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soulbody

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Everything posted by soulbody

  1. i don't know if i see it right but the lights are on the rotating part, so it's impossible to add light on that place, that will cause a lot of bugs.
  2. thanks but got the same result, at least i want to say something need to be changed either: Vehicle v(Caller); if (v.IsCollidingWithVirtualObject(VO_SQUAD01)) return false; (don't get mad, i deleted this in previous version either) this code was meaned to prevent the usage of code while the vehicle was standing into the firestation but according to if (!Game::IsFreeplay() && !Game::IsMultiplayer()) return false; i noticed (even in the begin) that this will only allow it when the vehicle is in the virtual object. even when i translate is this code a blocker: SetRestrictions(RESTRICT_SELFEXECUTE); strange enough i have seen several codes that use self execute, like the deploy swat command. i tried several changes but nothing seems to work. or the command get disabled (when i removed the hole target section) or i need to select a target, strange enough the Caller vehicle is the only vehicle that lights up and when you move the mouse on the vehicle you get the scoutmine icon (as requested) but when you click then instead of following the vehicle the command get destroyed is it would when you hit the cross...
  3. you need to send your man into the basket, then the basket will go up and you need to let the fireman enter the building then use the lift command to lift the person onto the firemans shoulder and transport him into the basket then let the basket go down.
  4. what is the different with self installing or letting someone else install it. if you have bugs or installing problems report this. this kind of installing is useless and will only cause more problems.
  5. I used it but still need to select a ''target'' i even tried to remove all the target sections and still need to select a target.
  6. I collected the background audio i needed for this submod. Sadly enoug i got still no one who offered to help me. Because i know there are some scripters who liked to be anonymus because those (annoying) people which always ask for help before the tryed to even learn something from the scripting, i would like to offer those scripters the ability to PM me and stay anonymus in anyway there is, accept to would like it otherwise like no mentioning exept credits. I really would appreciat any kind of help to this project, i also need a modeler btw because i need a coffin for this. yours, Soulbody
  7. Yes, when you hit the icon it should automaticly center the camera on the unit you got selected and follow it... like this: ''i got the dodge charger selected, hit the icon for the center camera and the camera center and follow my dodge charger''
  8. The script should let the camera center on a moving unit and follow until he stops. That last part will u do myself later to obtain some experiance but atleast i need to let script follow the unit which operate the command.
  9. still the same, i have to select a target but i can't nothing is called able to follow with the camera, everything got the disabled icon while the command is operate able... i will try to make a video if possible Additional info 1: I was testing again some parts adding and remove but the still didn't work i tried either this " Vehicle v(caller) = GameObject t(target);" this got the same result i still got to select a target, even the unit where i try it on (LAPD Motercycle) lights up but when i click the unit to select it as target the command close down as like the click on the cross when you want to stop operating the a command...
  10. can you share the script you added to the bc, might that the crash is caused by the script...
  11. thanks for codes this part is atleast what the game doesn't make crash, i tried it as far i fixed crashes from other message either. the new script is posted in the spoiler. there is only one thing i couldn't fix the command seems to want to select a vehicle and not automaticly operate on the caller. i compare the script with scripts as: VcmdToPoliceStation, Sirens, VcmdPatrol but couldn't find anything which would make the command get on the caller. also with the help of the wikipage i couldn't find anything usefull New Script
  12. there is no specific reason mentioned in this log file, could send us those systeem specifacation: - graphics card - hard disk memory - memory (speed)
  13. i believe those pages are hidden, simply because people will go spam because there are upgraded over 5 message and they just wants to be into the next forum rank...
  14. putting in la mod 2.0 is enough you need to enter the hole path like C:/program files/sixteen tons entertainment/emergency4/mods/los angeles mod v2.0 notice, that because the different versions of the game this path can be different. besides i wouldn't even advice to use my mod until the new setup because of the bugs caused by the second patch. this will be fixed within a few days...
  15. using woods map will in first cause some problems with the back-up commands, the spawn object will not be on that map and you will get the default spawn at the police station, the army truck can not be able to move out of there. For the problem of not being able to use my submod, just run the setup and check the installation directory, by the different versions (emergency 4, emergency 4 deluxe & 911 first responders) are all installation directory's different and i was not able to make the automaticly select the right installation directory. with the new setup will this by fixed even as compatibility with both versions of woods map... BTW for people who think there will be a day there is support for the additional units submod (AUS Mod) from hoppah & co. you guys are wrong because every one is able to select and deselect units in mod and cannot give any support to it.
  16. there is still one easter egg not founded right?
  17. I believe i need to let the motorboat coming and then put a driver on it, then let it go near the the drowing victim and pick him out of the water, otherwise hit the icon of the diver and diver will get into the water, then let the diver pickup the drowing victim
  18. thank i tried this and it works, i now going to fix the spawn bug to complete the script.
  19. well line 121 is according to back-up for units in the area on stand-by, patrol and at the station. the seticon is temperorly (excuse my english) but can not cause the error, the icon is there in-game and there is nothing mentioned in the error message or logfile. According to PROTO_TOW... this is already being done, i change everything needed to be done excactly like i did in the call humvee, army truck and blackhawk commands and those commands works.
  20. well according to this site: ''http://www.emergency...dex.php/Vehicle'' it need to be ''VT_FIREFIGHTERS_ASF'' i tried that but it crash with the same message behind it was standing ''TODO: ist jetzt THW'' so i tried ''VT_THW_ASF as well but either that make it crash, i used/edited this command for the army units, those units are units without the patrol command either and there it doesn't crash... Error Logfile: (_LACallTowTruck8b2e5): Error: Symbol VT_THW_ASF is not defined in current scope Logfile:
  21. just run the setup, it will do almost eveything automaticly, you just need to hit ''next'' (in most cases) if this don't work please give some more detailed information
  22. I'm busy with a back-up pack but there is one unit which does not work as it have to. i'm trying to let police call back-up from a tow truck but then i got a error. according the log file the error is caused by line 121: in search for line 121 and came to this: VehicleList patrolCars(VT_THW_ASF); i know did is wrong but i also tried this VehicleList patrolCars(VT_FIREFIGHTERS_ASF); can anybody tell me what i need to use for the tow truck, nothing seems to work here. The hole script:
  23. you might wanna edit everything and hit capslock before you even start to edit it so your blue light on your keyboard is off.
  24. and what are you going to do? if you can't do anything don't take the lead on a mod. we can use those people to make some good mods instead of 100 beta's... it's annoying to see thousand of uncompleted mods and see some other person starting even a mod without being able to do anything
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