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Posts posted by YesHi
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Nice work. I see you are really putting a lot of effort into this. I'm liking it.
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24 minutes ago, fireman0301 said:
How do I find the Readme file?
It is in the file when you download the mod.
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These look really cool. Nice work!
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Thanks for the explanation. I will update you if this works.
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I am really sorry if this is a repeated question, but I could not find the answer. When I'm in the em4 editor, where can I find the different callouts? (for example, gas explosion) Thanks in advanced.
(Also: If I have to do anything else to have callouts work. Letting me know would help me out and would be greatly appreciated.)
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3 hours ago, itchboy said:
Yes I would be interested. You can post it here or by PM.
I do have plans on including a minimal amount of sheriff SEB to replace the missing "LAPD Rescue 2" from the original LA mod.
SEB officer and tactical vest texture by Hoppah, converted from the LA mod.
My plan is to add the Cadillac Peacekeeper and one of the old Chevy SEB utilities. I will get to these after I finish the FD/EMS expansion of the mod.
That looks really nice!
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Oh hahaha. Glad you got it fixed
2 hours ago, mr matt5432123 said:I was able to achieve this, but it has spawned another problem. I now can buy 2 different kinds of water bowser, the first one works fine when bought and it should be noted that I did not actually add the first one I just swapped the models on the original water bowser in the game. The second water bowser is where the problem starts, shortly after it spawns it sinks down into the map. I uploaded a video to better show what I mean. when I added the second water bowser to the mod I just cloned (in the editor) the prototype of the first water bowser and then swapped the models and then I followed Hoppah's tutorial on how to add vehicles to the in-game menus by making a unit folder for the new vehicle and adding lines to all the required .xml files.Here's the video link: https://youtu.be/N5VeCv2NoVw
Any ideas on how I could fix this?newsflash: I'm an idiot. I somehow messed up the physics in the editor; I fixed it and it now works flawlessly. I'll make a tutorial on how to do this once I find some time.
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Right click on the mod. Press extract here. You will see the folder on your desktop or somewhere else. Go to your mods folder. Make a new folder and name it whatever you want. Drag the mayberry mod folder into the new file you created.
On 3/16/2021 at 12:48 PM, AwesomeFireman2500 said:My name is Evan. And I need help dragging the modification from win.RAR to the mods folder so i can do the mod. If anyone can help me, please comment back.
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Everytime I have police in there cars chase a bomber, they all just leave the map and don't chase the suspect. (update): It seems to only happen near the corner of the map.
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21 hours ago, Raymond Douglas said:
At the moment I'm adding alpha reflections to skins, in my first modification (Raccoon City) I didn't know how to do this and it resulted in a problem with the appearance of the game's skins.
Glad you are still working on it. Good luck with the reflections.
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Yep. I think that's a good way to do it.
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1 hour ago, ApollonDriver said:
I'm not really on with the idea of switching. I mean nothing else will change, traffic cars or anything. If someone wants to be in the 80s, then they can just use those units. I don't think you need to work on a script for something like this. Your choice of course, it would be quicker than deploying units by hand.
That's what I was thinking. It just gives you more options.
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Glad you're back! It's ok to take a break.
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7 hours ago, itchboy said:
I would like to run this concept by everyone:
Would you guys like an 80s/90s switcher? A simple script line in the scriptthat allows you to switch between a start spawn script of 1980s or the 90s style that is present in the mod right now. Say, change false to true in the script to make the playable units that spawn at the start be all 80s.
Another option I had is to use the MP vehicle spawners but in single player to spawn 80s vehicles or 90s vehicles depending on user choice. I prefer this choice because you don't have to go into the scripts, however you will have to do this for every session to spawn vehicles in.
The unit lineups such as the lefthand menu will not be changed, because it is not possible to force a specific set of vehicles for freeplay in the detault setup. The civilian vehicles or any other game element will not change to represent the 80s.
Also, not all playable units will be done as their 80s versions. Only the ones that I am able to make or find photos of. That also means I won't do the vintage heavy rescue either, or any of the airport, USFS or specialized vehicles.
I will also be impleneting the vehicle variant changer so that you can change between whatever variant of unit you want, say, 1989 LAPD Ford vs 1988 LAPD Chevy, or 1982 Plymouth.
I agree with Dom. I think the MP spawner would work the best.
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Hope it goes well.
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Now this,,,, This is epic.
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Yeah I saw that too. I hope that's the case.
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Another fix is to go to fastcopy in the configuration and put it to 0.
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1 hour ago, salvador.c said:
What does running time mean at the bottom of the page? Does it mean when it's going to be released? (Nevermind I looked at the de forum and someone said that was how long the funding is)
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2 hours ago, ApollonDriver said:
Yeah what gunswat said. If you load a mod then load another without exiting out of the game and loading back up, it will not work.
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Mod Installer.
in Technical Related Support
Posted
Find the mods folder. Create a folder. Name it whatever you want. Put the mod folder into the new folder you made.