Montana Mod v2.1 (In Development)
#621
Gepost 04 augustus 2013 - 04:49
I Also Support The Ravena Mod, RCMP Mod, Manhattan Mod and Boston Mod.
If You Would Like Me To Preview and/or Beta Test Your Mod, Just Send Me A PM And Check Out My YouTube Channel On My Work.Currently a Beta Tester for the Montana Mod. In line for 2 more mods to Beta Test.
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http://www.youtube.c...HELIFEISGOODGPM
#622
Gepost 04 augustus 2013 - 05:10
Wait I thought in a scripts folder somewhere there was a way to slow down the burning of things
I thought there was too. I remember someone talking about it on here .
Volunteer Firefighter
US Army Combat Engineer
10th Mountain Division
#623
Gepost 04 augustus 2013 - 05:20
You can. You can edit the Materials.xml file in your specs folder.
#624
Gepost 04 augustus 2013 - 10:56
#625
Gepost 04 augustus 2013 - 01:09
#626
Gepost 04 augustus 2013 - 02:29
You can. You can edit the Materials.xml file in your specs folder.
There's no Materials.xml file in the specs folder, I already checked that.
#627
Gepost 04 augustus 2013 - 02:33
Here's the deal with fires.
You have several controls.
a) What material the building is made from,
This dictates several factors, like if the object will explode, how long it burns, if it needs cooling etc.
b) Editing the actual material, opening the materials.xml or the material editor in the Em4 editor, shows each material and all of its parameters, such as combustion, burn time and the afore mentioned.
c) The rate at which the fire spreads is dictated by fireobjects, these again are in the editor, the big yellow orb, with a red one inside. This sets where the firefighters aim their nozzles and also where the fire is emanating from. The fire you see is just an effect, this is the actual fire in game, it's virtual. The virtual fire has a main source (the red orb) and then a radiation layer (the yellow). Fire is passed through this heat radiation, to another fireobject, that's why in the base game the orb is usually as big as the building.
So in short depending on what aspect of the fire you want to change, change the specific aspect.
E.g. in the Manhattan Mod, we have a very minimal fireobject size, to avoid the entire map being engulfed, but we set the combustion and burn time high. This left us with one, maybe two buildings on fire, with minimal chance of it spreading and taking a long time to extinguish.
Hope this made sense, hope it wasn't too off topic
Dyson
x
p.s.
There's no Materials.xml file in the specs folder, I already checked that.
Any files that you cant find in a mod that you wish to edit, copy them from the base game into the equivalent mod folder and then edit it.
#628
Gepost 04 augustus 2013 - 03:36
Here's the deal with fires.
You have several controls.
a) What material the building is made from,
This dictates several factors, like if the object will explode, how long it burns, if it needs cooling etc.
b) Editing the actual material, opening the materials.xml or the material editor in the Em4 editor, shows each material and all of its parameters, such as combustion, burn time and the afore mentioned.
c) The rate at which the fire spreads is dictated by fireobjects, these again are in the editor, the big yellow orb, with a red one inside. This sets where the firefighters aim their nozzles and also where the fire is emanating from. The fire you see is just an effect, this is the actual fire in game, it's virtual. The virtual fire has a main source (the red orb) and then a radiation layer (the yellow). Fire is passed through this heat radiation, to another fireobject, that's why in the base game the orb is usually as big as the building.
So in short depending on what aspect of the fire you want to change, change the specific aspect.
E.g. in the Manhattan Mod, we have a very minimal fireobject size, to avoid the entire map being engulfed, but we set the combustion and burn time high. This left us with one, maybe two buildings on fire, with minimal chance of it spreading and taking a long time to extinguish.
Hope this made sense, hope it wasn't too off topic
Dyson
x
p.s.
Any files that you cant find in a mod that you wish to edit, copy them from the base game into the equivalent mod folder and then edit it.
Thanks for the info, but I copied your Materials.xml file from Manhattan Mod and then put it in the specs folder of the Montana mod and loaded up the game it was extremely laggy and then crashed before I could load the mod, so how should I edit it to prevent this from happening and make it work?
#629
Gepost 04 augustus 2013 - 03:38
Thanks for the info, but I copied your Materials.xml file from Manhattan Mod and then put it in the specs folder of the Montana mod and loaded up the game it was extremely laggy and then crashed before I could load the mod, so how should I edit it to prevent this from happening and make it work?
The materials wont lag the game out, sounds like you just had a particularly laggy game, the materials from the Manhattan mod wont really work too well with this mod, I'd advise using the LA's or the original games and editing them. The fireobjects is what you need to edit treally.
#630
Gepost 04 augustus 2013 - 03:41
The materials wont lag the game out, sounds like you just had a particularly laggy game, the materials from the Manhattan mod wont really work too well with this mod, I'd advise using the LA's or the original games and editing them. The fireobjects is what you need to edit treally.
Well i've been able to play the game without lag then suddenly when I put the Materials.xml into it it then lags? I will try the LA mods material.xml file.
#631
Gepost 04 augustus 2013 - 03:43
Well i've been able to play the game without lag then suddenly when I put the Materials.xml into it it then lags? I will try the LA mods material.xml file.
The materials file is about 35kbs in size, it also doesn't add anything to that game, if that lags your computer then it must be from the 90s
#632
Gepost 04 augustus 2013 - 06:25
Would it be possible, that in the future, you could add something similar to the "US Army Mod", in which one has the option to pause/start when the next mission starts in freeplay? That way it is easier to manage, and we could fully enjoy all details and take time to answer calls.
#633
Gepost 04 augustus 2013 - 06:56
disable all calls load mod do what u want save then reable the calls and load saved game (will tidy later haha)Would it be possible, that in the future, you could add something similar to the "US Army Mod", in which one has the option to pause/start when the next mission starts in freeplay? That way it is easier to manage, and we could fully enjoy all details and take time to answer calls.
#634
Gepost 04 augustus 2013 - 09:34
Would it be possible, that in the future, you could add something similar to the "US Army Mod", in which one has the option to pause/start when the next mission starts in freeplay? That way it is easier to manage, and we could fully enjoy all details and take time to answer calls.
The Army mod takes a completely new direction when it comes to events, using Campaign scripting instead of freeplay mode.
Hoppah's Limited Water Supply Script Redone! (Released 2014/7/29)
Looking for some minor modding assistance; any help is appreciated.
Handful of Bugs I've Encountered with Personal LA Mod Edit
Looking for Freeplay Event Tutorial
Treat Person Script: Heal script overhaul and replacement complete. Autoheal script in progress.
#635
Gepost 04 augustus 2013 - 11:27
The materials file is about 35kbs in size, it also doesn't add anything to that game, if that lags your computer then it must be from the 90s
I put original Materials.xml into specs folder and I don't see a difference.
#636
Gepost 04 augustus 2013 - 11:29
I put original Materials.xml into specs folder and I don't see a difference.
Yes because when a file is not specified in a mod folder the original is used, so basically you've just added the same file again, you now need to edit that file, which takes a lot of fine tweaking to get the desired effect, but you're still not going to get the main effect you want unless you adjust the fireobjects like I said
#637
Gepost 04 augustus 2013 - 11:41
Just a question Bama, what happened to the Heavy Rescue that is featured in the signature? Did she not make it in or is it coming later?
#638
Gepost 04 augustus 2013 - 11:46
Yes because when a file is not specified in a mod folder the original is used, so basically you've just added the same file again, you now need to edit that file, which takes a lot of fine tweaking to get the desired effect, but you're still not going to get the main effect you want unless you adjust the fireobjects like I said
Ok, so how high should I set the combustion and burn time to?
#639
Gepost 04 augustus 2013 - 11:48
That's down to trial and error, tweak them see how it works in game
#640
Gepost 05 augustus 2013 - 11:10