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mindcore

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Posts posted by mindcore

  1. I would use some led lightbars and some newer units.

    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. :happy:

    I will see if I can learn some more about modelling, though.

  2. 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):

    post-38762-0-75455600-1354539752.jpgpost-38762-0-50631900-1354539753.jpgpost-38762-0-17182700-1354539754.jpg

    Screenshots (FD Vehicles):

    post-38762-0-78483700-1354551349_thumb.j

    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. :laugh:

  3. Sounds great, I'd take a look at DXTbmp to see if that programme can help you with the DDS files.

    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!

  4. Hey Mindcore, word of advice, perhaps don't use the Nvidia plugin as it messes up my DDS files and corrupts them on multiple gaming platforms! Not sure if this happens for everyone else, but would hate to have your awesome programmes ruined by such an annoying bug :D

    Anyhow, if it works for everyone else than I'm sure it's just a personal thing :happy:

    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!).

  5. I like this very much, but i have downlaoded it and it is trying to find .cfg files meaning that i can not open the freeplay files to edit it, can you please help.

    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 :)

  6. Are you going to do a new way to reskin vehicles? That would be nice.

    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.

  7. OK can someone explain what this does? I don't understand it at all. ;)

    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 :D

  8. 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);
    }
    };

  9. Can someone confirms this works?? It just seems a little shady coming from a member with only one post.

    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.

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