mr matt5432123
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Everything posted by mr matt5432123
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maybe you made changes to the base game that makes the actual modification work, or maybe the upload got corrupted, my guess is to re-upload the mod, if that does not work then make a copy of your mod so it does not get deleted and then reinstall the game.
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This can be caused by many things, but lucky for you, there are many solutions. Try compatibility mode, and running as administrator. If you have multiple graphics cards try using a different one. Try messing with the game options. reinstall the game. update your drivers. Your drivers and especially the graphics card are the problem for most people. Good luck fixing it.
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EdgeWater Mod (WIP)
mr matt5432123 replied to mr matt5432123's topic in Mod Development and Concepts
So Now I'm Really into the mapping of the game, in addition to this I have updated the first post to (hopefully) recruit a Lead modeler. If you know how to model please PM me if you want to be a part of the team. Past experience with modeling is not required but preferred, please send pics in the PM of previous work you've done. Thank you. -
Blackwood County (Fictional), OR
mr matt5432123 replied to Ace612's topic in Mod Development and Concepts
Not to be a downer, I really wanted to play this mod too, but considering how old the last few posts are, I don't think this is still in development. sorry. I think once I finish my mod I may make a mod similar to this one though. -
Brooklyn Mod CTD --Intel graphics chip..
mr matt5432123 replied to Unit 42's topic in Technical Related Support
This happened to me a long time ago, though I forgot how I fixed it. try messing with the graphics settings but not the resolution, run as administrator, compatibility settings, or try downloading the mod. but if none of that works, the only real solution is to get a new computer. -
Looks like I've got some work to do then, Thank You!
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EdgeWater Mod (WIP)
mr matt5432123 replied to mr matt5432123's topic in Mod Development and Concepts
I already do -
Hey, does anyone know how to make the sirens sound a little more realistic, or if that's even possible? basically I just want to make it sound as though they echo just a little bit and sound as if they are carrying over a short distance so that instead of the constant drone of them making it sound as if you are standing right next to it.
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EdgeWater Mod (WIP)
mr matt5432123 replied to mr matt5432123's topic in Mod Development and Concepts
alright everybody! So today was the first real freeplay test, yes I have always been testing the mod after every few changes to make sure I didn't mess anything up, but today felt that I was actually playing a full mod. Although the only missions in the map as of now are the randomly picked ones like fires, and medicals I was able to test many of the new features I added like the coast guard basket (originally from NYC mod created by hoppah) I will be showing it off soon hopefully. -
This is cool, but what do you mean by the features will be shared even if they do not make it into the montana mod though?
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I ban you for the irony of that!
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Software to Download files
mr matt5432123 replied to HowItsPlayed's topic in Modding Related Support
For downloading mod files? the usual way I do it is through my internet browser, could you specify what you mean? -
EdgeWater Mod (WIP)
mr matt5432123 replied to mr matt5432123's topic in Mod Development and Concepts
after another day of hard work I believe I have restored the mod to what it was and also I have got the "return to station" scripts up and working. with this I was able to play the game for a little while. I wonder what tomorrow will bring. -
You are in the wrong topic section, try to get it moved, then someone will probably answer you.
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There is no link as of now.
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EdgeWater Mod (WIP)
mr matt5432123 replied to mr matt5432123's topic in Mod Development and Concepts
Thanks, yeah there were definitely a few good things that came out of it. I had to redo a part of the map and I think it came out really good-better than the old one. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ok, everyone, the reconstruction of the mod went way better than thought! After today it should be about the same as it was, but with a few improvements. I'm gonna make a few more tweaks and get an update out during this week. -
EdgeWater Mod (WIP)
mr matt5432123 replied to mr matt5432123's topic in Mod Development and Concepts
okay, everybody, big unfortunate update today... my edgewater mod file was destroyed (stupid harddrive) however I do have an earlier version of it still as a backup. This is going to be a major setback, but I will make it work. I can probably get everything the way it was within a week. I'll do my best to work on some new stuff so y'all don't get bored around here. but that might not be today or tomorrow, I need some time to cool off. sorry guys. ): -
Whoa! that is amazing!
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They are in the "Units" folder, should be next to the unit.xml file I think.
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You can copy and paste the patrol car script, name it what you want, then in the script near the top there is going to be what looks something like const char VO_SPAWN_POLICE02R[] = "spawn_police2r"; const char OBJ_OFFICER_M[] = "mod:Prototypes/Persons/03 LA Police/lapd_officer_m.e4p"; const char OBJ_OFFICER_LASD[] = "mod:Prototypes/Persons/03 LA Police/lasd_officer.e4p"; const char OBJ_OFFICER_CHP[] = "mod:Prototypes/Persons/03 LA Police/chp_officer.e4p"; const char OBJ_TRAFFIC_OFFICER_LASD[] = "mod:Prototypes/Persons/03 LA Police/lasd_traffic_officer.e4p"; const char OBJ_TRAFFIC_OFFICER_CHP[] = "mod:Prototypes/Persons/03 LA Police/chp_traffic_officer.e4p"; const char OBJ_BATTALION_CHIEF[] = "mod:Prototypes/Persons/02 LA Fire Department/battalion_chief.e4p"; const char OBJ_EMS_CAPTAIN[] = "mod:Prototypes/Persons/01 LA Ambulance/ems_paramedic_captain.e4p"; const char PROTO_CV_LAPD[] = "mod:Prototypes/Vehicles/03 LA Police/cv_lapd.e4p"; const char PROTO_CV_CHP[] = "mod:Prototypes/Vehicles/03 LA Police/cv_chp.e4p"; const char PROTO_CV_LASD[] = "mod:Prototypes/Vehicles/03 LA Police/cv_lasd.e4p"; const char PROTO_CHARGER_LAPD[] = "mod:Prototypes/Vehicles/03 LA Police/dodge_charger_lapd.e4p"; const char UNNAMED[] = "Unnamed"; const char OBJ_OFFICER_ATF[] = "mod:Prototypes/Persons/03 LA Police/atf_agent.e4p"; const char OBJ_OFFICER_BP[] = "mod:Prototypes/Persons/03 LA Police/bp_officer.e4p"; const char PROTO_BPAT_DC[] = "mod:Prototypes/Vehicles/03 LA Police/bpat_dodge_charger.e4p"; const char PROTO_ATF_CV[] = "mod:Prototypes/Vehicles/03 LA Police/ATF_cv.e4p"; object PcmdCallPatrolCar : CommandScript now these are file paths to the vehicle prototypes, all you must do is change the following ones: const char PROTO_CV_LAPD[] = "mod:Prototypes/Vehicles/03 LA Police/cv_lapd.e4p"; const char PROTO_CV_CHP[] = "mod:Prototypes/Vehicles/03 LA Police/cv_chp.e4p"; const char PROTO_CV_LASD[] = "mod:Prototypes/Vehicles/03 LA Police/cv_lasd.e4p"; const char PROTO_CHARGER_LAPD[] = "mod:Prototypes/Vehicles/03 LA Police/dodge_charger_lapd.e4p"; Change them to the path of the transport van. I hope this works for you as my scripting knowledge is very limited, but yeah, I think that should work.
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EdgeWater Mod (WIP)
mr matt5432123 replied to mr matt5432123's topic in Mod Development and Concepts
ok, just a small update to let everyone know the mod is still comin along pretty good. -
hmmm, I've never really thought about this part of the game before. Yes I agree it would be impractical to implement a 'perfect' script for this, does anyone think it's possible to make it smoother for emergency vehicles to get past civil vehicles. possibly making them check constantly for vehicles in front of them so they can switch lanes or go into oncoming traffic without first stopping right behind the civil vehicle. maybe also look for parts of the map that have less traffic than the direct route and take those roads instead thus getting them on scene faster?
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I ban you 'cause you are a seneor captain, when im only a....................................................wait lemme check....................................................................Lieutenant!