-
Posts
172 -
Joined
-
Last visited
Content Type
Profiles
Forums
Calendar
Tutorials
Downloads
Gallery
Posts posted by NathanDollinger
-
-
7. Hydrant/truck connections- I know winterberg did it, and its a common request... id like to see the ability to hook trucks up to hydrants... maybe limit how much water a truck can pump without having a hydrant connection.
7. Winterberg is essentially a recreation of freeplay using mission scripts from what I can tell. This means that it is not possible to recreate in freeplay. No one bothered putting it in their mod, as they figured that it would be too much trouble for the twenty or so missions people SOMETIMES play
Any idea what mission scripts this would be or what script controls this?!?!?!
I have been searching! Any tips in the right direction would be great!
-
I think im going to try and make my own, If any one wants to get involved let me know!
Or once again any usefull information would be great!
-
Per there mod site i belive any one can change it for personal use!
Thanks for your helpful insite though!
-
So i don't speak or read german but i would like to alter some of the Winterberg scripts but i have no idea what dose what!
If any one out there would like to take a min and post a translated version of the scripts ( just the names will be fine don't actually need the files )
That would be great!!!
Im really intersted in the portable pump, The Water limit on fire trucks and hooking into hydrants
-
**What is wrong** ( According to the error stuff you posted )
The script is using a command which isn't defined!
In most scripts the first 50 lines or so define what is used in the script
Example
const char TEST_VO ="bob";
** To fix it **
Find out what commands are not defined to the script and define them
or
remove those parts of the script so it dose not use them.
Note: Posting the hole Error file as a upload and the script file as a upload will allow alot more in the way of help from people!
-
EOC is now up to 4 Working and play able Custom mods!
Tired of playing the same map over and over,
Well we keep it fresh!
-
I dont think woods ever released a tga for it but it is based off a standard game map found here
-
Pual good luck to you!
Please remember you our not allowed to use our mod or skins in your own !
-
I wouldn't say anything if you have never done it because even a cave man could do it. Just copy the free play map replace with the multiplayer map then if you're using firehouses go into the return to command an change one line enabling for use in Multiplayer. No advanced scripting here..
I have done it,
I do know what im talking about
I can say somthing because! --> What i said was correct
What you said is confusing!
And really didn't answer his question! It just made a smart comment!
P.S. Take your own advice!
-
Nope....
Sucks don't it!
-
yes its just using the editor! So i would say its pretty simple! However it can be advanced if you want it!
As with Squad 55 and EOC mods which have working multiplayer scripts and advanced changes!
Its w/e you want to make of it really!
-
I would say its not true,
-
can you point us in the direction of said rumours, to my knowlage its not possible
But said rumours my support new evidence
-
What your discribing is pushing the game limitations!
keep in mind the time fram this game was built and the technolgy its built on! There is only so much that can be done and most of it has! Im not saying its completly impossible but coupled with the time it would take to script somthing like that and the age of the game + the impending Emergency 5 release unless you learn to script the chances of you finding a random person to do it is about none!
I hate to be a idea killer its just how it is =/ Take a look around the forums and pick up some scripting skills would be your best bet!
-
Sure BUT!
puting a actuall tornado would be near impossible!
But as far as having a bunch of people just ramdomly get hurt and have a path of destrcution sure why not!
-
Go into the editor and each traffic light that is messed up select and go into its properties in the name it will be traffic_#_#_# Make the last number larger is if its traffic_1_2_10 make it traffic_1_2_20
-
1024x1024 is right!
Just play around with it to get it to look right
-
It could be throughing a error which isn't allowing it to actually fetech the information and just isnt reporting it.
If its actually getting the database. And still isn't showing up then there is a problem with how its being displayed. Could be simple like missing a closing/Opeing statment ; or () , []
could be somthing worse like a scripting or codeing error.
Make sure that the server is allowing it to show errors.
Also put a action check in place.
If ( Event ) then ( Event 2 )
Event to could be like can't connect to database then Event 2 which would be unable to reach database
I don't know how your conecting to the database or what the code looks like so its kinda hard to point you in the right direction!
-
1. Shouldn't have to import any thing. If it appears in the editors objects list simply select it and the place it on the map!
1.2. In the event that there is a building modle in the file but it dosn't show up in the editor pick where you wont the build to be ( House, Vheicle, Person, Objects ) Then click new! A window will open in the editor, Give the building a name! At the botom of the window there will be a place to select the prototype file! Click browse and find the building modle in the correct fiile location ( This will be a .V3O file
2. Unless you have the original tga imiage of the map you can't. If you do have the original tga file the open it in a image editor and change it to fit! and import the texture using the terrain tool in the map editor should be somthing like import -> import texture ( I simple work around to this porblem is to put texture imiages ( DDS format ) in the details files i usally use the markers folder! )
3.Yes there basicly just virtual objects. ( Polygons )
4. Most of the time no. But it can happen!
The advanced question is probibly the easist to answer hers is a tutorial!
-
Add the parking spots on the game editor using the same format as what already appears! Make sure to change the numbers to the next inline 6, 7, 8, 9. and so on,
In the script find where the parking space are listed in the objects list and add them under the ones there! ( copy and past makes this really simple! )
Next find where you need to add the new spots in the actual script!
Once again copy the one of the old codes and past then just simply change to match the new parking spaces
Note! This dosn't requier deleting, cuting, or removing any thing and if you do it will mess the script up. below shows what you will need to look for in the script!
What the object list looks like
const char VO_PARK01[] = "p01";
const char VO_PARK02[] = "p02";
const char VO_PARK03[] = "p03";
const char VO_PARK04[] = "p04";
const char VO_PARK05[] = "p05";
const char VO_PARK06[] = "p06";What the codes in the script looks like
bool ParkinglotFound = false;
bool ToDonut = false;
ActorList l1;
if (!ParkinglotFound)
{
GameObjectList l2;
Game::CollectObstaclesOnVirtualObject(VO_PARK01, l2, ACTOR_VEHICLE);
if(l2.GetNumObjects() == 0)
{
l1 = Game::GetActors(VO_PARK01);
ParkinglotFound = true;
}
}
if (!ParkinglotFound)
{
GameObjectList l3;
Game::CollectObstaclesOnVirtualObject(VO_PARK02, l3, ACTOR_VEHICLE);
if(l3.GetNumObjects() == 0)
{
l1 = Game::GetActors(VO_PARK02);
ParkinglotFound = true;
}
}
if (!ParkinglotFound)
{
GameObjectList l4;
Game::CollectObstaclesOnVirtualObject(VO_PARK03, l4, ACTOR_VEHICLE);
if(l4.GetNumObjects() == 0)
{
l1 = Game::GetActors(VO_PARK03);
ParkinglotFound = true;
}
}
if (!ParkinglotFound)
{
GameObjectList l5;
Game::CollectObstaclesOnVirtualObject(VO_PARK04, l5, ACTOR_VEHICLE);
if (!l5.ContainsSquad())
{
l1 = Game::GetActors(VO_PARK04);
ParkinglotFound = true;
ToDonut = true;
}
}
if (!ParkinglotFound)
{
GameObjectList l6;
Game::CollectObstaclesOnVirtualObject(VO_PARK05, l6, ACTOR_VEHICLE);
if (!l6.ContainsSquad())
{
l1 = Game::GetActors(VO_PARK05);
ParkinglotFound = true;
ToDonut = true;
}
}
if (!ParkinglotFound)
{
GameObjectList l7;
Game::CollectObstaclesOnVirtualObject(VO_PARK06, l7, ACTOR_VEHICLE);
if (!l6.ContainsSquad())
{
l1 = Game::GetActors(VO_PARK06);
ParkinglotFound = true;
ToDonut = true;
}
}
if (!ParkinglotFound)
{
v.PushActionExecuteCommand(ACTION_NEWLIST, CMD_PATROL, Caller, 0, false);
return;
}&
if(ChildID == 2)
{
Vehicle v(Caller);
v.EnableBlinker(BLT_NONE);
bool ToPoliceStation = false;
if (v.IsCollidingWithVirtualObject(VO_PARK01))
return;
else
ToPoliceStation = true;
if (v.IsCollidingWithVirtualObject(VO_PARK02))
return;
else
ToPoliceStation = true;
if (v.IsCollidingWithVirtualObject(VO_PARK03))
return;
else
ToPoliceStation = true;
if (v.IsCollidingWithVirtualObject(VO_PARK04))
return;
else
ToPoliceStation = true;
if (v.IsCollidingWithVirtualObject(VO_PARK05))
return;
else
ToPoliceStation = true;
if (v.IsCollidingWithVirtualObject(VO_PARK06))
return;
else
ToPoliceStation = true; -
Ther objects just like every thing eles!
The requier a skin image and a Object File ( V3O )
Editing them is easy with GIMP or PhotoShop ( Edit the skin file yes its a image file )
To make a completly new sign u would need a zmodler and be able to well model!
-
i think he's talking bout editing the texture
you would need a graphics program like photoshop, paintNET (free) or gimp (free) and of course the texture file for that.
texture files usually are available in jpeg, bmp or png format. after editing you have to save it as *.tga and import and convert it with the em4 editor.
tutorials on how to do that are somewhere on this forum for sure
That would be alot of work just to add a parking space line or somthing like a turning arrow 0_o
-
please tell me when the Miami Mod comes out
Not that im a mod or any thing but you might want to read the forum rules befor you get your account locked =/
-
Dyson solution works! Verry well! ( You must remove the automatic gates though or eles it dose not work! Only the host units will triger the gates )
To go on what Dyson said and make it a bit simpler
Find this
if (!Game::IsFreeplay())
return false;Make it look like this
if (!Game::IsFreeplay() && !Game::IsMultiplayer())
return false;But once again removal of the gates is a must!
I wrote my own script for multiplayer ( Its bug free ), Im not really looking to give it out at the moment though.
Editor/Mapping issue
in Modding Related Support
Posted
Delete all the files out of the maps folder and replace it with the map files you want!
If that don't work we will trouble shoot!