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Everything posted by paulo ve
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Help! I would put the animation (useaxe) instead of the current So that continues as erasing Extinguish. Help for possible new script.!!Scout for wildfires object Extinguish : CommandScript{bool useDLKlogic; Extinguish(){SetValidTargets(ACTOR_OBJECT | ACTOR_VEHICLE | ACTOR_HOUSE | ACTOR_OPEN_HOUSE);SetRestrictions(RESTRICT_BURNING);SetKeepAsCurrentCommand(true);SetPossibleCallers(ACTOR_PERSON | ACTOR_VEHICLE);SetPossibleEquipment(EQUIP_FIRE_EXTINGUISHER | EQUIP_FIREHOSE);SetPossibleExists(CPE_EXTINGUISHABLE_OBJECTS);SetNeedsConnectedHose(CFN_NEEDED);} /*bool CheckPossible(GameObject *Caller){if(!Caller->IsValid())return false;if (Caller->GetType() == ACTOR_VEHICLE || Caller->GetEquipment()==EQUIP_FIRE_EXTINGUISHER || (Caller->GetEquipment()== EQUIP_FIREHOSE && Caller->GetFirehoseID() != 0))return Game::ExistsExtinguishableObject();return false;}*/ bool CheckTarget(GameObject *Caller, Actor *Target, int childID){if(!Caller->IsValid() || !Target || !Target->IsValid() || Caller->GetID() == Target->GetID())return false; if(Target->GetType() == ACTOR_PERSON)return false; GameObject o(Target);if(!o.IsValid() || !o.IsBurning() || o.GetNumActiveFireChilds() == 0)return false; if (Caller->GetType() == ACTOR_PERSON ){Person p(Caller);if (p.GetEquipment() == EQUIP_FIREHOSE && o.GetParentHouseID() > -1)return false;if (p.CanUseDLKCannon()){useDLKlogic = true;if (o.GetNumActiveFireChilds() == 0)return false;if (p.GetEnteredCarTargetID() != -1 && p.GetEnteredCarTargetID() != Target->GetID())return false;if (p.GetEnteredCarID() == Target->GetID())return false; if (p.GetEnteredCarTargetID() != -1 && !o.IsBurningInside())return false;else if (p.GetEnteredCarTargetID() == -1 && !o.IsBurningOutside())return false; if (!p.CheckDLKExtinguishDistance(Target))return false; return true;}if (p.GetEnteredCarID() != -1)return false;}useDLKlogic = false; if (Caller->GetType() == ACTOR_VEHICLE || Caller->GetEquipment()==EQUIP_FIRE_EXTINGUISHER || Caller->GetEquipment()== EQUIP_FIREHOSE){if (Caller->GetEquipment() == EQUIP_FIREHOSE && Caller->GetFirehoseID() == 0)return false;return true;}return false;} void PushActions(GameObject *Caller, Actor *Target, int childID){if (useDLKlogic){Person p(Caller);if (p.GetEnteredCarTargetID() == -1){Caller->PushActionTurnBase(ACTION_NEWLIST, Target);Caller->PushActionCannonExtinguish(ACTION_APPEND, Target, 25.f, false);}elseCaller->PushActionCannonExtinguish(ACTION_NEWLIST, Target, 25.f, false);return;} if (Caller->GetType() == ACTOR_VEHICLE){Vehicle v(Caller);float Energy;if(v.GetVehicleType()==VT_FIREFIGHTERS_TLF)Energy = 25.0f;elseif(v.GetVehicleType()==VT_FIREFIGHTERS_FLB)Energy = 30.0f;elseif(v.GetVehicleType()==VT_FIREFIGHTERS_LPF)Energy = 25.0f;elseEnergy = 70.0f; GameObject o(Target);if (v.IsCurrentAnimation("activate")){int UnitID = v.GetID(); GameObjectList l1 = Game::GetGameObjectsWithPrefix("engine_water_cannon");for(int i = 0; i < l1.GetNumObjects(); i++){if (l1.GetObject(i)->GetType() == ACTOR_VEHICLE){Vehicle obj(l1.GetObject(i));if (obj.GetUserData() == UnitID && obj.CheckExtinguishDistance(o) && obj.GetVehicleType()==VT_FIREFIGHTERS_TLF)obj.PushActionExtinguish(ACTION_NEWLIST, Target, 30.0f);}}} else if (!v.CheckExtinguishDistance(o)){if (v.HasCommand("VcmdRotateLightmast"))return;Caller->PushActionMove(ACTION_NEWLIST, Target, TARGET_EXTINGUISH);Caller->PushActionExtinguish(ACTION_APPEND, Target, Energy);}elseCaller->PushActionExtinguish(ACTION_NEWLIST, Target, Energy);}else{if (Target->GetType()==ACTOR_VEHICLE){Caller->PushActionMove(ACTION_NEWLIST, Target, TARGET_ENGINE_EXTINGUISH);Vector TargetPos = Target->GetTargetPoint(Caller, TARGET_ENGINE);Caller->PushActionTurnTo(ACTION_APPEND, TargetPos);}else{Caller->PushActionMove(ACTION_NEWLIST, Target, TARGET_EXTINGUISH_PERSON);Vector TargetPos = Target->GetTargetPoint(Caller, TARGET_FLAME_EFFECT);Caller->PushActionTurnTo(ACTION_APPEND, TargetPos);} float Energy = (Caller->GetEquipment()==EQUIP_FIREHOSE) ? 20.0f : 12.5f;Caller->PushActionExtinguish(ACTION_APPEND, Target, Energy);}} };
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Tactical police and Shock
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New Pictures
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This mod! ERS Beta Sicherung Script is called GAIA
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the problem that the editor crashes!
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The publisher could not! Own is there any editor for that?
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Is there any program to unlock this kind of script? ÓÀ7 R ,?ÈìxÚ¬SMsÚ0<Ãÿáå’1’Ü›¡3ŠQ]µŽíȆa¨5•df2%ÿ½²e¾ ½õæ·ZíÛ}z~|Tn˜ÖU¹VBÉ+®!¸‡„«…TkVæ|ËÕŒkÍ•¥õº½®œý๤×>/×–7Os%6¦×ýÝëvÜ™×·ŸuÙI¹™°BÌ3¦–ÜhùYL§ ¦iõŸZF"µ³‚ã_•Ø¬yi<ü:&É4Š#|AòYQpõ%j›+‘!KíQœf”ø™ÕÉHômLñvpŠ"ZWpH¢ïxÔˆ~Ô¹;3)ðW<ÿ¹wálÍc7;géÙNPË6^‹7æļ›ÍÑÍ8¼>ìvP—>Sê]”Kwéˆ'«w-rŠuU°:.™íkoÖ}:ÅM¥JX°Bó¦AUñÖxç̹{+¾€r#Ü9Æ Di _‰bNFg2ž#drÀýç³d{0à†Œ,4‚kv„,Ë<Ø"5Ìp[ßÁ=fš¡Ûg /(¼šõ$×HPY´ 4ñEÄ^…Û[¸vš¾ŽÑéÛn¥˜CRéj×æN¨ÿB,W†çf‡ E]Az°ûÌWl+d¥œçgüMH<¦æÔ'"úâV´n³Ÿí1Æ‹Üòú!q4ð[HÒl {ûvïœM¿Äa¿9£— íŸÜj $ÁÑè(ÑdrS´köñô ÿÿ
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Projeto los
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Veículo Novo SAMU
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Veículo Novo SAMU
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yes Will have on freeplay, the script was modified in the game he adapts inifinito too!
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Hoppah E melhor!! Modificado Novo Script tapete
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New Video Calle
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New ABTR SCANIA
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new Script Calle included in Freeplay and missions!!! Video
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to put the animation he continues with the original animation as the script! I would put the animation (Caller-> PushActionSwitchAnim (ACTION_APPEND, "kneeldown") object UseShears : CommandScript{UseShears(){SetValidTargets(ACTOR_VEHICLE);SetRestrictions(RESTRICT_NOTDESTROYED);SetPossibleCallers(ACTOR_PERSON);SetPossibleEquipment(EQUIP_SHEARS);SetPossibleExists(CPE_CAR_W_ENCLOSED_PERSON);} /*bool CheckPossible(GameObject *Caller){if(!Caller->IsValid() || Caller->GetType() != ACTOR_PERSON || Caller->GetEquipment()!=EQUIP_SHEARS)return false;return Game::ExistsCarWithEnclosedPerson();}*/ bool CheckTarget(GameObject *Caller, Actor *Target, int childID){if(!Caller->IsValid() || !Target->IsValid() || (Caller->GetID()==Target->GetID()) || Target->GetType() != ACTOR_VEHICLE)return false; if (Caller->GetType() != ACTOR_PERSON)return false;Person p(Caller);if(p.GetEnteredCarID() != -1)return false; Vehicle veh(Target); //if (veh.IsPhysicsSimulationEnabled() && !veh.IsPhysicsFreezed())// return false; bool quiet = true;if (veh.IsPhysicsSimulationEnabled() && !veh.IsPhysicsFreezed()){Vector lin, ang;veh.GetPhysicsLinearVelocity(0, lin);veh.GetPhysicsLinearVelocity(0, ang);if (lin.GetLen() > 8.0f && ang.GetLen() > 0.2f)quiet = false;} if (!quiet && !veh.HasName("fgrr_signal"))return false; if (Caller->GetEquipment()==EQUIP_SHEARS && veh.IsValid() && veh.HasEnclosedPerson() && !veh.IsInsideWater()&& !veh.IsCarried())return true; return false;} void PushActions(GameObject *Caller, Actor *Target, int childID){Vehicle veh(Target);Vector TargetPos = veh.GetTargetPoint(Caller, TARGET_SHEARSDOOR); Caller->PushActionMove(ACTION_NEWLIST, TargetPos); Caller->PushActionSwitchAnim(ACTION_APPEND, "kneeldown");Caller->PushActionTurnTo(ACTION_APPEND, Target);Caller->PushActionUseEquipment(ACTION_APPEND, Target, childID, 6.0f); }};
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Trying to edit a script for skydiving, places with difficult access or until the forest fires in order to send a group to rescue! To DropDriver using the script. The object appears to fall in the water, so I tried to edit that part which has an error. const char OBJ_DIVER[] = "mod:Prototypes/Persons/Fire Department/diver.e4p"; object VcmdDropDiverFire : CommandScript{Vector TargetPos; VcmdDropDiverFire(){SetCursor("dive");SetIcon("dive");//SetValidTargets(ACTOR_FLOOR | ACTOR_LIQUID | ACTOR_VIRTUAL);SetHighlightingEnabled(false);SetDeselectCaller(false);SetSelfClickActivation(false);SetRestrictions(RESTRICT_SELFEXECUTE);//SetPriority(0);} bool CheckPossible(GameObject *Caller) {if(!Caller->IsValid() || Caller->GetType() != ACTOR_VEHICLE)return false; Vehicle v(Caller); PersonList l = v.GetPassengers();for(int i=0; i<l.GetNumPersons(); i++)if (l.GetPerson(i)->HasCommand("Dive"))return true; if(v.HasCommand("FlyTo") && !v.IsOnGround())return false; TargetPos = v.GetPosition();if (!Game::IsOnGround(TargetPos)) return false; return false; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) {if (!Caller->IsValid() || !Target->IsValid() || Target->GetID() != Caller->GetID())return false; if(Caller->GetID() != Target->GetID())TargetPos = Game::GetCommandPos();elseTargetPos = Caller->GetPosition();if (Game::IsOnGroundr(TargetPos)) return true; return false; } void PushActions(GameObject *Caller, Actor *Target, int childID){if (childID == 0){Vehicle v(Caller);TargetPos = Game::GetCommandPos();if (Caller->GetID() != Target->GetID())v.PushActionFlyTo(ACTION_NEWLIST, TargetPos, false, -1.0f);elsev.PushActionWait(ACTION_NEWLIST, 0.1f);v.PushActionExecuteCommand(ACTION_APPEND, "VcmdDropDiverFire", Target, 2, false);v.PushActionWait(ACTION_APPEND, 0.6f);v.PushActionExecuteCommand(ACTION_APPEND, "VcmdDropDiverFire", Target, 1, false); v.PushActionWait(ACTION_APPEND, 1.5f);v.PushActionExecuteCommand(ACTION_APPEND, "VcmdDropDiverFire", Target, 3, false);}if (childID == 1){Vehicle v(Caller);int Pcnt = 0;PersonList l = v.GetPassengers();for(int i = 0; i < l.GetNumPersons(); i++){Person p = l.GetPerson(i);if (Pcnt == 0 && p.HasCommand("Dive")){Pcnt++; Vector Pos = v.GetPosition();float r[9];float childr[9];v.GetRotation(r[0], r[1], r[2], r[3], r[4], r[5], r[6], r[7], r[8]);float dx = 0.f, dy = -110.f, dz = 0.f;Math::RotateVector(dx, dy, dz, r);Math::EulerToMatrix(0.0f, 0.f, 0.f, childr);Math::MultiplyMatrices(childr, r);Pos = Pos + Vector(dx, dy, 0);v.RemovePassenger(&p);p.SetPosition(Pos);p.SetRotation(childr[0], childr[1], childr[2], childr[3], childr[4], childr[5], childr[6], childr[7], childr[8]);p.UpdatePlacement(); Person d = Game::CreatePerson(OBJ_DIVER, "Unnamed");d.SetPlacement(PLACEMENT_NONE);d.SetSelectable(false);d.SetCommandable(false);d.SetPosition(Pos);d.SetAnimation("jump02");d.PushActionMoveToPoint(ACTION_NEWLIST, &p, 73.0f);d.PushActionExecuteCommand(ACTION_APPEND, "VcmdDropDiverFire", &p, 5, false);p.Hide();}}}if (childID == 2){Vehicle v(Caller);v.SetCommandable(false);v.PlayAnimOpenDoor(DAT_SPECIAL, 0.6f, Caller);}if (childID == 3){Vehicle v(Caller);v.SetCommandable(true);v.PlayAnimCloseDoor(DAT_SPECIAL, 0.6f, Caller);}if (childID == 4){Person p(Caller);p.DisablePhysicsSimulation();p.SetPlacement(PLACEMENT_CUSTOM_PLACEMENT);}if (childID == 5){Person d(Caller);Person p(Target);d.PushActionDeleteOwner(ACTION_NEWLIST);p.Show();} }}; ???
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Santa Catarina will continue planning another mod option, but nothing certain yet!
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Yes http://www.cbmerj.rj.gov.br/index.php?option=com_content&view=article&id=276:viat Vehicles
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Rio de Janeiro!!
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when no new information, but I have a new car that I am planning for a new mod!
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error and SetGroupID (windegroup 1);??
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error not pull the car!Help Scritp. object gf_winde : CommandScript{gf_winde(){SetIcon("winde");SetCursor("winde");SetGroupID(windegroup);SetGroupLeader(true);} bool CheckGroupVisibility(GameObject *Caller) {bool ok=Caller->IsChildEnabled("winde");return ok;} bool CheckTarget(GameObject *Caller, Actor *Target, int childID){Vehicle o(Target);bool ok=(o.IsFlagSet(OF_RECOVERABLE) && Caller->GetID()!=Target->GetID());if (Target->GetType()==ACTOR_VEHICLE)ok=ok && !o.HasEnclosedPerson();return ok;} void PushActions(GameObject *Caller, Actor *Target, int childID){gf_tec::winde_installieren (Caller, Target, childID);}}; object gf_winde_stop : CommandScript{ Actor a; gf_winde_stop(){SetIcon("winde_stop");SetCursor("winde_stop");SetGroupID(windegroup);SetGroupLeader(false);SetPriority(100);} bool CheckGroupVisibility(GameObject *Caller) {bool ok=!Caller->IsChildEnabled("winde");if (ok) {a=Game::GetActor(Caller->GetUserData());Vehicle v(&a);ok=v.IsMoving() && v.IsPulling();}return ok;} bool CheckTarget(GameObject *Caller, Actor *Target, int childID){bool ok=true; // Target->GetID()!=Caller->GetID();return ok;} void PushActions(GameObject *Caller, Actor *Target, int childID){Vehicle v(&a);v.PushActionWait (ACTION_NEWLIST,0.1); }}; object gf_winde_pull : CommandScript{ Actor a; gf_winde_pull(){SetIcon("winde_zug");SetCursor("winde_zug");SetGroupID(windegroup);SetGroupLeader(false);SetPriority(100);} bool CheckGroupVisibility(GameObject *Caller) {bool ok=!Caller->IsChildEnabled("winde");if (ok) {a=Game::GetActor(Caller->GetUserData());Vehicle v(&a);ok=!v.IsMoving() && v.IsPulling();}return ok;} bool CheckTarget(GameObject *Caller, Actor *Target, int childID){bool ok=Target->GetID()!=Caller->GetID();return ok;} void PushActions(GameObject *Caller, Actor *Target, int childID){gf_tec::rausziehen (Caller,Target);}}; object gf_winde_weg : CommandScript{ gf_winde_weg(){SetIcon("winde");SetCursor("winde");SetGroupID(windegroup+1);SetGroupLeader(false);SetPriority(100);SetRestrictions(RESTRICT_SELFEXECUTE);} bool CheckGroupVisibility(GameObject *Caller) {bool ok=!Caller->IsChildEnabled("winde");if (ok) {Actor a=Game::GetActor(Caller->GetUserData());Vehicle v(&a);ok=!v.IsMoving() && v.IsPulling();}return ok;} bool CheckTarget(GameObject *Caller, Actor *Target, int childID){bool ok=Caller->GetID()==Target->GetID();return ok;} void PushActions(GameObject *Caller, Actor *Target, int childID){ gf_tec::winde_abbauen (Caller);}};
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the mod is not complete yet this!to much to pack!!