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[EM4] Los Angeles Mod by Hoppah


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#1641 Bernt

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Geschrieben 14 September 2007 - 10:45

Nice hoppah:).


Edit By Hoppah:
Don't quote the whole post.

Dieser Beitrag wurde von Hoppah bearbeitet: 15 September 2007 - 07:13

Signature removed by Stan - Signature not respecting privacy of other members!

#1642 Guest_Mav1701_*

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Geschrieben 14 September 2007 - 11:41

Wow that smoke looks fantastic, having seen such a fire (not pot, but actual hay/straw in a stack) its pretty much spot on!

Great news about the lang files for the mission pack, I looked through them and it seems all but three: infotexts, portraits, and quest.xml can be switched out directly, yes?

I edited those three to make them match as best I could, they're in the attached zip file. quest.xml is a little odd because things arent actually "rewarded" in the same way since you use new vehicle variables (ID_NAME_DEKON vs ID_NAME_MCU) but it doesn't really matter, the text will "make sense" at least with the mission.

Angehängte Datei  lamod_files_mav1701.zip   10,81K   27 Anzahl der Downloads

If I have another slow day I might tackle the LAMod Bonus missions from the main mod



Edit - Small request, ignore me if I am being annoying. I love how you have different colored Ambulances. Since Fire Engine 1 and 2 are pretty similar, have you thought about repainting one of them lime-yellow?

Like so: https://home.ria.arm...rtment/fire.htm

I'm not sure if LA has any of them, but a lot of departments are ordering them where high visibility is needed. It would match the airport units too, Ambulance 3 and the crashtender. Just an idea!

#1643 AgentSmith6

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Geschrieben 15 September 2007 - 03:07

I've seen a few pictures of a yellow Los Angeles City Fire Department pumper. They were assigned to airport stations, though. :1046275747_biggthumpup:

Rangers, lead the way! General Cota, D-Day 1944

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#1644 Guest_Mav1701_*

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Geschrieben 15 September 2007 - 03:39

Well there ya go, it'd go good with the crashtender and LAX Amby :)


Update to those files I edited, portrait.xml had 2 typos (in the code bits, kept it from working at all) - I'm playtesting them again now to make sure its all squared-away now.. then i'll repost.

#1645 Guest_Mav1701_*

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Geschrieben 15 September 2007 - 06:39

Okay, I must be doing something wrong, because after I edited the 3 XML files (infotexts, portrait, and quest) and added them back into the C:\Program Files\WizardWorks\911 - First Responders\Mods\Los Angeles Mod v1.3\Lang\en folder... they do not work when I load La Mod in the game.

<string name="ID_TOOLTIP_EMSCAR">EMS Car</string>

On the above, instead of showing "EMS Car" in game, it shows the string name "ID_TOOLTIP_EMSCAR"

I'm pretty sure I fixed all of the syntax errors now, I checked them with textpads highlighting...


Do I have to edit from within the editor or something?

Anyway, attached are the fixed files, though I'm not sure how to make them work.



So, except for my non-working edits, I replaced the original english files, and they all seem to work right.

LAMOD 1.3 mission patch files I kept:

infotexts.xml (edited)
protraits.xml (edited)
quest.xml (edited)
command.xml (no edits)
events.xml (no edits)

and replaced the others with the original files from the main 911FR files.


it all works until I add my edited xml files, then the strings won't load.



(whoops, didn't mean to post a new post. was supposed to be an edit)

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#1646 Hoppah

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Geschrieben 15 September 2007 - 07:12

You can open .xml files with Internet Explorer to check if for syntax errors. :)
Thanks for the files.

#1647 Guest_Mav1701_*

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Geschrieben 15 September 2007 - 07:35

Hmm nope no errors in syntax.. so why won't the strings show in-game?

I added some commas (,,,,,) but you had already used some

#1648 Guest_Mav1701_*

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Geschrieben 15 September 2007 - 07:22

Hey Hoppah did you try out or look at those files? I still cannot figure out why they do not load into the mod properly

#1649 Hoppah

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Geschrieben 15 September 2007 - 07:55

Not yet, don't have much time.

#1650 Guest_Utrechtterror_*

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Geschrieben 15 September 2007 - 08:18

I posted this in the Bugs section already but I think it belongs here :happy: .

Hoppah and I made a deal that I will change some parts of the map in 1.4
I got some screens already
Posted ImagePosted Image
Posted Image
Posted Image

The new construction site and/or 'white house' might contain a bomb threat or something.. *evil laugh*


If you got something you would REALLY love to see in the map, please post it in here. Hoppah and I will then decide if we will add it :) .

#1651 Mrtucker555

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Geschrieben 15 September 2007 - 09:42

hey hoppah is there any way for the stolen car could be a limo that would be kind of interesting or maby a truck?

#1652 Guest_Utrechtterror_*

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Geschrieben 15 September 2007 - 11:12

It's something that can be changed but.. would it make a difference?

#1653 Guest_chevyrulzs2010_*

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Geschrieben 15 September 2007 - 11:23

Lets burn it:
Posted Image

Posted Image

The barn is a new model. The smoke is much darker (changed it with the particle editor) too, to make it look better. I am using the map from mission 16 (fire at open air concert) for this mission.

Played a test round too. I needed 28 fire fighters with a hose connected on 7 fire engine's and 3 water tenders to extinguish the barn only, so this one will be quite hard.

I still need to make the drug dealers and owners which must be taken into custody too, so the mission isn't finished yet.

Hope you like it,

Hoppah :)


nice so im assuming that since the smoke is black we are fighting alot of hydrocarbons lol like oil or brom grass lol
@hoppah i recall u saying u can adjust extingushing powers of different vehicles well can u adjust the fire intensity too so like hydro carbons are harder to fight then trash fires and ect.

#1654 LittleFoX

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Geschrieben 16 September 2007 - 12:25

@hoppah
Nice barn! I really like it.
@utrechtterror
Nice changes! Keep going!

#1655 Mrtucker555

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Geschrieben 16 September 2007 - 12:48

cant wait to send my FD in to that fire!

#1656 Guest_Mav1701_*

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Geschrieben 16 September 2007 - 02:26

Utrechterror, were you looking for more things to do on the freeplay map?

How about an auxiliry truck bay somewhere near the fire station to store some of the trucks we don't use too often (the MCU, or USAR, Brushtruck, etc..)

It doesn't need to be fancy like the main station, maybe instead of spawning them from offscreen, just have a "station" where they spawn out of the door and return to despawn.

#1657 Guest_firemen500_*

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Geschrieben 16 September 2007 - 06:30

i want snow in the map lol

#1658 Guest_Mav1701_*

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Geschrieben 16 September 2007 - 06:44

Hah! I found out why the files weren't loading after I edited them. I was using Textpad, and it was saving them with some odd encoding. Not even IE could parse the XML.

So, I opened them in NOTEPAD and re-saved them as plain text and they worked fine. Booo textpad.



I made a few more edits. I also ran command.xml and events.xml through a spellchecker and caught a few more things (don't worry, in commands I only letit change the command text labels - and I tested it, they work!)

So, here's the last ZIP file I hope

infotexts.xml
portrait.xml
quest.xml
events.xml
command.xml

All 5 contain at least some edits and should be ready to plug into your next version (with or without the mission patch files)

I playestested with these files + the rest copied from the original 911FR folder; all the way through the Dam mission and saw no errors or missing text :D


Angehängte Datei  lamod_files_mav1701_v3.zip   20,31K   25 Anzahl der Downloads


I'll quit bugging you about it now, though if you need anything else written or edited, feel free to call on me :)

#1659 Guest_Utrechtterror_*

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Geschrieben 16 September 2007 - 09:32

Utrechterror, were you looking for more things to do on the freeplay map?

How about an auxiliry truck bay somewhere near the fire station to store some of the trucks we don't use too often (the MCU, or USAR, Brushtruck, etc..)

It doesn't need to be fancy like the main station, maybe instead of spawning them from offscreen, just have a "station" where they spawn out of the door and return to despawn.

Building a parking spot won't be that hard. But scripting it IS :blush:

#1660 Guest_Robbyboy_*

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Geschrieben 16 September 2007 - 11:26

i love to see a place where you can put your other vehicles like USAR truck, brush truck, equipment truck, Engineer's vehicle, Crane. Not that you script it but without a script; just a place where you can park your other vehicles because there's not enough room behind the fire station.