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Everything posted by Xplorer4x4
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EMP has crawled out of the dark ages! Thanks Stan! Great news! The mobile site wasnt bad but tapatalk is just much better as it integrates all my forums in to one app.
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[BETA July 21][WIP]Los Angeles Mod v2.0 4x4 W00ds Map v1
Xplorer4x4 replied to Xplorer4x4's topic in Submods [Not released]
Not really. Like I said I am not trying to get rich but just trying to scrape by with a little income for meds and so forth. Depending on how rings go I am thinking of realesing a public beta/preview. The preview would mainly just lack some of the feathers and probably be like the og 4x4 mod just on a new map. Not really any new commands just a new map but it may have some changes with the fire stations and maybe a new unit or two. Been toying with the idea but not sure yet! Sent from my DROID RAZR HD using Tapatalk -
[BETA July 21][WIP]Los Angeles Mod v2.0 4x4 W00ds Map v1
Xplorer4x4 replied to Xplorer4x4's topic in Submods [Not released]
Well if I can't get it done before the 1st I don't know when I will have internet again. Sent from my DROID RAZR HD using Tapatalk -
[BETA July 21][WIP]Los Angeles Mod v2.0 4x4 W00ds Map v1
Xplorer4x4 replied to Xplorer4x4's topic in Submods [Not released]
For clarification when i said back to work I meant the mod, not a 9-5. Sadly going to be a day or two still before I end up getting my pain med to be able to hopefully focus and sit up long enough to get real work done on this. -
[BETA July 21][WIP]Los Angeles Mod v2.0 4x4 W00ds Map v1
Xplorer4x4 replied to Xplorer4x4's topic in Submods [Not released]
Well if all goes to plan I can hopefully get back to work Monday or Tuesday. The thing is, while I have a steady/secure Internet connection(I think my neighbor felt bad because his drunken buddy wound up in the crawl space above my kitchen and decided to walk out on the drop ceiling..He had a nice 8 maybe 9 foot drop lol), I don't know if I will live here past the end of the month. As it stands right now though I can't even come up with the money to fill my medications(pain, blood pressure, anti-depressant - for panic attacks) and on top of that I ran in to some trouble with the law(sorry but if I don't wear my seatbelt I am putting only myself at risk so why is it illegal??!!) for driving on a suspended license for the second time. To the boys in blue, those damn metal bracelets hurt lol. Not mention they cramp my style lol. I should be able to scrape by with some fines and/or community service assuming i find the money by then. Hopefully I can get this thing done by the end of the month but need to check with goog on models, need to squash some bugs that I believe are small in scale but rather annoying(Hoppah if you read this I dropped you a PM about it awhile back! If you could lend a hand I would be very grateful! If you need a DL link hit up one of the testers via PM.), update the fire station scripts to support the new and upscaled FS2(and fix some existing gate issues), and I think traffic is about 95% satisfactory but needs some slight tweaking. Oh and I need to investigate some game calls a bit more. The white crown vic in the last screen shot is an LA County Coroner Investigator unit. This unit will hold 2 coroner investigators and my hope is to try to set them up with a modified version of the investigate command that will trigger a response like "this person died from X(electrical box malfunction, gsw from a sniper, trauma suffered in an MVA, etc)." So I think I have my work cut out for me, assuming I can find a way to get my pain med refilled, but I think if Hoppah or some one of that ability can squash some of those bugs, and the models are ready to roll or pretty close, maybe, just maybe, we can get a finished product out before the end of the month! At that point it may be a bit before I can get a maintenance update out to squash any missed bugs during testing, but hopefully it can help me get on my feet to some extent. On a positive note, between some exercise and rough times scrapping by on little food, I have dropped at least 20 pounds. The bad news is sciatica issues have crept in and over all it has not provided the pain relief doctors always speculate about which is sort of a double edge sword but may get me closer to a confirmed diagnosis rather then a "possible" diagnosis of Fibromyalgia on top of the other arthritis issues, bulging disc, and carpal tunnel. -
[BETA July 21][WIP]Los Angeles Mod v2.0 4x4 W00ds Map v1
Xplorer4x4 replied to Xplorer4x4's topic in Submods [Not released]
The map itself is not an issue. The issue is mostly scripting and not white sure what the other problems are related to. One such bug I can't figure out that seems to have happened in my last project has to do with officers not holstering the gun after using the chase command.on the scripting side something is causing a problem on the gates of one of the rear fire stations to open up. Some of the testers and I believed that the gates were working in a previous release but at this point we have tested all the older versions and been unable to find one where the gates worked. If you still think you can help then I might have the testers send you the current version. -
Script doesn't appear [Limited Water]
Xplorer4x4 replied to Ghost Graphic Designs's topic in Modding Related Support
Hard to say with out seeing the script. -
[BETA July 21][WIP]Los Angeles Mod v2.0 4x4 W00ds Map v1
Xplorer4x4 replied to Xplorer4x4's topic in Submods [Not released]
Well good news I have a place to stay. Bad news still no idea when I can have a steady internet connection. -
[BETA July 21][WIP]Los Angeles Mod v2.0 4x4 W00ds Map v1
Xplorer4x4 replied to Xplorer4x4's topic in Submods [Not released]
You can technically. Click the add.ly URL once a day and the download link. It doesn't make much but its something that might help. -
[BETA July 21][WIP]Los Angeles Mod v2.0 4x4 W00ds Map v1
Xplorer4x4 replied to Xplorer4x4's topic in Submods [Not released]
Brandanl, thanks for the offer. I do have some programming issues that I have not been able to debug. Maybe one of the beta testers can pm you a download link and the known bugs and see if you have any luck! As for staffing, to my knowledge LA city FD has Paramedic Assessment Engines(they had ALS Engines but due to budget cuts and maybe staffing, they downgraded to PAEs. The primary difference to my knowledge is simply the PAEs run with a single medic but the ALS Engines ran with two. Otherwise the rigs are BLS. For example all tillers are bls equipped but some may run with a PAE as part of a Paramedic Lightforce. -
[BETA July 21][WIP]Los Angeles Mod v2.0 4x4 W00ds Map v1
Xplorer4x4 replied to Xplorer4x4's topic in Submods [Not released]
The only way any one can really help me is with PayPal donations(kalee81@yahoo.com) or ad revenue and download revenue. I am not doing this to get rich, I am not a greedy bastard. I am however trying to get a cheap studio apt so I have a place to live as my dog and I have been camped out in my truck for the past 2 nights because we are now homeless and my own father refuses to help me while trying to get on my feet. -
[BETA July 21][WIP]Los Angeles Mod v2.0 4x4 W00ds Map v1
Xplorer4x4 replied to Xplorer4x4's topic in Submods [Not released]
Well guys, some bad news..in a bit over 24 hours, I may be forced to take a hiatus and I really don't know how long that might be for. Hopefully things work themselves out but yeah, not looking good at this point. -
Again...what file are you trying to unlock? Certain core game files aren't meant to be unlocked.
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[BETA July 21][WIP]Los Angeles Mod v2.0 4x4 W00ds Map v1
Xplorer4x4 replied to Xplorer4x4's topic in Submods [Not released]
Lights: "Lighting wise, still heavy on the lights! I believe most of the light patterns are the same as the last project." So it is a combination. Mostly CFD and a little bit from Occram's light packs when he was around. Generally speaking I think I mainly used Occram's lights on units with rotators in lightbars. -
I believe you can do it via the fp_params_endless.xml files or in the editor, edit the spawn points for CarXX and change the interval number making it higher. Higher interval means more time between cars spawning.
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It's awesome we have a company that is/has published a game that openly support modifications but the Devs cant find a little time to help out.
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What file are you trying to unlock exactly? As for unlocking, rename like chris said, then in the Editor, Modifications->Unpack File.
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ExecuteCommand vs EnableSpecialLights
Xplorer4x4 replied to Xplorer4x4's topic in Modding Related Support
LMAO! Thanks for the info guys. Will have to read over it when my heads more clear. -
[BETA July 21][WIP]Los Angeles Mod v2.0 4x4 W00ds Map v1
Xplorer4x4 replied to Xplorer4x4's topic in Submods [Not released]
Hmmm what shall I tease you guys with today? Let me sea what I can dig up..(subliminal messaging, gotta love it). Whenever 2 medics/2 EMTs go to grab the stretcher, the scene lights will automaticly kick on and off with the rear doors opening and closing. Lighting wise, still heavy on the lights! I believe most of the light patterns are the same as the last project. Also there were some problems with the LAAP Tahoe model so I have decided to make it a slicktop SUV instead. The FBI SUV had some bad ass lights on it and since I don't see much need for FBI in freeplay I copied over the lighting from that to this unit. Down the road this might get replaced(at least spawn wise) with a little something different with one of the oddest looking light bars I have ever seen but part is wishful thinking for now. I think once the stations are fully set up properly, you might find it changes your strategy in game. -
After: Vehicle vec(Caller); Create new line(enter) and add something like this: Vehicle v(Caller); if (v.IsCollidingWithVirtualObject(VO_ENGINE01) || v.IsCollidingWithVirtualObject(VO_ENGINE02) || v.IsCollidingWithVirtualObject(VO_TILLER)) return false;No I assume you have more VOs then that, so you could use a SQUAD VO that covers the entire FS, but the engine would die to soon imo. Actually even this way it might die to soon..you might be better off usign the LAtoFireStation script like this: else if(StrCompare(v.GetPrototypeFileName(), OBJ_TILLER) == 0) { GameObjectList l4; Game::CollectObstaclesOnVirtualObject(VO_TILLER, l4, ACTOR_VEHICLE); if(l4.GetNumObjects() > 0) { Mission::PlayHint(HINT_NOSPACE); Game::ExecuteCommand(CMD_GOHOME, &v, &v); return; } else { ActorList l1 = Game::GetActors(VO_FP3); ActorList l2 = Game::GetActors(VO_TURNTO3); m.PushActionWait(ACTION_APPEND, 3.5f); m.PushActionExecuteCommand(ACTION_APPEND, CMD_COMMAND, Caller, 0, false); } }In this case CMD_COMMAND could be CMD_E1 and at the top of the tofs script with the constants for the OBJs and VOs add const char CMD_E1[] = "Engine1"; Because you have decided the game is going to recognize this command as simply "Engine1" when you go to the editor to assign the command. If your going to do a separate script for each vehicle I would suggest naming this one object VcmdEngine1Noise : CommandScript Also: object Engine1 : CommandScript{Engine()The Engine on the second lien should be Engine1 as well. Whatever comes afer object and before the : should always go on that following line: object Engine1 : CommandScript{Engine1()
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- Ohio Modification
- Extra Vehicles
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[BETA July 21][WIP]Los Angeles Mod v2.0 4x4 W00ds Map v1
Xplorer4x4 replied to Xplorer4x4's topic in Submods [Not released]
Undecided, there are going to be quite a few units on the map as is. LAFD Engine 1 (ALS - Technically they are Paramedic Assessment Engines now, one medic vs 2) 2003 Pierce Arrow XT http://mikesphotos.us/g2/v/Action/Events/FSD/LAFD/2011-FSD-88/LAFD+Engine+88/ LAFD Engine 2 (BLS) 1999 Pierce Dash http://mikesphotos.us/g2/v/Action/Events/FSD/LAFD/2011-FSD-88/LAFD+Engine+288/ -
[BETA July 21][WIP]Los Angeles Mod v2.0 4x4 W00ds Map v1
Xplorer4x4 replied to Xplorer4x4's topic in Submods [Not released]
No this map is from EM4 with a few changes. No need to PM it to me. This works just fine.I will try to look at it later or tomorrow and see what it looks like, but I think traffic is a non issue at this point. I think I have even come up with a solution for preventing units from getting stuck in the train crossing. My advice though, find the traffic light by the railroad crossing furthest from FS2. Move the traffic light to the other side of the tracks to prevent traffic from stopping on the tracks.If you need a screen shot let me know. As a matter of fact, the majority of engines on the map will be new models. One of the Pierce Arrow engines currently in the mod will indeed be hanging around in FS2. So there will be a few new models. If I told everyone whats stationed on the map, you might say it was over kill but given the frequency of events and the scale, some small and some large but manageable with a little care, However, being only one USAR on the map adds an element of realism(a big focus in this project compared to my last) because just like in real life, sometimes the USAR has to come from quite a distance away. If memory serves me right, there were cutback a few years ago and a few USARs got put out of service and/or moved around I believe. -
[BETA July 21][WIP]Los Angeles Mod v2.0 4x4 W00ds Map v1
Xplorer4x4 replied to Xplorer4x4's topic in Submods [Not released]
Maybe I need sleep...but van you rephrase that in some sort of order related to the screen shot because that totally confused the hell out of me. I will say this much..no its not a hasmat truck. It is a reskin for now but hope tonnage some slight alteration done to it. -
[BETA July 21][WIP]Los Angeles Mod v2.0 4x4 W00ds Map v1
Xplorer4x4 replied to Xplorer4x4's topic in Submods [Not released]
Well no valig guesses listed so you loose. No prizes this time just a fun little game. -
[BETA July 21][WIP]Los Angeles Mod v2.0 4x4 W00ds Map v1
Xplorer4x4 replied to Xplorer4x4's topic in Submods [Not released]
Who wants to play a game? Can you guess the units?