-
Posts
7,379 -
Joined
-
Last visited
-
Days Won
284
Content Type
Profiles
Forums
Calendar
Tutorials
Downloads
Gallery
Posts posted by Hoppah
-
-
how come hoppah hasn't made a 1970's version of la mod
Because modding aint Hoppahs fulltime job no mather how great ideas are.
-
I need to ask
How on earth do you take care of the angry riot approtching the base when you have only played 5-10 minutes.
I have tried 2-3 times, every time have most of my soldiers been injured.
There are dubbel as many rebels as soldiers, what to do??
The group is divided into 2 smaller groups when the event spawns. If you get this event early on, purchase a local PD car. If you act quickly you can intercept one of the groups with soldiers and local police officers. Then focus on the remaining rebels in the other group.
-
Looks great man. I believe that Hoppah will allow anyone to release any of his work as long as credit is given where credit is due. But never the less it is always good to ask
That applies only to the LA Mod.
-
So does connecting a hydrant to the TFT do anything? I didn't seem to change anything when I did it. It does look cool though.
Does nothing indeed, it's just a visual thing.
-
Awesome you got it ready so fast hoppah, and awesome gameplay!
Finished the entire mod from scratch till 0.4b in rougly 5-6 months. The scripts and the map were the most work.
-
It might be easier to just hide the support by alpha-channel
-
Although the mod is kinda small (only 56 MB), everytime something popular gets released EMP gets slow.
-
Hoppah who is well known within the EMP community has just released his newest modification, the US Army Modification! A modification set in the Middle-East with tons of special and new additions. You can expect a total overhaul over the original game and a very fun and addictive gameplay!
The mod can be downloaded here: Download US Army Mod
You can find the subforum here: US Army Mod Subforum
Enjoy!--
-
Screenshots and video
Â
Â
ÂÂÂÂ
Easter Egg
There are 6 goldbars hidden on the map. Collect all 6 of them and you'll get a surprise!
Open the spoiler tags for the locations and the surprise if you are having troubles collecting the gold bars.
You will get a playable M1 Abrams MBT when you've found all 6 goldbars. Each goldbar will also reward you with $2,000.
The locations:
- "Camping site" on the bottom of the ravine, under a box. You'll need a helicopter to land in the ravine. Drag the box away and pick up the gold bar.
- On the top of the waterfall, under a bush, at the end of the small path leading to the top of the waterfall. You will need to cut down the bush first.
- Lower left corner of the map, near the poor village with the water well. There is some wooden scrap on top of the goldbar.
- In the small village, look for a bunch of pallets behind a house. You will find a gold bar after dragging the pallets away.
- There is a parking lot surrounded by houses at the right edge of the map in the bigger town. There's a goldbar hidden under a barrel.
- Find the old statue in the big town, behind the statue there are bushes and trees. Under one of the bushes you will find a goldbar. You will need to cut down the bush before you can pick it up.
Upon collecting the sixth goldbar, the M1 Abrams will appear at the base and park under the camoflage nets.- 2
- 1
-
Open Sesami on request
I expect a mod update soon, otherwise this thread will be put back in chains
-
I've attached the ToFireStation and FireStation scripts of the Manhatty Mody v3 to this post.
They might further help you because they're edited versions of the LA Mod's fire station scripts and are set up for bays with 1 door (no rear bays, like you want).
The script is set up for four seperate fire stations with a total of 7 bays.
Note: the fire station script is a simplefied version of the LA Mod's one. It does not contain alarm commands, nor commands to call crew/personnel. It only contains the scripts to hide/show the roof and to open the front gates.
Good luck with your mod,
Hoppah
-
You're talking about the (central) axes. There is no other way unfortunately. If you move the center point to the center of the vehicle (and re-export to a new .v3o model), the vehicle will be positioned correctly in comparison to the axis. However, you will have to move all doors, childs, lights to the new position too.
-
1.0f is equal to 10 speed, I believe. The base LA Mod has vehicles at 100 speed in the XML set to 10.f in the scripts, so I'm pretty sure that's accurate.
Correct.
-
You will probably have to edit the MoveTo command's script and set the beach's terrain as an unvalid destination for all cars except 4x4.
-
Replacing the video should work, if the filename, extension, resolution and codec matches.
-
So (1) the two persons spawn and just sit there? Does the vehicle has at least 2 free seats for transports? (can be set in editor)
And (2) did you wait the full 16 seconds before it's suppesed to move?
If so, the second issue might also be caused by siren part:
if (!v.HasCommand(DUMMY_HASSIREN) && v.HasCommand(CMD_AUTOSIREN_OFF) && !Input::LShiftPressed() && !Input::RShiftPressed())
v.PushActionExecuteCommand(ACTION_APPEND, CMD_SIREN, Caller, 0, false);Try the script with that code removed or disabled.
-
Hmm, what to all the speed values under "DummyPatrol" refer to?
Also, I'm wondering what makes it so that vehicles on patrol don't overtake. Is it a property of the path itself, as I don't see anything in the script.
They just follow a path, like civilian vehicles do. Can't really change that.
-
The speed mentioned in the unit.xml files is the regular speed.
You need to find and edit the patrolscript to change the patrol speed for that command.
-
Good to hear you fixed the script.
I need to login or something onto that website to download the other script.
You can also rar the package and use the attachement system on this forum.
-
That's weird then. I've never had that problem. Anyone else know a fix?
-
Found the error I think, you missed a } to close the entire part under "if (Random == 0 || Random == 1 || Random == 2)".
Add the } at line 174.
Between
if (!n.HasCommand(DUMMY_HASSIREN) && n.HasCommand(CMD_AUTOSIREN_OFF) && !Input::LShiftPressed() && !Input::RShiftPressed())
Game::ExecuteCommand(CMD_SIREN, &n, &n);and
if (BuyTruckOnly)
Mission::PlayHint(HINT_BEARCATBOUGHT);
else if (!BuyTruckOnly)
{ -
Yes, that might work better but I doubt it'll solve your problem.
-
Because the game crashes after
cursor mod:UI/Game/Icons/Cursor/PcmdCallVAN.dds not foundPcmdCallVAN might be script that is crashing your game. I have scanned your script and didn't find anything weird, although it's hard to read the script without the tab spaces to see what belongs to what.
-
By guru he means king of the modders.
Naw, I'm just an allround modder. Doing bits and pieces here and there. Nothing special really.
Map .tga problem
in Modding Related Support
Posted
Did you save at as 24bit tga?