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TheCHcuky

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Posts posted by TheCHcuky

  1. So after numerous tweaks and testings we still have not been able to get a single car theft on our mod. Below I showed the scripts we have for it as well as in editor properties for the given situation. Is their a properties / scripts that we need to change or is their another problem? 

    Scripts for the situations.

    <!-- JH -->
            <EFPEventCarTheft>
                <Enabled value = "1" />
                <!-- AverageFrequency: average number of events per 10 minutes -->
                <AverageFrequency value = "7.9" />
                <!-- MaxRadius: in meter (max. distance between committer and car) -->
                <MaxRadius value = "100.0" />
                <Worth value = "8.0" />
                <SupervisorStart value = "ID_SUPERV_EVENT02" />
                <SupervisorFinish value = "" />

    Car that I'm using for test.

    http://www.emergency-planet.com/uploads/monthly_2018_11/20181106092504_1.thumb.jpg.50917b881383727b08c0a86277c74052.jpg

    http://www.emergency-planet.com/uploads/monthly_2018_11/20181106092437_1.thumb.jpg.57744de23d2441b1cd8e697d8fa7c00a.jpg

    http://www.emergency-planet.com/uploads/monthly_2018_11/20181106092408_1.thumb.jpg.fdff198c5542a3347d4668754761ba9c.jpg

    http://www.emergency-planet.com/uploads/monthly_2018_11/20181106092504_1.thumb.jpg.50917b881383727b08c0a86277c74052.jpg

    http://www.emergency-planet.com/uploads/monthly_2018_11/20181106092437_1.thumb.jpg.57744de23d2441b1cd8e697d8fa7c00a.jpg

    http://www.emergency-planet.com/uploads/monthly_2018_11/20181106092408_1.thumb.jpg.fdff198c5542a3347d4668754761ba9c.jpg

    20181106092504_1.jpg

    20181106092437_1.jpg

    20181106092408_1.jpg

  2. Okay. I got a hypothetical question. 

    Is their a way that you can set a civilian role that is armed and is hostile towards an entry team inside an interior that won't attack other civilians / house_persons and just attack the SWAT team that enters without having to switch their ROLE to gangster?

    Reason why I'm asking this is because our game seems to freeze up with calls once we place a person in with a "gangster role."
     

  3. When editing the fp_Parameters document for turning on / off situations when it says AverageFrequency value would AverageFrequency value "1.0" give yourself a greater chance of that given situation occurring or does the number have to be A greater value say "5.0" to better your chances?

     

     

  4. Correct me if i'm wrong in this but is it allowed for a mod to be posted [WIP stage] even before all the permissions have been given? Its just up until release that all the permissions need to be approved before using that parties content in the mod correct? If so I say giving permission to use another parties content should be established first before allowing the post on the mod itself WIP stage. It's pointless for people to go through the process of making a mod and then have to completely stop it due to someone claiming ownership after going through the difficult work in a mod and then make the EMP community excited about its release. 

     

    To sum up what I mean for an example is this: Giving someone a car first before they have their license or in this case letting someone make a mod first before getting permission to use another parties content.

  5. Sorry if this is irrelevant to the discussion or has been has asked not to be discussed, but what will happen with the forums now? I saw in a later post that the forums will stay up for a duration of time. With what has been going on is the EMP mod team plan on shutting down the forums anytime soon or will the forums stay up for a while even with Hoppah leaving the mod team?

  6. attachicon.gifImageUploadedByTapatalk1433986387.042483.jpg

    Brooklyn BoF mod v2 coming soon. Photo credit goes to Obenfrankengamer taken using his custom graphic ENB.

    The mod is coming along nicely lots to show in the coming weeks. I'm completely re-doing the traffic set up with the hopes of achieving redirect functions similar to the original game whilst keeping a high traffic density.

    The mod has also been optimised further for lower spec being made on an Intel pc so definitely Intel friendly.

    The update also features a new homicide call custom script using BMA's call out script, more to come on that soon.

    There's also a new firehouse new map texture and plenty more!

     

    Nice job Dyson and the others that assisted. If me and my friends like it we might use it as a series w/ your perms of course. :)

  7. There is a county fire station and the volunteer station. The only difference being that you've gotta staff the stations from off the map at the beginning of the game. The police station works the same way.

    Sweet! Lets take this to PM then. Have some questions.

  8. I've made a multiplayer version of this mod, however I was informed I'm not able to release additions to this mod if the addition in question is an addon. The multiplayer version I've created isn't quite the same as the original in that I ended up converting the volunteer station to a county station for the simple fact that the volunteer script wouldn't work on the map, at least not with the very limited amount of time I spent with it. It functions similarly to the Harbor City mod in that when the match begins you must call the units from off the map and then get them to the station.

    Is their just one fire station, with curtain units that park in the station? Also is the PD script active, or do you have to call a separate unit to run transport and bring the suspects to HQ instead of the PD station?

  9. MP Compatibility is something bama and me have to look into. In the mean time, keep on going with your series. Its great.

     

    I'd recommend River Falls as a substitute. I'm working on it too and I believe MP is planned for it.

    We definitely will look into RiverFalls. I'm liking it so far. Let me know if you guys have any plans for an MP part of this mod and we will definitely approve it for a season. 

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