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itchboy

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Posts posted by itchboy

  1. 3 hours ago, 11john11x said:

    Some unusual stuff I found today that might be helpful in some way:

    LAFD sedan with a special Aerodynic setup
     

    Early 70s LAPD AMC Matador wagon that apparently survived until the mid or late 80s,
    possibly the same one that appears in another pic parking beside a LTD,
    note the decal additions

     

    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?

    lapd-9c1-wagon-with-the-tin-can-lights-7ixp790ita.jpg

    • Like 3
  2. 4 hours ago, trader5050 said:

    Is there anything I can force to run every second?

    Only thing I can think of atm is force deploying an invisible object that runs in a loop with a 1 second sleep.

    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.

    • Like 1
  3. 1 hour ago, trader5050 said:

     

    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"

  4. 16 hours ago, trader5050 said:

    I have a few really basic questions:

    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

  5. 4 hours ago, TearsPlays said:

    this mod has legit been WIP for almost 10 years (a decade) is there any planned release date

    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.

    • Like 1
    • Upvote 1
  6. 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.

    • Like 1
  7. 1 hour ago, matte31 said:

    Imo that is exactly what ive done.

    But as it doesnt work i am obviously missing out on some parts.. 

    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.

  8. 40 minutes ago, Wolfblade911 said:

    😛 just a suggestion for a very iconic unmarked police car in the 70' , 80'
    would be awesome to have it in this mod ?

    No because it's fictional. Also, it's not from Los Angeles.

    This mod only covers real agencies, and the vehicles they used, and re-created to the best of our ability.

    I'll probably make the Striped Tomato for another project at another time in the future.

    • Like 3
  9. 1 hour ago, OnFire said:

    Itchy, do you have a patreon? Or any other way to support your work?

    I refuse to set one up becuase of all the issues with Em4 and monetization.

    Say, my LAPD patrol car has a model made by me, decals made by Phantom and a lightbar from EmC Unit, we'd have to split and how would that come about? What if a mod on Patreon has multiple contributors?

    Also, if I release Patreon content that's just an edited 16T asset, that may violate the game's EULA/TOS for monetization and revese engineering, thus opening me up to lawsuit.

    Patreon, paid mods and the things involving them are one big can of worms that should never be opened. For now I'll try to find other income sources but Em4 definitely isn't it.

    And if anybody does try to put mods on Patreon, let all of us know, so that they'll be forced to cut a check to every single person who made work for it.

    • Like 4
    • Upvote 3
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