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YSB

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Everything posted by YSB

  1. You're welcome! Thanks for updating us!
  2. Are you sure there wasn't anything sticking into the parking space? Maybe another truck or a person? The change I made was past that point in the code where it could have caused that. I made one more small change here. There are two places in the code (that I found so far) where something was done specifically to accommodate the size of the tiller. If you change OBJ_TILLER to OBJ_LADDER in those places it will treat the ladder truck as if it was the same size as the tiller, which it isn't. In the first sample I posted I removed one part of that code which should have solved the problem by now treating the ladder like the correct size. Now I fixed another line of that sort. I don't think either of these should have any effect on the ladder returning to base or not though. Try again with this one anyway. Let us know what happens. LAToFireStation.zip
  3. I didn't test this but I'm pretty sure I found the problem. I took your copy of LAToFireStation.script and made one small change. Try this version and see if it works. LAToFireStation.zip
  4. I only did edits that had an impact on game play. Which type of officer is in which vehicle makes little difference in the game.

    I'm not aware of any 'locked' vehicles but to add some features to certain vehicles you need to edit the scripts, not just add the button.

    Thanks for the feedback although in the future please try to keep things in the forum.

  5. Just a diver in the SWR truck because the only time you need the boat is for the suicide attempt and on the rare occasion that an explosion knocks someone into the water. While you don't really even need the diver he could be useful. You really don't need anyone else on the boat. In the flood mission you could use a FF but you could always get him from an ambulance.

  6. Francis, I've been waiting for a response from Xplorer for over 10 days with no luck. On 10/18 I requested permission. On 10/24 I posted that I would put up these files if I didn't hear back and remove them immediately if there was any objection. I finally posted the files on 10/28. I tried my best. If you still want me to keep waiting I'll take the files down until I hear from him. Just let me know. Thanks!
  7. I've made a bunch of fixes and changes to the Xplorer4x4 mod for my private use. Since these changes also fix a few bugs and change a few things that some other people might appreciate I'm posting my modified files here in case anyone is interested. This was made based on version 2.0.8 of the Xplorer4x4 submod. I have no idea what other mods it will or won't work with. A special thank you to Xplorer4x4 for creating this submod and allowing me to post my customized version. To install this mod you need to first install the Xplorer4x4 mod. Then you take the files from this version and paste them over the Xplorer files. This package only contains the changed files, not the whole mod, so it will not work unless you have the rest of the files from Xplorer. Disclaimer: This mod was done for my own personal use. It was not originally intended to be posted. As such it was not thoroughly tested and comes with no warranty. Use at your own risk. The changes made were done to suite my own personal playing style. If you don't like them you are free to change them yourself but I probably won't be able to help you with it. I'm also not including detailed instructions on how to install these files. If you don't know how to copy/paste, how to back up the original files or how to figure out where to put these then this mod probably isn't for you. MAKE SURE YOU BACK UP YOUR FILES BEFORE MAKING ANY CHANGES! I'm not responsible if your game stops working because you pasted the files into the wrong place and didn't make a backup. Since this mod was made for my own personal use, future changes and fixes will be made based on how much they improve my playing experience. If you notice a bug or think there is something else here I can improve you may post your suggestion and I may or may not take it. This mod is based on the work of Hoppah and Xplorer4x4 so any official mod based on my code will need permission from those two. My changes can be used freely as long as I'm credited somewhere. If Hoppah or Xplorer4x4 wish to correct/change their mods based on my work they are exempt from the credit requirement (although I'd appreciate a PM to let me know so I can pat myself on the back ). A few more fixes have been done since the original posting of this mod so I'm calling this version 1.2. (I'm eliminating the middle number in the version.) Edit: Version 1.2 is history. More changes and fixes have been done and we're now on version 1.3. With that out of the way here is a list of changes in these files from the original Xplorer4x4 submod. Please note that I don't remember everything I did so this list may not be complete. Version 1.3 Fixed siren on Foam Tender.Added Foam Tender and HES to FS2.Added jump pad to the HES.Changed staffing on the HES and USAR so they should have more distinct functions. The USAR is a 'big incident' truck. It is not an offroad vehicle and is a bit slower. It now has 6 seats and is staffed by 3 USAR FFs and 3 FF PMs. The HES has the same equipment but it is a 'small incident' vehicle. It can go offroad and is faster. It now only has 2 seats and is staffed by 1 USAR FF and 1 FF PM.Fixed issue with a policeman sometimes not putting his gun away when making an arrest, leaving him with the gun 'stuck' out. (See post below for more on this.)(Attempted but did not fully succeed) Fixed some gas explosion and car accident missions (again, see post below for more on this).Edited the script that returns police cars to the station. Now if a car is set to normally go to the main police station (not including SWAT or bomb squad) and the person in the first seat is a sheriff's deputy the car will go to the LASD station instead. Version 1.2 Fixed the pathing around FS1 to prevent the little detours that some vehicles took before parking or leaving. (See post below.)Modified the pathing around the intersection by the hotel to (hopefully) prevent the problem some people had where emergency vehicles would go back and forth at that intersection instead of going through.Fixed the PM SCBA units so they can heal with the bag that they spawn with.Added the Follow command to the Police Hummer. Version 1.0.1 Fixed parking issue with Rescue 7 and the Swift Water Rescue truck.Fixed some issues with some vehicles not having the right number of seats.Restored ability to call a fire engine from standby. (Does not work with Engine 17 at the moment.)Fixed issue with front garage doors not opening when calling a tower light force (if you closed the doors at FS2).Fixed issue with front garage doors not opening the first time you call an ALS ambulance or a USAR truck (if you closed the doors at FS1).Fixed issue with not all units leaving an engine when it returns to the station if there are more than 4 units inside.Fixed error that sometimes came up if you call a tower light force and there is no engine in FS2.Fixed the name tags for the Bomb Squad Truck and Engine 17.Fixed problem where a firefighter sometimes doesn't connect to the engine when using rapid deploy. Deployment is also faster now.Fixed issue where the rear door for the ambulances at FS1 opened and closed when the LRA parked (only discovered once the parking issue was fixed).Switched around the parking spot for the LRA and the Rescue Crane. This was because in the original spot some units would leave the LRA on the wrong side of the wall.Changed the tool-tip names of the LED engines to say LED so you can tell which is which.Changed a lot of staffing to my personal liking.Put a FF PM in the BLS Ambulance with an EMT Stretcher to make it a BLS/ALS Ambulance.Changed all engines in FS1 to the LED versions.Changed engine in FS2 to an Engine1 LED.Restored ability of Engines 1 and 1 LED to find the closest empty station.Re-enabled the LRA (Rescue 7) to transport two patients. (Otherwise it really doesn't serve a purpose.)Set dispatch to NOT call Rescue 7 when a regular ambulance is requested.Replaced command to call a BLS ambulance for the Battalion Chief and EMS Commander with the generic call ambulance command that the police officer has so it calls the closest ambulance regardless of type.Fixed several vehicles that were incorrectly set to stand-by mode when dispatched from HQ.Added the Follow command to the LASD Van and the LAPD SUV.I may have done a few other small fixes and changes that I don't remember. Right now the light forces will still only dispatch an engine from their station. I hope to change that too soon so the tower light force will go with the closest available engine 1 even if it isn't in FS2 and the tiller will go with the closest engine2. There are issues at FS1 if too many ambulances arrive at once. I'm thinking about how to fix that. That's it for now. Enjoy! Los Angeles Mod v2.0 4x4 - YSB Version.zip
  8. I found a German site with most of the objects listed but very few details or explanations. And it's in German. Better than nothing, I guess, if that's all that's out there.
  9. I do programming in VB, I learned C some years ago and had enough of an intro to C++ to make some heads and tails of a script. I've been messing around with the scripts a bit for my own use. I'd really love to get into scripting a bit more and use this as a chance to work on my C++ skills. My biggest issue right now is learning the details of the various objects and functions that the game exposes as well as the parameters, methods, properties, etc. Is there anywhere I can find the complete, or at least partial, object model for EM4 so I can try messing with some more advanced scripting? Thanks!
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