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Hoppah

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Everything posted by Hoppah

  1. I've never played ze Wegberg mod, but I do have an idea about this matter. I'm pretty sure it is possible to make civilian vehicles deviate from their original path in the game and make them return to that path again after 10 seconds or so. That would be the hardest component to script. I'd integrate the entire logic with the Siren script, because that script already repeats itself every second (which contains a check to to disable the siren once the vehicle stops moving). An additional component would just check the nearby traffic every second too and make it pull over. No siren, would mean no pulling over, so that would be convenent too imo. However, a script like this would be buggy. There is virtually no AI existent in this game. If there's little or no space to pull over, vehicles (especially larger ones) WILL get stuck in objects and won't be able to continue their path. Or even worse, vehicles may get stuck in other traffic when they're resuming their original path, which will cause the entire path to be blocked. A solution would be temporarely disabling the physics/collision data of the pulled over vehicles. Vehicles will pull over IN objects (even buildings and persons) then, but the logic does does work and there's less chance of bugs such as blocked traffic. It won't look very pretty, but it would be an awesome addition anyway. My 2 cents Hoppah p.s. Sorry for my English
  2. Unfortunately, I don't think the editor supports import and export functions for heightmaps (a grayscale image that shows the floor height), which can be made in photoshop. You will have to manually smoothen/soften the terrain by using different tools. This can be really time consuming before you get what you. Trying out different settings, masks or brushes is recommended. The town in US Army mod's map is on a sloped hill too. With all the roads and alleys it took me a while to get it the way I wanted it to be. Make sure to create the texture first, then play with the ground heights. Hoppah
  3. The Alpha Channel is all white? Turning off Alpha Reflections in the editor will probably solve your problem.
  4. Not that I know of. You can only change the hose color. The file is called firehose.dds and can be found in the Textures folder.
  5. When using that 'Streets' tool, there's buttons called 'Move to floor' and 'Move to ground'. One of these updates the points to your changed ground levels.
  6. You cannot make changes to the original UI using the Modfolder structure. Unfortunately, you will have to make changes to the Data folder, even if you want to do simple changes such as repainting the UI. However, you can add NEW interface elements to Mods, using missionscripts. Example: Missionscripts can also hide all original elements. Therefore, it is possible to build an entirely new interface. There are some German modifications out there with a new interface. Hoppah
  7. Hi Chris, Did you check the logfile? Hoppah
  8. Unfortunately, the way I did it in the LA Mod requires scripting. There are virtual objects on the map (those blue boxes) which are used to spawn the vehicles upon start via script. The script is called LAFireStationstart.script. However, you can also use the editor to place vehicles on the map and just save the map instead. That's probably easier for someone without scripting experience. Good luck, Hoppah
  9. Please, do not use the imperative form to vent your bad mood, because the way you said this just sounds rude or impolite to me. I'd have given you a warning if you'd dictate me like this. Georgencp didn't forget your name on purpose and I don't think he's intending to steal models. If you friendly ask to him to mention the original author(s) next time you will probably be heard and understood better. Disrespectful behaviour results in disrespectful treatment. Hoppah OT: The screenshots look nice, but they appear a bit small. Do you have bigger versions of them?
  10. I've got the helo vooder. It can even lift vehicles n stuff. Anyway, I'm not really interested in a mod based on fictional stuff. Or do you mean an early 20th century focused mod? The only mod that I know of that is not set in modern times, is the old DDR mod.
  11. There's a ton of different outcomes possible ofcourse.
  12. That grey car parked illegally. Welcome to America
  13. The crash I had with those 2 prototypes wasn't a CTD. The game just froze and the logfile didn't mention anything about a crash, so it just stopped responding. Had to use task manager to stop the em4 process. Thats why I mentioned specifically to test all buildings. edit: Added v2 already. Couldn't wait. See first post. Yippie-Kai-Yay edit 2: In most mods, the enterhouse script has been edited, so fire fighters with a hose can enter open_house buildings. To enable that in my script, find and remove the following codes from the script: if(Caller->GetFirehoseID() > 0) return false; if(person.GetFirehoseID() > 0) return false;
  14. Well, if you want to increase the time to 1 or even 2 minutes, the barrier is very useful to find out which buildings are being searched. But if you want to disable the barrier, remove the following 5 lines (do not touch the rest) from the script: GameObject m = Game::CreateObject("mod:Prototypes/Objects/Fences/constrfence03.e4p", "Unnamed"); m.SetPosition(Pos); m.SetRotation(Caller); m.PushActionWait(ACTION_NEWLIST, TIME_SEARCH-0.5f); m.PushActionDeleteOwner(ACTION_APPEND);
  15. You can enter buildings with more FFs, select a group of them and click the building. Once a FF has entered the building you can't send more indeed. I did that on purpose because that might've made the script buggy. I'll rather go for the safe way. As for the second thing: I'll make some changes and release a second version tomorrow. Buildings not on fire, will not injure FF's or create victims. Thanks for the feedback. x Aww, don't exaggerate now, it's a fairly simple script to add some more fun things.
  16. Hoppah presents the SearcHouse script Difficulty: Easy* *although scripting knowledge is required when you want to edit the random outcomes in the script. The modding concepts thread brought up the idea of searching non-open buildings and have a random outcome such as an injured civilian or an injured fire fighter. I liked the idea (for the US Army Modification) and started working on it and I'd like to share the result. What does the script do? It's a very simple script actually. I've incorporated the entire functionality in the EnterHouse script and there's no need to add new commands to your units Your units can only enter buildings where a child with the name "SearchHouse is present (see instructions). Just like the original EnterHouse.script you only have to click a (non-open-house type) building and your unit will approach the door and disappear for 30 seconds (time can be changed in the script). A fence will spawn in front of the building to remind you the building is being searched. After 30 seconds your unit will appear again, the fence will be deleted and a random outcome will be generated. The provided script has the following random outcomes (SearchHouse_v2: only for buildings on fire or burned down): 30% chance that nothing has been found 20% chance that a resident has been found and evacuated (will spawn a single civilian near the door) 20% chance that your unit will get minor injuries (he will lose 90% of his health when the building is burning, otherwise 45% of his health) 10% chance that your unit will get severly injured (he will be laying on the floor in front of the building) 20% chance a victim has been found, the unit will spawn while carrying a victim. Each outcome will be described by a short message ingame. How to install: 1. Download the attached package. Unrar and copy EnterHouse.script to your "[MOD]\Scripts\Game\Command\" folder. 2. Only buildings with a child carrying the name "SearchHouse" can be entered. Check out the instructions in the provided screenshot below to find out how to add childs to buildings. 3. Make sure the child is enabled on the buildings on your map. Test EACH building ingame at least once. This screenshot is also present in the provided package. Known bugs/problems: I haven't found any bugs, but for unknown reasons the game might crash without error when the unit is about to enter the building. That error is related to the prototype file of the building (I had it happen with deserthouse01.e4p and deserthouse01b_2.e4p). Solution: Recreate the entire prototype file of the building. Other than that, units might get stuck when they appear again, but this is unlikely to happen. A solution for that would've been the code: 'Game::FindFreePosition', but for some reason that code also crashes the game, so the code has been left out. Script usage: Everyone is allowed to use AND edit the script for personal use or a public mod at your own risk. Versions: SearchHouse.rar: Orginal version which has been tested. SearchHouse_v2.rar: Added disctinction between buildings on fire and normal buildings. Only buildings on fire or burned down might injure a unit or generate a victim, normal buildings won't. NOT TESTED BY ME Feedback on this script will be appreciated! Hoppah SearchHouse.rar SearchHouse_v2.rar
  17. Yes and no, but scripting aint easy. I modified the script for the Manhattan Mod to have 4 working fire stations with each station having its own control panel. However, the script for the Manhattan Mod is less complex as the LA Mods one, because the control panels of the Manhattan Mod have less functionality (only the basic 'Hide/show ceiling' and 'Open/close gate' commands) and I didn't bother to change the Battalion Chief scripts for the Manhatty Mody. Changing the LA Mod scripts to have 3,4or5 completely functional fire stations would be far more work and complex with all the related scripts and (virtual) objects on the map. Anyway, it IS possible but it aint easy. Since the Manhattan Mod fire station script is less complex as the LA Mods one you might want to use that one as a base. Hoppah
  18. Hi! If you manage to write a script that finds and reads the fireobjects of the building they're standing on you can change a few FireObject settings by script. class FireObject: public Actor { virtual bool IsValid() const; void Burn(); void SetTemperature(float degree_); //!< Handle with care! float GetMaxMaterialTemperature() const; void SetMaterial(const char *material_); void Large(); void Small(); void StopLarge(); void StopSmall(); void Stop(); bool IsBurning(); bool IsBurned(); void SetActive(bool active_); void Restart(); virtual Vector GetPosition() const; virtual void SetPosition(const Vector &v_); }; This might help you out, but I never bothered with the FireObjects. Check out some of the original mission scripts to find out how to apply those codes. I like the other idea (search building) more and I'm convinced its possible. However, I don't have a lot of time to help you with the script. My suggestion is to use the EnterHouse script and change it so you can both target open_houses AND objects named "door". However, you only want a victim or an injured firefighter when the building behind that door is actually burning, so that will make the script more complex. Hoppah
  19. First It's much easier to read and analyse the script when there are TABS in it. Second The call patrol car script was specifically designed to call the closest available vehicle and I'm not sure if your idea will work when like 20 patrol cars respond at the same time. You might want to try this (not tested). Open LACallPatrolCar.script and change this: VehicleList patrolCars(VT_POLICE_MTW, VT_POLICE_STW); for (int i = 0; i < patrolCars.GetNumVehicles(); i++) { Vehicle *aCar = patrolCars.GetVehicle(i); if (aCar->GetPlayerMP() == Caller->GetPlayerMP() && !aCar->IsCurrentAnimation("Getoff") && (aCar->HasCommand(CMD_STANDBY_OFF) || aCar->HasCommand(DUMMY_PATROL) || aCar->IsCollidingWithVirtualObject(VO_PARK01) || aCar->IsCollidingWithVirtualObject(VO_PARK02) || aCar->IsCollidingWithVirtualObject(VO_PARK03))) { float distCurrCar = Math::dist(CmdPos.x, CmdPos.y, aCar->GetPosition().x, aCar->GetPosition().y); if (distCurrCar < bestCar || bestCar == 0.) { theCar = aCar; bestCar = distCurrCar; } } } to VehicleList patrolCars(VT_POLICE_MTW, VT_POLICE_STW); for (int i = 0; i < patrolCars.GetNumVehicles(); i++) { Vehicle *aCar = patrolCars.GetVehicle(i); if (aCar->GetPlayerMP() == Caller->GetPlayerMP() && !aCar->IsCurrentAnimation("Getoff") && (aCar->HasCommand(CMD_STANDBY_OFF) || aCar->HasCommand(DUMMY_PATROL) || aCar->IsCollidingWithVirtualObject(VO_PARK01) || aCar->IsCollidingWithVirtualObject(VO_PARK02) || aCar->IsCollidingWithVirtualObject(VO_PARK03))) { theCar = aCar; Mission::PlayHint(HINT_BACKUP); if (!theCar->HasCommand(DUMMY_HASSIREN) && theCar->HasCommand(CMD_AUTOSIREN_OFF) && !Input::LShiftPressed() && !Input::RShiftPressed()) Game::ExecuteCommand(CMD_SIREN, theCar, theCar); theCar->PushActionWait(ACTION_NEWLIST, 0.3f); if (theCar->HasCommand(DUMMY_PATROL)) theCar->PushActionExecuteCommand(ACTION_APPEND, DUMMY_PATROL, theCar, 1, false); theCar->PushActionmove(ACTION_APPEND, CmdPos); if (theCar->HasCommand(CMD_STANDBY_OFF)) { theCar->RemoveCommand(CMD_STANDBY_OFF); theCar->AssignCommand(CMD_STANDBY_ON); } if (theCar->HasCommand(CMD_WARNINGLIGHTS_OFF)) { theCar->EnableBlinker(BLT_NONE); theCar->RemoveCommand(CMD_WARNINGLIGHTS_OFF); theCar->AssignCommand(CMD_WARNINGLIGHTS_ON); } if (theCar->HasCommand(CMD_FLOODLIGHTS_OFF)) { theCar->EnableSpecialLights(false); theCar->RemoveCommand(CMD_FLOODLIGHTS_OFF); theCar->AssignCommand(CMD_FLOODLIGHTS_ON); } return; } } Third The order of the vehicles in menu is set by the alphabetical order of the folder structure in Mod/Units/Vehicles/Police. Sorry for my English Hooppah
  20. Do you have duplicates of the mod you're changing in the Mods folder? For example, the original LA Mod and a copy for yourself to make personal changes (like the map). Example: - Los Angeles Mod v2.1 - Los Angeles Mod v2.1 fireboss-tulsa If so, the editor might load the original mod instead of the fireboss-tulsa version, because you didn't change e4mod.info to match the corresponding mod name. If not, I suggest a reinstall of the game.
  21. Sweet models! Keep up the good work. Hoppla
  22. Topic closed. The offtopic section is not made to promote your EM4 mods. Just post this video in the corresponding mod topic. Hoppah
  23. I'm glad they were able to took the second suspect in custody alive. What a show. It was frightening yet impressive what the US authorities were able to pull of. Hopefully, the second suspect doesn't die of his wounds so he can be tried for his crimes. And more importantly, this will hopefully provide an insight in his and the brother's motives. I'd like to pay my respects to the four who have died during the events and my thoughts are with those who got injured or affected by the events in Boston. RIP Hoppah
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