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Posts posted by matte31
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I managed to fix this by using another e4p.
I guess the old one was corrupt or something.
But to the next problem.
When i lift up the victim the stretcher model remain empty even though the victim is there.
Any fix for that? -
Hello,
I have added another pair of "paramedics" to my mod.
Its the standard paramedics 2x with a strecther they are carrying.
They have been added in game to they're designated vehicle.
However, when they are going to lift an injured person they get stuck in the pickup animation.
Is there a solution for that?
Thanks. -
I changed the fp_script and took from another mod, that made it working.
So many thanks for leading me to the solution itchboy! -
16 hours ago, itchboy said:
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.
I have only added two vehicles.
And those do not spawn.
The others are still in the script because im to lazy to remove them. -
Dont anyone got any clues?
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6 hours ago, 2Bells Gaming said:
I took a very fast look. The only thing I see is the new prototypes are mapped to mod:Prototypes/Vehicles/fire department/, whereas the other units are mapped to mod:Prototypes/Vehicles/02 LA Fire Department/.
I just want to confirm that these are in a folder named "fire department" and not one named "02 LA Fire Department"
Thanks for the reply, the prototype is correct.
The other ones named 02 LA Fire Department are from the old mod.5 hours ago, itchboy said: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.
I have pretty much built fire station 1 from the WestFalls mod and added "it" into my private one on a new map.
All the VO names etc are built the same as in the original script, just with another name for the units involved(551/558).
I have doublechecked the VO names and prototype names and haven't found anything wrong.
What exactly is the Actorlist, i haven't thought on that before tbh.
Line 341 is corrected. -
59 minutes ago, itchboy said:
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.
Imo that is exactly what ive done.
But as it doesnt work i am obviously missing out on some parts..
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Hello,
Im currently playing around with the westfalls scripts in a private mod im creating.
However, i am stuck on the WestFallsFireStationStart/LAFireStationStart script.
I can't manage to add units from start in game..
Can somone see anything wrong in the script?
Note that i am purely using the script to add two new units, the other ones are not relevant/not used in the mod.
Things done:
-Added VO for every single point, see screenshots.
-Added the correct properties in the editor like gate1,2 etc. -
On 9/3/2021 at 4:11 AM, itchboy said:
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.
Thank you for the help!
It was super easy to do in GIMP.
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Hello,
Im currently trying to edit/reskin the personnel texture files from the vanilla files.
However, even though the files are unlocked in the editor they are almost fully white/blank.
Any tip on how to progress?
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Hello forum.
Im working on a private mod and there has been a long time since i modded.
Im trying to add The standard rapid deployment script to the mod from la mod.
The script itself works, however on the first try, The FF's only get out and gets firehoses but miss to connect.
Why is it like that?
-Is there any way to make fires spread slower, and to make them take longer to put out?
Kind regards
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Amazing work buddy!
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Fantastic mod with some great features.
However i noticed some small bugs(most of them is already adressed in the 1.2 video on yt, so i won't bring them up).
See down below.
-Lack of equipment in some vehicles. Some examples: No jaws of life in the DEMA rescue truck, no firehose in the DEMA hose tender(http://www.emergency-planet.com/uploads/emoticons/default_rofl.gif), no SCBA in the rapid response unit.
All of these is easy to fix, however i thought it was good to adress them if they weren't already noticed by your team.-And the watertank is currently bugged out on every vehicle.
For me it seems like every vehicle got an unlimited tank, however after i while it gets empty without showing it on the indicator.-Small fire station, 4x4 vehicle with lake pumping capability.
When you withdraw the unit from pumping from the lake with one firefighter inside, he will dissapear.
Is there any additional larger incidents planned where DEMA can be called in more? Bus crash, train crash, chemical incident etc?
Like always, great job with the mod itself! -
On 2017-06-15 at 7:40 AM, RangerDog said:
Nice, hat looks a bit off tough i think?
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2 hours ago, theparanoid said:
There information but it mainly in German.
There is one thing to write alot of features, but not to show them is really poor imo.
We will see after release though.. -
Do we have more information about this game yet?
Seen some youtube videos but it does not show much gameplay unfortanly.
The release is in the end of September as well and there is barely any info, next "autobahn police simulator" from the same publishor Aerosoft?
No buy in that case for me -
On 2016-08-11 at 7:30 PM, EmC-Unit said:
Trailler on the map near HQ make it crash,
i belive ive made a fix for that before. :The link to the downloadable content doesn't seems to work anymore.
I can't get inside the freeplay/freeplayd maps to edit, they crash as well in the editor.- 1
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So just tryed the 1.01 version, but i only get to the start screen of the game, when it's about to launch an event the game crashed without any error.
Any ideas whats going on haha? -
Looks promising
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Looks brilliant!
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I present to you another unit of firefightere but this time it special vehicle
The vehicle is mainly used for transporting larger load
This may be strange but in Sweden only fire brigade sometimes uses vector light barsNote when it comes to map modification will be playable on normal and DeluxeI think that you like it And thank you for your positive commentsThat undoubtly looks like a cobra coldcut vehicle from SÄRF/SERF region. Is it based on that?
And the engine above, might add som battenburg patterns? Im doubtful any fire service in Sweden don't add stripes to new vehicles. Just a tip
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Thank you but no, the security is not armed. All officers will be armed with guns and pepperspray
Cheers!
Great with a quick response.
Will AKS feature in the mod? If that is the case will they have extra weapons?
I know police won't have the biggest role but still
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Looks amazing so far.
Looking forward to it as well!
Is the security officers armed or will the police stand for that?
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Broken unit xml (even if you make one from 0).
1. Open unit xml in browser, if it shows eror try to slove, if all show up fine:
2. Make a new unit xml from 0 (copy em4 one and do all againe).
Things that you might miss, like a setuped cannon...
For example i got the same issues caused by wrong brakets " (i gues typed on russian), or in case of my USSR mod for RW in tec units tab it was a 3rd mission (monster track) in missions list.
It was the broken xml problem.
Cheers, and thanks for the help mate!
Delaying unit time from purchase/order
in Modding Related Support
Posted
Hello,
Im wondering if there is some way except the one in the link below, to be able to delay the time it takes for the unit to reach the IG map?
Since my current map is small, there is really no proper way to do that with the method below.
Thanks in advance.