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The Loot

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Everything posted by The Loot

  1. It's actually just the HAZMAT squad turned into USAR. Xplorer's w00ds map mod is here, BTW.
  2. GGD, did you happen to use my version of Hoppah's Water Supply? That invisible firehose is a bug I ran into when fixing the person "switch" that happens if you use different types of people to install and remove the supply line. For whatever reason, changing the hidden hose-holder to a different proto causes the firehose to turn invisible; no idea how to fix that, but it's a minor thing that doesn't break any function (you can just tell the person to remove the hose from the hydrant and reconnect if you want to fix it).
  3. Here are two posts you'll need to reference in order to get the NEW units working. I also forgot a critical step: you also may have to add the new prototypes to various scripts. LASiren is one example, but there may be others.
  4. Just remember to link to where people can get those vehicles and give a note of thanks to the creators, just to be polite.
  5. It gives the user several extra steps (removing current lights, copying and pasting new ones) and removes the "plug-n-play" aspect, but if you want to cut as many permissions as possible out, delete everything but the lights from the prototypes and just release those.
  6. Do you have a person manning the pump? I forgot about that possible issue with Rapid Deployment.
  7. Heh, and here I added and continue to add new units to mine.
  8. Might as well wait for more performance fixing has been done, and for more people to figure out the game and it's features so new things can be made and used. If you can get it for a good price, might as well take advantage of that and bide your time.
  9. Yep. Lang folder contains most of them, and you might also have to go search through scripts and change hint and help text popups.
  10. The doors mostly, but also the original LA box on them, with it's lower-res texture.
  11. One of these days I should try to use your ambulance pack vehicles instead of the LA mod replacements; problem is adding lights to them which I would generously call my skills in "rubbish". I think I could get the LA skins transferred over without too much trouble, though.
  12. Another Q: if doors are different types but grouped the same, do they still open together? Or do they have to be the same in both regards? Take the LA ambulances: they don't really have "person" doors, but I wonder if I can set one of the "special" doors to "person" with the same group, and have them both open in both circumstances.
  13. Could use it to replace the getaway car. Those criminals deserve no better!
  14. Hasn't been re-approved by a moderator yet, It can take a bit sometimes.
  15. Looks OK, but sounds like more a hassle than useful. I'd like to see how you got it working so you can drop the patient and leave the stretcher; I couldn't get that last to work correctly (it always left the stretcher object on the map) so I don't use it.
  16. That explains why some of my ambulances only open one of their rear doors when used.
  17. Yes. Organization makes working with, loading, and distgributing a mod much easier. Plus getting rid of stuff you know you won't use means you don't have to worry about permissions for it anymore. I know other mods have been forced to do some work when unused assets were included without permission.
  18. What exactly does giving a group value do? I'm guessing that if multiple doors have the same value, they'd all open when one does, but I'm not sure.
  19. Looks like you need lines to hide the person after being picked up, and to enable the correct patient child on the unit. I have it working in my script; not currently on that PC so I can't post it. Edit: Here we go. Here's what my Lift script looks like in my LA mod. "DummyLiftStretcher" is what handles the various actions that need to happen after picking the person up with a stretcher. I changed the command names into English and tweaked other things somewhat, too, so just use this as an example. The only issue I ran into with the Stryker was that when transporting the patient from the ambulance to the hospital, the patient would reappear, the unit would wig out and start spinning around while trying to walk, and sometimes getting stuck doing that and never get into the hospital. I fixed this by moving the PutInBase action before the move action so the patient gets removed before that..
  20. None? That's definitely a step back, and it's what EM4 was already lacking.
  21. Some additions to Jose Pedalio's info. Lang/EN/Infotexts.xml <string name="ID_NAME_VEHICLE">Name Here</string> (Shows up in buy/deploy dialog.)<string name="ID_PURPOSE_VEHICLE">Short description here.</string> (Shows up in buy/deploy dialog.)<string name="ID_TOOLTIP_VEHICLE">Name Here</string> (Shows up when hovering over a picture on vehicle menu.)Lang/EN/Portraits.xml <string name="ID_PORTRAIT_VEHICLE">Name Here</string> (Shows up under unit picture when selected in-game.)Specs/Portraits.xml <portrait prototype="mod:Prototypes/Vehicles/03 LA Police/vehicle.e4p" text="VEHICLE" unit="VEHICLE"/> (Determines what strings are used for specific prototypes.)Everywhere it says "VEHICLE" needs to be the same for a single unit, and corresponds with the same Unit ID used in the unit.xml file. Multiple vehicles can share the same Unit ID, and pull from the same Language strings, but each prototype needs its own line in the Specs xml file. Itchboy, do you plan on replacing the tow truck? I know you're working on something for the Engineer vehicle.
  22. Did you create Unit folders for them? They won't show up in the callout menu without those. You'll also need to edit various xml files to get names and pictures set up for them, and add them to any scripts that require them to be defined..
  23. I'm going to say "It's coming along, but she's slow to build up steam." Out-of-box: "Here! Have this game that mostly functions completely, if simply. But as soon as you talented community members get the info and experience you need, it's going to (hopefully) be a whole new ballgame!"
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