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#241 Xplorer4x4

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Geschrieben 18 Mai 2010 - 06:10

Next year?

It was sarcasm as it was taking forever to get permission...guess it still is since I dont have an answer. Oh well, it was done out of personnel preference anyways so I guess it just wont get released. Oh well not my loss.

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#242 occram

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Geschrieben 19 Mai 2010 - 10:14

Hey Hoppah,

I know this is off-topic and I apologize for that in advance. I just don't know any other threads you patrol regularly. Anyway, I wanted to know if a sticky was alright for my approved submod.

Regards,
Occram~

#243 DuxburyFD

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Geschrieben 26 Mai 2010 - 08:54

Hello Hoppah.I would like to ask you if i could use your arjent lightbar from the lapd cruiser in my Zug Modifikation.
Kind Regards DuxburyFD

#244 Xplorer4x4

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Geschrieben 30 Mai 2010 - 10:10

Heres a pretty complete list of changes if that will help decide if you will approve this for release.
http://forum.emergen...post__p__160213
Thanks!

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#245 Hoppah

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Geschrieben 01 Juni 2010 - 03:02

Hello Hoppah.I would like to ask you if i could use your arjent lightbar from the lapd cruiser in my Zug Modifikation.
Kind Regards DuxburyFD


You got permission to use the model and texture of the lightbar.

Hey Hoppah,

I know this is off-topic and I apologize for that in advance. I just don't know any other threads you patrol regularly. Anyway, I wanted to know if a sticky was alright for my approved submod.

Regards,
Occram~


Done :12:

It was sarcasm as it was taking forever to get permission...guess it still is since I dont have an answer. Oh well, it was done out of personnel preference anyways so I guess it just wont get released. Oh well not my loss.


It's the this submod you needed permission for? You got permission, but I suggest you change the name to something else like 'Xplorer4x4's customizations'. :)

Lol. So may I have permission to use the fire engine siren and the tiller logic scripts?


You woukld need to contact Baz about the sirens. He made them, but I'm not sure if he will respond. You got permission to use the tiller scripts. :)

#246 Xplorer4x4

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Geschrieben 01 Juni 2010 - 04:15

Ill think about changing the name, but thanks for permission! Can I release all the files or only the changed files? Reason I ask is I was thinking of deleting some vehicles from the mod. Just 2 small examples, in the LA Mod 2.0 map I dont see a need for USFS or LAAP(LAX) Police since there is no forest and no airport. This would keep the size down a bit and maybe improve load times slightly.

And can I aslo release this using w00ds maps? Do I have to contact w00ds for his permission(which I think he already gave permission for people to use if memory serves me right)?

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#247 Hoppah

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Geschrieben 01 Juni 2010 - 05:04

Ill think about changing the name, but thanks for permission! Can I release all the files or only the changed files? Reason I ask is I was thinking of deleting some vehicles from the mod. Just 2 small examples, in the LA Mod 2.0 map I dont see a need for USFS or LAAP(LAX) Police since there is no forest and no airport. This would keep the size down a bit and maybe improve load times slightly.

And can I aslo release this using w00ds maps? Do I have to contact w00ds for his permission(which I think he already gave permission for people to use if memory serves me right)?


Only the changed files please. Just edit some files toto disable these vehicles from the game.

#248 Xplorer4x4

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Geschrieben 01 Juni 2010 - 06:33

Ok what about w00ds maps? I assume I do need your permission to since you published the updated maps?

Quick technical question, does disabling units in freeplaybase.xml accomplish the same factor in loading times as deleting the prototypes?

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#249 Hoppah

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Geschrieben 01 Juni 2010 - 07:41

Ok what about w00ds maps? I assume I do need your permission to since you published the updated maps?

Quick technical question, does disabling units in freeplaybase.xml accomplish the same factor in loading times as deleting the prototypes?


You got my permission, but you need w00ds permission too. I'm not sure if disabling them by changing these files will affect the loading times. I don't think it will, but disabling 3 vehicles by removing all data (including their files) will hardly affect loading times anyway. You got to test that yourself, but you know I won't allow you to re-release the LA Mod with your customizations. You can better make good instructions so people can delete these files themselves.

#250 DuxburyFD

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Geschrieben 02 Juni 2010 - 12:13

You got permission to use the model and texture of the lightbar.

Thank you very much :)

#251 Xplorer4x4

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Geschrieben 02 Juni 2010 - 12:31

You got my permission, but you need w00ds permission too. I'm not sure if disabling them by changing these files will affect the loading times. I don't think it will, but disabling 3 vehicles by removing all data (including their files) will hardly affect loading times anyway. You got to test that yourself, but you know I won't allow you to re-release the LA Mod with your customizations. You can better make good instructions so people can delete these files themselves.

Well I was just saying 3 examples, in reality, theres quite a few more then that I believe, but no instructions will be provided. Just not going to mess with that part of it as its just more work then its worth.

w00ds has given permission, and pretty sure he said any one could release it assuming credit was given.

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#252 james23222000

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Geschrieben 08 Juni 2010 - 09:35

Hoppah :)

Can the England Mod team have permission to use and edit your fire station door model and prototype for use in our mod?

Regards
James

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#253 Maffegozer

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Geschrieben 12 Juni 2010 - 08:55

Hello Hoppah,

May I use a part of the LA mod Script: LAfirestation.script
The part is from opening and closing the gates of the firestation...

object VcmdGarageDoorsUp : CommandScript
{
	VcmdGarageDoorsUp()
	{
		SetCursor("garagedoorup");
		SetIcon("garagedoorup");
	}

	bool CheckPossible(GameObject *Caller)
	{
		if (!Caller->IsValid())
			return false;

		if (!Game::IsFreeplay() && !Game::IsMultiplayer())
			return false;

		Vehicle v(Caller);
		if (v.HasCommand(DUMMY_ALARM))
			return false;

		return true;
	}

	bool CheckTarget(GameObject *Caller, Actor *Target, int childID)
	{
		if (!Caller->IsValid() || !Target->IsValid() || (Caller->GetID() != Target->GetID()))
			return false;

		return true;
	}

	void PushActions(GameObject *Caller, Actor *Target, int ChildID)
	{
		if(Caller->HasName(NAME_CONTROLPANEL)) //= fire station 1
			Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_GATES, Caller, 1, false);
		else if(Caller->HasName(NAME_CONTROLPANEL2)) //= fire station 2
			Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_GATES, Caller, 3, false);
	}
};

object VcmdGarageDoorsDown : CommandScript
{
	VcmdGarageDoorsDown()
	{
		SetCursor("garagedoordown");
		SetIcon("garagedoordown");
	}

	bool CheckPossible(GameObject *Caller)
	{
		if (!Caller->IsValid())
			return false;

		if (!Game::IsFreeplay() && !Game::IsMultiplayer())
			return false;

		Vehicle v(Caller);
		if (v.HasCommand(DUMMY_ALARM))
			return false;

		return true;
	}

	bool CheckTarget(GameObject *Caller, Actor *Target, int childID)
	{
		if (!Caller->IsValid() || !Target->IsValid() || (Caller->GetID() != Target->GetID()))
			return false;

		return true;
	}

	void PushActions(GameObject *Caller, Actor *Target, int ChildID)
	{
		if(Caller->HasName(NAME_CONTROLPANEL)) //= fire station 1
			Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_GATES, Caller, 2, false);
		else if(Caller->HasName(NAME_CONTROLPANEL2)) //= fire station 2
			Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_GATES, Caller, 4, false);
	}
};

I will use this in the Burgerdam Modification.
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#254 Ale

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Geschrieben 20 Juni 2010 - 01:47

Can you please say me if i am authorized
Here is the topic

#255 Hoppah

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Geschrieben 29 Juni 2010 - 01:48

Hoppah :)

Can the England Mod team have permission to use and edit your fire station door model and prototype for use in our mod?

Regards
James


Yes, you got permission. :)

Can you please say me if i am authorized
Here is the topic


You got permission to release the submod. As soon there is a download link available I'll make the topic sticky.

Hello Hoppah,

May I use a part of the LA mod Script: LAfirestation.script
The part is from opening and closing the gates of the firestation...

I will use this in the Burgerdam Modification.


You got permission.

#256 Ale

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Geschrieben 29 Juni 2010 - 07:20

you got permission to release the submod. As soon there is a download link available I'll make the topic sticky.

Thank you :)

#257 Guest_Osprey_*

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Geschrieben 01 Juli 2010 - 04:02

Hi hoppah

I'm a french skiner and i'd like to use your AS350 model to do an "securite civile" paint which as the EMS in the USA but in France. I also would like to distribute it in a french mod.

screenshot of the french "securite civile" paint in reality


Greetings
Osprey

#258 Hoppah

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Geschrieben 02 Juli 2010 - 11:06

Hi hoppah

I'm a french skiner and i'd like to use your AS350 model to do an "securite civile" paint which as the EMS in the USA but in France. I also would like to distribute it in a french mod.

screenshot of the french "securite civile" paint in reality


Greetings
Osprey


The AS350 model is not mine, but MikeyPIs.

#259 Guest_Osprey_*

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Geschrieben 02 Juli 2010 - 11:33

Ok i'll ask him

Thanks

#260 Xplorer4x4

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Geschrieben 26 Juli 2010 - 09:07

Hoppah, am I allowed to release my submods elsewhere so long as I release them with only the changed files?

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