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Everything posted by bma
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Are we talking about the walls of the station right now or?
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It can be two different things 1) In the parking script you define what dirrection the cars are surpose to be turning, so if you have turned the new station a different dirrection the cars try to park as if it was the old station 2) you have forgot to change the physics of the new station so all of it is barricaded and its therefor not possible to driv threw it. But it most likely won't be the second error since it would mean the cars wouldn't be able to move out of the station in the first place.
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I have discovered some issues with it while playing brooklyn mod. But we are not sure if it is the scripts fault or something else So if anybody have the time to test it in their own mod it would be awesome
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I have made a very simple script, that can be used to choose what players should have which vehicles and people on a multiplayer map based on their names. The script should work in all mods if you install it correctly in them and it will allow you to have all cars placed on the map from the start instead of having to call in all of them. Read the readme file, it explains how to use the script Download link: copenhagen-mod.dk
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So would you prefer me uploading only the e4m file or the unpacked mod folder?
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I assume that you have remembered to unpack it so its not a rar file you are trying to install with the mod installer Yeah, it happens from time to time that it doesn't show up, but if you tilt the camera you can see it being parked at the edge of the map Thanks for all the good responce, we are trying to make a lot of new events for 1.1 and we are also working on a new freeplay map
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It will most certainly be an option, not all patients have to be taken back to the tent
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We are working as fast as we possibly can A little screenshot of the medical tent at Skibhus Festival
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Well. Short version is, you need: - Emergency 4 editor, it comes with the game - Some kind of 3D program to creat 3D models(z-modeler, google sketchup ect) - Some texture editing program(photoshop, paint, ect) - a scripting program (notepat works just fine, but else use notepad ++) But it will not be easy just to create a mod Try looking at some of the tutorials on this page
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Hello every body As some people have said, remember this is only a 1.0 version. We started on the mod in february, so we have actually managed to release the mod a lot faster than almost any other mod out there. There will always be minor bugs or things not working 100% as expected in the 1.0 vesions. That being said, the bug people experience with the game crashing when using the free/busy buttons sounds really weired since it works fine in my version and non of my testers have experienced it. But if you send me a log file i can take i look at it, and then you should try to call in some backup to see if it is only the free/busy buttons or it is all buttons on the computer. We are aware that the gameplay doesnt have so many different calls at the moment, but then again, it is a 1.0 version and then a little reminder, nobody have made a mod like this since RTS was released in 2011. So we haven't really have any other mods to look at while making it, so we have had to make everything from the buttom. But but but, don't worry, because 1.0 is only the beginging. We have TONS of new and exciting plans for 1.1. We are talking everything from new maps to new calls and even different kinds of missions. Btw, have anybody found some of the easter eggs we have included?
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### RELEASE OF 1.0 ### Good news, Lasse and I have been working really hard to get the mod done the last cupple of weeks, and thanks to some testers we have come a long way in a short period of time. Therefor i am now proud to announce that version 1.0 of the mod have been released The mod includes - 3 Different shifts - 1 Medical First Responder unit. - Fire trucks, police and ambulances - Totally new and exciting scrips which haven't been seen before. Download link: Emergency-planet.com - Online Emergency-forum.de - Online Copenhagen-mod.dk - Online
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- 5 reviews
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- 27
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Spawning vehicles on the freeplay map
bma replied to Ghost Graphic Designs's topic in Modding Related Support
Have fun, just dont copy paste the one with all the arrows. You will get a ton of errors then Look at the already excisting script and use it -
Spawning vehicles on the freeplay map
bma replied to Ghost Graphic Designs's topic in Modding Related Support
Then you are looking the right place I know the script can be confusing, but line line 3 -> 72 can be deleted because it is only in Copenhagen it is needed. But what you are looking at is vl=Game::GetGameObjects("P_P1"); // * if(vl.GetNumObjects() > 0) { Mission::PlayHint("P1 er allerede på mappet"); // * } else { l1=Game::GetActors("P_P1"); // * if(l1.GetNumActors() > 0) { parkobj = *l1.GetActor(0); parkplatz = parkobj.GetPosition(); v = Game::CreateVehicle("mod:Prototypes/Vehicles/Fire Department/P1.e4p","P1"); // ** v.SetMaxPassengers(2); // * v.SetMaxTransports(0); // * v.EnableBlueLights(false); v.EnableBreakLights(false); v.EnableSpecialLights(false); v.GetRotation(rot[0], rot[1], rot[2], rot[3], rot[4], rot[5], rot[6], rot[7], rot[8]); Math::EulerToMatrix(180.f, 0.f, 0.f, childRot); // * Math::MultiplyMatrices(childRot, rot); v.SetRotation(childRot[0], childRot[1], childRot[2], childRot[3], childRot[4], childRot[5], childRot[6], childRot[7], childRot[8]); v.SetPosition(parkplatz); v.SetCommandable(false); v.RemoveCommand("GoHome"); v.AssignCommand("ParkAtBase"); v.AssignCommand("Dummy_Free"); v.AssignCommand("Dummy_Parked"); v.AssignCommand("Dummy_OMC"); } else { Mission::PlayHint("P pladsen kan ikke findes"); // * } }It can be confusing, but it really isn't lets walk threw it: vl=Game::GetGameObjects("P_P1"); // * <- Is the virtuel objectif(vl.GetNumObjects() > 0){Mission::PlayHint("P1 er allerede på mappet"); // *}else{l1=Game::GetActors("P_P1"); // * <- Is the virtuel objectif(l1.GetNumActors() > 0){parkobj = *l1.GetActor(0);parkplatz = parkobj.GetPosition();v = Game::CreateVehicle("mod:Prototypes/Vehicles/Fire Department/P1.e4p","P1"); // ** <- Is creating the vehicle(the place of the prototype and the name)v.SetMaxPassengers(2); // * <- Amount of passengersv.SetMaxTransports(0); // * <- Amount of transports(for ambulances or police cars)v.EnableBlueLights(false); <- Turn off blue lightv.EnableBreakLights(false); <- Turn off break lightv.EnableSpecialLights(false); <- Turn off special lightsv.GetRotation(rot[0], rot[1], rot[2], rot[3], rot[4], rot[5], rot[6], rot[7], rot[8]);Math::EulerToMatrix(180.f, 0.f, 0.f, childRot); // * <- Rotates the car(360 is all the way around, 180 is half the way around ect)Math::MultiplyMatrices(childRot, rot);v.SetRotation(childRot[0], childRot[1], childRot[2], childRot[3], childRot[4], childRot[5], childRot[6], childRot[7], childRot[8]);v.SetPosition(parkplatz);v.SetCommandable(false); <- Make the car not controlablev.RemoveCommand("GoHome"); <- Remove random commandv.AssignCommand("ParkAtBase"); <- Assign random commandv.AssignCommand("Dummy_Free"); <- Assign random commandv.AssignCommand("Dummy_Parked"); <- Assign random commandv.AssignCommand("Dummy_OMC"); <- Assign random command}else{Mission::PlayHint("P pladsen kan ikke findes"); // *}} All you need to focus on is the lines i have marked with red and described This describes 1 car, look at the script and you will see that it is just theese lines repeated over and over again with different cars -
Does it work on other peoples computers if you remove the limited water script?
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That error sounds like there is missing a {, a } or at " somewhere in the script It can cause random breakdowns without you getting any errors
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It works and it really looks awesome! But is it possible to stop the video and bring back the original texture?
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well. La_flag_pole must be the... pole The la_flag_socket must be the sockets... So that kinda leaves us with the fabric Change the la_flag_fabric.dds to whatever your dds file is called And it can be almost all picture formats(dds, jpg, png ect.)
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Just thoght it was time for a picture on this beautiful sunday
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Have you remembered to change the texture name in the v3o file to the correct texture?
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Before your guys get too excited. The car you are thinking about is this one: http://redningunik.dk/uf/10000_19999/12443/153926a1264a5147fe8f17bff6827c4a.JPG And it is just a small ladder truck which is transported on a towtruck. Copenhagen Fire dept. uses for getting into small alleys. In the mod it is a vehicle and in the real world there is a person inside it driving it. But the idea about making it a normal ladder isnt bad, good luck
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The first responders job is not to transport people, it is only to treat people at the sceen untill the ambulance arrives.
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The idea behind First Responders in Denmark, or Nødbehandlere as they are called here, is to assist the normal ambulances in rual areas. In the real world, this mean that in some minor cities in Denmark there is a First Responder car parked at the local fire station and if the ambulance dispatcher can see that it will take more then 8 minutes for the ambulance to arrive, they will activate the First Responder. In the mod we are following the First Responder called Peter. Right now it meight seem kinda foolish to give him a name, but it will make sence later in the game with all the other stuff we are planning to make for later versions Peter has a car which is parked at the local fire station and because ambulances always are far away in the city of Skibhus(our fictional city in the mod), Peter will respond to all calls about person injury To get a feeling of how much edducation a First Responder have. The first Responder is edducated fire fighter, he first got a 12H first aid certificate, then he went on 20H Handling of injured people certificate(in Danish: Håndtering af tilskadekomne) and last he got a 24H pre hospital certificate(in Danish: Nødbehandler). This means that he have 56H first aid edducation. In the mod, Peter will be able to get an Emergency bag, an oxygen bag and an LP12 from his truck. This will allow him to treat almost any injuries and keep people alive untill the ambulance arrives And now while i still remember it. The emergency bag is made by Iglheaz(Modell), Tagebau Mod Team. The LP12 is by Shadylasse. I made the oxygen bag
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Nothing is impossible I recall an old New York mod made a script a bit like it once
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Yes You can create all of them im the unit folder and also write them into some of the files in the spec folder But that will just create new vehicles which comes from outside the map. It wont use the cars on the map