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acather96

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Posts posted by acather96

  1. Hmmmm, that may be the case, unfortunately. However, an idea has occurred to me - I could create a mod which contains the Tutorial level as a level, and then simply install and subsequently load the mod. A cumbersome but hopefully effective way to circumvent the silly lack of a 'Play Tutorial' button in EM4 :)

  2. Hey guys :sporty:

    I've been playing around with the editor a little lately, and for the purposes of testing, I would love to be able to access the tutorial level which is present at the start of the game. I've turned on the tutorial level in the 'Options' menu, and then loading Mission 1, or Challenge/Endless mode, but to no avail. I don't want to start campaign all over again - any ideas guys?

  3. If you have screen recording software such as Fraps or CamStudio, you can record yourself playing the mission, then post it on video sharing sites such as YouTube, so others can evaluate your performance and give feedback - it's hard to give you tips using a text description. You can download trial versions of both of the above software for free, I think.

  4. lol those arent copyrights, that is called Credits.

    No actually, they do relate to copyright. Let me give a brief explanation:

    When someone creates something, they automatically own the copyright (the right to authorize copying) on that work, However, sometimes authors decided to relinquish certain rights, and allow distribution for example non-commercial or non-derivative use or attribution. You must ALWAYS specify the source of any model that is not entirely your own creation even if the author has directly/indirectly permitted you to use it. If you have been asked to attribute and you don't, you are infringing copyright - i.e. in breach of international law. Even if the author has given permission for any one to use his work without attribution, it still constitutes a moral offence - that of plagiarism. And if you have no permission of any sort and the author has not released his work under a free license and you use it, that is also copyright infringement - copyright infringement can lead to a warning/ban on this site. I strongly suggest you modify your post immediately to correctly credit the authors, or if you do not have permission, remove those photos.

    Tl;dr version - Always correctly attribute authors/gain permission or face the consequences.

    That's me done, sorry if I came across a little harsh, it's just an issue I really want to try and ram home. For now, I've reported the post as a possible copyvio; if you need any help feel free to PM me :)

  5. Nice :)

    So are these re-skins of existing models, or brand new models created for this mod? I assume not as you talk about obtaining the 'permission of the author'. If the models aren't yours, it is generally considered courteous to provide the relevant attribution details - especially when many models are displayed.

    Good luck though, hope it all works out well :)

  6. LA mod has a rapid deployment and un-deployment script for firefighters when their hoses are attached to an engine, where they de-attach the hoses and get back in the engine. Personally, I don't think your idea regarding the ambulance is a good one - though you could script it if you wanted.

  7. Thanks, also when car accidents happen how do you cleanup the mess that is left on the road (broken glass, debris, etc)?

    In missions, you can use the bulldozer to clear debris if required. General firefighting advice:

    Position firefighters with hoses on hydrants surrounding fires, and if it's a big fire, keep the vehicles away from it - they can damage and explode, igniting more fires and causing more casualties. Cool buildings/objects that are likely to catch fire, make burning vehicles a priority to cool. If a vehicle is likely to catch fire, and you don't have the resources to cool it, simply get a TEC recovery truck to take it away. Make sure not to recover burning vehicles, for obvious reasons.

    If you have enough money, I tend to call in a fireplane for any forest fires - there difficult to manage when they get out of hand. Make full use of the watercannons, which are useful when you don't want to/are too busy to micromanage your units. Call in the armoured hydro-tank for intense fires, deploy early as it is VERY slow. Note that a quick fireplane run can often extinguish a building fire before it starts. With forest fires, to stop them spreading to other forest areas seperated by paths, put watercannon engines and firefighter units along the path to stop them making the jump, and use the axe to chop trees on the other side to stop them catching. You can get an axe from the Heavy Rescue Vehicle.

    Tl;dr version: Surround the fire!

    Hope it helped :)

  8. In standard mode, I handle a riot in one of two ways - this usually works with mods, as well:

    If there are only one or two demonstrators when I get the call, I simply send 2-3 patrol cars and arrest them, before it spills over.

    If there are lots of demonstrators, or too many for the patrol car cops to deal with - call in a water cannon, position it in front of your police units and turn it on. Use armoured vehicles like the Special Carriers in case of projectiles, failing that vans. I usually send vans/carries of marksman (and one sniper). Remember your ultimate aim is to arrest the suspect holding the sign - once this is done and he is placed in custody inside a vehicle, the riot ends. With the water cannons active, simply pick off the demonstrators if any of them stray to close to your police units.

    Failing that, snipers and an ICA :D

    If it's getting big, bring in a watercannon/armoured hydro tank on standby - also cool the buildings near the protest. Until the riot ends, don't deploy medics or firegihters outside of vehicles, the rioters will attack them and casualty numbers will spiral. And if you wan't to avoid too many casualties, bear in mind that the water cannon's jet does lower rioters helath.

    Hope it helps :)

  9. ok you really want only that turn everything to 0 and turn that to 10 or something and you'll get it for sure if you want other stuff too just turn the things you want higher than the things you dont want as much

    I can't understand fully what you're talking about, but if you want to know how to edit the params file, I've explained that in full here:http://forum.emergency-planet.com/index.php?/topic/14533-riot/page__fromsearch__1.

  10. @JohnJoson

    Are you sure you're editing the file that's in the New York Mod's specs folder, not the generic EM4 one? Also, you did remember to save it didn't you (easy mistake to make, I've done that before :P ).? Might be worth double-checking that if you've edited the endless params you're playing endless and if you've edited the challenge params you're playing challenge :)

  11. @salvador.c

    You can edit the parameters file to control which events you want to happen in freeplay. To do this, go to C:\Program Files\sixteen tons entertainment\Emergency 4\Data\Specs, and choose either fp_params_challenge.xml or fp_params_endless.xml. Here you can set the freeplay parameters - to ONLY get a riot call, simply set all the events 'Enabled value' to 0, apart from demonstration. You can also change other settings; make sure to save the file (in the same location). Then launch either challenge mode or endless mode in the standard EM4 mode, and you *should* only get riot calls. If you're using a mod, do the same, but go through C:\Program Files\sixteen tons entertainment\Emergency 4\Mods\MOD NAME\Specs instead. Hope it helps :sporty:

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