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itchboy

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Everything posted by itchboy

  1. Model the lightbar on the top? Since you are using my Express ambulance, I might consider doing you a favor. PM me if you are interested. Can you give better pictures?
  2. Well, the first step is you have to create unit folders for each instance of vehicle. You would have to make unit pictures and make unit.xml files for each vehicle. Afterwards, you must include them in some of the .xml files in the Specs folder. Refer to this for complete guide into adding each unit. http://forum.emergency-planet.com/tutorials/article/1-emergency-4-adding-vehicles/ Then, you got to disable the script from activating which is a whole different task. All in all, easy for an experienced modder. Not so for anyone not used to repetitive tasks.
  3. I see my cars being used... Well done! They look absolutely brilliant.
  4. Excited to see the skins on my units!
  5. 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.
  6. I mean the vehicle packs. Its the only mod I am working on.
  7. Very special announcement for today: Bama1234 has been very generous to give out his new M1078 LMTV truck to me to be included in the truck pack. Link has been updated. Official EMP link coming soon.
  8. 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.
  9. *POOF* *Suddenly appears* 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.
  10. 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_HOUSEI 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.
  11. 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.
  12. 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.
  13. 2nd emergency vehicle made in 12 hours from one of my trucks. Well done. I knew making that International was a good idea.
  14. Your are getting good at modelling. Only 2 hours after release and there is already a unit of my trucks. Well done.
  15. 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.
  16. 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.
  17. 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.
  18. Wanna keep things simple for now. But if someone could provide me a blueprint or guide, I would seriously consider making one.
  19. I dont plan on an animal control truck. Would a utility truck suffice?
  20. 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.
  21. A little more work and it will be out. Any last minute concerns?
  22. Ew...how trashy! Garbage truck rear from GTA IV Trashmaster by R*. Modified and UV Mapped by me. Still WIP....and the last model to be done for now.
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