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Tian318

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Posts posted by Tian318

  1. yeah i know that being the issue for games like EM4, just 4GB will be supported in that game, as well as just 1 core of the CPU.

     

    But this is not the game that gives me memory crashes, new(er) games like:

    - Divinity Dragon Commander

    - Wargame Red Dragon

    - Total War Rome II

    - COD.

    - Saints row: 4

    Usually work fine for about 3hours without stopping the game and restarting it.

     

     

    But i'm not to worried, i know it has to do with everything running on the background while i play games;

    - Mod tools

    - Spreadsheats

    - 3D-Moddeling software

    - Photoshop

    - E-mail program

    - Browser with flash objects running.

    - Converting movies

    - Converting music

    - Burning Disks

    - Having a 24/7 NAS back up copying

    - Using the PC as server for 4 websites

    - Using a TV card hooked to a 54" screen to watch TV while i play

    and all things like that Xd.....what can i say?....just love multi tasking :sporty:

    at any rate, that leaves me with about ±8GB free ram to play on games with everything running and doing its thing.

    Then at some point after a intense game session i get the (in)famous blue screen with a memory dump.

    So all fine...just knowing that 8GB for OS + new game can be a little short.

  2. Personally i'm not a big fan of Gigabyte motherboards, burned trough 3 myself in a very short time(less then 6months).

    I'm sticking with Asus boards for now, and for 7$ more you could do the same with: http://pcpartpicker.com/part/asus-motherboard-m5a99xevor20

    Little faster support(on memory and CPU's), Onboard vid(should your PCI-E burn out), and Crossfire support(should you later on want to expand)

    using a GTX760 myself and already very pleased with that.

    everything looks fine besides the motherboard...

     

    am slightly doubting about your power supply though,

    Since when i upgraded to a I5, with the GTX760, i needed to stash a 950Watt power unit(but that might as well be because i have 4other hard disks)

    2x your memory size could not hurt either(16GB), i'm running on 32GB and some games do fail to acces memory due to it being full. :(

  3. Thanks, you wouldnt happen to know anybody who could help me create an english mod would you ? sorry if its off topic

    Well there are already a lot of mods in progress.

    so i doubt if there are any free once left at this time.

    But perhaps people can help you part-time in modding.

    all you can do is post a request on that. to see if you can find people who are willing, and have the time to help you.

  4. Thanks but, still nothing, it keeps going back to "|Setting screen mode to x:1600 / y:1200 / bpp:32 / refresh:0 "

    and my max screen reselution is 1600 x 900 :(

    thanks texas_dps though

    then your in the wrong file.

    or you have not got the rights to overwrite the file.

    because when you change your em4.cfg file.

    you manually and hard change the settings of the game.

    EDIT:

    Your file should look something like this:


    <?xml version="1.0" ?>
    <config>
    <var name="a_2dvolume" value="0.25278967618942261" />
    <var name="a_3dvolume" value="0.50557935237884521" />
    <var name="a_mixbitrate" value="16" />
    <var name="a_mixchannels" value="2" />
    <var name="a_mixfrequency" value="22050" />
    <var name="a_musicvolume" value="0." />
    <var name="a_videovolume" value="0.50786852836608887" />
    <var name="as_speedadaption" value="1" />
    <var name="cam_collisions" value="0" />
    <var name="cam_inertia" value="0" />
    <var name="cl_gameport" value="59331" />
    <var name="cl_mcastgroups" value="224.0.1.0:12345,224.0.2.1:54321" />
    <var name="e4_ambientsound" value="1" />
    <var name="e4_animtranstime" value="0.25" />
    <var name="e4_atishadowscale" value="0.40000000596046448" />
    <var name="e4_autosave_filepath" value="mod:/Maps/autosave.e4m" />
    <var name="e4_bandwidthadaptionmethod" value="1" />
    <var name="e4_blackbar_fadetime" value="3." />
    <var name="e4_blackbar_height" value="128." />
    <var name="e4_bloom" value="0" />
    <var name="e4_chatcolor0" value="ff8080" />
    <var name="e4_chatcolor1" value="80ff80" />
    <var name="e4_chatcolor2" value="8080ff" />
    <var name="e4_chatcolor3" value="dbc965" />
    <var name="e4_dbgpbuffer" value="0" />
    <var name="e4_defaultbasepos_x" value="219." />
    <var name="e4_defaultbasepos_y" value="70." />
    <var name="e4_depthfill" value="1" />
    <var name="e4_detaillevel" value="2" />
    <var name="e4_difficulty" value="1" />
    <var name="e4_doocclusion" value="0" />
    <var name="e4_fakeshadow" value="0" />
    <var name="e4_firststart" value="0" />
    <var name="e4_footprints" value="1" />
    <var name="e4_footprinttime" value="20" />
    <var name="e4_gamma" value="1.0472973585128784" />
    <var name="e4_highlightnewvehicles" value="0" />
    <var name="e4_lightfactor" value="1." />
    <var name="e4_make_screenshot" value="1" />
    <var name="e4_matchmakingmode" value="1" />
    <var name="e4_maxcampitch" value="80." />
    <var name="e4_maxcamz" value="3500" />
    <var name="e4_maxvideotextures" value="4" />
    <var name="e4_mbfastcopy" value="1" />
    <var name="e4_mincampitch" value="15." />
    <var name="e4_mincamz" value="100." />
    <var name="e4_minfiretemp" value="-30000." />
    <var name="e4_moviefps" value="20." />
    <var name="e4_moviepath" value="base:" />
    <var name="e4_mptimeout" value="15." />
    <var name="e4_particledetail" value="2" />
    <var name="e4_playername" value="Tian318" />
    <var name="e4_scrollspeed" value="1." />
    <var name="e4_shadow" value="1" />
    <var name="e4_shadow_fading" value="1" />
    <var name="e4_shadow_object" value="56" />
    <var name="e4_shadow_terrain" value="145" />
    <var name="e4_shadowdist" value="10000" />
    <var name="e4_shadowheight" value="50000" />
    <var name="e4_shadowupdate" value="1" />
    <var name="e4_sharpshooter_idletime" value="2." />
    <var name="e4_shooter_idletime" value="1." />
    <var name="e4_shooter_power" value="200." />
    <var name="e4_shooter_range" value="750." />
    <var name="e4_shooter_spread" value="9." />
    <var name="e4_showcampos" value="0" />
    <var name="e4_showobjnames" value="0" />
    <var name="e4_smoothdistance" value="150." />
    <var name="e4_smoothmovement" value="1" />
    <var name="e4_sun" value="1" />
    <var name="e4_sunheight" value="20000" />
    <var name="e4_sunrise" value="5." />
    <var name="e4_sunrise_duration" value="3." />
    <var name="e4_sunset" value="21." />
    <var name="e4_sunset_duration" value="2." />
    <var name="e4_sunx" value="28000" />
    <var name="e4_suny" value="20000" />
    <var name="e4_sunz" value="3000" />
    <var name="e4_tagmarker" value="Objects/Misc/3dcursor.e3p" />
    <var name="e4_texcompr" value="1" />
    <var name="e4_tutorialenabled" value="0" />
    <var name="e4_undomemory" value="32768" />
    <var name="e4_use_zbr" value="1" />
    <var name="e4_voiceenabled" value="1" />
    <var name="e4_voicevolume" value="-1." />
    <var name="editor_innerborderdist" value="500." />
    <var name="fs_basepath" value="Data/" />
    <var name="fs_langpath" value="lang/" />
    <var name="fs_logfile" value="logfile.txt" />
    <var name="fs_modpath" value="mods/" />
    <var name="fs_nomissingmsg" value=".v3s" />
    <var name="fs_savepath" value="base:/save" />
    <var name="fs_sshotpath" value="base:Screenshots\" />
    <var name="fx_bloomBias" value="0.20000000298023224" />
    <var name="fx_bloomExp" value="5.0000004768371582" />
    <var name="fx_bloomOffset" value="1.1999999284744263" />
    <var name="fx_bloomPasses" value="1" />
    <var name="fx_bloomScale" value="0.20000000298023224" />
    <var name="game_server_port" value="58282" />
    <var name="in_viewsmoothing" value="0.10000000149011612" />
    <var name="master_server_addr" value="81.3.59.192" />
    <var name="master_server_port" value="54321" />
    <var name="match_making_port" value="12345" />
    <var name="p_showfps" value="0" />
    <var name="p_showtricount" value="0" />
    <var name="ph_angdamp" value="0.25" />
    <var name="ph_debug" value="0" />
    <var name="ph_defaultfriction" value="300." />
    <var name="ph_defaultrollingfriction" value="5." />
    <var name="ph_drawbbs" value="1" />
    <var name="ph_gravity" value="-9.81" />
    <var name="ph_lindamp" value="0.25" />
    <var name="ph_maxsteps" value="4" />
    <var name="ph_rbmobnet_masshigh" value="2." />
    <var name="ph_rbmobnet_masslow" value="0.3" />
    <var name="ph_rbmobnet_priohigh" value="5" />
    <var name="ph_rbmobnet_priolow" value="1" />
    <var name="ph_stepsize" value="0.03" />
    <var name="pl_pushstrength" value="25." />
    <var name="r_clearscreen" value="1" />
    <var name="r_clipfar" value="32000" />
    <var name="r_clipnear" value="100" />
    <var name="r_colorbits" value="32" />
    <var name="r_cs_collisionaccuracy" value="2" />
    <var name="r_cs_detail" value="2" />
    <var name="r_cs_enabled" value="0" />
    <var name="r_cs_lightingdetail" value="2" />
    <var name="r_cs_morphing" value="0" />
    <var name="r_debug" value="0" />
    <var name="r_depthbits" value="24" />
    <var name="r_ds_alpha_treshold" value="0.60000002384185791" />
    <var name="r_ds_centerx" value="0.5" />
    <var name="r_ds_centery" value="0.5" />
    <var name="r_ds_far" value="12000" />
    <var name="r_ds_fovscale" value="1" />
    <var name="r_ds_near" value="6000" />
    <var name="r_ds_nearoffset" value="0." />
    <var name="r_ds_size" value="1024" />
    <var name="r_ds_zoffs" value="2" />
    <var name="r_ds_zscale" value="4" />
    <var name="r_fov" value="350" />
    <var name="r_fullscreen" value="1" />
    <var name="r_geomem_loc" value="2" />
    <var name="r_geomem_size" value="16" />
    <var name="r_hf_collisionaccuracy" value="3" />
    <var name="r_hf_detail" value="3" />
    <var name="r_hf_uselod" value="1" />
    <var name="r_hwocclusion" value="0" />
    <var name="r_light_specdetail" value="0" />
    <var name="r_light_specular" value="0" />
    <var name="r_light_volumetric" value="0" />
    <var name="r_modellight_detail" value="1" />
    <var name="r_modellight_perpixel" value="0" />
    <var name="r_obj_detail" value="4" />
    <var name="r_obj_selfshadowing" value="1" />
    <var name="r_obj_shadowing" value="1" />
    <var name="r_obj_shadows" value="1" />
    <var name="r_particlebounce" value="0.3" />
    <var name="r_shader_exclusion" value="" />
    <var name="r_stencil" value="0" />
    <var name="r_tex_anisotropic" value="1." />
    <var name="r_tex_bits" value="32" />
    <var name="r_tex_compression" value="1" />
    <var name="r_tex_detail" value="2" />
    <var name="r_tex_filter" value="1" />
    <var name="r_tex_mipbias" value="-0.5" />
    <var name="r_usevbo" value="1" />
    <var name="r_world_shadows" value="0" />
    <var name="r_worldlight_perpixel" value="0" />
    <var name="r_xres" value="800" />
    <var name="r_yres" value="600" />
    <var name="s_debug" value="0" />
    <var name="s_debuglevel" value="0" />
    <var name="s_guikey" value="Keyboard0.Pause" />
    <var name="s_language" value="en" />
    <var name="s_lastDefaultSuccessVideo" value="Unnamed" />
    <var name="s_mousespeed" value="60" />
    <var name="s_sshotkey" value="Keyboard0.PrintScreen" />
    <var name="s_startupconsole" value="0" />
    <var name="s_visionlog" value="1" />
    <var name="soundMaxDistance" value="6000." />
    <var name="ui_hardwarecursor" value="0" />
    <var name="ui_novideostream" value="0" />
    <var name="ui_showvehicleaddinfo" value="1" />
    <var name="ui_tooltipfadetime" value="1." />
    <var name="ui_tooltips" value="1" />
    </config>

    If you want to you can use this file.

    it contains the the 800x600 resolution.

    The "camera hack" from LA mod

    and the green shadow remover "patch"

  5. load your em4.cfg file from the main folder of Em4

    and change these lines:

    <var name="r_xres" value="*" />

    <var name="r_yres" value="*" />

    To:

    <var name="r_xres" value="800" />

    <var name="r_yres" value="600" />

    And you have the default screen resolution for EM4 again.

    the * is just a filler. your should contain numbers.

    The logfile is just a log, not the settings holder.

  6. Tis mod will close for the time being due to unauthorized use of scripts and models, that make up 75% of the heart of the mod.

    Permission was given to keep the V1.0 on-line.

    But a rebuild was not permitted at this time.

    I will therefore stop all work on the rebuild, and ask a moderator/admin to close the topic.

    When things have been resolved the mod perhaps can continue.

    Sorry for the crushing blow.

    But it is what is is.

  7. [NL]

    Eenmaal alles goed gezet dan krijg je hem zo in de editor(was alleen de skin vergeten).

    [EN]

    Once you placed it all corectly, you get it like this in the editor.(i forgot the skin)

    post-6928-0-82718800-1293551005.jpg

    [NL]

    Hoe doen we dit?(stappen plan)

    1. We zetten 1 view op links(of rechts)
    2. We zetten 1 view op top(of bottom)
    3. We selecteren move
    4. We klikken op het vierkante blokje achter move
    5. We zetten de optie; "move pivot only"
    6. We selecteren eerst de X en de Y as.
    7. We zorgen dat we in de "object" mode zitten.
    8. We gaan naar het linker of rechter view.
    9. We klikken op het model en slepen de pivot onder de auto in het midden.
    10. Nu de pivot in het midden staat, gaan we naar de top view.
    11. We zetten de Y as uit.
    12. En slepen de pivot ook weer naar het midden van die view.
    13. Sla het bestand op
    14. Exporteer het bestand
    15. Test het in de editor

    [EN]

    How do we do this?(in steps)

    1. We put a view on left(or right)
    2. We put a view on Top(or bottom)
    3. We select move
    4. We click on the square behind move.
    5. We tick the box; "move pivot only" on
    6. We select the X en de Y axis first.
    7. We make sure that we are in "object" mode.
    8. We go to the left(or right) view.
    9. We click on the model and drag the pivot to the center of the model, just under the car.
    10. Now that the pivot is in the center, we move to the Top view(or bottom view)
    11. We deselect the Y axis.
    12. Now in the top(or bottom) view, And drag the pivot to the center of that view again
    13. Save the file
    14. Export the file
    15. Test the file in the editor.

  8. [EN]

    you need(if you look at my picture).

    the green circle, that is the pivot of the truck itself.

    so that pivot needs to be under the truck.

    a pivot should always be centered on the truck/car

    [NL]

    Je moet(als je naar die foto kijkt).

    Het groene rondje hebben, daar zit de pivot van de vrachtwagen(ALP).

    Dus die pivot moet onder de vrachtwagen.

    Een pivot moet altijd gecentreerd onder de wagen.

    [NL]

    Edit: Bedankt voor het sturen van het bestand.

    Hier staat jou pivot.

    [EN]

    Edit: Thanks for sending the file to me.

    Here is your pivot.

    post-6928-0-71880000-1293550639.jpg

    And that needs to be under the car.

    I will modify the file and send it back to you.

    Then you can see what and where.

  9. apparently not.

    since the pivot should dictate on how high a model is from the ground when you use the custom function for a model.

    Since your model is still halfway in the ground that just shows that the pivot is not placed correctly.

    take a good look at your model file, do you perhaps have more then one pivot?(bar/car/doors) for example can already give you real fast +3 pivots.

  10. [NL] Foutje gevonden, je moet het GameObject nog verder defineren dan alleen: "GameObject *ofz;"

    [EN] Error fount, the define was not enough to leave it as: "GameObject *ofz;"

    code ziet er nu zo uit:

    code looks like this now:


    //////////////////////////////////////////////////////////////////////////////////////////////////////////
    // Brabant Mod - Freeplay - Script v1.1 //
    // ************************************* //
    // //
    // 1.0| FPPlaceUnits //
    // | | //
    // | |- Units worden geplaatst, comment lijnen (//) is verdeeld in blokken. //
    // | | Elk van hen kan worden verwijderd zonder dat het script fouten geeft. //
    // | | //
    // | '- Die met een Ster (*) markeert is moet aangepast worden. //
    // | Meerdere sterren betekent dat er meedere dingen moeten worden aangepast //
    // | Daarbij geld: 2 steren 2 aanpassingen, enzo verder. //
    // | //
    // 2.0| FPMSG_1 //
    // | //
    // 2.1| FPMSG_2 //
    // | //
    // 3.0| OnLoad //
    // //
    // _____________________ //
    // Skript frei fuer alle //
    // Bug fix by : Tian318 //
    //////////////////////////////////////////////////////////////////////////////////////////////////////////


    // 1.0
    void FPPlaceUnits()
    {

    // Grüne Schatten deaktivieren
    System::SetEnv("e4_doocclusion", 0);

    Camera::SetMinCamZ(500.0f);
    Camera::SetMaxCamZ(9000.0f);

    Camera::SetMinCamPitch(20.0f);
    Camera::SetMaxCamPitch(90.0f);

    // Parameter fuer Fahrzeugerzeugung definieren
    Vector parkplatz;
    Actor parkobj;
    float rot[9];
    float childRot[9];
    Vehicle v;
    ActorList l1;
    GameObjectList vl;
    GameObject *o1;
    GameObjectList ol1;
    GameObject *o2;
    GameObjectList ol2;
    GameObject *ofz;
    GameObjectList lfz;
    ActorList fzl;


    //Mission::PlayHint("Meldkamer word ingericht");

    ol1=Game::GetGameObjects("LeitstellePerson");
    if(ol1.GetNumObjects() > 0)
    {
    //Brandweer1
    o1 = *ol1.GetObject(0);
    Game::AddToGroup(o1,0);
    Person p1(o1);
    p1.AssignCommand("Alarmering_Neven");
    p1.AssignCommand("Alarmering_Centrum");
    p1.AssignCommand("Alarmering_PostN");
    p1.AssignCommand("Alarmering_PostC");

    //Brandweer2
    o1 = *ol1.GetObject(1);
    Game::AddToGroup(o1,1);
    Person p2(o1);
    p2.AssignCommand("PCmdFPAlarmTS3P");
    p2.AssignCommand("PCmdFPAlarmAL2P");
    p2.AssignCommand("PCmdFPAlarmSWP");
    p2.AssignCommand("PCmdFPAlarmTWP");
    p2.AssignCommand("PCmdFPAlarmDB2P");

    //Ambulance
    o1 = *ol1.GetObject(2);
    Game::AddToGroup(o1,2);
    Person p3(o1);
    p3.AssignCommand("Alarmambu");
    p3.AssignCommand("PCmdFPAlarmFR");
    p3.AssignCommand("PCmdFPAlarmMMTA");
    p3.AssignCommand("PCmdFPAlarmOVDG");
    p3.AssignCommand("PCmdFPAlarmLH");

    //Politie
    o1 = *ol1.GetObject(3);
    Game::AddToGroup(o1,3);
    Person p4(o1);
    p4.AssignCommand("PCmdFPAlarmTouran");
    p4.AssignCommand("PCmdFPAlarmTouran2");
    p4.AssignCommand("PCmdFPAlarmTouran3");
    p4.AssignCommand("PCmdFPAlarmGolf");
    p4.AssignCommand("PCmdFPAlarmGolf2");
    p4.AssignCommand("PCmdFPAlarmGolf3");
    p4.AssignCommand("PCmdFPAlarmT5");
    p4.AssignCommand("PCmdFPAlarmOVDP");

    //Overige
    o1 = *ol1.GetObject(4);
    Game::AddToGroup(o1,4);
    Person p5(o1);
    p5.AssignCommand("PCmdFPAlarmEOC");
    p5.AssignCommand("PCmdFPAlarmANWB");

    //Buiten de map
    o1 = *ol1.GetObject(5);
    Game::AddToGroup(o1,5);
    Person p6(o1);
    p6.AssignCommand("PCmdFPAlarmMEA");
    p6.AssignCommand("PCmdFPAlarmVOA");
    p6.AssignCommand("PCmdFPAlarmATA");
    p6.AssignCommand("PCmdFPAlarmHV2P");
    p6.AssignCommand("PCmdFPAlarmA1");
    p6.AssignCommand("PCmdFPAlarmA2");
    p6.AssignCommand("PCmdFPAlarmA3");
    p6.AssignCommand("PCmdFPAlarmA4");

    /////////////////////////////////////////////////////
    // OFZ GameObject aanmaken voor de aanroeping later//
    /////////////////////////////////////////////////////
    ofz = *ol1.GetObject(6);
    Game::AddToGroup(ofz,6);
    Person p7(o1);
    p7.AssignCommand("Alarmering_Neven");
    p7.AssignCommand("Alarmering_Centrum");
    p7.AssignCommand("Alarmering_PostN");
    p7.AssignCommand("Alarmering_PostC");

    }
    else
    {
    Mission::PlayHint("Kan de centralisten niet vinden!");
    }


    ol2 = Game::GetGameObjects("Meldkamer");
    if(ol2.GetNumObjects() > 0)
    {
    o2 = *ol2.GetObject(0);
    OpenHouse oh(o2);
    oh.ShowCeiling(false,false,false);
    }
    else
    {
    Mission::PlayHint("Kan de meldkamer niet vinden!");
    }

    // BMA-Einsätze initialisieren
    ofz->PushActionExecuteCommand(ACTION_APPEND,"bmaeinsatz_initialisierung",ofz,0,false);


    //Mission::PlayHint("Hulpverleningsvoertuigen worden op de map gezet!");

    /////// Touran ///////////////////////////////////////////////////////////////////////////////////////////////////////////

    vl=Game::GetGameObjects("Touran"); // *
    if(vl.GetNumObjects() > 0)
    {
    Mission::PlayHint("STW1 befindet sich bereits auf der Karte!"); // *
    }
    else
    {
    l1=Game::GetActors("Touran"); // *
    if(l1.GetNumActors() > 0)
    {
    parkobj = *l1.GetActor(0);
    parkplatz = parkobj.GetPosition();
    v = Game::CreateVehicle("mod:Prototypes/Vehicles/03Politie/touran_weiss.e4p","Touran"); // **
    v.SetSpeed(14.0f); // *
    v.SetMaxPassengers(2); // *
    v.SetMaxTransports(2); // *
    v.EnableBlueLights(false);
    v.EnableBreakLights(false);
    v.EnableSpecialLights(false);
    v.GetRotation(rot[0], rot[1], rot[2], rot[3], rot[4], rot[5], rot[6], rot[7], rot[8]);
    Math::EulerToMatrix(0.f, 0.f, 0.f, childRot); // *
    Math::MultiplyMatrices(childRot, rot);
    v.SetRotation(childRot[0], childRot[1], childRot[2], childRot[3], childRot[4], childRot[5], childRot[6], childRot[7], childRot[8]);
    v.SetPosition(parkplatz);
    v.SetCommandable(false);
    v.RemoveCommand("DUMMYHasAutoSiren");
    v.RemoveCommand("GoHome");
    v.AssignCommand("DUMMYFPIsFreeForAlert");
    v.AssignCommand("VCmdFPSetFreeForAlert");
    v.AssignCommand("DUMMYFPIsInBase");
    v.AssignCommand("VCmdFPGoHome");
    v.SetParking(true); // test
    }
    else
    {
    Mission::PlayHint("Kann Parkplatz fuer STW1 nicht finden!"); // *
    }
    }
    /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    };

    // 2.0
    void FPMSG_1()
    {
    //Mission::PlayHint("Kaart word ingericht");
    };

    // 2.1
    void FPMSG_2()
    {
    Camera::SetCameraToLocation("Meldkamer");

    Mission::PlayHint("Kaart ingericht! Michael en Bernt wensen u veel plezier met het spelen van de mod!!");
    };

    // 3.0
    bool OnLoad()
    {
    FPMSG_1();
    FPPlaceUnits();
    FPMSG_2();
    Process::Kill();
    return true;
    };

    ik voegde toe:

    i added:


    ofz = *ol1.GetObject(6);
    Game::AddToGroup(ofz,6);
    Person p7(o1);
    p7.AssignCommand("Alarmering_Neven");
    p7.AssignCommand("Alarmering_Centrum");
    p7.AssignCommand("Alarmering_PostN");
    p7.AssignCommand("Alarmering_PostC");

    [NL]

    De P moet uniek zijn. ik koos hier voor 10 omdat ik wist dat die vrij was.

    De P nummers bij de commands moeten met het P nummer van Person overeen komen.

    [EN]

    The P must be unique. i picked 10 here, because i knew for sure that the number was free.

    The P number for the commands must be the same as the P number of the person.

  11. Yes it correctly,

    Some one say this: i don't understand it:

    [nl]

    vrij simpel.

    Je roept een object aan genaamt ofz, zonder in het script aan te geven wat de ofz dan wel moet zijn.

    In andere worden je roept iets op wat niet bestaat, hierdoor geeft hij de fout.

    je kunt nou eenmaal niet iets oproepen wat niet bestaat.

    je zult de "ofz" een definitie moeten geven. en dan zou lijn 141 wel goed moeten zijn.

    [en]

    easy,

    You forgot to define the "ofz" tag, that way the script is calling out for something that does not exist.

    therefor making the script cause an error(you can't call what does not exist)

    You would need to define the "ofz" and then the line should work

    Wijziging:

    He sosi.script doet dit bijvoorbeeld door:


    const char PROTO_deconp[] = "mod:Prototypes/Vehicles/Fire Department/deconp.e4p";

    Weet niet of jij de zelfde soort kan gebruiken...

    Maar je moet wel iets "creëren" om het later op te roepen.

    Edit:

    The sosi.script uses defines like this:


    const char PROTO_deconp[] = "mod:Prototypes/Vehicles/Fire Department/deconp.e4p";

    Not sure you could use a line like that.

    But you need to "create" the object before you call it.

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