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billyfromhill

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Everything posted by billyfromhill

  1. One of the first requests many submods recieve is "Can you make this compatiblewith X and Y submod?". I have an idea that would help submods be compatible with one another and it really doesen't require much extra work. The main problem that submods run into is the different XML files such as freeplaybase.xml, portraits.xml (in the lang folder), infotexts.xml, and portraits.xml (in the specs folder). The files that they include only add the units from their submod. If you have another submod installed , all of those units will suddenly disappear ingame. They'll still be in the editor, but not ingame. My idea is to have codeboxes with the required lines of code for each file along with instructions as to where to paste the code. These would be in the first post so that people can't miss them. The XML files wouldn't even be included in the submod download, the end user would have to edit them himself. The only files that would be included would be the model files, the skin files, the prototype files, and the unit files. It should look somehthing like this if I wanted to add the ALS ambulance. freeplaybase.xml - C:\Program Files (x86)\WizardWorks\911 - First Responders\Mods\Los Angeles Mod v2.0\Specs <vehicle prototype="mod:Prototypes/Vehicles/01 LA Ambulance/ambulance02.e4p" count="4" /> portraits.xml - C:\Program Files (x86)\WizardWorks\911 - First Responders\Mods\Los Angeles Mod v2.0\Specs <portrait prototype="mod:Prototypes/Vehicles/01 LA Ambulance/ambulance02.e4p" text="AMBULANCE02" unit="AMBULANCE02"/> infotexts.xml - C:\Program Files (x86)\WizardWorks\911 - First Responders\Mods\Los Angeles Mod v2.0\Lang\en <string name="ID_PURPOSE_AMBULANCE02">The ALS (Advanced Life Support) ambulance is critical in transporting injured persons. It can transport injured people to the hospital and patrol the city.</string><string name="ID_TOOLTIP_AMBULANCE02">ALS Ambulance</string> portraits.xml - C:\Program Files (x86)\WizardWorks\911 - First Responders\Mods\Los Angeles Mod v2.0\Lang\en <string name="ID_PORTRAIT_AMBULANCE02">ALS Ambulance</string> What do you think? It's pretty easy to setup. All you need is the codebox tags ( ), the code itself (copy and paste) and the location of the file. You can even copy and paste the file location by right clicking on the file, selecting properties, and then highlighting the directory and then copying it. The download for the submod would be slightly smaller as well. I think if all submods did this compatibility issues would disappear. What do you think?
  2. I saw your post in the copyright topic about editing the brush patrol. The base model of the brush patrol (2003 Ford F-350), was put into the mod as a civilian vehicle with version 2.0.1. I don't know if this will make your modeling any easier but I thought I would let you know so you might not have to edit out the compartments in the back of the brush patrol.
  3. Sounds good. I see you have a dozer tender done. Is it a new model or a reskin of an existing unit? If you do get a model of a dozer transporter, you might want to get someone to reskin the current loader/dozer to something more realistic. If we can't have a real dozer we might as well have a realistic looking loader. http://www.emergency...oID=4816&Size=L You would also need heavy equipment operators. @ MikeyPI, LA city has never used Tahoes for BC rigs. They currently use 2008 and 2003 Chevy Suburbans and even older GMC Suburbans.
  4. What works even better is a police car and two police officers. One with the gun, one with the extingusher. No firemen needed.
  5. It's in the old LA mod topic.
  6. I would think you would need some sort of path assigned in the editor and a new script.
  7. I settled on .6 as the best spot. I now have another question. The directional lights on the LAPD patrol car are off when the rest of the emergency lighting is on. When you activate the directional lights, they flash in the pattern seen in the video. Is there any way to have the directional lights flash in the current pattern (shown in the video in my first post) along with all the other emergency lighting, but then switch to a center-out pattern (like in the video below) when the directional light command is activated?
  8. I dont want a fast flash. I want the slow, alternating flash like in the video without the lights fading on and off.
  9. In the video, the lights instantly turn on and off. The lights in the editor fade on and off.
  10. That worked, thanks. Is there any way to make the lights "come on" instead of fading on and off?
  11. I'm trying to change the lights on the LAPD Arjent light bar to something like in the video below. If you notice on the front of the light bar in the video there are lights to the immediate left and right of the red/blue steady burns that flash oppsite of each other (the ones I'm referring to are one and three slots to the outside of the takedowns on both the red and blue side of the lightbar). If you watch closely one of these lights goes on and stays on until the oppsite one comes on, at which time the first light turns off. You may also notice that the light four slots outside the takedowns flashes with the light one slot outside of the takedowns. I'm trying to replicate that effect in the editor but I can't seem to do it. I can't get the alternating pattern down. The alternating lights (one, three, and four slots outside of the takedowns) won't stay on untill the next one comes on. It doesen't flash for a long enough period. Is there anyway I can control the length of the flash in addition to the frequency of the flash?
  12. There is a traffic advisor modeled on the rear of the tiller so directional lights are certainly a possibility.
  13. To spawn the tiller in FS1 you'll need to take a look at this topic and download the script you want. To have different personnel come out and staff the trucks when you sound an alarm and when you call a vehicle you'll need to edit the LAFireStationStart script and the LAFireStation script. You might have to edit the LABattalionChief script as well. To save the staffing on the vehicles you call from off map you'll need to edit the unit.xml files of the units you want to save staffing to.
  14. Whoops, my bad. The skin is yellow but it still doesn't look like the real vehicle.
  15. Which script do you need? There's lots of them in the LA mod. @ Hoppah, Would you consider reskinning the loader to the actual colors that the LAFD one has? Currently it still has the original skin from EM4. The model is pretty close, but the skin isn't. http://www.emergency...oID=4816&Size=L
  16. Now this is what we need in the LA mod. http://blogs.laweekly.com/ladaily/city-news/robocop-lives-for-lapd/
  17. I don't know about the personnel. In might be in the move script but I'm not sure.
  18. You need to edit the unit.xml files of the units you want to change.
  19. If this does become a submod, it might be a better idea to reskin the SWAT heavy rescue to the dive team colors and make a station that can park the dive team truck and a few port police cars along with a helipad.
  20. You need to edit the go to fire station script and make it check for the closest open station much like the ALS engine.
  21. Exactly, which goes to show how outdated the one in the LA mod is.
  22. Station 51 has been assigned a new RA with a different paint scheme. Maybe a re-do of the skin for a future patch? You would have to reskin the ALS RA because RA 51 has the lightbar on the cab instead of the box. http://www.flickr.co...in/photostream/
  23. Use the bomb squad officer and order him to get the robot from the bomb squad SUV.
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