-
Posts
80 -
Joined
-
Last visited
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
fireboss-tulsa's Achievements
Newbie (1/14)
0
Reputation
-
2 years ago but still using same cars
-
nope still no luck with it
-
any luck with this? where about tho ? Thanks for help both
-
does anyone know how to install/use this ? as im not sure were im to put stuff? even tho thought it was the english one i downloaded
-
cant even get ers 2 to load any help?
-
yeah but there models can be down loaded from a different site, so wont be hard to take this and make a london city mod
-
would be good if when i click run to install that something would happen instead i sat thee for 20mins just doing nothing!
-
The Midlands Modification [Released 1.0]
fireboss-tulsa replied to Freelancer's topic in European Modding
have you guys put in fire stations? -
so i have been playing around with this mod for abit now, not really done alot of work just found things ie scripts and just added them in, just finished off the fire stations from the "fachzug22" Mod so thanks to them for the buildings, so heres what i got on my map, did have the go to station script working until i tried to upload a different map and some how messed it all up so need someone who is good a scripting to give us a hand if they dont mind :L
-
need help with finding were to change the vehicle, or if someone got the read me file const char IMG_ICON[] = "tec"; const char IMG_CURSOR[] = "send"; const char COMMANDABLE_TRUE[] = "DUMMYSetCommandableTrue"; const char COMMANDABLE_FALSE[] = "DUMMYSetCommandableFalse"; const char FREEFORALERT_TRUE[] = "DUMMYFPSetFreeForAlertTrue"; const char FREEFORALERT_FALSE[] = "DUMMYFPSetFreeForAlertFalse"; const char FREEFORALERT[] = "DUMMYFPIsFreeForAlert"; const char INBASE_TRUE[] = "DUMMYFPSetInBaseTrue"; const char INBASE_FALSE[] = "DUMMYFPSetInBaseFalse"; const char INBASE[] = "DUMMYFPIsInBase"; // 1.0 object rufe_tec : CommandScript { rufe_tec() { SetIcon(IMG_ICON); SetCursor(IMG_CURSOR); SetValidTargets(ACTOR_FLOOR | ACTOR_STREET); } bool CheckPossible(GameObject *Caller) { return true; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { Person p(Caller); if (!Game::IsFreeplay()) return false; if (Caller->GetID() == Target->GetID()) return false; return true; } void PushActions(GameObject *Caller, Actor *Target, int childID) { GameObjectList ol; GameObject *o; ActorList al; Actor spawnpoint; Vector spawnpos; Person p; float rot[9]; float childRot[9]; Vector tpos; PersonList pl; // fahrzeug finden ol = Game::GetGameObjects("tec"); // fahrzeug anwaehlen o = *ol.GetObject(0); Vehicle v(o); // frei fuer einsatz? if (v.HasCommand("ich_bin_nicht_frei")) { Mission::PlayHint("Techniker nicht Einsatzbereit"); return; } else { // alarm-meldung ausgeben Mission::PlayHint("Einsatz für den Techniker"); Audio::PlaySample("mod:audio/fx/tec.wav"); // fahrzeug auf "im einsatz" setzen v.AssignCommand("ich_bin_nicht_frei"); // wache-eingang finden al=Game::GetActors("personalTEC"); if(al.GetNumActors() > 0) { spawnpoint = *al.GetActor(0); spawnpos = spawnpoint.GetPosition(); } else { Mission::PlayHint("Kann Personal-Eingang nicht finden!"); return; } // besatzung erzeugen? bool ob_tec = false; pl = v.GetPassengers(); for(int i=0; i < pl.GetNumPersons(); i++) { if (pl.GetPerson(i)->HasCommand("repair")) { ob_tec = true; } } bool vinbase = false; if(v.HasCommand(INBASE)) { vinbase = true; //Mission::PlayHint("Fahrzeug ist auf seinem Stellplatz"); } // Techniker // besatzung erzeugen if (!ob_tec && vinbase) { p = Game::CreatePerson("mod:Prototypes/Persons/Technik/Techniker.e4p","tecp"); p.GetRotation(rot[0], rot[1], rot[2], rot[3], rot[4], rot[5], rot[6], rot[7], rot[8]); Math::EulerToMatrix(0.f, 0.f, 0.f, childRot); Math::MultiplyMatrices(childRot, rot); p.SetRotation(childRot[0], childRot[1], childRot[2], childRot[3], childRot[4], childRot[5], childRot[6], childRot[7], childRot[8]); // " an wache-eingang spawnen GameObject *px(p); Game::FindFreePosition(px, spawnpos, 100); p.SetPosition(spawnpos); p.SetEquipment(EQUIP_THW_CASE); // " set commandable false p.PushActionExecuteCommand(ACTION_NEWLIST, COMMANDABLE_FALSE, &p, 1, true); // " set commandable true p.PushActionExecuteCommand(ACTION_APPEND, COMMANDABLE_TRUE, &p, 1, true); // " in fahrzeug einsteigen p.PushActionExecuteCommand(ACTION_APPEND, "entercar", o, 0, false); } // Techniker // besatzung erzeugen if (!ob_tec && vinbase) { p = Game::CreatePerson("mod:Prototypes/Persons/Technik/Techniker.e4p","tecp"); p.GetRotation(rot[0], rot[1], rot[2], rot[3], rot[4], rot[5], rot[6], rot[7], rot[8]); Math::EulerToMatrix(0.f, 0.f, 0.f, childRot); Math::MultiplyMatrices(childRot, rot); p.SetRotation(childRot[0], childRot[1], childRot[2], childRot[3], childRot[4], childRot[5], childRot[6], childRot[7], childRot[8]); // " an wache-eingang spawnen GameObject *px(p); Game::FindFreePosition(px, spawnpos, 100); p.SetPosition(spawnpos); p.SetEquipment(EQUIP_THW_CASE); // " set commandable false p.PushActionExecuteCommand(ACTION_NEWLIST, COMMANDABLE_FALSE, &p, 1, true); // " set commandable true p.PushActionExecuteCommand(ACTION_APPEND, COMMANDABLE_TRUE, &p, 1, true); // " in fahrzeug einsteigen p.PushActionExecuteCommand(ACTION_APPEND, "entercar", o, 0, false); } // // besatzung einsatzbereit? bool ready = false; if (ob_tec) { ready= true; } // in basis? if (vinbase) { // zeit zum einsteigen, bevor fahrzeug losfaehrt v.PushActionWait(ACTION_APPEND, 12.0); } v.SetSpeed(13.0f); // nicht in basis und nicht einsatzbereit? if (!ready && !vinbase)) { //Mission::PlayHint(v.GetName()); Mission::PlayHint("Ohne Personal, Einsatz nicht möglich!"); return; } // fahrzeug set commandable true v.PushActionExecuteCommand(ACTION_APPEND, COMMANDABLE_TRUE, &v, 1, true); // Warnlichter an! v.PushActionExecuteCommand(ACTION_APPEND,"VCmdBlau",Caller,3,false); //Wenn nicht in Basis aber Einsatzbereit? tpos = Game::GetCommandPos(); if (!vinbase && ready) { v.EnableBlueLights(true); v.PushActionExecuteCommand(ACTION_NEWLIST, "Status3",Caller,0,false); v.PushActionmove(ACTION_APPEND, tpos); v.PushActionExecuteCommand(ACTION_APPEND, "Status4",Caller,0,false); } // verlaesst basis v.PushActionExecuteCommand(ACTION_APPEND, INBASE_FALSE, &v, 1, true); if (!vinbase) { // warnleuchten aus v.PushActionExecuteCommand(ACTION_APPEND, "VCmdWarningLightsOff", &v, 1, true); } // losfahren zum einsatzort v.PushActionExecuteCommand(ACTION_APPEND, "Status3",Caller,0,false); v.PushActionmove(ACTION_APPEND, tpos); v.PushActionExecuteCommand(ACTION_APPEND, "Status4",Caller,0,false); } } };
-
try this one http://www.emergency-forum.de/index.php?page=DatabaseItem&id=1180 Thanks to the above comments fingers crossed i will be able to release this
-
no i never , wish i knew this before i reinstalled now i dont even have MODs folder in the emergency folder, thanks anyways tho
-
just tried to uninstall the Mod then reinstall but when i load it in editor for some reason it stays the same, i have even uninstalled EM4 and after installing it again all the mods are still there GGRRR
-
no in game, i have found a script for this if you would like it?
- 1,018 replies
-
- Ohio Modification
- Extra Vehicles
- (and 7 more)
-
yeah thats what i did the first time, then when i went into the editor it was still coming up as the old map but then in the game i had parts of each and the new map in the top right corner (on screen) I have tried to uninstall the game and the mod but that doesnt even work