Dyson
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Posts posted by Dyson
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Hmm we have a gradient calculated to climb. We couldn't get a simple move to pos to work at all. That would be far simpler if it works though
Edit: so we tried using the move command like you said but the person won't move at all now. Any ideas? -
For a couple months now Ive been sitting on this. I hope to be able to begin making my FP map so I can begin crafting custom buildings with roof venting functionality.
Ive not encoutered such a bug yet in my tests, but my guess is that it could be an Em4 hardcoded thing which limits how far up they can move.
I did not bother making it compatible with the 'cool' and extinguish' functionality of the ladder. Its not possible to have the person move dynamically with the ladder at every given second, so Im for now using the default system until I can finish creating an 'invisible' firefighter which will operate the cannon, but fool the player into thinking that nobody is up there.
Yeah we're using a very similar setup although this will be purely for getting to ththe roof to vent. No extinguishing required. But yeah I moved the open house so the window was approx where a roof would be and the math didn't like it. Would be interesting to know if your math still works
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Am I right in thinking you achieved this too? I have it working now but I run into problems calculating the gradient if the ladder is too steep did you manage to avoid this?
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Yep we have the script logic just needed to be able to get the base and basket positions thanks for the info
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Well I just need to be able to find the base position of the ladder. I can find the top with a dummy person but just can't find the base. But yeah I thought this was the case. I'm guessing the base must just need to be a static child then?
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Hi,
I was wondering if anyone in the community has been able to use parts of a ladder as vector positions?
I have tried using the super child objects as a child pos, but the game does not like that. I have tried using childs assigned to eg the basket proto then assigned to the ladder proto as a super child but this also does not work.
Any ideas would be appreciated!
Thanks
Dyson
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Ok so the cars on redirect are reading the lights rear signal the back of the traffic light that is why they are stuck in the intersections? Ok D i was just messing a around for a privet game let me know if need a little help w V2 good luck
No there's no redirect path. In order for a path to redirect there must be a forward moving path and an opposite one both linked together. In v1 both paths are the same so it attempts to return the exact way it came straight into other cars following the same path
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I thought flipswitch games was in charge of the mod now, did the mod ever get a new facebook page?
Flipswitch games is born out of me and raf's mod team. It has just now become more focused on the new game and not mods
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Hum I having a problem with Dyson Brooklyn mod. I have managed to redirect the traffic on most streets but the problem is when they go back to swap point they struck at the traffic lights in the middle causing grid lock. i try to make a video any help would be great thanks. Also what is the script for the traffic lights?
Brooklyn v1 is not setup to redirect simply by enabling the command. You would need to re path every vehicle path with the reverse path too. Which is what is included in v2 when it is released. Thanks
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Nice but the model is from rd_saandlard (or however you spell his name)
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He could use the contents to make a new mod, but to just mash 2 of our mods together into 1, we wouldn't approve that sorry. Other projects have used our maps units etc etc but made it their own which is why we approved it. Hope this explains it well enough.
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Depending on how advanced the program perhaps a similar feature to programs like Visual Basic where the program predicts what you will likely type and offers suggestions? That speeds up my programming hugely not sure if it's possible though would require some advanced stuff
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Nice, I'd been working on a custom language for notepad++ but nothing further than for personal use
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Wireless mouse? I had a similar issue with a wireless mouse. I swapped for wired and no problem.
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This is true you did state it's open source so it's a contradiction. But it's only a matter of time before a mod gets involved in another clan debate
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I mod and play on Mac, why's boot camp not possible? And a virtual machine is more effort than boot camp but if you set it up properly it's basically the same and would work, you'd need to allocate memory though and you'd need at least 8gb ram for stable game and about 16gb for more intense mods (basically double) as your system and virtual machine will share the memory required.
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There's a copy of the civil pack scaled up I don't have the link but it does exit think it was on the old nrw mod website I used it for the London project
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It's to do with the registry look up your em4 game in regedit and make sure the install dir is matching where you actually installed it
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Edit your cfg lower the resolution to 800x600 and all the quality set to 1 or off in the cfg
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Fp_freeplay in LA bof winter berg Montana any mod really. It's in the missions script folder
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Your best bet it to have a dummy object or person call the command as soon as the map loads, just game get actor execute command. That's how almost all mods have done it
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MoveToPoint it is lol. Em4 programmers be.....dumb because the script takes a GAMEOBJECT as a target and not a vector for example. If it took a vector, then it would be SO much easier.
Yeah this did bug me. I'd never noticed before because I usually do all my movements to VO location but it's kinda limiting not moving to vectors. Anyway I'm still trying to get the movetipoint to work directly but so far no luck gonna try again with a slightly different approach see how it goes
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Yeah this is exactly what I'm doing. The discussion is how to get the object to travel from a to b though
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MoveToPosition takes in a GameObject as its target for motion. My theory is that it would simply require the creation of a secondary object where the firefighter climbs up. I do hope that you've handled the going down part and the script is fool-proof, that way the player can't break the script.
Ok so I'm trying again now, but there's no move to position in the SDK, do you mean move to point?
Mack CF
in Development Resources
Posted
RD_Saarland the original author of the Mack model has asked me to post on his behalf.
The model was not made by Mayberry they just used it and reskinned it. He can be contacted here - https://www.facebook.com/steven.schenk.1?ref=br_rs