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Posts posted by itchboy
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ok Guys got 2 model changes and one model edit i will be showing you Engineers Vehicle(itchboy's F350 utility), L1(model mash up by Dyson), and the ambo models(itchboys dodge ambo) the ambo and the engineers vehicle are the changed models and L1 has new LED's and a new Ladder the skin is just tempary
Excited to see the skins on my units!
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is the dl for this in the trucks pack
Sent from my LGL35G using Tapatalk 2
Yes it is.
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They look much better than the earlier ones. I like the stripes and shading you put into the skin. Hope to see more. Hopefully, you can start doing the police units.
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oooooooo I like! When you say your mod you mean the vehicle packs or a mod your making?
I mean the vehicle packs. Its the only mod I am working on.
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I have virtually no scripting experience in em4 outside of minor edits. That in mind, what about this?
If GetNumActiveFireChilds (I'm assuming returns an integer as how many objects are burning) >0, then activate your script that finds them. That way you're only reading a number every loop unless there's an active burn.
Good idea. That would definitely reduce the CPU strain, but I still have to figure out how to link GetNumActiveFireChilds() to each burning object and then link them to the people within range of the burning object so that the people will cough and take damage.
Still waiting on Hoppah or bma to give light to the situation.
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*POOF* *Suddenly appears*
He has done ambos before, some engines would be very nice (pierce, Emergency one). He could do some newer Police cruisers (Ford, Cheverlete, Dodge).
What newer cruisers? Didn't I already do the latest Ford Taurus, Explorer, Expedition and Chevrolet Caprice?
And yes, I would consider making fire engines, if I only knew how to. US fire engines seem so complicated, they might be outside of my skill range. -
I'm no expert on scripting at all, but perhaps instead of checking every object it can check if there are any particle effects active (eg smoke and/or flames)?
I tried this at first, but the game does not have a function to look for active particles. It only allows me to select any of the following in the for loop:
TYPE_UNKNOWN, TYPE_OBJECT, TYPE_PERSON, TYPE_HOUSE, TYPE_VEHICLE, TYPE_OPEN_HOUSE
I also tried this fucntion as an if condition: GetNumActiveFireChilds()
But it causes a script error because the function is intended to be uses in conjunction with an integer value.
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ERS Berlin has this (although its mission based) maybe check that out? I can't help you sorry..
They achieve that using a mission script. I made one for use in freeplay, which is based on a looped command script. Both of our scripts though are based from the smoke element of Mission 2.
Thanks for trying to help.
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After doing all those cars and trucks, I decided I should finally let this see the light of day.
Its a script that makes people not wearing oxygen tanks cough when an object is burning.int DummyGroup = 29;object DummyFireCheck : CommandScript{ DummyFireCheck() { } bool CheckTarget(GameObject *Caller, Actor *Target, int ChildID) { } void PushActions(GameObject *Caller, Actor *Target, int childID) { GameObjectList gol1 = Game::GetGameObjects(TYPE_OBJECT); for(int a = 0; a < gol1.GetNumObjects(); a++) { GameObject obj = gol1.GetObject(a); obj.PushActionExecuteCommand(ACTION_APPEND, "DummyBurningCheck", &obj, 0, false); } }};object DummyBurningCheck : CommandScript{ DummyBurningCheck() { SetGroupID(DummyGroup); } bool CheckTarget(GameObject *Caller, Actor *Target, int ChildID) { } void PushActions(GameObject *Caller, Actor *Target, int childID) { GameObject b(Caller); if(b.IsBurning()) { GameObjectList PersonInRange = b.GetObjectsInRange(200.f, ACTOR_PERSON); for(int k = 0; k < PersonInRange.GetNumObjects(); k++) { bool IsSpecialFireFighter = false; Person p(PersonInRange.GetObject(k)); if(p.GetPersonType() == PT_FIREFIGHTER_MASK) { IsSpecialFireFighter = true; } if(!IsSpecialFireFighter && !p.IsInjured()) { p.Hurt(INJUREREASON_ENERGY, 10.f); int random = Math::rand(); if (random % 4 == 0) { if (!p.IsPulling() && (p.IsIdle() || p.IsWaiting())) { p.PushActionInterruptAnim(ACTION_INSERT, "cough"); if (p.GetGender() == GENDER_MALE) Audio::PlaySample3D("mod:Audio/FX/voices/man/0/contamination01.wav", p.GetPosition()); else if (p.GetGender() == GENDER_FEMALE) Audio::PlaySample3D("mod:Audio/FX/voices/woman/0/contamination01.wav", p.GetPosition()); else if (p.GetGender() == GENDER_CHILD) Audio::PlaySample3D("mod:Audio/FX/voices/child/0/contamination01.wav", p.GetPosition()); } } } if (p.IsInjured()) p.SetBloodPuddle(false); } } b.PushActionWait(ACTION_NEWLIST, 4.f); b.PushActionExecuteCommand(ACTION_APPEND, "DummyBurningCheck", &b, 0, false); }};
Now, my issue with this is that everytime the script is executed (it is intended to function as a loop), it causes massive lag. This is because EVERY object in the map has to be checked if it burns, and then the people need to react accordingly. I have tried adding a condition that only checks objects with FireObjects, but it makes little difference. The second major issue is that it only works on objects, not on houses, openhouses or vehicles.
Can any of the scripting masters help? Thanks. -
I love the international model. My city uses them and I think the model came out very well and will be a great addition
Thank you. Good that you like it.
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2nd emergency vehicle made in 12 hours from one of my trucks. Well done. I knew making that International was a good idea.
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Your are getting good at modelling. Only 2 hours after release and there is already a unit of my trucks. Well done.
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So I wanted to get this out as soon as possible, so, download link for the trucks here:
https://www.dropbox.com/s/i2eyviq4dzuifg1/American%20Civil%20Car%20Pack%20-%20Truck%20Addon.rar
Report any bugs please. Enjoy!Civil cars patch coming up soon, along with a patch for the vans, and a little surprise for you guys.
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might i ask what you mean by update I'm unable to see any thing different other than no lines on the hood sorry for my inconvenance not too well with noticing difference
Sent from my LGL35G using Tapatalk 2
Try and compare the F350 from the current pack and compare it with the one I posted. Note that the bumper is shaped much better to the real version. I also added polygons to the wheel arches so that it is actually filled and not hollow.
Udpate: Its done.
All vehicles done so far. Now for testing.
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While working on the utility truck, I decided to update the Ford F350 model. This will make it into the Civil Car Patch 1.3 along with the truck pack.
The utility truck is to be skinned. Ambulance version is also coming soon. -
What about a cherry picker?
Wanna keep things simple for now. But if someone could provide me a blueprint or guide, I would seriously consider making one.
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There will also be a vehicle for animal control ?
I think any pickup truck could be made into a animal control unit with the right skin, the LEV from the LA mod would work great actually. The trouble with animal control is not the model its the scripts that would be required to make it work.
I dont plan on an animal control truck. Would a utility truck suffice?
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how many polys are these models?
The trucks? Most of the truck models are round ~2k polygons. Garbage truck, tank truck and dump trucks are around ~3k.
As for cars, the scratch made cars are >2k polygons. Converted models are slightly higher.
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A little more work and it will be out.
Any last minute concerns? -
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Having fun blowing things up? Imagine having that kind of a disaster ingame.
And somehow, all the exploding gas tanks missed the police van...
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When you said Manchester airport, I thought it was something to do with the Manchester, NH mod that just for released lol, good luck with it and if your looking for an airport I think one of the LA mod missions has a good base in which to use for an airport.
Are you referring to the airport hostage mission in EM3 LA Mod? Or mission 10 in the EM4 LA Mod. There are also airport maps available in the german forums.
[RELEASED] Brooklyn "Borough of Fire" (BOF) Modification
in Mods
Posted
I see my cars being used... Well done! They look absolutely brilliant.