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MikeyPI

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Posts posted by MikeyPI

  1. I just used the rotator gumball light because it was simple enough for the test of the concept, a purely arbitrary choice in all honesty. I do not know if I will bother to make the lightbars in the game 3D with the tint due to the fact that it can add to the poly count rather severely if the bar is detailled enough. Right now I am otherwise disposed so I cannot make the lights for you, which is why I left instructions on how to make the process work yourself.

    Sweet! That's what I need in the Tokyo Mod! Rotators Light are still common in Japan. It wound be nice if you can make different kinds and maybe I can use them? It would be very helpful...

    If you like to make some Japanese Rotators Lights? I can give you some to do... But they are not easy....

  2. The dog idea has been presented before yes, and no, it is not a stupid idea it is just a difficult one. The doggie that is in the game is not exactly a trained hunter, he more or less wanders aimlessly till he runs into a target, unless a way is found to make him zone in on a target and add an animation to him (to bite) he would not look right. That is why it has been ignored and people refuse to try it, the dog in the game does not like to eat people for dinner and the dog that everyone is thinking to use doesnt want to bite (nobody thought of the rabid dog that loves to have your people for dinner I am willing to bet). That dog does not have a harness, but if you could associate it with a cop it would be the most likely if you could alter the script and make the rabid dog attack on demand, which is still a hurdle.

  3. A good trick to finding cars in the water is to select the water like you would select your units, if a car is present in the water you will highlight it and see it's life bar pop up on the screen, this gives away the presence of a vehicle in the water telling you that you'll need to use a diver and a salvage crane to pluck the car out of the water.... Useful on any mission where you believe a vehicle ended up in the water.

  4. :1046276313_Up_to_something:

    Thanks Hoppah for throwing on the alpha since my program hates alphas,

    I managed to test a theory that I figured may work for Emergency that may add a new addition to the complexity of the models... I made a Tinted Glass Light that you can see on my truck below in the picture.

    The theory is simple, build a light bar's inner guts (led lenses, rotators, whatever, the deck to hold them). build the glass, attatch the glass so that it is the but make sure the first thing in vertices is the inner guts and you'll have a tinted lightbar or light :1046275747_biggthumpup:

    Who would've figured this would work for this game but sure enough it did.

  5. You can't totally alter the game's engine at all so the limit of what may be done lies in scripting complicated things to occur within the limitations of the existing engine, as you can guess that means possibly an infinite timetable to figure out if something can work and to make it work. So vehicles are added and other visual changes, in1.6 however, there were also new additions in features so you really can't complain about that.... Missions can take a great deal of time and quite honestly due to how they rely on scripting they really can make up a single update for one mission alone... I am not a scripter at all, I can modify someone else's sometimes and even I can see half the things people want are impossible or downright a waste of time... Hoppah tends to stay in the realm of possible rather than wasting months trying to do things that people want that either won't work or will be problematic, I just feel like modders can't win here everyone wants 50,000 things, make up your minds either you want new things or you want the mod to stop for a year to make missions or a stupid script that does something only useful for two seconds.

  6. Ok I will respond to the idea of a TEC/Engineer base, it really is not much of a priority however useful it may be at times you rarely need anything other than towtrucks. The idea with the doors opening to recieve the vehicle simply won't work due to the fact that the wrecker is animated now and the bed will attempt to slide down. The US drawbridges tend to work one of two ways: Some split down the center line of the gap and open on either end, others lift directly vertically, the single sided ones are still around (primarilly railway bridges) but that is an older design for the US that has pretty much been obsoleted for the much more friendly and stable means. Trying to lift a bridge on one side requires a great deal more leverage, however I think he was speaking of the concept of a drawbridge, not necessarilly that one he showed, I think that was just an example. Further parking for the police vehicles is an option, but not for 1.6, chances are something will be done to resolve the issue of lack of accessability for the heavier police vehicles that you may use more commonly, obviously we are not going to make teh FBI MCV on the map off the start, nor vehicles like it. The idea of a police unmarked van honestly while easilly done just is not something we need, especially considering the FBI just gained an SUV, maybe the LA SWAT will pickup a SUV of their own but I do not know about that one considering there are already a ton of vehicles, how many more do we really need? Any further vehicles are likely to be updates to older ones and/or new features for ones. The idea of a floodlight has been brought up either towable or on the vehicle it's self, untill I see something decent on a real LA utility vehicle from their local gov I see no reason why it would be useful, the trailer idea again does not serve much of a purpose especially with as bad as the trailers can behave at times..

    In short, I shot down some of the ideas yes, but some of them may get done, may not, they just are not priority items since they are more improvements than necessity items that will drastically change the game. Let's face it, the freeplay map is not that huge so it is a pain to have to call in some of these vehicles but if you find a place to park it you may keep it out indefinately.

  7. I would'nt mind seeing the LA Aqueducts! :1046275747_biggthumpup:

    Could not resist... :1046276313_Up_to_something:

    Seriously, if you think you have a practical idea that will evolve the gameplay and/or the overall feel then it is worth contributing.... If you are just shooting ideas out for the sake of airing them you may want to get a notebook to keep your ideas in that way it saves alot of frustration from having to say that it is either impossible or of no use to this mod, perhaps more.

  8. I am one of the few people that will use the fireboat online with all it's excessive slowness and the horrible habit of getting stuck everywhere.... The boat was designed for maps with huge waterways, the game's freeplay map does not have waterways large enough for the boat to really come into play much unfortunately. What would likely happen is that fatty would get stuck somewhere then you would have a boat deployed that you cannot retrieve or move anymore (not necessarilly a bad thing considering I do it online all the time so it can reach 2-3 places where fires occur) but if you care about your budget you won't get it back ever again because it ends up stuck in tight places too easilly... I really believe the boat was designed more for a gimmick than actually being used extensively outside of a mission or two. As for the bridge idea, while a cool looking toy, I really do not think it would effect the gameplay enough to warrent the work needed to ensure that it would play right, not to mention the fact that it would probrably destroy vehicle pathing having that bridge move up and down all the time. Where a train just cruises on by and is gone the bridge would litterally be missing temporarilly as it raised up. A drawbridge is something that you would expect to find on a mission map, not on a freeplay one really.

  9. I appreciate the support, but quite honestly my models would just be models without Hoppah doing the much more difficult scripting work to permit them to have the cool features they have. Not to mention all the hard work he's put in prior to my assistance with a few of the models in the mod... The LA Mod was doing quite well before I showed up :1046275747_biggthumpup:

    great. the beamer is un-nessecary but just an idea. :P . thank you for all your models and this mod would not be la mod with out you.
  10. i dont think there is a way to make a shotgun and i think this has already been brought up

    Indeed it has, and it isnt that you couldnt model a shotgun, it's that you can't really make a shotgun shoot buck. :1046275873_shakehead: People want a shotgun but they don't get that it will essentially obsolete the MP5 and the Handgun because let's face it, if you have something more powerful you don't have to aim, you'll use it far more often than the other two items that work. The Shotgun has been shot down more than once yet it persists.

  11. With all due respect to those who want a BMW or another type of bike, I had to build that one and animate the rider (not totally pleased with the animation but it'll do).... It was a nightmare to put it mildly to build the bike, perhaps in a decade I may consider doing a BMW, but I would not hold your breath on it..

    The bike's animations were added not so much to resolve issues, more because we could add them :1046275747_biggthumpup:

    The prototype is the same so the lights can stay on now on it, there shouldnt be any more issues with bugs with the bike I hope.

    We have done alot this go round so I hope ya'll are happy and will understand that in all honesty there is plenty in 1.6 and whatever else is added probrably is not gonna be easy to pick these days since there is already alot in the mod...

  12. The problem is how a shotgun works, this has been discussed too many times.... Hoppah does not want to add one since it really does not add much to the game, realistically there would be no difference between a shotgun and a handgun to the game, yes he could up the damage inflicted but that would make the MP5 obsolete, thus no longer special.

  13. The plain clothes is kind of what the windbreaker (FBI Jacket) is for..... The Police Line Do Not Cross Tape is not currently possible unfortunately, since it is dynamic I don't think there is a way to make something off the ground that has collision data since there isnt anything to attatch it to. The only thing comprable is a fire hose and cars and people just run it over.

  14. Unfortunately, I do not have a digital copy installed anymore so I can't deliberately break my copy to figure out what else may be causing it, if you have Vista and you are permitting it to be ran as an administrator, and you have followed the Registry Fix in the other topic I am fresh out of ideas on what else could be the cause... Maybe someone else knows what else could be preventing your Mod Installer from functioning.

    :sorrysign:

  15. I've already looked at it and quite honestly, it is at least as long as a bluebird bus, if not longer. Yes it could be shortened up but the whole deal in the LA Mod is to be as authentic as possible, so ideally we're looking for some type of prisoner transport that is fairly close to the size of an ambulance or a club wagon for example..

  16. Quite some time ago I had this issue with the Mod Installer not working correctly for EM3 because I bought it online, so here is the instructions 16 Tons gave to fix the game (US).

    Registry can be opened by going to START: RUN

    Type in regedit and press ok, this will open up your computer's registry. Even though the instructions below are fairly straightforward read the NOTE: portion since you can effectively break the computer if you go about messing with things you should'nt be.

    The Emergency 3 Mod Installer may require a registry entry tweak in order to

    function correctly.

    NOTE: Modifying or deleting the wrong registry key may cause serious damage

    to your Windows installation. If you are uncomfortable, have someone who is

    more computer savvy do it for you.

    We will be creating the registry key: HKEY_LOCAL_MACHINE\SOFTWARE\sixteen

    tons entertainment\Emergency 3 US.

    Within it we will have the Value name 'Installdir' with the value data

    '[installation directory]'.

    Please follow these instructions exactly:

    1) Start regedit by selecting Start - Run, typing in 'regedit' and then

    hitting 'OK'.

    2) Select 'HKEY_LOCAL_MACHINE' and press the '+' button to its left to

    expand the list.

    3) Next, select 'SOFTWARE' and press the '+' button to its left to expand

    the list.

    5) Right-click on 'SOFTWARE' and select New > Key.

    Enter the new key name: sixteen tons entertainment

    6) Right-click on 'sixteen tons entertainment' and select New > Key.

    Enter the new key name: Emergency 3 US

    7) Right-click on 'Emergency 3 US' and select New > String value.

    Enter the new key name: Installdir

    8) Right-click on 'Installdir' and select Modify.

    In the 'Value Data' field, enter the full path of your installation

    directory.

    By default, this value is C:\Program Files\Strategy First\Emergency 3

    Now, exit the registry editor by selecting the File menu and then clicking

    on Exit.

    The Emergency 3 Mod Installer should now function correctly.

  17. I'd hope the majority of it is self-explanitory, I just took the first random default texture of a person I found and marked down which places are which, so look at the RED LETTERS and match them to what they are here.

    FACE-Should hopefully be self-explanitory.

    F-Foot

    H-Pants?

    S-Shoulders

    A-Arms

    C-Chest

    ?-Back of Chest

    Later on if I feel like it I will look at a female skin and see if I can make sense of how it is mapped.

    ---SEE ATTATCHMENT---

  18. If you are using vista goto the emergency 3 Mod installer or shortcut, really does not matter...

    Under compatibility, there is a check box that says run as an administrator, click that and press ok and try again. The mod installer now has administrator priveledges and may create files in the Program Files directory.

    Vista has a security feature called USER ACCOUNT CONTROL (UAC) this little security feature makes it to where even as the so-called "administrator" of the computer, you still have to permit even yourself to tamper with files in certain locations. If you are just playing the game and not modding it I do not believe I have to go into how to disable UAC for a single folder, which is what I would suggest doing if you were a modder so that you would be able to easilly alter files in the EMERGENCY folder.

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