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Ghost Graphic Designs

European Modding
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Everything posted by Ghost Graphic Designs

  1. It's agaisn't the game engine. If he did that, the redirected paths, etc. would be messed up. Atleast that's what I can predict with my EM4 experience.
  2. So... Has the UN (sub)mod being released yet? I wonder if the creator got Hop's permission for that. BTW, I don't understand how LA submods can be superior to the Los Angeles Modification itself. I don't agree with you list at all, just my 2 cents.
  3. WOW. These will come in handy! I agree with itchboy, they look amazing!
  4. How about using itchboy's Range Rover and making a Met one like this? (i can help)
  5. Do you still have the LA mod startup script? Maybe that's the problem. Removing the script (and adding it when I had everything done) solved my issue.
  6. Why a new tanker? Freakinmusket (correct me if I'm wrong) and itchboy have quality tanker models that can be easily adapted to the player's needs/tastes. Plus, the community is lacking in engines and I'm tired of seeing the same models over and over again in all of the North American mods out there (no offense intended). Just my 2 cents. EDIT: Yay! A new engine!
  7. BTW: when are we going to get the results for July? Sorry for double-posting. :c
  8. Hey, thanks for the suggestions. I'm kind of busy with real life and I'm currently sorting some things out (I'm planning to join a Volunteer Fire Department) and that's been consuming some of my free time. I'll ask the moderators to lock the topic for now, because I'm not currently working on it and I don't know if it's worth it to resume the work on it.
  9. I actually think that the police car resembles more with this Opel Zafira, in the other pictures it looks a lot like the real thing.... Makes more sense to me.
  10. Here's mine for August... Lisbon's Volunteer Fire Department - Urban Pumper 04
  11. Just like me. The two-tone is very intriguing... Aynways, I'll go to their fire station Thursday, so I might find out which siren it is...
  12. Hi guys. Can anyone recognize the manufacter and model of the siren in this video? I've been struggling with this and I can't seem to find the right one. If it helps, the ligthbar is a Code3 MX7000, but none of Code3 sirens' sound like this one. Thanks in advance.
  13. Yeah... It's better to keep it simple. Thanks for the help.
  14. Hi again. I was just wondering if it was possible to edit an alarm script (see below) where you make the spawned person prototypes go to a certain VO, play an animation, change the prototype, go to their respective vehicles and then drive off automatically to the location specified by the player? My idea is to add a changeclothes script BEFORE the p.PushActionExecuteCommand(ACTION_APPEND, "entercar", o, 0, false); Is it possible? //////////////////////////////////////////////////////////////////////////////////////////////////////////// Freeplay Alarm TLF - Script v1.0 //// ************************************************ //// //// 1.0| PCmdFPAlarmTLF //// //// _____________________ //// a-rescue und Magicman mŸssen in der Readme genannt werden & der Kommentar muss so bleiben. //// Sonst freie Nutzung fŸr alle. ////////////////////////////////////////////////////////////////////////////////////////////////////////////const char IMG_ICON[] = "incendio31"; // Name des Iconsconst char IMG_CURSOR[] = "sendto"; // Name des Cursorsconst char COMMANDABLE_TRUE[] = "DUMMYSetCommandableTrue";const char COMMANDABLE_FALSE[] = "DUMMYSetCommandableFalse";const char FREEFORALERT_TRUE[] = "DUMMYFPSetFreeForAlertTrue";const char FREEFORALERT_FALSE[] = "DUMMYFPSetFreeForAlertFalse";const char FREEFORALERT[] = "DUMMYFPIsFreeForAlert";const char INBASE_TRUE[] = "DUMMYFPSetInBaseTrue";const char INBASE_FALSE[] = "DUMMYFPSetInBaseFalse";const char INBASE[] = "DUMMYFPIsInBase";// 1.0object AlarmFahrzeug3 : CommandScript // Name des Commands{ AlarmFahrzeug3() // Name des Commands { SetIcon(IMG_ICON); SetCursor(IMG_CURSOR); SetValidTargets(ACTOR_FLOOR | ACTOR_STREET); } bool CheckPossible(GameObject *Caller) { GameObjectList ol; GameObject *o; ol = Game::GetGameObjects("VUCI31"); //Name des zu alarmierenden Fahrzeuges o = *ol.GetObject(0); Vehicle v(o); if (!v.HasCommand(FREEFORALERT)) return false; return true; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if (Caller->GetID() == Target->GetID()) return false; return true; } void PushActions(GameObject *Caller, Actor *Target, int childID) { GameObjectList ol; GameObject *o; ActorList al; Actor spawnpoint; Vector spawnpos; float rot[9]; float childRot[9]; Vector tpos; PersonList pl; Person p; ActorList al; Actor spawnpoint; Vector spawnpos; ol = Game::GetGameObjects("VUCI31"); //Name des zu alarmierenden Fahrzeuges o = *ol.GetObject(0); Vehicle v(o); if (v.IsDestroyed()) { Mission::PlayHint("A viatura está destruída e não está mais sob o teu controlo."); return; } if (!v.HasCommand(FREEFORALERT)) { Mission::PlayHint("Veículo está ocupado numa ocorrência."); return; } else { Mission::PlayHint("Saída VUCI 31!"); //Alarmmeldung die angezeigt werden soll Audio::PlaySample("mod:Audio/FX/OdourOfGas.wav"); //Pfad zum Alarmsound der abspielt werden soll v.PushActionExecuteCommand(ACTION_NEWLIST, FREEFORALERT_FALSE, &v, 1, true); al=Game::GetActors("VUCI32_persons"); //Name des viruelles Objektes wo die EinsatzkrŠfte erstellt werden soll if(al.GetNumActors() > 0) { spawnpoint = *al.GetActor(0); spawnpos = spawnpoint.GetPosition(); } else { Mission::PlayHint("Pessoal não foi encontrado!"); return; } bool ob_personal = false; pl = v.GetPassengers(); for(int i=0; i < pl.GetNumPersons(); i++) { if (pl.GetPerson(i)->HasCommand("entercar")) { ob_personal = true; } } bool vinbase = false; if(v.HasCommand(INBASE)) { vinbase = true; }//Personal Block///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// if (!ob_personal && vinbase) { p = Game::CreatePerson("mod:Prototypes/Persons/02 Fire Department/firefighter.e4p","VUCI31"); //Pfad zum Prototyp der Einsatzkraft & Name der Einsatzkraft (wie Fahrzeug) p.GetRotation(rot[0], rot[1], rot[2], rot[3], rot[4], rot[5], rot[6], rot[7], rot[8]); Math::EulerToMatrix(0.f, 0.f, 0.f, childRot); Math::MultiplyMatrices(childRot, rot); p.SetRotation(childRot[0], childRot[1], childRot[2], childRot[3], childRot[4], childRot[5], childRot[6], childRot[7], childRot[8]); GameObject *px(p); Game::FindFreePosition(px, spawnpos, 100); p.SetPosition(spawnpos); p.PushActionExecuteCommand(ACTION_NEWLIST, COMMANDABLE_FALSE, &p, 1, true); p.PushActionExecuteCommand(ACTION_APPEND, COMMANDABLE_TRUE, &p, 1, true); p.PushActionExecuteCommand(ACTION_APPEND, "entercar", o, 0, false); }//Personal Block//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// if (!ob_personal && vinbase) { p = Game::CreatePerson("mod:Prototypes/Persons/02 Fire Department/firefighter.e4p","VUCI31"); //Pfad zum Prototyp der Einsatzkraft & Name der Einsatzkraft (wie Fahrzeug) p.GetRotation(rot[0], rot[1], rot[2], rot[3], rot[4], rot[5], rot[6], rot[7], rot[8]); Math::EulerToMatrix(0.f, 0.f, 0.f, childRot); Math::MultiplyMatrices(childRot, rot); p.SetRotation(childRot[0], childRot[1], childRot[2], childRot[3], childRot[4], childRot[5], childRot[6], childRot[7], childRot[8]); GameObject *px(p); Game::FindFreePosition(px, spawnpos, 100); p.SetPosition(spawnpos); p.PushActionExecuteCommand(ACTION_NEWLIST, COMMANDABLE_FALSE, &p, 1, true); p.PushActionExecuteCommand(ACTION_APPEND, COMMANDABLE_TRUE, &p, 1, true); p.PushActionExecuteCommand(ACTION_APPEND, "entercar", o, 0, false); }///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////Personal Block//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// if (!ob_personal && vinbase) { p = Game::CreatePerson("mod:Prototypes/Persons/02 Fire Department/firefighter.e4p","VUCI31"); //Pfad zum Prototyp der Einsatzkraft & Name der Einsatzkraft (wie Fahrzeug) p.GetRotation(rot[0], rot[1], rot[2], rot[3], rot[4], rot[5], rot[6], rot[7], rot[8]); Math::EulerToMatrix(0.f, 0.f, 0.f, childRot); Math::MultiplyMatrices(childRot, rot); p.SetRotation(childRot[0], childRot[1], childRot[2], childRot[3], childRot[4], childRot[5], childRot[6], childRot[7], childRot[8]); GameObject *px(p); Game::FindFreePosition(px, spawnpos, 100); p.SetPosition(spawnpos); p.PushActionExecuteCommand(ACTION_NEWLIST, COMMANDABLE_FALSE, &p, 1, true); p.PushActionExecuteCommand(ACTION_APPEND, COMMANDABLE_TRUE, &p, 1, true); p.PushActionExecuteCommand(ACTION_APPEND, "entercar", o, 0, false); }//Personal Block//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// if (!ob_personal && vinbase) { p = Game::CreatePerson("mod:Prototypes/Persons/02 Fire Department/firefighter.e4p","VUCI31"); //Pfad zum Prototyp der Einsatzkraft & Name der Einsatzkraft (wie Fahrzeug) p.GetRotation(rot[0], rot[1], rot[2], rot[3], rot[4], rot[5], rot[6], rot[7], rot[8]); Math::EulerToMatrix(0.f, 0.f, 0.f, childRot); Math::MultiplyMatrices(childRot, rot); p.SetRotation(childRot[0], childRot[1], childRot[2], childRot[3], childRot[4], childRot[5], childRot[6], childRot[7], childRot[8]); GameObject *px(p); Game::FindFreePosition(px, spawnpos, 100); p.SetPosition(spawnpos); p.PushActionExecuteCommand(ACTION_NEWLIST, COMMANDABLE_FALSE, &p, 1, true); p.PushActionExecuteCommand(ACTION_APPEND, COMMANDABLE_TRUE, &p, 1, true); p.PushActionExecuteCommand(ACTION_APPEND, "entercar", o, 0, false); }//Personal Block//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// if (!ob_personal && vinbase) { p = Game::CreatePerson("mod:Prototypes/Persons/02 Fire Department/firefighter.e4p","VUCI31"); //Pfad zum Prototyp der Einsatzkraft & Name der Einsatzkraft (wie Fahrzeug) p.GetRotation(rot[0], rot[1], rot[2], rot[3], rot[4], rot[5], rot[6], rot[7], rot[8]); Math::EulerToMatrix(0.f, 0.f, 0.f, childRot); Math::MultiplyMatrices(childRot, rot); p.SetRotation(childRot[0], childRot[1], childRot[2], childRot[3], childRot[4], childRot[5], childRot[6], childRot[7], childRot[8]); GameObject *px(p); Game::FindFreePosition(px, spawnpos, 100); p.SetPosition(spawnpos); p.PushActionExecuteCommand(ACTION_NEWLIST, COMMANDABLE_FALSE, &p, 1, true); p.PushActionExecuteCommand(ACTION_APPEND, COMMANDABLE_TRUE, &p, 1, true); p.PushActionExecuteCommand(ACTION_APPEND, "entercar", o, 0, false); }//Personal Block//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// if (!ob_personal && vinbase) { p = Game::CreatePerson("mod:Prototypes/Persons/02 Fire Department/firefighter.e4p","VUCI31"); //Pfad zum Prototyp der Einsatzkraft & Name der Einsatzkraft (wie Fahrzeug) p.GetRotation(rot[0], rot[1], rot[2], rot[3], rot[4], rot[5], rot[6], rot[7], rot[8]); Math::EulerToMatrix(0.f, 0.f, 0.f, childRot); Math::MultiplyMatrices(childRot, rot); p.SetRotation(childRot[0], childRot[1], childRot[2], childRot[3], childRot[4], childRot[5], childRot[6], childRot[7], childRot[8]); GameObject *px(p); Game::FindFreePosition(px, spawnpos, 100); p.SetPosition(spawnpos); p.PushActionExecuteCommand(ACTION_NEWLIST, COMMANDABLE_FALSE, &p, 1, true); p.PushActionExecuteCommand(ACTION_APPEND, COMMANDABLE_TRUE, &p, 1, true); p.PushActionExecuteCommand(ACTION_APPEND, "entercar", o, 0, false); }//FŸr weitere EinsatzkrŠfte einfach neue Blšcke hier hinzufŸgen bool ready = false; if (ob_personal) { ready= true; } if (vinbase) { v.PushActionWait(ACTION_APPEND, 8.0); //Zeit bevor Tor aufgeht v.PushActionExecuteCommand(ACTION_APPEND, "OpenGate", &v, 1, true); v.PushActionWait(ACTION_APPEND, 3.0); //Zeit bis Fahrzeug fŠhrt nachdem das Tor offen ist } if (!ready && !vinbase)) { Mission::PlayHint("Sem pessoal é impossível sair!"); } v.PushActionExecuteCommand(ACTION_APPEND, COMMANDABLE_TRUE, &v, 1, true); if(!v.HasCommand("DUMMYHasSiren")) { v.PushActionExecuteCommand(ACTION_APPEND, "VCmdSiren", o, 0, false); } v.PushActionExecuteCommand(ACTION_APPEND, INBASE_FALSE, &v, 1, true); if (ready && !vinbase)) { if(!v.HasCommand("DUMMYHasSiren")) { v.PushActionExecuteCommand(ACTION_APPEND, "VCmdSiren", o, 0, false); } } tpos = Game::GetCommandPos(); v.PushActionMove(ACTION_APPEND, tpos); } }};Thanks.
  15. The telephone box... It looks really really nice! Can you reveal the polycount?
  16. Nope. I'm still a noob in terms of Add-ons. Any suggestions on freeware?
  17. Thanks for the link. Mine's a fictional portuguese airline called FlyPortugal. Inspired in some designs around the internet with some personal touches. The airline will have some regular flights (operated by A-321s), regional flights (FlyPortugal Express - operated by some CRJ700s) and even some VIP flights (FlyPortugal Premium). Most of these ideas are unrealistic, but I like them how they are. Here's some pictures (ignore the tail IDs, they weren't supposed to be like that):
  18. *bump* I'm also trying to do my own fictional company in FSX and I've been wondering... how exactly have you done the vertical stabilizer design? It looks sick!
  19. So, I went to my grandfather's house (in the center of Lisbon) to spend some time with him and, apparantely, it's an awesome place to film some emergency responses. Here's the result of only two days in there:
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