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mindcore

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Everything posted by mindcore

  1. I've been a bit busy. It might not be finished for quite a while - but I'm releasing a little something I got together that is not related to this. I will probably get around to finishing it, but if I don't, I will release the source code for it soon. Edit: That is the little something released on the download area - assuming it passes moderation (which it should!)
  2. Excellent. I have been writing myself a book about modding Emergency 4 as a reference guide; this will make it a heck of a lot easier :3
  3. I use just Windows 8 as my operating system. I had no problems on Windows 8 Beta or Release, or problems on Windows Server 2008, 2008 R2 and 2012. Maybe I'm just lucky
  4. Hi guys, Sorry, I have been very busy. I will see what I can do about the problems; I am especially concerned about the Multiplayer problems Emc-Unit is having. I will see what I can do - Mindcore
  5. I will look into this, but as far as I can see the freeplay events are pre-set. You can configure the existing ones, but you can't add new ones.
  6. These missions all sound great. My personal suggestions include a hurricane/storm and a search and rescue mission. I am going to review these ideas and decide on a preliminary selection to script and design.
  7. Well, I would, but I know almost nothing about modelling. I am only making this because I just have to re-skin existing units, and edit code. I am not very good at creating models or creating skins completely from scratch. If anyone wants to help I can add new units, but I am only doing this really to learn how to re-skin. And about the Lamborghini police car.... If you can find me a working model I can do the skin. I will see if I can learn some more about modelling, though.
  8. Hi Emergency Planet! I am making a San Francisco sub-mod for the Los Angeles Mod v2.1. So far it includes some script modifications, customized and re-skinned units, new info texts and some other minor tweaks. I also added the ability to patrol to some of the SAFD vehicles. Screenshots (EMS Vehicles): Screenshots (FD Vehicles): Progress: SAFD Vehicles:95% - Just got to fix some stupid looking things I did on the skins. SAFD Persons: 0% SAPD Vehicles: 0% SAPD Persons: 0% TEC Vehicles: 0% TEC Persons: 0% EMS Vehicles: 100% EMS Persons: 0% Military / Government Vehicles: 0% Military / Government Persons: 0% Extra Features: Animal Control Vehicle: 0% Animal Control Persons: 0% Fire Engine Patrol Script: 100% - Bug: If someone turns off the auto extinguisher on the roof of a fire engine the button to turn it back on vanishes. Anyone got an insight into this? Please suggest more vehicles and I will see what I can do! I started the sub-mod very recently, but you can expect it to be finished in a few weeks judging by my progress so far.
  9. I am working on a tool to unpack and pack these files; I just need to finish figuring out the file format! It is some kind of modified GZip compression with a strange header. If anyone has extra information please message me.
  10. Well, I was looking at possibilities, and it seems that because this is non-commercial I may be able to get a free version of the Havok Vision library that is used in the game itself. This is especially good because then I can provide previews of emitters and allow modification of shaders (possibly). This would most certainly be cool!
  11. Yeah, I was using the Nvidia plugin the other day and it was screwing up files. I will have to find an alternative. My current problem (If anyone can shed light, please do!) is to figure out how the packed DDS files and XML files are packed. So far I see that they use GZip compression. And a weird "OA7" header. This is for the modding suite to allow batch locking/unlocking of game files So if you want to mod EM2012, you could use my tool (if I get it working!).
  12. Thanks for all the responses! I will try what you guys have said and see what I can get working.
  13. It asks for this by default. If you select your em4.cfg file it opens the program which has a button to select your free-play file. If you can't access your em4.cfg file for some reason I will need to rethink this Hope this is of help
  14. The tool I plan on creating after this one will make it easier to add, remove and reskin vehicles, create missions and edit unit files. So, yeah, as soon as I have time I will make a tool to do that. Only problem is finding a redistributable library for DDS editing... I might use NVIDIA's downloadable one and get the user to download it on first launch.
  15. Yes, you are probably right. I just have no idea what I am doing, so I used the first (and only) example script I could find!
  16. Ok. Well, it is a useful tool which allows a user of Emergency 4, Emergency 4 Deluxe or 911: First Responders to configure which freeplay events occur, and adjust the options for those events. It also allows you to easily set custom resolutions, graphics options and camera angles. I hope this helps
  17. Thanks, everyone! I am going to start the modding toolkit soon, too. This will include: Mission Creator (Like that other one, but new ) XML File Editor Vehicle Adding Tool Image Editor (To easily create unit icons)
  18. Hey Emergency Planet. I am trying to make a submod for Hoppah's Los Angeles Mod 2.1. I have very little experience with scripting in Emergency 4 (although I do know some C++). I am trying to add a new command to soldiers: Get Grenade. I pretty much want to make a copy of the flashbang but make it explosive, and make a secondary command to retrieve and use it. This is for a military submod I am making... I'm not a trigger-happy maniac. Any ideas? As I am a complete newbie, I really need all the help I can get. My code so far is: object ThrowMolotov : CommandScript { ThrowMolotov() { SetValidTargets(ACTOR_FLOOR | ACTOR_OBJECT | ACTOR_VIRTUAL | ACTOR_HOUSE | ACTOR_OPEN_HOUSE); SetPossibleCallers(ACTOR_PERSON); SetIcon("throwmolotov"); SetCursor("throwmolotov"); } bool CheckPossible(GameObject *Caller) { if(!Caller->IsValid() || Caller->GetType() != ACTOR_PERSON || Caller->GetEquipment()!=EQUIP_BOTTLE) return false; return true; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if(!Caller->IsValid() || Caller->GetEquipment()!=EQUIP_BOTTLE || Caller->GetID() == Target->GetID()) return false; if (Caller->GetType() != ACTOR_PERSON) return false; Person p(Caller); if(p.GetEnteredCarID() != -1) return false; return true; } void PushActions(GameObject *Caller, Actor *Target, int childID) { Vector CmdPos, TargetPos; CmdPos = Game::GetCommandPos(); TargetPos = CmdPos; Person p(Caller); if(!p.IsValid()) return; if (p.GetThrowPosition(TargetPos)) { Caller->PushActionmove(ACTION_NEWLIST, TargetPos); Caller->PushActionTurnTo(ACTION_APPEND, CmdPos); } else { Caller->PushActionTurnTo(ACTION_NEWLIST, CmdPos); } Caller->PushActionThrowMolotov(ACTION_APPEND, CmdPos, 150000.f); Caller->PushActionRemoveEquipment(ACTION_APPEND); } }; object GetMolotov : CommandScript { GetMolotov() { SetValidTargets(ACTOR_FLOOR | ACTOR_OBJECT | ACTOR_VIRTUAL | ACTOR_HOUSE | ACTOR_OPEN_HOUSE); SetGroupID(CGROUP_GETEQUIPMENT); SetPossibleCallers(ACTOR_PERSON); SetNeedsCarWithFlagSet(OF_HAS_FLASHGRENADE); SetIcon("getmolotov"); SetCursor("getmolotov"); } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if (!Caller->IsValid() || !Target->IsValid() || (Caller->GetID()==Target->GetID())) return false; if (Target->GetType()==ACTOR_VEHICLE) { Vehicle v(Target); if ((v.HasCommand("FlyTo") || v.HasCommand("VcmdDeInstallRope")) && !v.IsOnGround()) return false; } Person p(Caller); if(p.IsValid() && (p.IsCarryingPerson()||p.IsLinkedWithPerson()|| p.IsPulling() || p.GetEnteredCarID() != -1)) return false; GameObject obj(Target); if (Caller->GetObjectType()==TYPE_PERSON && Caller->GetEquipment()!=EQUIP_FLASHGRENADE && obj.IsValid() && obj.IsFlagSet(OF_HAS_FLASHGRENADE)) { return true; } return true; } void PushActions(GameObject *Caller, Actor *Target, int childID) { Vector TargetPos = Target->GetTargetPoint(Caller, TARGET_EQUIPMENTDOOR); Caller->PushActionmove(ACTION_NEWLIST, TargetPos); Caller->PushActionTurnTo(ACTION_APPEND, Target); Caller->PushActionGetEquipment(ACTION_APPEND, Target, EQUIP_BOTTLE); } };
  19. Version 0.4b

    14,715 downloads

    The Emergency 4 Configurator is a tool designed to modify the Emergency 4, Emergency 4 Deluxe and 911: First Responders configuration files. The tool provides easy access to freeplay events, screen resolution, camera angles and graphics tweaks. After this is released, additional modding features will be added later in the form of a second, more advanced program. This program will make it easy to insert new vehicles, missions and more. Please visit the forum post to leave comments or bug reports. I hope you enjoy using my software!
  20. Yeah, I see what you mean. I would think so too Well, about the posts, I just set this one up as an alt account. My other account is "foffler". For safety, I hosted the download on a reliable website with a built in virus scanner. And don't forget, you should probably back up your em4.cfg (or em4deluxe.cfg) before testing the beta.
  21. Hey Emergency Planet! I thought you guys might like to know that I have created a 911: First Responders / Emergency 4 configuration tool! Please check my latest post to find out more Here are some screenshots: Download the latest version here (Hosted in the Emergency Planet Download section).
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