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Wkboy714

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Posts posted by Wkboy714

  1. Edit: Never mind, I've figured it out. Thread is redundant.

     

    Hello all,

     

    I understand that the default LA Siren script chooses randomly between two siren files to play when activating the siren script. For my private mod, I am trying to edit this so that it randomly chooses from three (or more) audio files. I imagine the edit to be a pretty simple one but I'm not sure what I need to change - I'm pretty new to scripting. I'd appreciate any help!

     

    Am I thinking along the right lines with something like this?

                    int random = Math::rand()%3;                if (random == 0)                {                      soundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/Siren01.wav", CarPos, true);                if (random == 1)                {                      soundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/Siren02.wav", CarPos, true);                } else                {                      soundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/Siren03.wav", CarPos, true);                }

    Edit: So I tested that script and it works so far as choosing between the three of them. But the problem is if it chooses Siren01, the siren continues looping forever even after I turn the sirens off. Why?

  2. Strange. However, there is an easy way to manually change the maps around. Go into LA mod folded/Maps and there should be two folders called New Freeplay map and Original Freeplay map. Depending on which you want, copy the contents of the folder and paste them in the /Maps folder. It should ask you to overwrite some files - press yes. That should be it.

  3. Great beta build here. I love the new vehicles. The only bug that particularly irked me was related to the call police backup script. I like to use this a lot but it sends the closest car even if it's empty or not on patrol. For example, I can get officers out a car, call for backup and their own car drives around them lol.

    I think it may be due to the different patrol scripts you have set up (awesome btw!) which may be forgetting to remove the dummy commands from cars on patrol.

  4. It looks so good. Can't wait for it. This raises an important question though:

    Does this mean that everything we have put into EM4 will become obsolete? Or will it be the dawn of a new era of modding?

    It looks to me like the editor of EM5 is on a different engine to EM4. This probably means that mods can't just be copied over, so to say. However, it's likely that some scripts may still work and that some models can still be used in the same format, or when somehow converted.

  5. I think that's quite a cynical view there, hoppah. Whilst the game probably won't always reach the high coding standards it aims for, I think it will get some way beyond 'only visuals and no gameplay'. I hope so, at least. There has been a long gap in the market for this and a huge interest shown, so they have a perfectly good opportunity here. I hear it's the studio's first game though, so whilst I remain optimistic (this is a game I personally long for) I expect some disappointments.

  6. Basically anything you can do to boost performance might help. Lower resolution if you're desperate. Radiation lights in abundance can cause a lot of lag so just cut down on them. It's much more simple though to just turn off some lights if it's too laggy

    Also, there should definitely be a way to use the editor somehow. I'm sure there are lots of threads around here that help people to find their 'lost' editors :P

  7. As far as I know, that Astra model isn't anywhere in EM4 apart from the London mod. The European models are a bit outdated, yes, but not by much and we can certainly live with it. It's impossible and unnecessary to keep constantly up to date. Besides, I prefer the charm of old units and halogens :P

  8. Hey,

    There are several different alarm scripts like that on the German forum. It's worth downloading them and either using them or studying how they work. You can also look at mods which have similar systems to what you want - you mentioned Copenhagen mod - and see how they do it.

    Assuming you want the same dispatch method for all/most of your vehicles, you can just compile a script for one vehicle and check it works then copy & paste for each other vehicle but changing the targets (ie prototypes, VOs). You can check the LA mod as well to see how it does it. I hope that all made sense. If there's a more specific area of the script you want help with, let us know.

  9. A lot of lights in one scene has been known to lag this game, even if you have a pretty decent computer. You could try various things: closing background programmes, lowering graphics settings, reducing the lights yourself in the editor or just turning off some of the unit's lights on scene.

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