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Spectre

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Posts posted by Spectre

  1. Hello! I got some scripting experience but im trying to alter and add some custom functions (vehicle scripts) that im building on my LA MOD installation (yeah, its for personal use and im not even concidering to release it without talking with Hoopha about it), is for training and for fun im doing this.

    The issue i encountered is that i have based something on the existing scripts that i have altered and changed how i wanted it to be, but... the int Dummygroup id seems to give me a hard time. How can i dedicate/see/list/add a id to dummygroup for EM4?

    My problem in is:

    Im building a MP map with more functionality, it consists of two "bases" and i want a "park at base 1", and a "park at base 2" script for some of the vehicles. But, since DummyGroup 32 is taken, i cant use the same ID ON THE SAME CAR.

    Any advice??

  2. Hello!

    Anyone who know if there IS POSSIBLE to script a "return to base"-order for use in Multiplayer??

    Thanks!

    Working on a multiplayer map based on the original map with some new functions and want to create parking lots, some new missions etc. For this to work _perfect_ i need to be able to get the vehicles to return and park at the "bases". So my question is if anyone KNOW if there is any technical issues realted to geting cars to park at virtal objects (who obvious is no problem when playing singleplayer).

  3. YEAH! It's solved! I got a friend to try the same process on his computer and it completed sucessfully!

    Dont have any good solution, but i am running EM4 from a "old" folder (not installed again after i formated my system drive) so it can be any registery keys etc missing, the game works perfect in any other way but was totaly unable to import textures.

  4. You can't import just .tga files in the editor. You have the save it as a .eft file and then import it.

    That's not what the official editor usersmanual from Sixteen Tons Entertainment says:

    Page 4 of EMERGENCY 4-Editor MANUAL

    3.1.2. Loading your own terrain texture

    For creating our own texture maps use image editing software of your choice.

    In order to import this texture into the editor you have to watch the following

    conditions.

    - The size of the texture must be a multiply of 512 pixel in width and height

    - The texture must be stored as a 24 bit TGA file

    - The texture can’t be larger than 8192 x 9192 pixel

    - scale: 1 meter is equal to 12,5 Pixel. According to this the maximum width or

    height can be 655,36m.

    Your own created terrain texture can be imported by entering the „Edit / Terrain“-

    Mode (function key F2):

    - choose „Floor“ -> „Import texture“

    - right: choose the directory, in which you stored your TGA-Texture

    - left: select your TGA-file, i.e. „example.tga“

    - click „OK“ (as shown in pic. 3.1.2a)

    - after this choose the folder and file name of the converted EFT texture file,

    which the importer will create. (EFT = EMERGENCY-Floor-Texture)

    i.e. „Maps/test“

    - click „OK“ (as shown in pic. 3.1.2b)

    The new terrain texture is now saved as „Maps/test.eft“.

    Inside the editor the imported texture will be, for technical reasons, displayed as tiled

    images and aligned in the center of the whole available map space.

    Mark: I say import texture, not load texture. To load a texture it has to be a EFT indeed.

  5. Hello!

    I am creating a new MP Map with "parking space", so i have removed some buildings etc and need a new floor, so i made a custom floor texture. The problem is that i am unable to import it into the editor. I get a message telling me that "Import Failed - Could not load the texture" when i use the import floor function within the EM4 editor.

    This is what i have done, i have based my new map on the existing floor map template multiplayer.jpg released by Sixteen Tons Entertainment, simply done my changes and saved it as TGA, 24 bits/pixel (also tryed 16 and 32) NOT compressed. Resolution is 8192x8192 (1024 * 8 = 8192). Ant advices what i can have done wrong? Have i missed anything reguarding requirements for the texture?

    I have:

    1. Opened the official multiplayer.jpg in Photoshop CS3.

    2. Altered and changed my map.

    3. Saved the changed map as multiplayerv2.tga (24 bits/pixel with no RLE (compression)).

    4. Opened the EM4 editor and loaded the existing level (also tryed with a blank new one.

    5. Imported floor.

    6. Error: "Import Failed - Could not load the texture"

  6. I was surfing the net, lookting for map textures for EM4 and i came over several articles more or les confirming that a new Emergency is under development, it will not be named Emergency 5, but in german "Emergency 2012 - Die Welt am Abgrund" Emergency 2012 - "The Quest for Peace" in english, the deveoper is Quadriga Games and the publisher will be Deepsilver (who confirmes the game on their webpage).

    Ralph Stock, CEO of Quadriga games developer and inventor of the EMERGENCY-series: "With EMERGENCY 2012 - The Quest for Peace", we give the "EMERGENCY" product family forward momentum and open content new fields. By Deep Silver, we have found a powerful partner for marketing, Quadriga games can play in this situation its full strength as a developer

    I find good sources also supporting this.

    http://www.deepsilver.co.uk/de/header/news/newsdetails/article/emergency-2012-die-welt-am-abgrund.html

    http://www.gamingxp.com/newsview-21947-emergency_2012_die_welt_am_abgrund_kommt_im_q4_2010.htm

    http://www.iamgamer.de/magazin/news/o46yx41ix5fs0kck8wc408gc/Emergency_2012_-_Die_Welt_am_Abgrund-Neuer_Teil_der_Rettungssimulation_kommt-15040823/

    http://www.gamer.no/artikler/47205/nye-katastrofer-pa-pc/ - This norwegian site states that the pictures is from previous versions.

  7. Hello! It is exiting to see that someone is actualy working on a Norwegian mod for EM4. Is this project still up and running? I was planing to start a Norwegian mod-project. If needed i can help with scripting and modelling. Got a lot of experience from other games (adv scripting and modelling in unreal engine, cryengine and frostbite for example) but have also "played" some with EM4 and will have no problem modelling with it if i just look into it.

  8. Open the file freeplayparameters.xml and find this line:

    <TimeActivePlayerSwitchMP value="60.0"/>

    This value is the timelimit (in seconds) for switching turns.

    Change this to 15 and "waiting time" will be much shorter.

    Does not deactivate it... but it helps!

  9. I think I have identified a problem with Fire Engine sirens that continuously play throughout the game in Freeplay(or possibly missions, haven't tried). Whenever you send a Fire Engine to a fire and click Rapid Deployment without turning the siren off, the siren button becomes unclickable with the circle and slash image on top of it. The siren will now stay in that spot for the rest of the game(meaning that even if the fire engine leaves the area, the siren will still be playing where the engine previously was). Once all hoses are disconnected from the Engine, the siren button becomes clickable and still looks as if it is on. When you click the siren button to turn it off, the siren still plays and when you click the button again, it creates a second siren on top of the other(however, this one can be turned on and off like normal.) So the game basically creates two instances of the siren, one stays at that spot, and the other acts like the normal siren. Does that make sense?

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