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Hoppah

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Posts posted by Hoppah

  1. I'm still here. Hereweard Fyning is right, but I may see if I can get that to work later. The part which adds the tanker functionality is already complicated. I'm sure it's possible, but I'll keep this one open for now. I do think it would be cool to add it though.

     

    Btw, the limited water may not be fully compatible with the tower ladder script because the prototype swaps.

  2. They dont do anything. I get the + Hose option but nothing happends. I've tried to import the attachfirehose script straight from Limited Water Test mod and La mod but no good.

     

    Check the Wye script itself. See if the wye object that gets spawned has the name "extend_wye".

    I'm guessing the name is off, so the fire fighter doesn't do anything when you click the object.

  3. No there was definately somebody running the pumps. i have been trying to fix this issue for about a week now and a friend of mine has the same issue.

     

    Okey cool. I assume we're talking about the freeplay version, right? I'm pretty sure your problem has to do with pump guy, if he cannot be found by the script, the commands disappear. The principle is that you need a working pump to spray water, thus when no pump guy present/found > script disables cool/extinguish commands)

     

    Couple of questions, to see if I can locate the source of the problem:

     

    1. Just to be sure, does the fire engine have a child with the name "pump_controller"?

    2. Does your fire engine have the command "VcmdPumpSwitch"?

    3. Do your firefighters have the command "PcmdPumpSwitch"?

    4. When the pump guy is working on the pumps, is he in a looped animation where he slightly bends forward to give the impression he controls the pump (actual anim is called "useextinguis")?

    5. If you use the 'Rapid Deployment' command to undeploy the fire engine again (when hoses are connected to it), does the pump guy enter the vehicle too?

    6. Does your fire engine have any other custom complex commands? If yes, which ones?

  4. I have been having an issue where after I attach a fire hose to my engines, the extinguish and cool commands disappear. However if I just attach a fire hose to a hydrant, those commands are there. And yes I have transferred all of the necessary commands from the test mod to the LA Mod. Also, Hoppah, how would I be able to make the script compatible with the RW vehicle type?

     

    That's because the hoses become uncontrollable if there is no person to run the pumps of the Fire Engine.

     

    I know alot of people have plenty of specific wishes for this modification. Seeing how complex the logic already is, I cannot go into specifics regarding that at the moment.

  5. I'm sure it's doable as the us army mod has snipers lieing down ill have a look into it:)

     

    Which is a default game animation and only used in one of the Deluxe missions.

     

    As far as I know, it's not possible to edit the animations. Dyson is right that the animations itself are not present in the persons model files (the .v3o files). The persons animations are a skeleton/bone type of animation (a different way of animation than the muscleanims for all other models)  and each person model simply consists of different bodyparts. A seperate animation file should contain the codes how the body parts move for each animation. I'm pretty sure the VMO file which comes with each person model file has to do with the animations as well as the file 'adult_anim.vmo' in the default 'Data\Models\Persons' folder. Seeing the size of that file, I'm pretty sure the latter contains the actual animations. If you have software that can open and edit that file, you may be able to edit or add animations. Other than that, I have no idea.

  6. I would imagine the process be similar to that used to spawn the deck gun, but instead of needing to create a second vehicle for the gun you would have to create a second vehicle for the fire hose lines. This is all theoretical though, mind you

    Edit: I would imagine that this method would be indefinitely easier than trying to spawn a second vehicle for the ladder or such. Again, this is all in theory

     

    Indeed, that would be my idea too.  You can either spawn the hose connections, or spawn the entire ladder base (kinda like the reversed ladder script). The water supply logic may be problematic indeed, but I'd prioritize things first. Get the combination to work first, then look at the water supply compatibility.

     

    What kind of scripts you all got in the Stillwater Mod?

  7. That looks very nice actually, although it does need some polishing here and there. The cars look very detailed and the map looks good, a lot of Dutch influences are visible. I especially like what you did with the 1-6 buttons and the lights look very good too. I may actually try this mod out once I have some time.

     

    Will this mod be updated?

     

     

     

    Hoppah

  8. Can you make maybe that you can set one special person that control the engine en also do the supply line?

     

    (Pompbediende)

     

    Are you talking about Rapid Deployment or something else? It's possible, yes. But I wouldn't recommand doing that. For rapid deploy its important that you can use the hoses as fast as possible and therefore, one of the fire fighters immediatly starts activating the pumps. In the mean time, 3 others can use their hoses instantly and the 5th fire fighter install the supply line.

    If we change this, it will take about 10 seconds before any of the hoses can be used, because the pump controller gotta install the supply line first. Not very practical in my opinion.

  9. I assume this is for freeplay?

     

     

     

    Yes,

    !WATER, Start DummyCheckWaterSupply

    is there, but no vehicle gets a dummy object with an assigned water level.

     

    Possible causes:

     

    1) The script does not get repeated, because the "water_supply_main" object can be interacted with during gameplay. What object did you place on the map to act as the "water_supply_main" object? You may have the same problem as Hereweard Fyning had with his LA Mod Submod. An object that can be interacted with in any way cannot be used for  "water_supply_main", so do not use an object that has traits (Hereweard Fyning used a buoy before wich has a trait so cranes can lift it from the water), can catch on fire and definately not an object that is commandable. I used a satellite dish object from the HouseChildren folder for the demo mod.

    2) Your vehicles are not recognized by the script. They must be either TLF, GTF, LPF or DLK type. What vehicletype are yours? If they are RW, it will not work. In that case, give me your script and I'll make the script compatible with RW vehicletypes as well.

    3) You've edited WaterSupplyFreeplay.script, made a boo-boo, and the commandscripts are broken and cannot be executed anymore. 

  10. I'm guessing it was locked by using notepad to lock the vehicle (Like the batalion chief vehicle). This post: http://forum.emergency-planet.com/topic/12463-im-going-to-stop-modding/page-2?p=170133#entry170133 explains how to unlock the model.

     

    That's indeed a way to fix that. Since I think I only edited one D-line to wreck Zmod, you can also try the following: Zmod should mention which vertex is invalid. Write that down. Then open the v3o file with Notepad or Wordpad and find that vertex. That line should have a missing digit, so it looks like:

    D, -586, 228, 9024, 80, 201, 133, 565, 315, 0, 0, 0

    While in order to make Zmod import it, it must have an addition digit at the end (12 digits after D), so it looks like this.

    D, -586, 228, 9024, 80, 201, 133, 565, 315, 0, 0, 0, 0

    Noticed the difference?

  11. i wonder if a quiet pm would have been better than a big post like that hoppah.

    it just got alot of people going wtf?

    im sure it was all an oversight as they were busy working on the mod and just forgot about that thank you read me.

    keep up the good work all the modders out there and dont forget to put in a thank you read me.

    cheers

     

    Just like you could've contacted me personally to send me this message as well. I was going 'wtf' too, when I found out that there was no readme. You have any idea how much time I spend on the limited water logic? The freeplay version of it was actually requested by some of the members of this team. And that's just one very recent example that helped this modification become so good and popular.

     

    In regards to your question about my method: I don't agree because of effectiveness. This is usually the way me and other moderators operate when it comes to the subject 'copyright' and there is nothing wrong by that. Or are you so afraid of bad publicity and a tarnished image of this modification? Doing it trough PM may have been an option indeed, but I chose to do it this way to make sure it would be set straight as soon as possible. In my experience, personal messages are (generally speaking) ignored and not taken seriously a lot. I also could've taken down the whole download, deleted this topic and handed out some warnings to the involved members (which were all suggested by people who I talked to before I wrote the big post). However, I chose a less strict way, because I knew the 'theft' was NOT intentional ánd indeed an oversight. While it is easy to set this straight, copyright infringement is a serious offense on this forum and needs to be taken seriously. By writing a public post in a serious tone, I was sure the message would be received. I'm not sure how long you are around on this forum, but we (me and other moderators) used to enforce the terms of this forum in a much harder way in the past, so this was actually mild. Anyway, I considered a couple of options to deal with the problem and chose the most effective but least consequencing method to make sure the problem would be picked up and resolved as soon as possible. The mod is still there, no people were sued, banned or warned and the mod can still be continued. I personally have no bad feelings towards the mod's team and hope that the Manhattan Mod will be improved in the future. The new patch looks promising indeed and the readme is actually very extensive and clear.

  12. Kind of, in a heavily modded version of the 4x4 YSB LA submod.  It has issues, and I've been stuck on how to find out what's the root cause or how to fix it.

     

    For some reason, vehicles that do not start on the map aren't recognized as valid and don't get water tanks, plus I cannot get the wye or hose extenders to be picked up (they install and work just fine). Other than those, the mod does work, so it's not a complete bust.

     

    Shouldn't be that hard to fix, although without the files it's hard to tell. If you can find a way to send me the entire submod I may take a quick look at it and see if I can find the cause of the problems.

  13. windegroup must point to an integer, which is simply a digit such as 27 or whatever GroupID is not being used by the same caller (in other scripts) yet.

     

    Right now windegroup is not defined at all, so that results in an error. Add the following line on top of the script:

    int windegroup = 27;

    That should solve the error you wrote in your last post. Other than that, I have no idea what the script is supposed to do since there is no explanation. And because you didn't put the script in the code tags it's nearly unreadable as well. I'm guessing the script won't do anything.

  14. BMA is German for Brandmeldeanlage or simply 'fire alarm system'.

     

    The script is run in the background by a dummy object. To initiate this, you will need to edit the freeplay startup script (fp_freeplay.script / fp_challenge.script). That script locates the dummy object and initiates the fire alarm system script.

     

    What the script itself does, I'm not sure, but I'm guessing it adds a new event/objective with false and true fire alarms.

    The bunch of text at the beginning of the script are settings you can change.

  15. Thanks for picking this up in a professional way. I appreciate it. I kinda agree with you Dyson, it does seem it was blown out of proportion, but I was dead serious in my post as well. I wasn't angry to begin with, just a little disappointed. The only thing I wanted, was to resolve this in a professional way and I'm glad to see this has been sorted out so fast. The first reactions from users after my big post weren't thát immature, but written emotions due to the tone in my big post. I didn't turn evil, although the post may have sounded like that. As an admin of this forum, I'm kinda obliged to make sure people follow the terms of Emergency-Planet and the law on this forum, so after finding this out I had to do something about it. If I wouldn't, Emergency-Planet would've lost some credibility as a reliable place for mod-creators to meet, no matter what kind of intentions distributers have. When copyright protected work is released, it has to be credited.

     

    @ rafaelmfernandez: the readme looks good. That's about the way I was hoping it would look like.

     

    The mod will be a bit smaller of course, but those models were only a fraction of the models in the entire mod, so it won't be alot probably.

     

    Keep up the good work.

     

    Hoppah

    • Upvote 1
  16. :excl: Important notice to the Manhattan Mod Team!  :excl:

     

    I finally found the time to check out this modification and came across some files that were taken from the Los Angeles Mod (by me) and the New York Modification (by MikeyPI and co).

    While I'm aware that everyone can use files from the Los Angeles Mod, it doesn't mean my work can remain uncredited. That was also the only condition I had: credit me for my work (source). I tried to look for a readme in the modification and it's not there, so there is no written credit and I cannot find my nickname (Hoppah) anywhere in the modification. I would appreciate it if I am credited for any work. That includes the models that are present in the modification as well as some of the scripts that were made by me or that were based on mine.

     

    Some examples of models that are present in the modification and made by me:


    The fire stations, hospital and police station models in the following folder:

    \Manhattan Modification 3.0.0\Models\Houses\01 LA Emergency Service\

     

    Most files in the following maps:

    \Manhattan Modification 3.0.0\Models\Objects\07 Scenery\

    \Manhattan Modification 3.0.0\Models\Objects\06 LA Misc\

    \Manhattan Modification 3.0.0\Models\Persons\03 LA Police\

    \Manhattan Modification 3.0.0\Models\Persons\02 LA Fire Department\

    \Manhattan Modification 3.0.0\Models\Vehicles\904 LA Tec\

    \Manhattan Modification 3.0.0\Models\Vehicles\07 Civil\

    \Manhattan Modification 3.0.0\Models\Vehicles\03 FDNY\11 Tiller Misc\

    and much more.


     

    I'm aware the Los Angeles modification was used as a base to start off the Manhattan Modification and that people are free to use content from the Los Angeles Mod, but that doesn't mean my work can remain uncredited. I've still put a lot of time into the Los Angeles modification and how much time does writing a readme take?

    There will be either a readme that credits me for my work (models and scripts) or just remove all Los Angeles Mod files from the modification (and at least the models that I made). In case the models aren't used in actual gameplay, I suggest to do the latter. I'm just surprised that virtually no effort was put into cleaning up unused and unnecessary files from the modification prior release.

     

     

    The deal with MikeyPI's stolen models is a more serious and vital problem. I've immediatly contacted MikeyPI regarding the presence of his models in the modification and he was shocked that his models were directly copied to this modification. 

    While he may not be active on the forums for a while now (over 2 years), it doesn't mean people can simply take models without his (written) permission. He told me he never gave permission to use any his models in the modification and asked me to take necessary actions. As an admin and mod-creator I feel compelled to do so.

    MikeyPI considers the theft of his models serious copyright infringement (an actual violation by international law) and wants ALL of his models to be removed from the modification within a couple of days.

     

    That includes at least the following models which were all made by MikeyPI before his absence (see spoiler):


    The NYPD small tow, big tow and rollback vehicles in the following folder:

    \Manhattan Modification 3.0.0\Models\Vehicles\03 Police\

     

    The ESU Mack vehicle in the following folder:

    \Manhattan Modification 3.0.0\Models\Vehicles\21 ESS\

     

    The Ford Econoline models, Cadillac DTS models, Ford Freestar models, Freightliner Step van model and the Chevrolet Tahoe models in the following folder:

    \Manhattan Modification 3.0.0\Models\Vehicles\07 Civil\

    (actual model names may vary by name)


     

    I'm going to give you guys a couple of days to fix these issues and re-release the modification, otherwise I will be looking for more serious consequences.

     

    I hope you understand what this means and are willing to set this right. 

    I'm not trying to be a total dick about this. It's just that the team may violate (international) laws by releasing models that were not made by the team's members uncredited and without permission. It's unfair for people who've put into a lot of work in their models in their spare time without getting paid or anything. We're talking about hobbyists who at least deserve the proper treatment and credit when it comes to distribution of their work.

     

    Hoppah

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