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Everything posted by bma
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Don't activate light if headlights are on
bma replied to Pottyscotty's topic in Modding Related Support
I don't think there is a way for you to check if the headlights are enabled or not. Theese are all the possible light commands void EnableBlueLights(bool enable_); bool IsBlueLightEnabled() const; void EnableHeadLights(bool enable_); void EnableBreakLights(bool enable_); // aus Kombatibilitätsgründen noch da void EnableBrakeLights(bool enable_); bool IsBrakeLightEnabled() const; void EnableSpecialLights(bool enable_); bool IsSpecialLightEnabled() const; void EnableTrafficLight(TrafficLightType type_); void EnableBlinker(BlinkerLightType type_); BlinkerLightType GetBlinkerStatus() const; void SetLightEnabled(int id_, bool enable_); -
Please join our livestream http://www.twitch.tv/bmacph
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Unit status to system log & mission hint (Adding FMS to Mayberry)
bma replied to CMCC626's topic in Modding Related Support
No, im just saying that the way you did it with Mission::PlayHint("%s ...") is not possible in Emergency -
Unit status to system log & mission hint (Adding FMS to Mayberry)
bma replied to CMCC626's topic in Modding Related Support
It is because you cannot put together strings that way in emergency. The only wat to put together strings is something like this: char MessageForAmbulance[20]; char AmbulanceName = v.GetName(); snprintf(Overall, 20, "%s Returning to Quaters", AmbulanceName); //Event Mission::PlayHint(MessageForAmbulance); -
It is most certainly possible, i just need to find out how I will look into it
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Yes, that would actually be a good idea
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On Friday at 20:00 (UTC+1) we would like to try out our new Twitch channel with our fans. The event will last between one and two hours depending on the support we recieve. We will start of showing Copenhagen Airport Mod and have a quick play with it. During this time people can aks any questions they have. If people are interested, we can then either move on to one of the other mods created by BMA or I can show some of the different scripts I have been working on. Maybe even discuss new projects or features for Copenhagen Airport Mod. If you are intersted in the event, please join us on Friday on http://www.twitch.tv/bmacph
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Can i get any help from this forum to make my own mod?
bma replied to Steven Dang's topic in Modding Related Support
You do not need any licens or something like that, anybody can start creating their own mod - First thing you should do: Read this: http://forum.emergency-planet.com/topic/20295-youre-starting-a-mod-read-this-first/ - Remember, people here are pretty strict about credit to authors, so remember to give credit for models that you borrow from others(everybody borrows models from other people, so no worry) - All the tutorials you will need can be found here: http://forum.emergency-planet.com/tutorials/ - All car and scripts you will need can be found on the german forum, just create a user and everything i free for download: http://www.emergency-forum.de/filebase/index.php?filebase/ Good luck -
Virtual Objects, Triggers and Scripts?
bma replied to Ghost Graphic Designs's topic in Modding Related Support
Name the trigger and the gate the same thing and make sure the gate has the animations open and close Tutorial: http://forum.emergency-planet.com/tutorials/article/45-creating-an-automatic-gate/ -
Civil Cars Cooperation (Available for download)
bma replied to skaihof's topic in Development Resources
All of the links should be here CCC: http://www.emergency-forum.de/filebase/index.php?entry/295-civil-cars-cooperation/ Addon 1.0: http://www.emergency-forum.de/filebase/index.php?entry/298-addon-zur-ccc-1-0/ CCC Update 1: http://www.emergency-forum.de/filebase/index.php?entry/385-ccc-update-1/ CCC Update 2: http://www.emergency-forum.de/filebase/index.php?entry/386-ccc-update-2/ Truck'n'Trailer: http://www.emergency-forum.de/filebase/index.php?entry/756-truck-n-trailer/ -
You are proberly looking in the enter car script and most likely in the CheckPossible or CheckTarget area
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I can't make it for you, you will have to figure out how to make/change scripts yourself
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i am new to modding and need a bit of help.
bma replied to NSWPF88's topic in Modding Related Support
There is a cupple of things 1) once you have created the mod you have to load it maybe thar helps. 2) if it doesnt, check your windows security settings. High security settings and modding doesnt go along very well. 3) if the map you downloaded isnt a tga file you have to export it into a tga file. 4) If it is a tga file you can import the file in the editor under terrain -> import new terrain -
You would have to make the game think that the vehicle is both an ambulance and a dog unit. The easiest one to manipulate is proberly the ambulance. So make the vehicle a dog unit and change the criterias for an ambulances in the apropriate scripts(like enter car)
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There will not be any bomb or hostage situations. Mainly because i'm not going to add SWAT or EOD
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Most of the smaller events you are mentioning will be included At the moment there is no operations manager, but what would the function of him be?
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There will not be any foam. I personally don't like the way foam works in Emergency at the moment, so that is not going to be included And i actually had a try with the quick hose but i never completed it. Ill keep it in mind, but it is not on the top of the list
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At the moment we still need to do - Road accidents(with and without injuries) - different security threaths any ideas for more?
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The script takes your units into a count so you wont be send to a 10 people shootout if you only have 2 officers
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#exams
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Anyways, good luck with the mod, it sounds really interresting. Have you decided what county you want to make? Is it german Autobahn or will you use another county?
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Good luck making a mod work like that game:D
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The people need certain commands to be able to enter certain cars What car type is it that wont work? Edit: actually, just use this script http://www.emergency-forum.de/index.php?page=DatabaseItem&id=1459