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itchboy

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Everything posted by itchboy

  1. I have a video that shows the same car, but I didn't believe it was legit LAPD. I thought it was a merger car of some kind, until I looked at the dates of the video - 1993. This was long before the MTA and Housing PD mergers. My theory on the crown vic without lights is it belongs to the LA District Attorney or Prosecutor's Office. In the modern times, they have a fleet of unmarked Caprice PPV's that are often confused for LAPD or LASD, but actually belong to the DA's office. This 1992 vehicle gives us a more cohesive timeline for lighting on LAPD unmarked cars. Starting 1990, LAPD went with EES Coplite and the square halogen lights. They've ditched the old IPF/Coplite PAR lights seen on unmarkeds from 1970s to 1989 or so. There are Caprices, probably 1986-1989 models with circular lights.
  2. After another round of research, I've found some interesting things. FIrst off, I found real retro LAFD Swift Water Rescue. The 1 year, 7 months long hunt is over. As a result of this, the current SWR will be reassigned back into a plug buggy, and be used as an equipment trailer hauler. The plan now is to implement a boat trailer script into the mod and use the ambulance as the main SWR vehicle starting now. There's more though. I've managed to find a 1992+ LAPD Ford Bronco. I'll definitely start work on this ASAP. Prior to this, the belief was that LAPD only ran Blazers and Ramchargers. Third, I came across some vehicles that I am uncertain about. Could be LAPD but this was taken during the riots and shows some other agencies like RTD police. LAPD might have used 1992 Crown Victorias as unmarked cars, but not as patrol units. However it could just as well belong to RTD police who operate the white Ford Taurus in the last photo.
  3. Finish all the civilian cars, and add in the 3 helicopters that the mod needs. Add in a few extra units for the 80s' lineup. Possibly add custom freeplay events like Miami mod's drowning person call, but something different. I am working on another thing for the rest of this year, and so progress will be slow on this thread.
  4. Thanks for this photo too. I'll need it for sure. I hope that the lead on the Caprice is followed up someday. I'd like to do it once we're sure about it.
  5. Thanks for finding the battalion car. I'll make that and the split lightbar variants next year. Thanks as well for the LAPD Matador photo, however I have to correct you. The wagon parked next to the LTD is actually a late 70's Caprice. The tail light and body shape is a giveaway for it being a Caprice. The front left reflector light disqualifies the AMC and the Impala. The reason I estimate 70's is due to the can lights. Have you come across this?
  6. It's not your PC's fault. I'll wait for Aerandir's diagnosis but I can't seem to find anything that would break anything. The soundtracks in the scripts reference the correct listings in the soundtrack xml.
  7. That is a movie prop. Jennifer93 posted the real thing which is actually a Volvo, not a Freightliner. This is the actual one yes. The one in the movie is an entirely different vehicle.
  8. What does your mod folder structure look like? A picture would help a lot. A common mistake is to install the whole mod with the folder paths incorrect.
  9. Version 1.0.1

    151 downloads

    Happy Halloween! This is a yearly released set of models that are based on pop culture references to movies, television series or videogames. The following are included for this years' set: "Blusemobile" - 1974 Dodge Monaco "Ecto 1" - 1959 Cadillac Meteor-Miller Hearse "Engine 17" - 1990 Ward LaFrance Ranger, Chicago Fire Department 1981 Delorean DMC12 Models by itchyboy. Textures on Engine 17 by stockboy8; Federal Signal Mini Aerodynic set by EmC-Unit and rihis. Credit must be given for use of these assets. Not for commercial use! You are not allowed to make money from these models. Converting any of these assets to other games outside of the Emergency games is prohibited. .pdn templates included for ease of retexturing. Reuploading this file to other sites besides emergency-planet.com and emergency-forum.de is prohibited.
  10. I'd like to welcome this CHP patrol vehicle to the family. I also made a big discovery today. LASD used the Plymouth Volare in or around 1977. I will include this unit into the mod, but only next year. There's still too much work for for a rather nondescript patrol unit.
  11. Honestly I'm stumped on it. I see nothing here that could potentially break anything at.
  12. This is it actually, the only way to do anything on a repeat basis. Repeat/recursion scripts are known to lag the game badly as explained. Be sure to tread carefully from this point forward.
  13. You need to have that piece of code repeat every second or so in order for the game to actually detect things that AI can auto-dispatch to. With that in mind, the script must also be smart enough to know that the function for dispatching only needs to execute once and never again, and the vehicle itself can be interrupted by user input. I don't recommend using the full GetGameObjects list as it lags the game out when run at a constant pace. Other issues you may come across is effectively parking the unit once on scene, and considerations like "what if the gate at the station is closed" or "what if this vehicle AI pathfinding gets stuck"
  14. 1. Unfortunately there is no other way to test. Scripting in Em4 is tedious but ironically a great way to brush up on syntax, and eventually, getting good at sorting logical errors. 2. No you can't force trigger an event. You can only mess with the freeplay_endless.xml to give you a higher possibility of getting the event you want. May the Em4 gods be kind to you. 3. The SDK is here in the German forums. You need an account and I recommend using a translator. https://www.emergency-forum.de/lexicon/index.php?lexicon/659-sdk/ I took it a step further and downloaded all the SDK listings and put them into text files so I have quick reference without needing to login and translate
  15. Asking for release dates is against site rules. You already did this in another thread so you should really be careful. There will be stronger consequences if you keep this up.
  16. I've been having computer trouble lately which is why I've been quiet for a bit. Work is continuing now that some problems have been solved. Here's 2 new civilian additions that are separate from all the other scratch made models.
  17. West Falls and Miami Mod have my parking script. Northview South County has it's own. I think Harbor City and other mods might have their own.
  18. Yes, Those two vehicles have been in the mod for a while now. I might add civilian versions of these as well but I want something a bit different.
  19. The site isn't hosted here but on a modding discord. I don't have a link on me right now. There's also links going around for the mod on Youtube if you dont want to sign up to anything else.
  20. In theory it is possible for you to 3D model a collapsed/caved in version of every building and assign those variations as the fullBurned model. That way, you don't get all of the same rubble pile regarldess of building size, perimeter etc. There's also considerations to be made about the collision boxes causing your units to get stuck This is a nice concept and I think with enough time and effort it can be perfected.
  21. The only suggestion I have left is that your FP script isn't initializing because of the start script not initializing. You're either missing the code for it or the dummy object was not added on map.
  22. Do you have the entire map of vehicles spawning except those 2, or do you have no vehicles spawn at all? It might be because your fp_freeplay script isn't initializing the start script upon loading FP.
  23. Congratulations on the find. These are tied with the 90s CVPI as my favorite set of police cars. I look forward to seeing what you do with it.
  24. I need context because I don't know what you've modified. I can only give general advice with station scripts without playtesting the actual mod. I did the scripting for West Falls so I can probably help if this isn't too drastic of a change. I also have no idea what VO names you have, specifically, which ones work or are broken. I also don't know which of these VO's and prototype names are still valid for your mod (which I think runs on a new map) and uses new vehicles. Things to look out for in general are incorrect VO names, incorrect prototype names, and the allocation of the ActorList l1, l2 and so on. l1 and l2 can be named anything btw, just try to keep it descriptive enough. Line 341 might be wrong, it says "Pose" instead of Pos.
  25. The virtual objects need to be defined in the script, and then you need to take those definitions and allocate them as variables. Then, the vehicle prototypes need to be adjuted in the script, and then you need to specify that a specific vehicle prototype will spawn at a specific virtual object.
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