matter of putting it in editor and showing it ingame. Now if only someone were to figure out a way to have custom icons on top of people's heads.
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Today I learned. I thought it was a script lol.
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Have a question regarding this picture. What scripting function did you use to put those objects on top of the persons? Is there something in the PushActions or GameObject code that allows one to put an object above there?
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Do these spin? And I can only imagine that lighting this would have been a pain.
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Optimizations are coming, things are coming, won't reveal or say too much yet as requested by bama. Bottom line is that things will come as they arrive.
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Just a correction, this is actually a 50 inch lightbar, not 56 as previously posted.
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Kent (UK) Mod (Dev Release)
itchboy replied to Pottyscotty's topic in Early Access/Alpha Stage Modifications
To set a patrol path for a separate vehicle, you do not need to create a new command for it. All you need to do is set a condition for the script to set specific vehicles to patrol on specific paths, while the "general" patrol paths for all other vehicles remain untouched. if(is a HATO car){ patrol on a certain path} else{ patrol path for everyone else} -
Japan - The land of the rising sun!
itchboy replied to TimTim's topic in Mod Development and Concepts
She's beautiful. They're all beautiful. -
I would like to ask. What kind of units will be present in the mod? What towns and locales within Maricopa will be represented? I also would like to know the gameplay style this will have and if it will have new features/commands.
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Thanks. I appreciate the feedback.
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Edgewood Mod (Slow WIP) *NEW MODEL PREVIEW!*
itchboy replied to ThinBlueLineKY4's topic in Mod Development and Concepts
The best way to prove it is not stolen is to PM Newfoundking and give him the model for him to verify if it is indeed Mike's or not. You should also name the person who you recieved the model from. Once the verification process is completed, all charges will be dropped. -
This is not really about the smalles thing. The creators are unwilling to release their content due to the fact that pretty much all of it (according to Mike's statement) will be stolen by the community.
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Whelen Justice Lightbar. 56 50 inches length.
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Edgewood Mod (Slow WIP) *NEW MODEL PREVIEW!*
itchboy replied to ThinBlueLineKY4's topic in Mod Development and Concepts
For investigative purposes, my guess is that the front cab is Bama's Pierce Heavy Rescue from Montana V1. Contains parts from MikeyPI's NYPD Workstar crane due to how the parts are not "separated". The fact I see "Rescue1" in Zm2 makes me believe it could be another NYC mod vehicle. One of the other possible suspects is Harbor City or one of the commonly used MP mods.