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Posts posted by amuchalipsis
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Those are the LA Mod missions. They aren't on the base game, they come with the LA Mod and some of its submods.
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15 hours ago, itchboy said:
Here's a video from a the rejected modding feature that I tried. This is not a feature showcase, but a an epic fail video.
https://drive.google.com/file/d/1s5DatDMEQgwg4KPkIj5M_bXYii9lrQqz/view
This rotator light effect is not possible with the current known methods. It is broken because when you move the vehicle away, the rotating light effect will stay in place and not travel with the vehicle.
I will implement this into all my mods someday, when a better method is found.
I remember trying exactly the same thing a few years ago. At least you didn't do it to all your vehicles before testing how it works...
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Hi. Is there any way to make both EM4 and its editor start in the secondary screen in windowless mode?
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Use a virtual object.
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In Spain, EMS competences are handled not by the local fire department (in my case the SCIAB), but are inside the healthcare services, which are run by the autonomous communities (in my case, the SESCAM is the one in charge of managing EMS calls). This makes the SCIAB and SESCAM use two different dispatch offices, and thus, firefighters don't respond to a simple EMS call. Apart from that, SESCAM ambulances have more personnel than the usual two in the US, so they don't need additional help, there are enough people on a SESCAM ambulance to handle EMS calls by themselves.
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Do you have something planned if a player messes up with a patient (giving insulin to a patient low on glucose, carelessly lifting a patient with a spinal cord injury...)?
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The models look good, specially the planes.
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Oh. OK. Thanks. http://www.emergency-planet.com/uploads/emoticons/default_smile.png
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Hi. Do you mind if I ask why it will not work with other mods or submods?
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It didn't find the normal installation path because it's the Steam version. Press OK and then put the EM4 install folder (it should be located in the C:\Program Files (x86)\Steam\steamapps\common folder).
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De nada.
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Puede ser el E4LM:LA
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As mr matt said, not many people is willing to help if no progress is shown or done for now. Upload some pictures of your mod or try learning to model instead, there are some tutorials on this forum.
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On 6/2/2019 at 4:21 PM, Serginho said:
Y muchas gracias Amuchalipsis, mola encontrarse hispanohablantes por estos lares.
De nada, lo mismo digo. http://www.emergency-planet.com/uploads/emoticons/default_smile.png
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I did also find an error on line 81 of LAGetTHWBag:
Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_EQUIPMENT, Target, 9, false);
This directs to this:
if(childID == 9) //GetEMTBAG
{
Person p(Caller);
p.SetAutoHealDistance(1000.f);
if (!Caller->HasCommand(CMD_REMOVEEQUIPMENT))
Caller->AssignCommand(CMD_REMOVEEQUIPMENT);
if (!Caller->HasCommand(CMD_HEAL))
Caller->AssignCommand(CMD_HEAL);
if (Caller->HasCommand(CMD_HEAL2))
Caller->RemoveCommand(CMD_HEAL2);
if (Caller->HasCommand(CMD_USEAXE))
Caller->RemoveCommand(CMD_USEAXE);
if (Caller->HasCommand(CMD_USECHAINSAW))
Caller->RemoveCommand(CMD_USECHAINSAW);
if (Caller->HasCommand(CMD_ATTACHHOSE))
{
Caller->RemoveCommand(CMD_ATTACHHOSE);
Caller->RemoveCommand(CMD_REMOVEHOSE);
}
if (Caller->HasCommand(CMD_USEJUMPPAD))
Caller->RemoveCommand(CMD_USEJUMPPAD);
if (Caller->HasCommand(CMD_USESHEARS))
Caller->RemoveCommand(CMD_USESHEARS);
if (Caller->HasCommand(CMD_THROW))
Caller->RemoveCommand(CMD_THROW);
if (Caller->HasCommand(CMD_ARREST) && Caller->HasCommand(CMD_EXTINGUISH))
Caller->RemoveCommand(CMD_EXTINGUISH);
if (Caller->HasCommand(CMD_ARREST) && Caller->HasCommand(CMD_COOL))
Caller->RemoveCommand(CMD_COOL);
}Not to the part you intended to be directed:
if(childID == 10) //GetTHWBAG
{
Person p(Caller);
if (!Caller->HasCommand(CMD_REMOVEEQUIPMENT))
Caller->AssignCommand(CMD_REMOVEEQUIPMENT);
if (!Caller->HasCommand(CMD_USE))
Caller->AssignCommand(CMD_USE);
if (!Caller->HasCommand(CMD_REPAIR))
Caller->AssignCommand(CMD_REPAIR);
}To fix that simply change this 9 to a 10:
Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_EQUIPMENT, Target, 9, false);
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I assume you are playing the LA mod or a submod that's based on LA mod. You can copy and modify the LAGetEMTBag file to make engineers get THW bags. Also, you can take a look at the LAEquipmentCommands file to add/remove the repair command when they get/remove the THW bag.
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There's the command ChangePrototype. It just swaps the prototype of the vehicle for another prototype of another vehicle.
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If you don't happen to have a mouse, you can use the crappy navigator by going to Edit --> Show Navigator, or by pressing Ctrl+Shift+N.
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You should uncheck the AlphaReflections option in order to remove that weird glow.
On 30/12/2018 at 12:40 AM, Raymond Douglas said: -
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22 hours ago, joker15x said:
Bug report: This is the most annoying thing in this mod. Its a waste of time shooting these damn big trucks and I can't figure out how to turn off their spawning in the files. https://gyazo.com/c12bc583791bcbfb9a507039ab3e26c8 They are always blocking traffic when I'm doing other calls and I don't have time to deal with it.
You can use a cop to redirect them, or prevent them from spawning on the editor. Just load the map, press F9, select the proper spawn point and voilà, you'll have to delete those big trucks one by one, though.
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If I'm not mistaken, at least one version of the Manhattan Mod did a tow script that made all traffic vehicles towable. I make a few changes and put it in the mods I like to play. I think it is version 3.0.5, and that tow script is a rework of NYC Mod.
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It's their mod, they manage it as they want. Besides, many people in this community, including me, prefer a perfect, stable mod, rather than a good, but unstable mod. Everything I've seen so far seems to be very good, the modders take their time and effort making and polishing everything, and in exchange they only want us to be patient.
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Thank you all very much. I'll work with that texture
Project Nostalgia Submod [RELEASED - Bugfixes Uploaded Regularly]
in Submods [Approved]
Posted
Hi. I found a small bug with the MCU's floodlights. They don't seem to turn off, at least when the MCU is deployed. It still makes the animation, it's just the floodlights that don't work as expected.