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SirMoo

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Everything posted by SirMoo

  1. SirMoo

    Aviation

    For the "Public" worlds you start out with the world based airplane. You then get more as you go on. Make sure to read the manual otherwise you'll make some small mistake and have to restart. Drop by the IRC if you have any questions. Majority of planes and airports are in the game. However, they all have their own benefits and downfalls. Not all Russian planes are good. Though I prefer how the look in real life... Even if they're noisy as hell.
  2. SirMoo

    Aviation

    Would it be wrong if I plug in a link to www.AirlineMogul.com
  3. Along the lines of having multiple calls and you have to send resources there in a certain allocated time for each incident?
  4. Not sure if I've ever noticed the 'parked' button. So it's in the properties of a car you've added to the map?
  5. Don't think you can turn off the lights in the editor. :/ Manually once the games starts is the only way I think.
  6. Nexus One users here... Yeah, but you got to think of the practical use of it. Why use a manual on your phone when you can pull it up on the computer. Would be neat to have a mini emergency game... Like a very primitive thing to call fire to a scene to ambulances. I've played around with VERY basic scripting for it. Kind of fun.
  7. Next time please name you topic to what the thread is about. Select the bomb guy, then there should be an icon to get the bomb robot. You can get click on the truck and he'll go get it out.
  8. Have you clicked on him and clicked on a place inside the building?
  9. In models -> vehicles -> 01 LA Ambulance you need to find all the files that start with AMR and copy them and transfer them over to your playable copy. In Units -> Vehicles -> Ambulance you need to copy 105amrambulance01 and 106amrambulance02 In protoypes -> vehicles -> 01 LA Ambulance you need to find all the files that start with AMR and copy them and transfer them over to your playable copy. Specs -> freeplaybase.xml should contain the following <vehicle prototype="mod:Prototypes/Vehicles/01 LA Ambulance/amrambulance01.e4p" count="1" /> <vehicle prototype="mod:Prototypes/Vehicles/01 LA Ambulance/amrambulance02.e4p" count="1" /> Scripts -> Game -> Command -> LASiren.script This one goes near the start of the script. const char PROTO_AMR_2[] = "mod:Prototypes/Vehicles/01 LA Ambulance/amrambulance02.e4p"; const char PROTO_AMR_1[] = "mod:Prototypes/Vehicles/01 LA Ambulance/amrambulance01.e4p"; This goes with other ambulances StrCompare(v.GetPrototypeFileName(), PROTO_AMR_1) == 0 || StrCompare(v.GetPrototypeFileName(), PROTO_AMR_2) == 0 || That should be everything. I might of missed one or two things. You need to copy the portions from SG Mod to the right locations in your current active copy. However, there are a few bugs like getting sending people to the hospital and such.
  10. It might be you need to add portraits to the new units show they show up.
  11. Scripts -> Game -> Command -> LASiren.script Go into there, look how the other vehicles are then add the proper line for the vehicle you want. It's very simple.
  12. I'm making the assumption you know how to copy the files and add a new vehicle by looking at whats added already?
  13. Download this: Extract the bits you want for the AMR.
  14. As you know I'm away from my main computer, and I've yet to try installing this on Linux, otherwise I would be assisting in seeing if I could figure out scripting issues. I'll be home Tuesday.
  15. There is a stripped section at both the on and off ramps to the highway that I normally place a CHP on those when I play. Toss it on standby since it's a good highway location. You COULD revamp some of the tree area or where the house is and place the small Forest truck and a LASD vehicle there, but I like to have my LASD patrolling. I'm assuming the ability to changer the tiller to a ladder will be in the script? I'm really not a fan of the tiller. Scripting questions regarding Tech: Is there a way we can give the repair tech guy a standby command and be able to call him with a VCMD calltech as well as a calltow for police? This would beat ( and make it slightly more realistic than calling it from off site using the commands. Police units can get to the scene normally fast and to be able to have them call a towtruck and the repair guy would be really nice. Not to mention having at least one or two spawning on the map at the repair station. The cut through area... Is that the huge open spot? Common location for the protests and such? Another thing you might want to consider is adding more hostages situations to that map. There seems to be only one mission regarding that. Also consider bring in support for AMR Ambulances, I'd like to be able to call them with the Bat/Para Chief. I tried to copy a part of that one script that has them, but I was unable to get the AMR to go on patrol AFTER they dropped off a patient. They'd just sit in the drop-off bay. That map has a problem with low vehicle amounts, so you may want to increase the spawn times. More so on the highway, it seems HIGHLY unrealistic that only one or two vehicles spawned. Just tweak the spawn rate and redue the paths. I hate how some roads have no traffic while others have tons. :/ Have you considered doing away with the ( neat, but useless ) military base and modifying it as some sort of "federal" unit base? Like maybe ATF/FBI?
  16. Hurray! I much prefer w00ds maps. This makes me really happy. I'd offer you a hug but not sure how you'd respond to it. XD
  17. Yeah, I found the error actually. NotePad 2 is really helpful. Once I removed it, the game loaded fine. Do you want me to privately contact you regarding this or just post things here? I figured it would be quicker for other to discuss. Which ever you'd prefer.
  18. So it keeps crashing on me. I'm getting something about a parenthesis in the wrong place regarding a fire hose or something like that. I got it to load once, but it crashed within 10 seconds. :/ Script Error = (_attachfirehose65499): Error: Parenthesis does not match And the name normally crashes before loading the mod.
  19. Costs make a bit more sense now when you explain as such. 8gb and 100mbit... Yeah. I'm starting to understand why it costs so much. So it is a completely dedicated? Not a shared. - None-the-less, I think I'm getting a bit off topic. :/
  20. Do you mind release some other tid-bits? I'm understanding you use a server and not a cpanel based hosting account? If this is true, can you share some of the bandwidth amounts this site sustains. Your fees seem WAY to high. The fact you pay 38€ a year on a domain is messed up. It looks like a financial restructure needs to be done and move some services around. :/ Would you mind publicly or privately listing out some more information like what all your spending on and what the site does in terms of load and bandwidth? I can't see over 1.2k USD being logical for one site like this...
  21. Once thing you can consider is doing EMS Pack Fire Pack Police Pack Tec Pack Or something to this effect. That will allow general choosing and picking. Keeping the downloads small, but not requiring people to download a ton of different files.
  22. When is this going to get stickied? Paging a mod with a nail gun... Occram, how far along with part 2 are you? There are a few units out of it I want better lights for!
  23. When you select the vehicle, it must be placed on the map... Then select that particular one and click properties. I can't remember where but in there somewhere there will be like a check box that says "is on fire" or something along those lines. :/
  24. Bit of advice on this mission... Don't park him in the middle of intersection. Also don't park a cop car there. They need to be on the side walk or before the lights... Otherwise the NPC cars WILL slam into the police/tech car and blow up. :/
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