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  1. I've been having computer trouble lately which is why I've been quiet for a bit. Work is continuing now that some problems have been solved. Here's 2 new civilian additions that are separate from all the other scratch made models.
    11 points
  2. Yes, Those two vehicles have been in the mod for a while now. I might add civilian versions of these as well but I want something a bit different.
    5 points
  3. Just incase anyone was looking for more reference photos, I found photos of what the bomb squad GMC Topkick looked like.
    4 points
  4. Update: The MOD is very close to completion. We are reviewing the latest files.
    4 points
  5. Little has been done in terms of new content for the mod. I am working on the fire station script with the intention of being able to mobilse units more realistically. I am also looking into various event scripts. Is anyone aware of a way to allow the event scripts from for example the copenhagen mod to work alongside the normal free play calls generated by the game? anyone out there with decent scripting skills would be a great help with regards to assisting me to implement some of the more complex features. I've also been working on the visuals of the game creating my own reshade preset and even attempted to add raytracing (which did work but was a complete waste of time!) Mainly tinkering with depth of field at this point trying to fine tune it. I have also attempted to change the fire effects so that fires emit light. If anyone has any mods which have changed and updated fire textures please get in touch.
    4 points
  6. We are still finishing the MOD but I think it will be possible to have it uploaded on 10/24/2021. Greetings!!
    3 points
  7. After losing map files decided to take a new approach. a preview, still very much WIP not even street lights have been placed yet!
    2 points
  8. Asking for release dates is against site rules. You already did this in another thread so you should really be careful. There will be stronger consequences if you keep this up.
    2 points
  9. 2 points
  10. You can, but we are not providing any tutorial on how to do that.
    2 points
  11. Hello , I gonna make a mod about Turkey The images of police cars , units ill create ; And units : The photos of ambulances i gonna create ; The photos Of Fire engines i gonna create ; And The Progress end in 4 - 5 months Thanks for supports.
    2 points
  12. I think it's going down more quickly, just try it in the game. Maybe in other mods it works with other mechanics
    2 points
  13. Version 5.0.5

    52,556 downloads

    About This File AUTHOR BLACKOUT For Version 5.0.5 Current Status: Released Completion Date: OCTOBER 24.2018 Completion: 100% Release Date: FEBRUARY 08, 2019 Creators of this file is originating from SQUAD 55Squad 55 is always accepting new applications! GENERAL - WASD can now be used to move the map around just as the arrow keys do - Added new Harbor City Icon (Kicks) - Updated loading screen text to "Loading Harbor City 5" - Updated error text - Updated siren script for new vehicles - Updated flashing lights script for new vehicles - House Search Script for non-enterable buildings (Trocks) - Created new UI Icon for Primary lights on and off - Created new UI Icon for Secondary lights on and off - New Loading Screen - Texaco building and objects changed to BP skin (Kicks) - Removed previously recorded high scores - Edited the in game call text and removed all box numbers (Kicks and Blackout) - Edited the Fire alarm script so it does not have Box numbers - Removed all American, Australian, Canadian, and UK flags - New Harbor City Flag added to Harbor City - Designed by Kicks - New deployment menu icon for Fire category - Maltese cross glows when moused over / selected - New deployment menu icon for Police category - Lighthouse shines when moused over / selected - New deployment menu icon for EMS category - Star of life staff glows when moused over / selected - New deployment menu icon for Tech category - Gear glows when moused over / selected - New minimap SCRIPTS - Extrication time now takes 15 seconds from start to finish - Ambulances now have their own unique parking spots at the hospital. This will prevent traffic jams at the hospital - Edited police parking script to allow patrols 7, 8, and 9 to park in their districts POLICE - NEW MODEL - Ford Taurus - By Blackout - NEW MODEL - Dodge Ram - By Blackout - Ford Taurus Harbor City Skin - By Blackout - Ford Taurus Doors, Wheels added - Dodge Ram Harbor City Skin - By Blackout - Dodge Ram Doors, Wheels added - Patrol 1 replaced with marked Ford Taurus - Patrol 2 replaced with unmarked Ford Taurus - Patrol 3 replaced with slicktop Dodge Ram - Patrol 4 Remaining as a Dodge Charger - Patrol 5 Remaining as a Dodge Charger - Patrol 6 replaced with a Dodge Ram - NEW UNIT - Partol 7 marked Ford Taurus - West - NEW UNIT - Partol 8 slicktop Ford Taurus - South - NEW UNIT - Partol 9 marked Ford Taurus - East - Patrol 1 HD Lights - Patrol 2 HD Lights - Patrol 3 HD Lights - Patrol 6 HD Lights - Patrol 7 HD Lights - Patrol 8 HD Lights - Patrol 9 HD Lights - Deployment icon for Patrol 1 - Deployment icon for Patrol 2 - Deployment icon for Patrol 3 - Deployment icon for Patrol 4 - Deployment icon for Patrol 5 - Deployment icon for Patrol 6 - Deployment icon for Patrol 7 - Deployment icon for Patrol 8 - Deployment icon for Patrol 9 - Deployment icon for Patrol Supervisor - UI picture for Patrol 1 - UI picture for Patrol 2 - UI picture for Patrol 3 - UI picture for Patrol 4 - UI picture for Patrol 5 - UI picture for Patrol 6 - UI picture for Patrol 7 - UI picture for Patrol 8 - UI picture for Patrol 9 - UI picture for Patrol Supervisor - Police helicopter is now available for deployment - Police helicopter is now staffed with one patrol officer - Multiple skin changes for police officers (skins) FIRE - East, West, and South Fire all have their own unique skins. - NEW MODEL - Spartan Gladiator Engine Model - By Blackout - NEW MODEL - Spartan Gladiator Rescue Model - By Blackout - NEW MODEL - Dodge Ram Squad - By Blackout - NEW MODEL - Dodge Ram Fire Command 1 - By Blackout - Engine 1, 5, 6, and 7 replaced by the new Spartan Gladiator Model - Hazmat 6 and 7 model replaced with the Rescue 2 model - Rescue 2 is now the Spartan Gladiator Model - Engine 1 skin - Engine 2 skin - Engine 3 skin - Engine 4 skin - Engine 5 skin - Engine 6 skin - Engine 7 skin - Ladder 1 skin - Ladder 4 skin - Ladder 7 skin - Rescue 2 skin - Hazmat 6 skin - Hazmat 7 skin - Fire Command 1 skin - Fire Command 2 skin - Fire Command 3 skin - Engine 1, 5, 6, and 7 lights - Fire Command 1 lights - Rescue 2 lights - Squad 3 lights - Deployment icon for Fire Command 1 - Deployment icon for Fire Command 2 - Deployment icon for Fire Command 3 - Deployment icon for Engine 1 - Deployment icon for Engine 2 - Deployment icon for Engine 3 - Deployment icon for Engine 4 - Deployment icon for Engine 5 - Deployment icon for Engine 6 - Deployment icon for Engine 7 - Deployment icon for Ladder 1 - Deployment icon for Ladder 4 - Deployment icon for Ladder 7 - Deployment icon for Rescue 2 - Deployment icon for Hazmat 6 - Deployment icon for Hazmat 7 - Deployment icon for Crane 2 - UI picture for Fire Command 1 - UI picture for Fire Command 2 - UI picture for Fire Command 3 - UI picture for Engine 1 - UI picture for Engine 5 - UI picture for Engine 3 - UI picture for Engine 4 - UI picture for Engine 5 - UI picture for Engine 6 - UI picture for Engine 7 - UI picture for Ladder 1 - UI picture for Ladder 4 - UI picture for Ladder 7 - UI picture for Rescue 2 - UI picture for Hazmat 6 - UI picture for Hazmat 7 - UI picture for Crane 2 - Finished Spartan Engine interior - Edited Squad 3 roof skin to match updated Rescue 2 roof skin - Updated placement for water cannon for all engines - universal placement for all for scripting reasons - Multiple new Fire Fighter skins (Kicks) EMS - NEW MODEL - Ford E450 Ambulance - By Blackout - Medic 2 replaced with marked Ford E450 Ambulance - Medic 3 replaced with marked Ford E450 Ambulance - Medic 5 replaced with marked Ford E450 Ambulance - Supervisor skin - Medic 1 skin - Medic 2 skin - Medic 3 skin - Medic 4 skin - Medic 5 skin - Medic 6 skin - MCU skin - Air ambulance skin - Medic 2, 3, and 5 HD lights (206 total) - Deployment icon for Supervisor - Deployment icon for Medic 1 - Deployment icon for Medic 2 - Deployment icon for Medic 3 - Deployment icon for Medic 4 - Deployment icon for Medic 5 - Deployment icon for Medic 6 - Deployment icon for MCU - Deployment icon for Air Ambulance - UI picture for Supervisor - UI picture for Medic 1 - UI picture for Medic 2 - UI picture for Medic 3 - UI picture for Medic 4 - UI picture for Medic 5 - UI picture for Medic 6 - UI picture for MCU - UI picture for Air Ambulance - Removed change clothes script - EMS supervisor now parks at Station 3 - Hospital layout updated - unique parking spots for each ambulance when unloading MAP - Each building now has isn't own street address typically found on the street directly infront of the entrance - Added 15 new 'minor' car accidents - Added 1 new 'major' accident - New houses on west part of Washington Ave and Utah St - Replaces DIY building - Park east of hospital updated - Buildings south of hospital updated - Campground added south east of the hospital - Campground west of Washington and Omaha removed - Added "Railway St" just west of Omaha, with several new buildings - Construction site north of station 1 has been completed - new hotel in completed - Crane accident has been removed north of station 1 - Walmart and strip mall have been removed - Replaced with a boardwalk area, apartments, and a harbor - Added a boat south east of station 2 with a civilian - will occasionally need to be rescued with coast guard - Changed a few buildings north of Vienna (Trocks) - Added a new traffic route starting on Queen st, progressing through west district including Juno St and Lake Ave - Added traffic light at Queen St and Arthur Ave - Texture work S of washington - Texture work S of hospital - Texture work E of princess - Texture work for harbor - Texture work at Tech Center - Texture and map work at airport - Texture work for station 5, 6, 7 garage floors - moved hydrant and random fence piece by south tow parking - Texture work to factory north of Stanley Ave - Removed random parking signs that were blocking spots for units to park (lol) - Removed duplicate alarm on building on Main and Apollo SE corner FIXED GLITCHES, SMALL CHANGES, ETC [Development only - Not including and glitches found in BETA testing] - Fixed white mark on Ford Taurus wheels - Fixed lighting glitch with all Taurus units - Police helicopter is now working - Trocks - Undercover taurus doors open the wrong way - Fixed sizing issue with UI pictures for units - Fixed passenger door lighting glitch on all Taurus models - Dodge Ram Door opening wrong direction - Fixed Taurus rear wheel well sticking out too far - Fixed Taurus trunk interior color showing when trunk closed - Removed Taurus rear wheel black outline - Fixed hazmat 6 and 7 stripe not lining up from front to side - Fixed Hazmat 6 and 7 (Old rescue 2) Non rear left signal light - Added Hazmat 6 and 7 (Old rescue 2) Rear scene lights - Fixed Patrol and Patrol 6 having the each others deployment icons and UI picutres - Fixed Patrol 3 and 6 door open glitch - Fixed Patrol 3 and 6 door lighting glitch - Fixed Squad door skin glitch - Fixed Glitch with Spartan Gladiator not showing colors properly - Fixed Fire CMD 1 doors not opening - Fixed all Ram models doors opening too wide - Fixed issue where all spartan wheels on right side rotated backwards - Removed random Firefighters from map - Removed yellow and red chevrons from rear of fire command vehicles and replaced with red and white - Added bumper to rear of all Spartan Engines and the Spartan Rescue - Added some decoration to the top of Spartan Rescue (shout out to S55 voxer chat helpers!) - Fixed Spartan Rescue back stripe - Added test to Spartan Rescue back door - Fixed issue where Fire Command 3 was showing the wrong UI picture - Fixed glitch where Medic 1, 4, and 6's rear lower red LED was hovering off of the ambulance - Fixed glitch with Squad 3 equipment and passenger doors were not lighting properly - Fixed glitch where medic 2, 3, 5's rear doors were not lighting properly - Fixed glitch where having Engine 5, Medic 5, and Medic 6 in the station prevented personnel from entering and exiting - Changed patrol 2 and 8's rear secondary lights to a proper secondary light pattern - Spartan engine wheels are now aligned, and spin in the right direction - Taurus wheels are now aligned properly - Fixed glitch where Engines 5, 6, and 7 did not want to rapid deploy - Fixed glitch where Engines 1, 5, 6 and 7's cannons did not activate - Paramedics are now able to get Styker Stretcher (Trocks) - Fixed spelling mistake on Rescue 2's deployment icons - Updated Squad 3's deployment icons after skin update - Fixed E450 medics Rear middle left marker light placement - Changed patrol 6's secondary lights. They now look better - Changed text pop up for loading patient into ambulance with Stryker script - Fixed right click priorities with new Stryker script - right clicking on an empty ambulance with a loaded stretcher will now have the load patient command default instead of changing clothes - Removed several permanent burn marks at the location of accidents - Moved station 6 and 7 decals - Fixed glitch where medics would not park properly at the hospital - Fixed very annoying glitch where Engines 1, 5, 6, 7's water cannons will not work or deactivate - Removed semi from new vehicle path as it kept getting stuck - Increased size of a small police station parking spot to units can park there - Raised building on Railway St to stop if from flashing - Fixed parking glitch with patrol 6, 7, 8, and 9 - Fixed lighting issue on all new police officer skins so they no longer look like robocops - Changed loading screen so it looks better - Centered Tech deployment icon so match EMS and FD Identified and fixed during BETA Solved bugs: - Missing house on Railway St - WASD - S did not work - princess signs blocking access to harbor - traffic glitch Princess and Richard - medics drop patient off at hospital doors now - Removed alpha from several FF's and Medics - Restored SWAT skin to 4.6.2 skin, turned on alpha, objects should not be visible when holding - Removed crash with PD cars you had to drive away very, very slowly - Removed annoying pigeons from station 7 - Removed flags from airport and police station - Removed cement truck from new traffic route - Removed objects near road by station 3 to prevent traffic jams - Battalion 1 should now to to stations E, W, S - Reverted to old coroner from 4.3 public due to alpha reflection problem - Coroners can now be deployed from the EMS menu - Greatly increased time until train cars explode from fire on Omaha - Fixed road decals hiding street addresses - Main, Arthur, Utah - Added Hydrants to Harbor, near wind turbines - Spread out medic parking spaces to help accommodate more room for each medic (Needs Test) - Edited hospital VO layout to attempt to fix stretcher drop off bug (Needs Test) - Added street numbers to Arthur between Knight and Prince - Fixed map texture aesthetics at station 7 - Changed station 6 garage floor to cement - Could not put anyone in vehicles - placed the "putincar" script back into the mod (whyyyy was this missing?!???!) - Police unable to grab civilians - Replaced "drivepersonaway" command - Removed "askperson" command as it is useless - Firefighters were able to enter buildings from the ladder - changed priority of extinguish so right click on a building on fire will by default be extinguish. Note: You can still enter buildings from the ladder so be careful! - removed alpha reflections from Hazmat firefighters - Both rear doors will open when stretcher is used on medics 2, 3 and 5 - Fixed glitch where sending a medic to the hospital with it's emergency lights on would automatically turn them off. Lights stay on when sending the unit to the hospital - Removed haztech clothing option from engine 6 and 7, now only hazmat units have that capability - Removed some scenery from the harbor preventing accident to a call - Ensured that people are not standing on benches and chairs across the map, they will remain seated - Added some more decoration to the 'palace' - removed several more 'burnt-ground' areas that are present on the map, even when no accident has taken place Identified and fixed between 5.0.0 - 5.0.1 - Medic 2, 3, 5 rear wheel light glitch - Medic 2, 3, 5 rear and front wheel rotation direction - removed explosive can in the river north of park on Washington - greatly increased time before train explodes from fire behind Station 7 - moved several fire hydrants near fence at airport (too close to fence) - fixed sidewalk elevation issue - Unicorn and Railway - removed glitched person on lighthouse by station 2 - medics can no longer drop stretchers without have a stretcher - moved fire Hydrant that was too close to 144 Utah - police station address no longer covered by sewer grate - medic 6 no longer shows medic 5 UI picture - placed no vehicle VO between police station and main st tower - Fixed police hazard lights glitch - was defined as "warninglights" instead of "warninglights_on/off" causing a script error. Identified and fixed between 5.0.1 - 5.0.5 -[5.0.5] - 2018-10-24 19:19 US EDT -Added - EMS Supervisor has a parking spot and label now. - There is a new MVC in the east, with 7 patients. -Changed - Crane 2 speed increased by 25% and has red lights and sirens now. - All tow trucks speed are increased by 25%. - Cemetery MVC, all peds would be dead as the injury property was wrong. Made it so 2-3 of the 5 should survive. -Fixed - Fixed an error with the LA Siren Script that was causing certian PD units to cause game crashes in Multiplayer. - Attempted to fix the search building script, as there are memory issues with multiple firefighters coming out at the same time. Added a time delay function to try to address. - MVC on Utah Street in the South, was not able to tow one limo. This is fixed. - Removed - Removed approx. 45 Megabytes of useless LA Mod vehicles and peds. This alone should speed up load times by realistically 15-30 seconds depending on system specs. By far the biggest stability fix. - Removed Cans from EMS units. - Issues to Address in the Future - I will be looking into fixing the error where at certian fires players are unable to pull victims out no matter how many times they try. - Possibly going to fix the Evacuate Airport Terminal Command on HC99. - I would like any feedback so we can start to change the map slightly and improve and switch up the incidents. V5.0.5 changes made by SQUAD 55 Sergeant Cody7311[55-S1] 10/24/18, 19:29 US EDT
    2 points
  14. 642,334 downloads

    Features- More than 50 playable units from Los Angeles- Highly detailed and accurate models- A completely new freeplaymap- 10 new missions- New sirens- Directional lights and floodlights- Fire station, police station and hospital- Automatic weapons and ballistic shields- Police barricades, traffic cones and flares- Bomb robots and motorcycles- Emergency 4 Deluxe and 911:First Responders compatible- Multiplayer compatible- English translation and voices and much more... This content is not authorized for posting on Steam or any other platform, except with prior written authorization.
    2 points
  15. UPDATED: (12/20/2018): v2.0.1 was removed due to instability v3.0 IS IN DEVELOPMENT RELEASE DATE: TBA Itchboy managed to solve our lag issues, which was a huge hurdle to clear! We will be revamping the map, adding and polishing new units, cleaning up unnecessary ones, and putting the finishing touches on the next version. There will be significant gameplay changes. Check the bottom of the thread for the latest updates. Notes Itchyboy regarding what needs to be done: - Finish all playable vehicle models - Add in more incident variations like HAZMAT car accidents - Technical rescue calls, specifically an underground entrapment. - A big hurdle: Finish the advanced heal script. If so desired, this can be scaled back for a later release. - Add lights to all units - At a later date, replace the MHP and EMS helicopters - At a later date, implement an alternate snow version of the map Mod Summary: The Montana Mod includes many new vehicles, personnel, structures, and equipment. It is set in an alternate history/re-visualization of the real-life ghost town of Monida Pass, in Beaverhead County, Montana. The mod provides the player with control over the first responders of an American small town and changes the look and feel of the gameplay environment to match. Itchboy is working on implementing script-based freeplay, which allows for more diverse callouts and several new features. Media:
    1 point
  16. Yes I believe this vehicle is preserved at the LAPD Historical Society Museum.
    1 point
  17. This is it actually, the only way to do anything on a repeat basis. Repeat/recursion scripts are known to lag the game badly as explained. Be sure to tread carefully from this point forward.
    1 point
  18. Most polished EM4/911FR mods to date. Well done. Just found it and tried it today.
    1 point
  19. Dude your lighting skills are beyond amazing, I look forward to seeing you complete this. This project is well worth the wait, all the units are nothing but the best every time you give an update.
    1 point
  20. I hope you get the credits, its a great looking mod and looks top notch
    1 point
  21. West Falls and Miami Mod have my parking script. Northview South County has it's own. I think Harbor City and other mods might have their own.
    1 point
  22. Hello everyone! I've been working on this mod for a while now. I have a page on the Emergency 4 Central Discord but, i wanted to make a thread here as well to reach those of you that aren't on Discord. Huntersville is a fictional mod. There will be 5 fire stations with a variety of units. I will be posting some pics soon! Note: Nothing is final and everything is subject to change. Stuphen Engine: Cab by: Itchboy Body by: Socom. Skin by: Myself Chevy Tahoe By Itchboy, Skin by: myself Dodge Ambos: Cab by: Ubisoft, Box by: Itchboy, Skin by: myself Ford Explorer by: Electronic Arts, Skin by: Myself Dodge Charger By: Itchboy Skin by: Myseld Chevy Caprice By: Itchboy, Skin by:Myself http://www.emergency-planet.com/uploads/monthly_2019_11/252428230_Emergency4Deluxe11_23_20194_09_10PM.thumb.png.5b55973a3e8ee55bbf914353e5302c1d.png http://www.emergency-planet.com/uploads/monthly_2019_11/476897310_Emergency4Deluxe11_24_20193_30_44PM.thumb.png.399780c4d97b0fb5d46b4d758d8facdc.png
    1 point
  23. Has not been released. It's a WIP, to be released after their LA mod update
    1 point
  24. The object name in Zmod has to match the name of the .v3o file. As example: I would have to export this as "bme_model34.v3o" or it'll error out as it did for you. To change the name, you can either click on the model (highlighted blue here) twice, slowly, and change the name there, or you can right click, select properties, and change the name in that 'menu.' Hope this helps!
    1 point
  25. About a year ago I got into playing this game again. Fairfield started out as a reskin of Mayberry 1.5, but even then I wanted some more variation. A little while ago I became more familiar with the editor feature of EM4, and here we are. The real motivation was my general hatred for all things tankers. I wanted the feel of a small metropolitan area where tankers wouldn't be a requirement. Naturally they were first to go, but then the power of putting any rig you want in this game got to my head. Soon the engines were being replaced as well, and the rescues upgraded to a heavier style, rather than a pickup. Thinking of Fairfield as a city that bought mostly Pierces and has had many generations of Pierce apparatus, I snagged models from west falls and Miami mod. The 2003 Pierces featured in the Miami mod act as X-rigs, or spares, in Fairfield. West falls contributed the newest deliveries of Pierce to Fairfield. Some apparatus has been moved around the map, and some living accommodations have been added to stations 2, 3, and 4. Pictured are the units assembled by battalion. District 1 sits in front of the special units and X-rigs, BC-1 and 2 sit in front of their companies. The Ambulances just got reskins to match the FFD. All personnel have been updated as well. A police reskin is in the works, but for now I'm just gonna sit back and play the game. Unfortunately releasing this mod may be too much of a hassle, but I'd encourage anyone who is tired of the mods they play daily to freshen it up. Try a reskin, use the editor, keep this game alive.
    1 point
  26. Does anyone know if there are any mods currently in development? It seems that nobody is really making mods for EM4/911:FR anymore and it makes me sad. I don't really know of any other websites to find these mods but I would love more. I've played most of the ones available on here.
    1 point
  27. Hello. this site, the DE forums, and emergency 4 resources host mods as well as a discord called Emergency 4 central that hosts mods like west falls, here are some mods in development. I will also put mods getting updated. Project Nostalgia 80s update Miami Dade update LA 3.0 units submod Northview county 2.5 Alaska mod (On Emergency 4 resources) Em3 missions converted to em4 Boston Remastered Montana 3.0 Horry county South Carolina (Em4 central discord) Logi Valley (Em4 central discord) A Hill street blues update possibly depending on when they get back to it. EdgeWater I'll update the message if I remember more
    1 point
  28. Looking like the real deal! I am thoroughly looking forward to this modification being released - in your own time, can't rush mastery such as this hope you guys had a great summer.
    1 point
  29. Looks so amazing. Itch does well showing them off.
    1 point
  30. Looks very promising, keep it up!
    1 point
  31. Hi, I haven't tested these codes myself but I found a series of cheat codes. hope it works. During the game, you have to type "magic". In the upper left corner the message "Cheat activated" will appear, then you can use following keyboard combinations: [CTRL]+[SHIFT]+[F07] = Win Mission [CTRL]+[SHIFT]+[F08] = Lose Mission [CTRL]+[SHIFT]+[F10] = Unlock All Missions [CTRL]+[SHIFT]+[F11]= 100,000 More Credits
    1 point
  32. Hello everyone! I've been trying to figure out all the keyboard shortcuts for EM4/911, yet have not found a complete list. So after searching for a while, I decided to just make this thread. The only shortcuts I know of are the ones mentioned in the FAQ. You can CLICK HERE to visit the FAQ thread. Basically these are the ones: If you know of any other shortcuts, please reply to this thread with the information. Thank you!
    1 point
  33. 2021-07-29 02-16-35.mp4 Here are the lights for the Coroner Investigator vehicle. I will upload a video within the next week of the coroner investigator in action. Vehicle model by Itchboy. Lightbar and other lighting equipment by Vojtula, and Itchboy. Lighting by me. Skin still needs to be done. 2021-07-29 02-16-35.mp4
    1 point
  34. admiro de mais o trabalho de voces vou baixar o mod aqui
    1 point
  35. Here is the one that is missing: 2021-04-15 03-29-56.mp4
    1 point
  36. Emergency 4 - Adding Vehicles Difficulty: Moderate Programs used: Emergency 4 (v1.3) Editor WordPad or Notepad This tuturial will teach you how to add a new vehicle to your mod step by step. You should already have a model and texture file. Besides this tutorial, it can be VERY useful to compare your files with other mods or original files. In this tutorial, the following vehicle will be added to a mod: Image 01: Vehicle ========================== NEW FOLDERS: 1. Adding new vehicles requires the following folders in your mod if you don't have them already: Lang, Models, Prototypes, Specs and Units. Image 02: Add new folders 2. All files in your mod are sorted in subfolders. You need to create those folders too. 3. In case you want to add a police vehicle you need to make the following folders in your mod folder: .../Models/Vehicles/Police/ .../Prototypes/Vehicles/Police/ 4. Now, move all model- and texture files from your vehicle to your .../Models/Vehicles/Police/ folder. Image 03: Subfolders and the model- and texture files In case you are renaming your model- and texture files: 5. You need to make sure the texture files are linked to their model files, otherwise each model is missing their textures. 6. Open each model file (.V3O) with WordPad and look for the texture name. Change it to your new texture name and save the file. NOTE: If you're seeing a lot of weird symbols, the model is locked/packed (all Emergency 4 model files are). You can unpack the model file in the Emergency 4 editor. Start the editor. Go to Modifications -> Unpack file... It doesn't matter if your file is packed or not. Emergency 4 can read both. Image 04: Change texture name in model files ========================== CREATING AND EDITING BODY PROTOTYPE FILES: 7. When you have moved your model- and texture files to your mod you need to make prototype files. Each object of your vehicle has its own prototype file (body, doors, wheels etc...). Lets start with the body of the new vehicle. 8. Start the editor and always load your mod (Modifications -> My mod) first, otherwise the changes won't be made in your modfolder, but inside the Data folder of Emergency 4. 9. If you're not seeing the object window, go to Edit -> Scene. 10. Click on Vehicles -> Police (just like those subfolders in step 9) and click on NEW. 11. A new window will appear. The first thing you have to do is linking your model file to the prototype file. 12. Click on Browse behind Modelfile: and search the model file of the body of your new vehicle. Click OK. Your model is linked to the prototype file and can be viewed in the editor if you click on OK in the prototype window. 13. Each object in Emergency 4 has some options which need to be checked or not. For vehicles check the following options in the bottom of the prototype window: A black dot in: Physics, Children, Lights, Traits and General. A little cross in: Fire Use 'Custom' as Placement. 14. Now, you have to edit the Traits of your object. Click on Edit Traits. A new window will appear. Change the Flags first. Usually, most Emergency vehicles use Shootable, Coolable, Transportable - ASF and Recoverable - FGrR. If you want to have equipment inside the car, check some flags under Contained Equipment too (not more than 6). Voice/Sound is for the type of voice for your vehicle. Emergency 4 has 3 different voices (0, 1 and 2). Set the gender (for vehicles: Male or Female). Choose your type of vehicle under TaskForce Vehicle Type. Because our vehicle is a simple police vehicle we choose Police StW this time. Setting the Explosion Settings: Effect means which particle is used when your car explodes. Wreck Prototype is the wreck of the car after the explosion. Setting the Passenger and Transports: Those two values are only used when you place vehicles on maps in the editor. Setting the Material: Each object in Emergency 4 has a material. Normal vehicles usually have Car as Material. 15. When you're done with the Traits, click OK. 16. You need to assign commands to the vehicle. Click on Edit Commands. Required commands for most vehicles are: MoveTo, EmptyCar and GoHome. It is not very difficult to understand what those commands mean. 17. If you want to add lights to your car use the Light Editor function (Edit Lights). It is not very difficult to learn to add new lights. Comparing with other cars works most of the time. Image 05: Create a prototype file Image 06: Link prototype file to model Image 07: Check options Image 08: Edit Traits Image 09: Add commands ========================== CREATING AND EDITING WHEEL AND DOOR PROTOTYPE FILES: 18. The prototype files of the wheels and doors are basicly the same as body prototypes, except that you don't have to edit the General, Traits and Lights options. 19. Just like the body prototype file, create a new prototype file in the same folder as the body prototype file. 20. All door prototype files have to end with "_door##" and wheels with "_wheel##" (## stands for 2 numbers), so in this tutorial the first wheel prototype file name could be "new_car_door01". This is very important, because otherwise Emergency 4 won't reconize the wheels and doors. 21. When you've created a wheel or door, assign a door- or wheel model to the prototype file (step 18) and you're done. When you restart the editor, the door- and wheel prototypes can be found in Objects -> _VehicleParts_doors and _VehicleParts_wheels. Image 10: All prototype files ready ========================== ADDING DOORS AND WHEELS TO YOUR CAR: 22. Before you are going to add the doors and wheels to the body, make sure all prototype files are correct and that the models show up with the right texture. Addings wheels to your car is very easy. Go to your new car in the object window, then Edit -> Edit Children -> Edit Wheels. 23. Look for the wheel you've made in the list and press Add. If you can't find your wheel, the file name propably didn't end with "_wheel" and a number. 24. Use the Preview window to position the first wheel. Use ALT and your mouse to change the height. You might want to use Snap angles or Snap to objects to make it easier to position the wheel. 25. Use Copy Wheel to make the three others wheels which have the same height as the first wheel. Position them too. 26. Now, go to Edit Doors and add all doors to your vehicle and position them. Snap to object and Snap angles can be very useful. 27. On the right side of the Children window you can change some things. Change Axis to change the way the door opens. Change Door Action for which action the door will be opened. 28. You also want to add other objects (childs) to your vehicle like a lightbar. Use the Edit Children -> Edit Childs function then. Image 11: Adding wheels Image 12: Adding doors ========================== UNIT ID: 29. Each vehicle or person has its own ID (Identification) name. This ID is used to reconize the vehicle. The name of each vehicle is attached to their ID. Each vehicle has its own unit.xml file. All those files must be placed in a new folder. 30. So, we are going to change the Units folder. Our vehicle is a Police type vehicle so you need to create the following folders in the Units folder. .../Vehicles/Police/ 31. Create another folder in the Police folder. The name doesn't really matter. But the way how the vehicles are sorted ingame is based on the names of the folders. In this tutorial we create a folder called "001newcar". 32. Besides unit.xml, all menu pictures are also placed in that folder. The best way to change unit.xml for a new vehicle, is copying an existing file and changing it. About those menu pictures: Each car needs eight images. One large image which will appear in the lower right window when you select the vehicle. Four images are needed for the menu and three for the TransAid menu. If you are known with programs like Photoshop it's not very difficult to make new images for your vehicles. On the bottom of this tutorial you can download empty unit images. You only have to add a picture of your vehicle to those images. 33. Copy an existing unit.xml from the ".../Emergency 4/Data/Units/..." folder to your new folder and open it with WordPad or Notepad. 34. Make up a unit ID for your vehicle and enter it between the brackets in the first line. I've used: CV_LAPD. You will need that ID later! There are two large parts in this file which are basicly the same; campaign and freeplay. Most things will speak for themselves, but some things are important to know: Maximum number of 'space value' is 8. Maximum number of 'loadspace value' is 9. Don't add more than 4 unit ID's. Don't add more than 6 equipment ID's. Adding 22 to 'mission value' in the freeplay part is required to use the vehicle in freeplay. 35. When you are done, save the file. You can open .xml files with Internet Explorer to check it for mistakes. If Internet Explorer gives an error, something is wrong with the file. Image 13: Create unit folder Image 14: Files inside the unit folder Image 15: Changing unit.xml ========================== SPECS: 36. Some files in the Specs folder are required when you add a vehicle to your mod. Copy the following files from your .../Emergency 4/Data/Specs folder to the Specs folder in your mod: freeplaybase.xml freeplaybase_mp.xml portraits.xml metastrings.xml freeplaybase_d.xml (if you have EM4 Deluxe) 37. Open freeplaybase.xml with Wordpad. Every available vehicle in freeplay has their own line. 'count' means the number of vehicles in your garage which have already been bought. Copy/Paste or change one of the lines and enter the path to your new vehicle. Do this for freeplaybase_mp.xml (for multiplayer) and/or freeplaybase_d.xml (if you have EM4 Deluxe) too. 38. Open portraits.xml with WordPad. Just like in freeplaybase.xml has each vehicle has their own line. Copy/Paste or change one of the lines, enter the correct path to your new vehicle prototype. Enter the Unit ID which has been made up in step 40 and enter the exact same name behind 'text' and 'unit'. Image 16: Specs folder Image 17: Changing freeplaybase.xml Image 18: Changing portraits.xml ========================== TEXT (LANGUAGE) FILES: 39. Copy the following files from your .../Emergency 4/Data/Lang/[game language]/ to your mod: infotexts.xml portraits.xml 40. Make sure the paths to these files have been changed in metastrings.xml too. 41. Open infotexts.xml Each unit must have three lines with a text: ID_NAME_[unit ID] The name of the unit. ID_PURPOSE_[unit ID] Some information about the unit. ID_TOOLTIP_[unit ID] Text which appears when you move your cursur over the menu image of the unit. Make sure to enter the unit ID correctly and make up a name, purpose and tooltip text. 42. Open portraits.xml Just like infotexts.xml each unit has a line with text. This text will appear in the lower right window when you select your new vehicle. ID_PORTRAIT_[unit ID] 43. When you're done with the text files, your vehicle should be ready to use ingame. 44. Start Emergency 4, load your mod, start a mission or freeplay and play with your vehicle! Image 19: Text files Image 20: Changing infotexts.xml Image 21: Changing portraits.xml Download empty unit images: Emergency 4 Unit Images For questions about this tutorial: Ask in the forum ========================== Tutorial made by Hoppah July 2007
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  37. A bit late but 16 Tons Entertainment has been purchased by Phoenix Games in early 2020, it would seem that Phoenix Games is headed by Klaas Kersting, a co founder of the German gaming platform "Gameforge" and the former CEO of Flaregames, a mobile game developer. What that means for the future of the Emergency series is unclear, but I do have some speculation. There have been no PC releases of the Emergency series since 2017, with the release of "Emergency 20", however in late 2017 Emergency HQ was released for mobile devices. On the Google Play store alone the app has well over 1,000,000 downloads, and follows the "freemium" game design concept where players have the option to spend real world money for in game currency to buy upgrades, pass time, etc. While no hard sales figures exist, with the download numbers alone I would suspect that Emergency HQ is a profit driving IP. I would expect the continuation of the mobile game for some time. That being said Sixteen Tons software is hiring, and we might gain some insight into their current projects from the job descriptions. They are hiring a level designer with the following requirements of note... To work on our upcoming projects we are looking for a full-time Level Designer (m/f/d) for our studio in Tuebingen. As Level Designer, you will play a key role in the creation of high-quality PC, console and mobile games. You will work closely together with game designers, artists, programmers and project managers. Familiarity with level design workflows and tools like UE4 Editor, Unity Editor Experience with UE4 blueprints or other visual scripting systems Experience creating realistic city scenarios Experience with RTS design ...as well as a Cross Platform Developer and Build Engineer who has the following responsibility Autonomous professional development and maintenance of platform-specific features for Sony PlayStation 4, Nintendo Switch and Xbox One The Emergency series has continued on for over 20 years at this point, so I would also not be surprised if they take time to develop a new IP altogether, as it is really the only IP that Sixteen Tons has. That being said the level designer requirements combined with the Cross Platform Development suggest something more on the horizon.
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  38. Version 2.6.1

    1,211 downloads

    The Description is not up to date, because there is barely any interested person. However here is the fully translated Version 2.6.1 (not anymore compatible with the NL mod) Killerconsti's Minimod 2.6.1 [media]https://www.youtube.com/watch?v=-S4vGLftIg0[/media] Features of Version 2.2 english translation manual connecting and disconnecting of hoses CrownVic has been hidden in Berlin RV and Tanker have a 4 man crew events can be aborted if the HQ is selected Features of Version 2.0 & 2.1 US equipment made by William Stableford (flares, road barrels, pylonen) the possibility to land the SEK Helicopter without roping the crew first dynamic parking sites can be set ingame "Set Startup Parameter - Component" was added, which allow me to put the player's units allready at the map introduction of the placeable equipment better support of open houses- systems (like the one used at the police department at Berlin) an animateded brand new Swat unit (only available in the editor) a System was introduced which allow me to use Siren Sounds (still WIP) 2 new vehicles Layer speedy scaff [infobox]The Minimod container is a .rar package. It is important to unpack it first. You may have a look at the Installation Instructions to set up this mod in the correct way. The second sheet (flyer) is about the stuff which was added (commands, vehicles, objects)[/infobox] Version 1.0 -1.2: [media]https://youtu.be/gHkuDBd0wwI[/media] mobile intensive care unit is available in Freeplay patrol cars can redirect traffic and follow gangsters additional engineer in the tech helicoper additional emergency doctor in the ambulance car you can turn units by holding right mouse button and relase it after >0,5 s ->Units will face the cursor Tankers got more equipment and have hose connectors (by Revyn112 http://www.emergency-forum.de/filebase/index.php?entry/2435-tankl%C3%B6schfahrzeug-equipment-modifikation-em5/) policeman can automaticly equip handcuffs when they hold no equipment A big thank you to all supporters: William_Stableford (Lighting of the SW4, US - equipment models, translation, crownvic model) 3d Models: DAF CF: Tecprofi (hydraulic platform) Goya (cabin) skaihof (wheels) Crew vehicle VW T5 for the Firefighters ModCha Thyssen TM170 Sonderwagen 4: Polygonfabrik Verteiler Slilent Hunter DLK Essen RD_Saarland voice actor (german): Lt.Dabama Other helpers: Dartlak & Grisu83 (great plugin, a lot of my work made use of it) Revyn112 (Improvement mod for the tanker) HST_Tutorials (improved the Street Navigation at the Police Department Michaelp800 (supplied siren sounds for the emergency vehicles)
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  39. LA Mod 3.0 is not an official version of the LA mod. It is a fanmade version and Hoppah, Mike and the rest of the old guard had no involvement in its development. Late last year, that sub-mod was found to be using other's content either without due credit or permissions. Instead of complying, the author decided to shutter the mod instead of taking the 10 minutes to make a complete and proper readme + credits list.
    1 point
  40. Version v1.3

    197,249 downloads

    This is the latest version of the London Modification which includes a new edited freeplay map with various UK buildings and civil traffic along with updated units & personnel from the capital’s main emergency response services: The Metropolitan Police, London Ambulance Service & London Fire Brigade. Version 1.3 also includes new units from the City of London Police, British Transport Police & London’s Air Ambulance. Updates, information and any news about future versions of the mod can be found on the London Mod forum page: http://www.emergency-planet.com/topic/7861-london-mod-in-progress/#comment-98073
    1 point
  41. 78,942 downloads

    The third alpha release of the Netherlands Mod for Emergency 4!- Includes new vehicles- Includes new scripts- Includes new persons- Includes new soundsPlease note that this is an Alpha version, bugs are to be expected!Special thanks to:HoppahMartijntjuhBas-tiChideaDavidSquidSimComNetLittleAngelA-RescueMainzibärAnd all those I forgot to mention!
    1 point
  42. Version 0.6

    108,535 downloads

    The United States Army Mod is a modification for Emergency 4 and based on the presence of the US military in a Middle-Eastern region. The mod features an entirely new map, several army and local (middle-eastern) emergency units, new events, unique units, a development tree and much much more. You can expect a total overhaul of the original game and fun and addictive gameplay! Important installation/play notes: 1. Remove any older US Army Mod installations (such as versions 0.4b and 0.5) 2. Download and extract the .zip package 3. Install the .e4mod file 4. Launch the game and load the US Army mod 5. Use the mission-menu and select 'Play United States Army Mod' to launch a new game The US Army mod is not freeplay nor multiplayer compatible! Don't forget to check out the US Army Mod Subforum for the latest news and discussions about this modification.
    1 point
  43. Thankyou for visiting the official topic of the Manhattan Modification. This modification will be 3 years old in August, and has seen the release of Version 1 and Version 2 Version 3.0.0 has now begun development, we would now like to show progress on the development of the mod. All models and textures have been extensively improved since the previous version, with a completely new map, new area, new rigs, and much more.. All info from v2 removed see www.manhattan-mod.org for version 2 screenshots. What's new? We've once again revamped the units, adding details and in some cases re-modeling the unit. We're also adding some new units such as Hazmat 1 A new hose connection script means hoses no connect to the front rear and sides of Engines and Squads, hooking up differently depending on the rig, e.g Marauder II's are different. We've also gone through and re-lit all the rigs, which is still a work in progress. What else we're looking into We are trying our upmost to finally include limited water supply, we'll keep you updated on this. Another idea we want to introduce is the ability to hook ladders up to any building, possibly assisting with venting, this would improve the aesthetic on scene. More info and screens coming soon. x Fan Banners - Hopefully we have your support! [url="http://forum.emergency-planet.com/index.php?/topic/12549-manhattan-modification-in-progress/"][img=http://imageshack.us/a/img18/5678/63196880.png][/url] [url="http://forum.emergency-planet.com/index.php?/topic/12549-manhattan-modification-in-progress/"][img=http://imageshack.us/a/img199/3281/95961656.png][/url] [url="http://forum.emergency-planet.com/index.php?/topic/12549-manhattan-modification-in-progress/"][img=http://imageshack.us/a/img32/1053/12341677.png][/url] [url="http://forum.emergency-planet.com/index.php?/topic/12549-manhattan-modification-in-progress/"][img=http://imageshack.us/a/img51/5213/62584626.png][/url] [url="http://forum.emergency-planet.com/index.php?/topic/12549-manhattan-modification-in-progress/"][img=http://imageshack.us/a/img21/1648/52981313.png][/url] [url="http://forum.emergency-planet.com/index.php?/topic/12549-manhattan-modification-in-progress/"][img=http://imageshack.us/a/img801/3656/99626162.png][/url]
    1 point
  44. Version 1.01

    222,042 downloads

    This is a modification for Emergency 4/911: FR which includes a representation of thecity of New York and all subsequent apparatus and personnel. The modification is designed towork within the original framework of the game while adding new functions and features tomake the game more realistic while preserving the strategy aspect of the original game play.This mod features about 50 new vehicles all of which have some special purpose in mindrequiring you to take the time to think about what it is you’ll need to send to address thesituation at hand. Currently there is a functional but unsupported Multi?player mode, we donot support this feature at this time as we’ve not tested this extensively enough to guaranteethat it is bug-free It does support MP function though. Free-play however, is supported and any bugs pertaining to the free playmode of the game will be looked into for subsequent patches necessary if the bug is a majorissue.MikeyPI: Team leader and 3D modeler for this mod.Hoppah: Team scripter, vehicle coding and bug fixer. (Also the author of the original DodgeCharger modified for this mod’s Dodge Charger)NewFoundKing: Vehicle lighting and map modification.Francis: Some scripting and general assistance.
    1 point
  45. I Dont know why officer max and the other guy started speaking about 9/11
    1 point
  46. Open the editor and folow the instructions Click on CREATE A NEW MOD (if not already done) [img]/modules/Page/html/tutorials/equipment/en_1_01.gif[/img] Enter your MOD name and click on OK [img]/modules/Page/html/tutorials/equipment/en_1_02.gif[/img] Load the mod, click on NO if editor asks you to save map [img]/modules/Page/html/tutorials/equipment/en_1_02b.gif[/img] Click on Edit => Scene [img]/modules/Page/html/tutorials/equipment/en_1_03.gif[/img] Click on Vehicles, select the vehicle category and chose the vehicle then click on EDIT [img]/modules/Page/html/tutorials/equipment/en_1_04.gif[/img] A new window will open, click on EDIT TRAITS [img]/modules/Page/html/tutorials/equipment/en_1_05.gif[/img] A new window will open, now you see \"Contained Equipment\", all equipmen with an X in front of it is in the vehicle, just chose the ones you want... [img]/modules/Page/html/tutorials/equipment/en_1_06.gif[/img] Now click on OK, and close the editor. Now go in: [quote]\\sixteen tons entertainment\\Emergency 3\\Mods\\your_mod[/quote] And copy the Vehicles.xml located in: [quote]Specs[/quote] to: [quote]\\sixteen tons entertainment\\Emergency 3\\Data\\Specs[/quote] ----------------------------------- *If you have new vehicles in your main vehicles.xml in [quote]\\sixteen tons entertainment\\Emergency 3\\Data\\Specs[/quote] You will need to open the 2 xml\'s with an text editor and copy the line for your edited vehcile to keep the other vehicles intact. Tutorial by Stan
    1 point
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