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Posts posted by itchboy
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3 hours ago, Nie_Wiem15 said:
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.
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10 hours ago, miles451 said:
That is a movie prop. Jennifer93 posted the real thing which is actually a Volvo, not a Freightliner.
4 hours ago, Jennifer93 said:it was a actual vehicle but I believe its long retired/replaced
This is the actual one yes. The one in the movie is an entirely different vehicle.
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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.
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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.- 14
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Honestly I'm stumped on it. I see nothing here that could potentially break anything at.
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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.
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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"
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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
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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.
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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.
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6 hours ago, mercurygrandmarquis1 said:
Do you have any R bodies in the works? LAPD Gran Fury or CHP St. Regis?
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.
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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.
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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.
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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.
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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.
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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.
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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.
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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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You have to remove the alpha channels on them. Sadly, it isn't straight forward.
You have to save it as a certain kind of .dds file (not sure about it anymore), and then re-save it again as DXT3.
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This isn't going into the mod because it's too new, however it will be going to the download center for modders' use.
It's about time we got a new CVPI model other than the NNICO models from a decade ago.
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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.
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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.
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Look at the date on the topic: 2014
Clearly it has been discontinued if there is no mod link by now.
Also, it says "PRIVATE" meaning there is no link provided because the author does not intend on releasing it to the public.
Posting on inactive topics isn't cool, please be careful next time.
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Project Nostalgia Submod [RELEASED - Bugfixes Uploaded Regularly]
in Submods [Approved]
Posted
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?