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freakinfuzzball

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Posts posted by freakinfuzzball

  1. every map is the same size, you just are sometimes only limited to a smaller portion, the map texture is centered in the middle of the map, and just repeats when it reaches the end of a side, the reason you don't see the repeated parts is because you are limited to seeing only a portion of the map, in order to have more of the map playable, you must add on to a texture that's already made and import it into the editor, then, you must widen the map boundaries more aswell.

    Okay so I make the bigger texture, import it. Where to I adjust the map boundaries?

    Sent from my Pixel XL using Tapatalk

  2. Hello everyone, is it possible to expand the size of a pre-existing map? Does the Game base map size on the dimensions of the texture? Some mods have quite small maps like Mayberry, but then there's Harbor City and Manhattan which are huge. My goal is to keep the map I'm using intact, but add more space on all 4 sides to add new features.

    Is this possible by just editing the map texture to be larger?

    Thanks

    Sent from my Pixel XL using Tapatalk

  3. On 3/4/2017 at 4:27 AM, itchboy said:

    Try checking the axis if its oriented correctly. Also check if the file you export is actually the correct one.

    I've rotated the model, but now when I "install" the ladder, the game crashes with no errors.  The model shows up in the editor fine and the prototype names in the script are all correct.  The script even starts running since the install sound starts playing.  I don't know what could be causing the issue. @itchboy

  4. 2 hours ago, itchboy said:

    Unfortunately, there is no other way. Em4 is hardcoded to work only with forward facing rearmount ladders. Midmounts just wont work right with the standard ladder setup because the ladder faces backwards.

    Damn, well I am currently trying to figure out how to rotate my model, rotating and exporting from zmod isn't working.  Thanks for the answer.

  5. 18 hours ago, Connor Brumleve said:

    mind if i ask what mod is this? and the names for all of the units that you see in the station (like rescue 1, engine 4, etc.)?

    It's my own private mod I've been working on for a few years with the help of some others.  It's based off of 4 different departments in my area in Southern Oregon, combining certain things from all of them to come up with this fictional department.  

    As far as unit numbering, again it uses the same system that is used in my area:
    The first two numbers in the unit number (23--) are the department identifier, so all units from this department begin with 23--. The second two numbers identify the type of vehicle and its station number. 

    Engines are 01-19 (Typically first out's begin with 0-, and reserves with 1-.  2301 first out, 2311 reserve) 

    Aerials: 20-29

    Rescue/Ambulances: 30-39

    Tenders: 40-49

    Staff/Chief Officers: 50-59

    Wildland Engines: 60-69

    Misc. (Fire marshal/investigator, fleet management, sometimes additional wildland apparatus): 70-89

    90-99: Technical Rescue

    The only exception is the 3 Battalion Chiefs in the area which are Battalion 1,2 and 3.  

    My mod is laid out the same way:

    Station 1:

    • Battalion 1
    • 2301 (Engine)
    • 2321 (Truck)
    • 2331 (Ambulance)
    • 2341 (Tender)
    • 2351 (Fire Chief)
    • 2361 (Wildland Engine)
    • 2371 (Dep. Fire Marshall) 
    • 2391 (Tech. Rescue)

    Station 2: 

    • 2302 (Engine)
    • 2332 (Ambulance)
    • 2362 (Wildand/Urban Interface Engine)

    Station 3:

    • 2303 (Engine)
    • 2333 (Ambulance)
    • 2343 (Tender)

    Station 4:

    • 2304 (Engine)
    • 2384 (Air/Light and Tech. Rescue Support)
  6. 18 minutes ago, Fire Dept. Boston said:

    I maybe know the problem. Did you changed the model of the station or is it a new model?
    Are your stettings looks like this?
    em42017-03-0222-08-461qlm4.png

    Maybe the vehicles and units dont move, because they are "blocked" by the station.
    If there is no "Collision" you have to put VO as a virtuell wall.

    You fixed it!!! That appears to have been exactly what the issue was!! Thank you so much!

  7. On 2/26/2017 at 9:17 PM, CMCC626 said:

    Out of curiosity, if you place the vehicles on the map so that they are there when the game starts are they able to move?

    Negative, they cannot move out of the station when they're placed there from the start.

    On 2/27/2017 at 1:22 PM, Mark Flamerine Curley said:

    For some reason, some models/vehicles are locked and if you have the script where you need someone in the vehicle to move it, then for those vehicles, no. For the rest of the vehicles, if you put an officer/paramedic/firefighter near it then you should be able to after you put the person in the vehicle

     

    The mod does feature the script that limits movement when no one is inside, however, it doesnt seem to be having an effect on it, people in the vehicle or not they still don't park.

     

    There is a video of the issue, with the vehicles placed on the map as suggested by @CMCC626.  As you can see, not only are the vehicles not able to move, but additionally personnel avoid the inside of the station when walk to vehicles.  Once again, nothing about any of the VO's was changed other than their location, they're still all named the same and have the same properties as they do in the base Mayberry mod where they work fine.

     

  8. 31 minutes ago, itchboy said:

    You need to toy with the 'physics' and collision boxes of the vehicles that belong in the station. Make it smaller than the actual model bounds and test some more.

    16295298_1015037421935860_1663523217_n.p

    I'll give it a try.  Why would that need to be adjusted when the models haven't changed at all, and neither have the VO's, just repositioning @itchboy?

  9. 4 minutes ago, CMCC626 said:

    If you place a truck in the editor does it fit within the bounds of the VO, also, attach a copy or pm me a copy of your to_station script and I'll look at it.

    Sent from my E6830 using Tapatalk

    Also, do the garage doors function?

    Sent from my E6830 using Tapatalk

    Doors function completely fine.  

    Yes, yes the trucks do fit the VO's, as I said above the VO shapes weren't changed at all, which is why I'm so confused as to why they don't work...

    Could the barricade VO''s between vehicles be too close or something?

     

    LAToFireStation.script

  10. Hello, I am in the process of moving the headquarters station around a little in my version of Mayberry mod and I'm having some serious parking issues.

     

    I made the station into a pull-through style bay instead of the split building that is originally in the map.  This obviously meant that the bay is considerably skinnier and the VO's for the parking spots would need to moved into their new spots.  

    Well.... I moved everything back to fit the new bay and now NOTHING parks.  All vehicles turn in and look like they're lined up, and then park outside the station.  It looks like they try to get as close as possible to the VO but they can't enter the station.  Again, no VOs were changed, they were just relocated.

    I have attached pictures of their placement.

    Any advice is greatly appreciated! 

    EM4 2017-02-24 20-06-36-998.jpg

    EM4 2017-02-24 20-06-48-413.jpg

    EM4 2017-02-24 20-06-55-221.jpg

    EM4 2017-02-24 20-07-32-933.jpg

  11. 4 hours ago, Pottyscotty said:

    This is peculiar, I have an extremely low-end PC and don't have this issue. Two things to do is make sure the lighting setting is set to 'Game' (not On or Off), as the other settings - at least for me - slows down the editor considerably. The other thing is make sure you're not completely zoomed out as your PC may struggle trying to show all the map objects at once.

    If that fails to work then in the bottom left there is a 'Hide/Show' button that brings up a list of all the different elements on a map that you can hide from view.

    Using the keyboard shortcuts to hide/show works great I just found out.  I basically hide everything, performance improves and then I just unhide what I need.  I wonder if its because I have my camera hacked?  Either way, the hiding stuff seems to be the work around, at least for now.  Thanks again!

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