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Killerconsti

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Posts posted by Killerconsti

  1. Quote

    About the ambulance not waiting for the doctor, I am definitely not good enough in coding to make that work, like I told you in private. 

    The easiest way is to add my mod to the modloader and place the NL mod after it this way the listeners are activ and you dont have too much trouble.

    • Upvote 1
  2. Well I've found some time to fix some more bugs of the dutch mod

     

    Changelog:

    -the animation of the ladder truck and heavy rescue truck are fixed

    -policeman can remove tape

    -the brake of the patrol car is now working as intended

    -Unlocked Door for paramedics with injuries (ambulance car)

    -changed the main door of the ambulance to the backdoor (passenger door) to let doctors enter the vehicle

    -dekonp use ABC Firefighters

    -EM2017 eventpool is used in freeplay

    -Policeman got some more commands which are required to solve new missions

    -siren lenght reduced to make them stop after the vehicles have arrived their destination

    https://www.dropbox.com/s/9l7e5a2zbf2pwov/NL2.0_modification_fixer.rar?dl=0

  3. Quote

    This was never your mod in the first place, and secondly: I guess, you just posted us "the fixer" to do us a favour by making the NL-mod working again whitout any "fine tuning" - no more than that.

    this pretty much nailed it. I just wanted to help out to make it playable again as it just took 10 minutes, but I wont develop it anymore... sorry for that

  4. Well basicly 3 steps:

     

    a) declare all commands that you want to export in your  plugin.cpp file.

                QSF_START_CAMP_CLASS_EXPORT(user::CheerCommand, "CheerCommand", "Cheer command")
                    QSF_GAME_CAMP_IS_COMMAND
                    QSF_END_CAMP_CLASS_EXPORT

    b) Tell the game which plugins need to be loaded

    this is done in the project.json as example here is the one from the minimod. The thing that needs to be added is the "Plugin(s)"-Section

    {
        "Format": {
            "Type": "Project",
            "Version": "1"
        },
        "Properties": {
            "Name": "killerconstis_mini_mod",
            "Locked": "false",
            "Version": "3.2",
            "Author": "Consti",
            "Description": "The only real mod right now"
        },
        "AssetPackages": [
            "content",
            "local",
            "required_files",
            "language_de"
        ],
        "Plugins": {
            "minimod_plugin": "em5_game em5_editor",
            "misc_crew_minimod_edition": "em5_game em5_editor"
        }
    }

    your *.dll file must be at your_mod_direction/x64/ . The easiest way is to declare this as your target direction in VS2015

    c) use your commands ingame

    select the em5::CommandableComponent and add your Command into the array. For the example above it would be

    [user::CheerCommand] (in the editor)

    or "user::CheerCommand", if you directly edit the *.json file

    For testing it is usefull to set the playerId in the CommandableComponent to "0", this makes the unit belonging to player 1.

     

    If you still have problems, I recommend to have a look into the *.log files or the SamplePlugin+Samplemod with the CheerCommand/CheerAction/Observer/Event

  5. new downloadlink

    http://www.emergency-forum.de/filebase/index.php?entry/2514-em5-minimod-3-2-december-2016/

     

    https://www.dropbox.com/s/zxmfbrjbtdnlwgj/minimod_3_2.rar?dl=0

     

    it is possible to get the source code from the emergency forum link

    -------------------------------------------------------------------------------------------------------

    and this is the new "fixer"-package for the Dutch Mod v2.0. Not tested with v3.0. The new EM2017 Freeplay Events are not playable with this fix.

    https://www.dropbox.com/s/9l7e5a2zbf2pwov/NL2.0_modification_fixer.rar?dl=0

    Recent Changes

    -Unlocked Door for paramedics with injuries (ambulance car)

    -changed the main door of the ambulance to the backdoor (passenger door) to let doctors enter the vehicle

     

     

     

    Enjoy

  6. hey

     

    yeah, you need to add a "Local Asset Source"... this is the place where the files you want to import are stored. It's pretty simple:

     

    Customize->Local Asset Source->Add

    then select the folder or the parent folder (might be better) and you are ready for import. Make sure you import textures as .tif format with "power of 2" sizes (512/1024/2048).

     

    Screenshot 2016-12-31 00.45.12.png

  7. I havent done a campaign yet. But I have done

    -new freeplay events

    -new gui elements in the main menu

    den-fellow from 16t finally told me how to start a new game from a button press. So by pressing this button you'll enter the freeplay munich map. You could now store just a global variable which would trigger your scenario

                  em5::GameSessionConfiguration& gameSessionConfiguration = EM5_GAME.getGameSessionConfiguration();
                    em5::MapIdentifier mapIdentifier(0);    // 0 for Munich map
                    gameSessionConfiguration.setupForFreeplay(mapIdentifier);
                    EM5_APPLICATION.triggerStartGame();

     

    Unluckily if you want to do a new campaign there is a lot c++ required.

     

    It's like a movie script, you need to tell the game everything that happens

    -Set a Building on Fire and activate a hidden layer with rubbish and persons (optional)

    -deactivate freeplay (else new events will pop up if we used the setupForFreeplay function)

    -epic beginning clip

    -Register a Listener who will tell you once all fires are extinguished and no hurt person is anymore at the map.

    -scores if you want to do

    My last investigation was about to create a camera track (this can be done editor) but I definitly need a second look into this.

     

     

     

    picture from the current version 3.1 (even if iit says 2.7) which I have uploaded at 17. of December at the emergency-forum

    hohoho.png

    hohoho.png

  8. simply this tag is missing in the unitorderinfos:

     

    "CanTransportInjureds"

    the IMT looks after the patch like this

     

    {
        "Format":
        {
            "Type": "em5_order_info",
            "Version": "1"
        },
        "OrderInfo":
        {
            // Intensive medical transporter (de: "Intensivmedizinishcer Transporter", "Rettungsbus")
            "IMT":
            {
                "Prefab": "em5/prefab/vehicle/ambulance_imt",
                "AvatarIcon": "ambulance_imt",
                "SelectionIcon": "ambulance_imt",
                "MiniMapIconType": "AmbulanceVehicle",
                "LocalizedName": "ID_NAME_IMT",
                "UnitTags": "Ambulance Vehicle Road IMT CanTransportInjureds",
                "OrderDepartment": "Ambulance",
                "OrderCost": "10",
                "OrderSpeed": "10",
                "UnlockCost": "0",
                "NumberAvailable": "5",
                "PersonnelSpace": "2",
                "StartPersonnel":
                {
                    // This is a team with 2 persons
                    "Paramedics" : "1",
                    "Doctor": "1"
                },
                "PassengerSpace": "6",
                "HelpPages":
                [
                    "TUTORIAL_HELPTEXT_BACK_TO_HQ_RTW",
                    "TUTORIAL_HELPTEXT_EXIT_RTW"
                ]
            }
        }
    }

     

    and no, I dont want to cooperate with Ben12, because I dont feel like he's a Teamplayer

    Quote

     

    ... I am not very impressed with the fact that you took this. Just so you know, I'm working very hard on trying to improve the mod, and although I appreciate that you have done this, I would like it if you stayed away from my projects. That means please, for goodness sakes, no Dutch Mod, no American Mod, please. I'm asking politely; I don't want to need to ask you again. Not only am I trying to make the modification different for the 3.0 release, I have a busy life, so the fact that I'm even trying to do the mod in the first place is hard for me. I'd like to feel that my work is valuable and isn't being overshadowed by a quick project that only FIXES the mod. But thank you for doing this anyways.

    EDIT: Sorry if this seems like a rant. I'm sick right now and am not feeling like my normal self. 

     

     

    • Upvote 1
  9. the eventpool should be:

     

    mapname_(freeplay_eventpool/or whatever pool)

    this is the lo which I got with the "testmap"

     

     

    [2016-11-13 22:05:36][QSF error] There is no event pool with the key: testmap_freeplay_eventpool
    [2016-11-13 22:05:36][QSF warning] The eventpool "testmap_freeplay_eventpool" is unknown. Loading default event pool

     

    same naming convention for the unitpool:

    testmap_freeplay_unitpool

     

    Hope that helps

  10. make sure

    a) that you have .zip archives

    b) that if plugins are within the mod they need to be compiled for the last patch version

    c) can you provide screenshots of your issue?

  11. I've just completed the camera support for the controller.

     

    The next thing is a Command that lets the crew automaticly enter the selected vehicle. After that is done I'm doing keyboard support (both shouldnt take too long). After that I'll create a function for persons and the possibility for helis to land (or I dont do helis at all - in my tests they sucked badly (clipping, not very smooth flying etc). I have no idea how to influence the draw distance right now, maybe I find a hint sometime.

    @Robert: In the Version 3.0 is everything included but the 3rd Person System which I m currently working on. And there is just "one" Minimod. Sometimes I offered a hotfix if sth has gone totally wrong (like Crashes) in the past but there is currently none.

  12. Thank you all for the kind words.

     

    However now it gets even more expressive

     

    -XBOX controller supported (cant control camera yet, unluckily)

    -buttons for siren ,exiting vehicles and getting into the 3rd Person Camera

    -skybox (that's what you labeled as horizon - luckily I got the Code from one of the Developers)

    -Navigation with the Minimap (right click at it, as if would execute a Move Comand)

    -smoother driving

    -front wheels are turning (the model still rotate with it's pivot)

    -recorded with Ultra Settings

    -hotkeys from keyboard are broken and need to be redone (to allow both -controller- and -keyboard- support

    -collisions with persons, very few objects,and Vehicles work if you drive forward (disabled when driving backward else the vehicles would get stuck)

     

     

    Enjoy

    • Upvote 1
  13. The version 3.0 is out right now. We have also implent functions which help if you got problems with the counters in the campaign or if you want to skip a mission.
    Only the firestation isnt fully done.


    On the picture i pressed 7 times "Increase Faulty Counter" to increase the counter of the listeners which often cause problems (treated by doctor, rescued person inside vehicle)


    Enjoy

    And a huge thank you to all the guys which provide feedback and help to issue bugs

     

    Mirrors:

    http://www.emergency-forum.de/filebase/index.php?entry/2514-em5-minimod-3-0-november-2016/

    https://drive.google.com/open?id=0B25PnL4jVYIZeEZCQXNCem8ybEU

    screenshot_2016-11-02-08-09-42.jpg

  14. http://www.emergency-forum.de/filebase/index.php?entry/2514-em5-minimod-3-0-testversion-november-2016/

    This is the testversion for the new 3.0 update. Feel free to report bugs caused by this modification. It has the following restrictions:
    -the firedepartment in Berlin isnt usable
    -the MoveToGangster Command is not enabled
    -Achievements and Highscores cant be achieved (at least that's what the latest official patch notes say)
    -Additional Minimods Events are disabled
    -it may lack stability. You can help us by reporting crashs within your gaming session (photo from the crash report is really helpfull)

  15. Status Update: Since the latest update 3.0.1 the Downloadable Version of the Minimod isnt working anymore.

    However allmost all scripts are running again (Openhouse -system for example does not). So I've allready started to reconstruct the changes our team did to Berlin and the vehicles (sirens have been removed due the updates and we reimplent them :D )

    Well the next playable version shall be available at the 31.0. or the 1.11. Be prepared for some cool recent changes like the first firestation and the script that let your ambulance vehicles drive outside the map instead of despawning them (so the unit keeps the same and store it's parking site etc)

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