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TheVolume

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Everything posted by TheVolume

  1. Quick update completed fire units - other fire units are not completed (SkinsLightsEdits) Scania (Chidea - Firequi) - Edits / Skins / Lights (TheVolume) me Child (Rihis) & (Niederwallufer) Vito (Godra) - Edits / Skins / Lights (TheVolume) me Child (Godra) & (Niederwallufer) Lights Status 70% Done - ELS V5 Currently I am finishing the remaining units of fire brigade https://www.youtube.com/watch?v=peWz15XBGLY&feature=youtu.be
  2. It looks great I come from Polish know everything you need played earlier projects Polish mod also doing a mod for this game My simple question is whether we will see Polish Police helkopter
  3. Quick update I greet all of you ELS V5 - New ELS lighting V5 on some police units ELS V5 is already the final version for the mod Currently new lighting is added to units Lights Status 50% Done Today only pictures
  4. Quick update Now I have already completed 5 fire brigades New ELS V5 & Skins Fix STATUS OF THE SWEDISH MOD V1 - PROCESS vehicles Police units 100% SPECIAL units 90% Medical unit 80% Fire Service units 50% Technical units 70% - Staff Police 95% Medics 90% Fire brigade 0% Technicians 50% - Air vehicles Police 100% Medical 100% Special ? - This may be the Swedish Coast Guard ? https://www.youtube.com/watch?v=DcUsKFyHwZU
  5. Quick update At the beginning thank you for all the support I read your comments but answering all one post so as not to soil the forum Work on the units of the fire service is already started It looks like this * Please note has no images yet but we have a video * I have already completed three fire brigades * One unit only needs Lightbars * https://www.youtube.com/watch?v=TdJCgAywAiU
  6. Itch I was too excited and forgot to write about what it is about What do you think about this effect better no longer Acquisition I also hope you are not jealous This would also effect it fits you in LA mod I am doing only more realistically Thanks man the future is now
  7. Finally, I was surprise you with another new effect police helicopter New searchlight https://www.youtube.com/watch?v=Kl_Ckotwlek&feature=youtu.be
  8. Update - I welcome you again - Mod does not die is still in production - just show you pictures of how the works are and what units will see New products 1 police helicopter has updated skin and navigation lights, and a new effect searchlight 2 Ambulances got a new rescue unit with Renault Master * * 3 just begins with the production of fire brigades 4 The police have even unmarked units 5 It has been achieved more realistic lighting in all units At the end of some photo work & Video Best regards STATUS OF THE SWEDISH MOD V1 - PROCESS vehicles Police units 95% SPECIAL units 90% Medical unit 80% Fire Service units 0% Technical units 50% - Staff Police 90% Medics 80% Fire brigade 0% Technicians 50% - Air vehicles Police 100% Medical 100% Special 0%
  9. Here is a photo of a new police helicopter spotlight improved see a new effect new update This effect will appear in the upcoming modification Swedish Mod - New Pictures
  10. I understand and I improved see a new effect Of course, best regards
  11. I greet all of you interested in the mod to the best game series Emergency 4 What's new today in the topic * Police Helicopter Search Light Unfortunately, I am not satisfied from the original effect of the reflector in the game so I'm working on something more realistic for my mod Here is a photo of a new police helicopter spotlight effect Comments invited to talk about what you think Best regards
  12. Update - This time video T5 ENRG (Civil Car Corporation - Edits / Skins / Lights (TheVolume) me Child (EMC-Unit) & (DLK112) MAN Falck (RD_Saarland , Goya - Edits / Skins / Lights (TheVolume) me Child (NNICO) & (DLK112) STATUS OF THE SWEDISH MOD V1 - PROCESS vehicles Police units 95% SPECIAL units 90% Medical unit 80% Fire Service units 0% Technical units 50% - Staff Police 90% Medics 70% Fire brigade 0% Technicians 50% - Air vehicles Police 100% Medical 100% Special 0% TV 0% (YouTube) -SWEDISH MOD PROCESS - https://www.youtube.com/channel/UCLumYslwRSEVNZMpFMN1Ffg
  13. Welcome everyone back to you with new updates News - Still plans to change the map - I talked about the new ambulance for the moment nothing is known - or more ambulances would be - As you can see the work of the technical units were begun - hold on soon subsequent updates T5 (Civil Car Corporation - Edits / Skins / Lights (TheVolume) me Child (EMC-Unit) & (DLK112)
  14. News of the Swedish Mod Currently as you can see I'm working on special units I spend a lot of time on scripts 1 When it comes to medical departments - will appear a new ambulance renault master 2 when it comes to police - there will be criminals police officers Take care )
  15. SWEDISH MOD - Official banner - support mod )
  16. edited so they have the 'flashgrenade' and 'roablock' - OMG I forget this Now it.s works thanks bat another problem ( realy ) look question is were is PSg1 and M4 & MP5 Model i have in editor bat not show up in the game ?
  17. Thank you that you still following mod )
  18. Okey can you tell me what exacly i need to change here this one for A4 //****************************************************************************************** // #Version 2.4# // // Includes: All M4 Commands // // - PcmdM4Get // - PcmdM4Remove // - PcmdM4Shoot // - PcmdM4Aim // - PcmdM4AimEnd // - PcmdM4MoveTo // - DummyM4 // // Script by Hoppah // // Usage of this script in other mods is NOT allowed without permission of Hoppah // //****************************************************************************************** const char CMD_GETM4[] = "PcmdM4Get"; const char CMD_REMOVEM4[] = "PcmdM4Remove"; const char CMD_SHOOTM4[] = "PcmdM4Shoot"; const char CMD_AIMM4[] = "PcmdM4Aim"; const char CMD_AIMENDM4[] = "PcmdM4AimEnd"; const char CMD_MOVEM4[] = "PcmdM4MoveTo"; const char DUMMY_M4[] = "DummyM4"; const char CMD_DOORS[] = "OpenCloseDoor"; const char OBJ_M4_IDLE[] = "01 LA Equipment/m4_idle.V3O"; const char OBJ_M4_AIM[] = "01 LA Equipment/m4_aim.V3O"; const char SND_GETM4[] = "mod:Audio/FX/Misc/m4_get.wav"; const char SND_FIREM4[] = "mod:Audio/FX/Misc/m4_shoot.wav"; const char SND_UNLOCK[] = "mod:Audio/FX/Misc/unlock_weapon.wav"; const char PARTICLE_FLASH[] = "mod:Prototypes/Objects/05 LA Particles/muzzleflash04.e4p"; const char NAME_FLASH[] = "MuzzleFlash"; int DummyGroup = 20; object PcmdM4Get : CommandScript { PcmdM4Get() { SetIcon("m4"); SetCursor("m4"); SetPriority(190); SetValidTargets(ACTOR_VEHICLE | ACTOR_OBJECT); SetGroupID(CGROUP_GETEQUIPMENT); SetRestrictions(RESTRICT_NOTDESTROYED | RESTRICT_NOTBURNING | RESTRICT_HASFLASHGRENADE); SetPossibleCallers(ACTOR_PERSON); SetNeedsCarWithFlagSet(OF_HAS_FLASHGRENADE); } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if(!Caller->IsValid() || !Target || !Target->IsValid() || Target->GetType()!=ACTOR_VEHICLE) return false; if(Caller->GetObjectType()==TYPE_PERSON) { Person p(Caller); Vehicle v(Target); if (v.IsDestroyed()) return false; if(p.IsValid() && (p.IsLinkedWithPerson() || p.IsCarryingPerson() || p.IsEquipped() || p.IsPulling() || p.GetFirehoseID()!=0 || p.GetEnteredCarID() != -1)) return false; Vehicle v(Target); if ((v.HasCommand("FlyTo") || v.HasCommand("VcmdDeInstallRope")) && !v.IsOnGround()) return false; if (v.IsValid() && !v.IsDestroyed() && StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/05 US Army/hmmwv.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/05 US Army/us_army_truck.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/05 US Army/blackhawk.e4p") == 0) { return true; } return false; } } void PushActions(GameObject *Caller, Actor *Target, int childID) { Vector TargetPos = Target->GetTargetPoint(Caller, TARGET_EQUIPMENTDOOR); Caller->PushActionMove(ACTION_NEWLIST, TargetPos); Caller->PushActionTurnTo(ACTION_APPEND, Target); Caller->PushActionGetEquipment(ACTION_APPEND, Target, EQUIP_NONE); Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_M4, Target, 1, false); } }; object PcmdM4Remove : CommandScript { PcmdM4Remove() { SetIcon("m4remove"); SetCursor("m4remove"); SetValidTargets(ACTOR_VEHICLE | ACTOR_OBJECT); SetRestrictions(RESTRICT_NOTDESTROYED | RESTRICT_NOTBURNING | RESTRICT_HASFLASHGRENADE); SetPossibleCallers(ACTOR_PERSON); SetNeedsCarWithFlagSet(OF_HAS_FLASHGRENADE); } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if(!Caller->IsValid() || !Target || !Target->IsValid() || Target->GetType()!=ACTOR_VEHICLE) return false; if(Caller->GetObjectType()==TYPE_PERSON) { Person p(Caller); Vehicle v(Target); if (v.IsDestroyed()) return false; if(p.IsValid() && (p.IsLinkedWithPerson() || p.IsCarryingPerson() || p.IsEquipped() || p.IsPulling() || p.GetFirehoseID()!=0 || p.GetEnteredCarID() != -1)) return false; Vehicle v(Target); if (v.IsValid() && !v.IsDestroyed() && StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/05 US Army/hmmwv.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/05 US Army/us_army_truck.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/05 US Army/blackhawk.e4p") == 0) { return true; } return false; } } void PushActions(GameObject *Caller, Actor *Target, int childID) { Vector TargetPos = Target->GetTargetPoint(Caller, TARGET_EQUIPMENTDOOR); Caller->PushActionMove(ACTION_NEWLIST, TargetPos); Caller->PushActionTurnTo(ACTION_APPEND, Target); Caller->PushActionGetEquipment(ACTION_APPEND, Target, EQUIP_NONE); Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_M4, Target, 2, false); } }; object PcmdM4Shoot : CommandScript { float Range; PcmdM4Shoot() { SetIcon("shoot"); SetCursor("aim"); SetValidTargets(ACTOR_PERSON | ACTOR_VEHICLE); SetRestrictions(RESTRICT_SHOOTABLE | RESTRICT_NOTINJURED); //SetActivationByLeftClick(true); SetDeselectCaller(false); SetKeepAsCurrentCommand(true); SetPossibleCallers(ACTOR_PERSON); Range = 900.f; } bool CheckPossible(GameObject *Caller) { /*if(!Caller->IsValid() || Caller->GetType() != ACTOR_PERSON) return false;*/ Person p(Caller); if (!p.IsValid()) return false; return true; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if(!Caller->IsValid() || !Target->IsValid() || Target->GetID() == Caller->GetID()) return false; Person p(Caller); if(p.GetBoundingRadiusDistXYToObject(Target) > Range) return false; if(Target->GetType()==ACTOR_PERSON) { Person t(Target); if (t.IsValid() && t.GetEnteredHouseID() == p.GetEnteredHouseID()) { if(p.IsAiming()) { Game::ActivateSceneLens(true); } return true; } } if(Target->GetType()==ACTOR_VEHICLE) { Vehicle v(Target); if (!v.IsCivilCar()) SetPriority(-700); if (v.IsValid() && !v.IsDestroyed() && v.IsFlagSet(OF_SHOOTABLE) && p.GetEnteredHouseID() == -1) { if ((v.GetVehicleType() == VT_POLICE_PHC || v.GetVehicleType() == VT_AMBULANCE_RHC || v.GetVehicleType() == VT_THW_FGRT_BH) && !v.IsOnGround()) return false; if(p.IsAiming()) { Game::ActivateSceneLens(true); } return true; } } return false; } void PushActions(GameObject *Caller, Actor *Target, int childID) { Person p(Caller); if(!p.IsAiming()) { Vector Pos = p.GetPosition(); Audio::PlaySample3D(SND_UNLOCK, Pos); p.PlaceObjectInRightHand(OBJ_M4_AIM); p.PushActionPrepareAim(ACTION_NEWLIST); p.AssignCommand(CMD_AIMENDM4); p.AssignCommand(CMD_MOVEM4); p.RemoveCommand(CMD_REMOVEM4); p.RemoveCommand(CMD_AIMM4); } else { Vector Pos = p.GetPosition(); Audio::PlaySample3D(SND_FIREM4, Pos); float r[9]; p.GetRotation(r[0], r[1], r[2], r[3], r[4], r[5], r[6], r[7], r[8]); GameObject f = Game::CreateObject(PARTICLE_FLASH, NAME_FLASH); f.SetRotation(r[0], r[1], r[2], r[3], r[4], r[5], r[6], r[7], r[8]); f.SetPosition(Pos); f.PushActionWait(ACTION_NEWLIST, 0.5f); f.PushActionDeleteOwner(ACTION_APPEND); if (Target->GetType() == ACTOR_PERSON) { Person t(Target); if (t.IsValid() && !t.IsDead()) { if (p.GetBoundingRadiusDistXYToObject(&t) < 50.f) { t.Kill(INJUREREASON_SHOT); } else if (p.GetBoundingRadiusDistXYToObject(&t) < 100.f) { t.Injure(INJUREREASON_SHOT); } else if(p.GetBoundingRadiusDistXYToObject(&t) < 200.f) { t.Hurt(INJUREREASON_SHOT, 600.f); } else if(p.GetBoundingRadiusDistXYToObject(&t) < 300.f) { t.Hurt(INJUREREASON_SHOT, 500.f); } else if(p.GetBoundingRadiusDistXYToObject(&t) < 400.f) { t.Hurt(INJUREREASON_SHOT, 400.f); } else if(p.GetBoundingRadiusDistXYToObject(&t) < 500.f) { t.Hurt(INJUREREASON_SHOT, 300.f); } else if(p.GetBoundingRadiusDistXYToObject(&t) < 600.f) { t.Hurt(INJUREREASON_SHOT, 200.f); } else if(p.GetBoundingRadiusDistXYToObject(&t) < 1000.f) { t.Hurt(INJUREREASON_SHOT, 100.f); } } } if (Target->GetType() == ACTOR_VEHICLE) { Vehicle v(Target); if (v.IsValid() && !v.IsDestroyed()) { if(p.GetBoundingRadiusDistXYToObject(&v) < 300.f) { v.Damage(330.f); } else if(p.GetBoundingRadiusDistXYToObject(&v) < 500.f) { v.Damage(230.f); } else if(p.GetBoundingRadiusDistXYToObject(&v) < 700.f) { v.Damage(140.f); } else if(p.GetBoundingRadiusDistXYToObject(&v) < 1000.f) { v.Damage(100.f); } } } } } }; object PcmdM4Aim : CommandScript { float Range; PcmdM4Aim() { SetIcon("aim"); SetCursor("aim"); SetValidTargets(ACTOR_PERSON); SetPriority(220); SetDoubleClickable(true); } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if(!Caller->IsValid() || Caller->IsAiming() || !Target->IsValid() || Caller->GetID() != Target->GetID()) return false; return true; } void PushActions(GameObject *Caller, Actor *Target, int childID) { Person p(Caller); Vector Pos = p.GetPosition(); Audio::PlaySample3D(SND_UNLOCK, Pos); p.PlaceObjectInRightHand(OBJ_M4_AIM); p.PushActionPrepareAim(ACTION_NEWLIST); p.AssignCommand(CMD_AIMENDM4); p.AssignCommand(CMD_MOVEM4); p.RemoveCommand(CMD_REMOVEM4); p.RemoveCommand(CMD_AIMM4); } }; object PcmdM4AimEnd : CommandScript { PcmdM4AimEnd() { SetIcon("aimend"); SetCursor("aimed"); SetValidTargets(ACTOR_PERSON); SetDoubleClickable(true); SetRestrictions(RESTRICT_SELFEXECUTE); SetPossibleCallers(ACTOR_PERSON); SetPriority(600); } bool CheckPossible(GameObject *Caller) { /*if(!Caller->IsValid() || Caller->GetType() != ACTOR_PERSON) return false;*/ return Caller->IsAiming(); } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if(!Caller->IsValid() || (Caller->GetID() != Target->GetID()) || !Caller->IsAiming()) return false; return true; } void PushActions(GameObject *Caller, Actor *Target, int childID) { Person p(Caller); p.PlaceObjectInRightHand(OBJ_M4_IDLE); p.PushActionAimEnd(ACTION_NEWLIST); p.RemoveCommand(CMD_AIMENDM4); p.RemoveCommand(CMD_MOVEM4); p.AssignCommand(CMD_AIMM4); p.AssignCommand(CMD_REMOVEM4); p.PushActionSwitchAnim(ACTION_APPEND, "idleequipped2"); } }; object PcmdM4MoveTo : CommandScript { MoveResult mr; PcmdM4MoveTo() { SetIcon("moveto"); SetCursor("moveto"); SetValidTargets(ACTOR_FLOOR | ACTOR_OBJECT | ACTOR_VIRTUAL | ACTOR_HOUSE | ACTOR_OPEN_HOUSE); SetHighlightingEnabled(false); SetDeselectCaller(false); //SetActivationByLeftClick(true); } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { mr = Commands::CheckMoveConditions(Caller, Target, childID); if(mr.Mode == MOVE_ABORT) return false; return true; } void PushActions(GameObject *Caller, Actor *Target, int childID) { Person p(Caller); if(p.IsAiming() || p.IsCurrentAnimation("shootrifle")) { p.PlaceObjectInRightHand(OBJ_M4_IDLE); p.PushActionAimEnd(ACTION_NEWLIST); p.PushActionWait(ACTION_APPEND, 1.5f); p.PushActionExecuteCommand(ACTION_APPEND, DUMMY_M4, Caller, 3, false); p.PushActionMove(ACTION_APPEND, mr.Target); p.RemoveCommand(CMD_AIMENDM4); p.RemoveCommand(CMD_MOVEM4); p.AssignCommand(CMD_AIMM4); p.AssignCommand(CMD_REMOVEM4); } } }; object DummyM4 : CommandScript { DummyM4() { SetGroupID(DummyGroup); } bool CheckGroupVisibility(GameObject *Caller) { return false; } bool CheckPossible(GameObject *Caller) { return false; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { return false; } void PushActions(GameObject *Caller, Actor *Target, int childID) { if(childID == 1) { Person p(Caller); p.PlaceObjectInRightHand(OBJ_M4_IDLE); p.PushActionSwitchAnim(ACTION_APPEND, "idleequipped2"); p.AssignCommand(CMD_AIMM4); p.AssignCommand(CMD_SHOOTM4); p.AssignCommand(CMD_REMOVEM4); p.RemoveCommand(CMD_GETM4); p.RemoveCommand("PcmdBarricadeGet"); p.RemoveCommand("PcmdTrafficConeGet"); p.RemoveCommand("PcmdStabilize"); p.RemoveCommand("PcmdFlareGet"); p.RemoveCommand("GetRoadBlock"); p.RemoveCommand("Arrest"); p.RemoveCommand("ReleaseArrested"); p.RemoveCommand("DrawWeapon"); p.RemoveCommand("PutInCar"); p.RemoveCommand("AskPerson"); p.RemoveCommand("Halt"); p.RemoveCommand("GetFlashgrenade"); p.RemoveCommand("PickUp"); p.RemoveCommand("GetExtinguisher"); p.RemoveCommand("GetAxe"); p.RemoveCommand("GetShears"); p.RemoveCommand("GetChainsaw"); p.RemoveCommand("Pull"); p.RemoveCommand("StopPull"); p.RemoveCommand("Lift"); p.RemoveCommand("UnloadPerson"); p.RemoveCommand("SendPeople"); //p.RemoveCommand("DriveAwayPerson"); p.RemoveCommand("Redirect"); p.RemoveCommand("Stop"); Vector Pos = p.GetPosition(); Audio::PlaySample3D(SND_GETM4, Pos); Vehicle v(Target); v.PushActionExecuteCommand(ACTION_APPEND, CMD_DOORS, Caller, 1, false); } if(childID == 2) { Person p(Caller); p.RemoveObjectInRightHand(); p.PushActionSwitchAnim(ACTION_APPEND, "idle"); p.RemoveCommand(CMD_SHOOTM4); p.RemoveCommand(CMD_REMOVEM4); p.RemoveCommand(CMD_AIMM4); p.AssignCommand(CMD_GETM4); p.AssignCommand("PcmdBarricadeGet"); p.AssignCommand("PcmdTrafficConeGet"); p.AssignCommand("PcmdStabilize"); p.AssignCommand("PcmdFlareGet"); p.AssignCommand("GetRoadBlock"); p.AssignCommand("Arrest"); p.AssignCommand("ReleaseArrested"); p.AssignCommand("DrawWeapon"); p.AssignCommand("PutInCar"); p.AssignCommand("AskPerson"); p.AssignCommand("Halt"); p.AssignCommand("GetFlashgrenade"); p.AssignCommand("PickUp"); p.AssignCommand("GetExtinguisher"); p.AssignCommand("GetAxe"); p.AssignCommand("GetShears"); p.AssignCommand("GetChainsaw"); p.AssignCommand("Pull"); p.AssignCommand("StopPull"); p.AssignCommand("Lift"); p.AssignCommand("UnloadPerson"); p.AssignCommand("SendPeople"); //p.AssignCommand("DriveAwayPerson"); p.AssignCommand("Redirect"); p.AssignCommand("Stop"); Vehicle v(Target); v.PushActionExecuteCommand(ACTION_APPEND, CMD_DOORS, Caller, 1, false); } if(childID == 3) { Person p(Caller); p.PlaceObjectInRightHand(OBJ_M4_IDLE); } } };
  19. Hey it.s me What i need to do To get A4 and Mp5 from La mod to work ?
  20. Swedish SWAT - Skin by me - original model from London Mod
  21. Finally news of the Swedish Mod Why so long you have been waiting for updates 1 Serious computer problems 2 Repair and Recovery mod 3 A folder backup 4 reinstalling the game 5 Fortunately with my PC everything is okay I've had it five years this system and Windows 7 What I am doing now - working on a map - here is a picture of what's going on Plans - police Headquarters and so parked police cars? Headquarters ( - Mercedes Vito - Mercedes Sprinter - Volvo V70 - Volkswagen Passat - Volvo XC70 - Volkswagen Passat variant - Mercedes-Benz E-Klass ) In the next updating Video I greet you
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