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Posts posted by LtChuckSmiley
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12 hours ago, mr matt5432123 said:
You said the fp_params are in the LA mod folder? they should be in the specs folder which is in the LA mod folder.
They are currently in the Specs folder. Sorry for not specifying...
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On 5/31/2016 at 9:47 PM, nbrown8568 said:
Also make sure to backup your file just in case it doesn't work.
Norm,
On 5/27/2016 at 5:39 PM, Ben12 said:Like Matt said, check to see if the fp_params are in the right place. Specifically, they MUST be in the mod that you are using, not the EM4 folder. Mods override the EM4 folder. However, this will make it applicable to only the mod you put the file in. If you want it for all mods, delete the fp_params file for each mod and keep the fp_params you want in the EM4 folder. Then there will be nothing to override the fp_params you want.
WARNING: If you aren't careful you could mess something up and make freeplay unplayable. Make sure your fp_params are in exactly the place you want it.
On 5/24/2016 at 1:45 PM, mr matt5432123 said:firstly try redownloading the w00ds map and LA mod. check to see if your fp params are in the correct place so they overwrite the original.
Thank you all for your replies. I have already replaced the w00ds map and have confirmed that my fp_params are in the LA mod folder. However, I still am getting the same calls over and over again. I have used the w00ds map before, and there were no problems with it then. Are there any files that affect event creation other than the fp_params file?
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Hello everyone,
I am currently using LA Mod 2.1 with w00ds map v1.3. While my gameplay is fairly seamless, I have noticed that there are certain calls for service that are not loading (ie: traffic accidents, stolen vehicle). These events are enabled on my fp_params_endless.xml (see attached), and the callout frequency values have not been extensively altered. In addition, I have noticed that while I have disabled certain events (ie: bomber), these events happen anyway. It is as though the map does not conform to the parameters set in my fp_params_endless file.
Does anyone know how I could go about fixing this issue? Thank you in advance for your help!
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There were some definite problems there from your copy paste, so it's no wonder it was causing a hard crash.
I went and just changed it to an "else" statement for the last few sections with sirens 5 and 6. The old code is still there but commented out if you wish to do it the other way, but this way saves you from having to define all those police vehicles, and makes it so you don't have to add any new vehicles to the script in the future (as long as you want them to use those sirens).
Just tried it out, works perfectly. Thank you so much for your help!
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Hello,
I recently added some new vehicles (http://forum.emergency-planet.com/topic/18974-new-la-mod-vehicles-releasedupdate-wip/) to my game, and upon testing it out, I noticed that my units had no siren.
After searching around on these forums, I realized that I needed to edit my LASiren script. However, after adding the prototypes to the script, my game keeps crashing every time a siren turns on from one of my added vehicles. The first time it crashed, it said that my "statement [was] too long", so I created a new section on my LASiren script. Now, my game won't load.
I have attached a .txt copy of what I have on my LASiren Script. The vehicles I added are as follows:
- lasd_taurus
- lasd_caprice
- lapd_taurus
- explorer_lasd
- dodge_charger_lasd
- cv_umpc3
- cv_umpc4
- cv_lapd_slicktop2
- chp_suv
Any help would be appreciated. Thank you so much!
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Turn off alpha reflections on that person. If you want to make alpha reflections, there is a long lost tutorial on this site on how to do it.
The reason alpha reflections are activated is because those units have reflective stripes which glow in the dark which are basically what alpha reflections are.
This is something A LOT OF MODS these days do not have. In fact, LA was pretty much the only one that had this awesome feature.
Thanks for your reply!
I went and turned off the alpha reflections for that person, but my end result was just a floating silhouette with shoulder rank/badge. Did I miss something somewhere?
(Model with alpha reflections disabled on the right of the blacked out figure)
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Hello,
I was editing the default male police officer .dds texture to remove the pants stripes and add shoulder patches using PAINT.NET. However, when I loaded the revised model in the editor to make sure that everything was in order, I noticed that the officer became entirely black (See picture below or at http://imgur.com/6fhpD0H).
Does anyone know what I'm doing wrong? Thanks in advance for your help!
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Hello,
I would also like to report some issues with the siren working ingame. I am able to hear everything else except the sirens.
Per this forum, I have made sure that the following files are in my NYC MOD 1.01 folder.
- airhorn_cars
- airhorn_trucks
- ambulance_01
- ambulance_02
- police_01
- police_02
- trucks_01
- trucks_02
I have played all of these with VLC media player (WMP does not work for me) and can hear the sounds perfectly except for Emsiren series, which does not appear to have any sound.
Any help would be appreciated. Thank you very much!
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Just realized I posted this in the Emergency 2012 forum instead of the Emergency 4 Forum.
CORRECT TOPIC CAN BE FOUND HERE: http://forum.emergency-planet.com/index.php?/topic/18118-clearing-tanks-from-roadway-harbor-city/Sorry!
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Sorry for the repost, I just realized I had posted my help topic in the wrong section.
I was playing the Harbor City mod today, and I received a structure fire call during freeplay. There were several red air tanks that were lying around, placed by the creator of the mod (Squad 55) to add explosions to the fire. While the exploding tanks did make the call more interesting, I found that I was unable to remove them from the roadway, which in turn caused a traffic jam. Does anyone know how to remove these tanks?
Thanks in advance!
SOLVED, thank you for the help in the other post!
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Hope I'm posting in the right section.
I was playing the Harbor City mod today, and I received a structure fire call. There were several red air tanks that were lying around, placed by the creator of the mod (Squad 55) to add explosions to the fire. While the exploding tanks did make the call more interesting, I found that I was unable to remove them from the roadway, which in turn caused a traffic jam. Does anyone know how to remove these tanks?
Thanks in advance!
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You may have edited the wrong one, upload your specs folder. Ill do it for you
I have actually done it myself now. But thank you for your kind offfer
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its specs fp_parms_endless_xml
Disregard, am going to try it again.
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You may have edited the wrong one, upload your specs folder. Ill do it for you
Here you go. Sorry for the delay.
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I've already tried that and it's still giving me callouts...
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Hi,,
I was wondering if there was a way to disable callouts. If anyone knows how, please let me know.
Thanks!
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Hi All,
I recently moved my 911 FR game from my old hard drive to my new one since my old one came from a dead computer. Once I started the game on my new computer, I loaded up LA mod and went to freeplay (this is not a problem with LA Mod, I get the same problem when I'm on regular original freeplay as well). This is what I saw. (http://imageshack.us.../whatiseet.jpg/). Almost everything was pitch black.
I currently own this computer (http://h20000.www2.h...rodTypeId=12454) and have attached my DxDiag and logfile. Thank you in advance for your help.
UPDATE 21 MAY 2012
The game now goes to freeplay and crashes within 2 seconds with a black screen.
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Hi,
I recently failed to edit the commands for the female LAPD officer to retrieve a weapon, and now I am stuck with having too many commands for the female. The only way I have found to correct this is to have all females wear a traffic vest, but this method gets way to annoying, especially in freeplay. Does anyone know how to remove commands in the editor?
Thanks in advance!
Certain Calls Not Loading
in Alteration Help
Posted
I understand what a start point could be for something like a stolen vehicle call, but what would be considered as a "start point" for a traffic collision? I already have traffic flowing through the map and I'm sure the collisions are set up correctly in the editor because they have occurred before.