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Rulerz

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Everything posted by Rulerz

  1. Remove the ads as they do my head in. I know they help get money to pay for hosting but please consider it if others suggest it too !
  2. Thats for em3. And you will never guess what after months and months and months i tried it.Messed around with filess and now it works
  3. Init Filesystem... Registered FS device "local" Registered FS device "base" Registered FS device "lang" ?BLFileSystem::Open("C:\Users\Kevin Hayward\Desktop\England Mod\New Folder\CRACK\EM3.cfg",BLFM_READ): Could not open Init UpdateChain... Init Timer... Init Screen... Init Scriptscheduler... Init GFX... Init Vision... |Vision DLL path: C:\Users\Kevin Hayward\Desktop\England Mod\New Folder\CRACK\vision71.dll |Vision, Version PC-4, 1, 37, 0-RELEASE |List of loaded plug-ins: |Plug-in named 'CubeMapHandle_cl' loaded statically! |Plug-in named 'VisionConsoleEntity_cl' loaded statically! |Plug-in named 'VisBase_cl' loaded statically! |Plug-in named 'VisBaseEntity_cl' loaded statically! |Plug-in named 'VisMouseCamera_cl' loaded statically! |Plug-in named 'VisObject3D_cl' loaded statically! |Plug-in named 'VisActionHelperEntity_cl' loaded statically! |Plug-in named 'VarManager_cl' loaded statically! |Plug-in named 'BaseEntity_cl' loaded statically! |Plug-in named 'VBaseCameraEntity' loaded statically! |Plug-in named 'VCamEntity' loaded statically! |Plug-in named 'GameEntity_cl' loaded statically! |Plug-in named 'Emitter_cl' loaded statically! |Plug-in named 'BaseGameEntity_cl' loaded statically! |Plug-in named 'TargetEntity_cl' loaded statically! |Registering plug-ins done ! |Initializing Vision Graphics Engine |Detecting CPU type and features |CPUdet: Pentium IV-class CPU detected. |CPUdet: FPU/x87 Support detected. |CPUdet: MMX Support detected. |CPUdet: Intel ISSE/SIMD Support enabled. |CPUdet: AMD 3DNow! Support detected. |Vision Core: Allocated 28 kB of memory for Polygon Chunks |Vision Core: Allocated 0 kB of memory for Model Types |Vision Core: Allocated 40 kB of memory for Texture Info |Vision Core: Allocated 11 kB of memory for Entities |Settings renderer configuration Initializing post processor 'PerceptionCore' * Skipping config file Initializing post processor 'MotionBlur' * Skipping config file Initializing post processor 'Nightvision' * Skipping config file |Initialising video driver: 0 |Setting screen mode to x:800 / y:600 / bpp:32 / refresh:0 |Screen Mode is fullscreen, return value: 0 |Stencil buffer: 8 bit / ZBuffer: 24 bit |Re-Initializing OpenGL rendering subsystem |Initializing OpenGL rendering subsystem |Setting initial Renderer States |Vendor: ATI Technologies Inc. |Renderer: ATI Radeon HD 2400 |Driver Version: 2.1.7412 Release |Found Extension GL_EXT_texture_filter_anisotropic |Found Extension GL_EXT_texture_lod_bias |Found Extension GL_ARB_multitexture |Found Extension GL_ARB_texture_env_dot3 |Extension GL_ARB_texture_env_subtract not available |Found Extension GL_EXT_compiled_vertex_array |Found Extension GL_EXT_texture_edge_clamp |Found Extension GL_EXT_texture_env_add |Found Extension GL_EXT_texture_env_combine |Found Extension GL_EXT_texture_cube_map |Found Extension GL_EXT_texture_compression_s3tc |Found Extension GL_EXT_point_parameters |Extension GL_EXT_clip_volume_hint not available |Extension GL_EXT_vertex_weighting not available |Found Extension GL_EXT_separate_specular_color |Found Extension GL_EXT_stencil_wrap |Extension GL_EXT_vertex_shader not available |Found Extension GL_EXT_multi_draw_arrays |Found Extension GL_ATI_fragment_shader |Extension GL_ATI_pn_triangles not available |Extension GL_ATI_vertex_array_object not available |Extension GL_ATI_element_array not available |Extension GL_ATI_map_object_buffer not available |Found Extension GL_NV_texgen_reflection |Extension GL_NV_vertex_array_range not available |Extension GL_NV_vertex_array_range2 not available |Extension GL_NV_fence not available |Found Extension GL_NV_blend_square |Extension GL_NV_register_combiners not available |Extension GL_NV_register_combiners2 not available |Extension GL_NV_texture_env_combine4 not available |Extension GL_NV_texture_shader not available |Extension GL_NV_vertex_program not available |Extension GL_NV_vertex_program1_1 not available |Extension GL_NV_occlusion_query not available |Extension GL_EXT_paletted_texture not available |Found Extension GL_ATI_separate_stencil |Found Extension GL_EXT_texture_rectangle |Found Extension GL_ARB_depth_texture |Found Extension GL_ARB_shadow |Found Extension GL_SGIS_generate_mipmap |Found Extension GL_ARB_vertex_buffer_object |Found Extension WGL_ARB_render_texture |Extension WGL_NV_render_depth_texture not available |Extension WGL_NV_render_texture_rectangle not available |Found Extension WGL_ARB_pbuffer |Found Extension WGL_ARB_pixel_format |Found Extension WGL_EXT_swap_control |Found Extension GL_ARB_shader_objects |Found Extension GL_ARB_fragment_shader |Found Extension GL_ARB_vertex_shader |Found Extension GL_ARB_shading_language_100 |NV_vertex_array_range/ATI_vertex_array_object extensions not available - switching to system memory buffer! |Allocated 16383kB of System Memory as fast Geometry Buffer. OpenGL vendor: ATI Technologies Inc. OpenGL renderer: ATI Radeon HD 2400 renderer-string: ATI;RD;RDN Init Input... Registered FS device "save" Init GameFramework... Init Audio... Init XGUI... ?BLFileSystem::Open("base:/Fonts/Tahoma 11.xff",BLFM_READ): Could not open ?Font load failed: base:/Fonts/Tahoma 11.xff ?BLFileSystem::Open("base:/Fonts/Tahoma 11 bold.xff",BLFM_READ): Could not open ?Font load failed: base:/Fonts/Tahoma 11 bold.xff ?BLFileSystem::Open("base:/Fonts/Lucida Console 11.xff",BLFM_READ): Could not open ?Font load failed: base:/Fonts/Lucida Console 11.xff ?BLFileSystem::Open("base:UI/Dialogs/video.xml",BLFM_READ): Could not open ?BLFileSystem::Open("base:/UI/Dialogs/particle.xml",BLFM_READ): Could not open
  4. £100 is my budget Please give links to actual pc not site.
  5. I need a pc so i can play emergency 4.It can be without a screen and it must be on a uk site and all requirements met and sold in GBP
  6. I brought it from ebay new and i played it for weeks and it was fine then this happend. Its been nearly 7 months since this hhas been here.I have not played em4 since.
  7. Any more screenshots to come ?
  8. Ideas The 1743 people selected randomly are already at the underground bunker. Riots have begun and the city is on martial law. Control the crowds and violent persons outside the bunker.
  9. Oh thats a bit sad lets make a new game EM5
  10. The bungge jumping mission is not on my menu it is when im using a mod and i tried using the la mod but u cannot do commands as i need patch Any fix But i would prefer a em3 la patch
  11. Looking great keep up the hard work
  12. How can i put my own music on em3?
  13. You still want? Here const int MAXVICS = 20; bool driverescape = false; int SpecialHouses = 0; bool FirstVehicle = true; bool AfterCutscene = false; bool HintEscapee = false; bool HintFires2 = false; bool HintDead = false; bool HintArrest = false; object Mission05 : MissionScript { GameObject AccidentCar; GameObject RaceCar; Person CrossingVictim; Person Victim[MAXVICS]; Person Driver; GameObject Smoke_l; GameObject Smoke_r; GameObject Observer; GameObject White; GameObject CS_WheelSmoke[4]; GameObject FashionShop; GameObject Sign; int NumVics; int CS_SampleRefACar; int CS_SampleRefRCar; int CS_Sliding; int mPhysicsTicks; enum { MAX_DEAD_PEOPLE = 4, MAX_SPECIAL_BURNT_HOUSES = 2, MAX_BURNT_HOUSES = 7, MAX_ARRESTED_PERSONS = 5, }; Mission05() { } void Start() { GameObjectList l0 = Game::GetGameObjects(); int j=0; for(int i=0; i<l0.GetNumObjects(); i++) { GameObject *obj = l0.GetObject(i); if (obj->GetType()==ACTOR_PERSON) { Person p = (Person*)obj; if(j<2) j++; else j = 0; } if(!AccidentCar.GetID() && obj->HasName("cs_left_car")) { AccidentCar = *obj; AccidentCar.SetFlag(OF_TRANSPORTABLE); } else if(!RaceCar.GetID() && obj->HasName("cs_right_car")) { RaceCar = *obj; RaceCar.SetFlag(OF_TRANSPORTABLE); } else if (obj->HasName("Smoke_l")) { Smoke_l = *obj; } else if (obj->HasName("Smoke_r")) { Smoke_r = *obj; } else if(!Observer.GetID() && obj->HasName("observer")) { Observer = *obj; //Observer.SetFlag(OF_TRANSPORTABLE); } else if(!White.GetID() && obj->HasName("white")) { White = *obj; White.SetFlag(OF_TRANSPORTABLE); Person p = (Person*)obj; White.SetEquipment(EQUIP_STARTERFLAG); } } PersonList pl("Victim"); CrossingVictim = *pl.GetPerson(0); PersonList p1("vic1"); Victim[0] = *(p1.GetPerson(0)); PersonList p2("vic2"); Victim[1] = *(p2.GetPerson(0)); PersonList p3("vic3"); Victim[2] = *(p3.GetPerson(0)); PersonList p4("vic4"); Victim[3] = *(p4.GetPerson(0)); PersonList p5("vic5"); Victim[4] = *(p5.GetPerson(0)); PersonList p6("vic6"); Victim[5] = *(p6.GetPerson(0)); PersonList p7("vic7"); Victim[6] = *(p7.GetPerson(0)); PersonList p8("vic8"); Victim[7] = *(p8.GetPerson(0)); NumVics = 8; GameObjectList l2("cs_wheelsmoke"); for (int i = 0; i < 4; i++) { CS_WheelSmoke[i] = *l2.GetObject(i); CS_WheelSmoke[i].Hide(); } GameObjectList l3("FashionShop"); FashionShop = *l3.GetObject(0); GameObjectList l4("cs_sign"); Sign = *l4.GetObject(0); if(!AccidentCar.GetID()) System::Log("AccidentCar is missing"); if(!RaceCar.GetID()) System::Log("RaceCar is missing"); if(!CrossingVictim.GetID()) System::Log("CrossingVictim is missing"); if(!Smoke_l.GetID()) System::Log("Gas left is missing"); if(!Smoke_r.GetID()) System::Log("Gas right is missing"); if(!Observer.GetID()) System::Log("Observer car right is missing"); if(!White.GetID()) System::Log("The girl with the flag is missing"); Mission::SetCounter("ArrestedPersons",0); Mission::AddObjective("M05_ARREST_RACE_DRIVER"); //Mission::StartSingleTimer("StartCutScene", 3.0f); } void RunCutScene() { for(int i = 0; i < NumVics; i++) { Victim[i].SetAnimationTime(0.0f); Victim[i].StopAnimation(); } Audio::PlaySoundtrack("5", 0.1f); CS_Sliding = -1; Mission::StartCutScene(); Mission::ShowBlackBars(); float x, y, z; White.GetPosition(x, y, z); Audio::PlaySample3D("mod:/Audio/FX/misc/crowd01.wav", x, y, z); Camera::StartTransition("Unnamed0", 0.01f); } void OnCameraTransitionFinished() { if (Mission::IsCutSceneRunning()) { White.SetAnimation("waveflag"); Mission::StartSingleTimer("CS_RaceStart", 2.2f); } } void RaceStart() { for (int i = 0; i < 4; i++) { CS_WheelSmoke[i].Show(); CS_WheelSmoke[i].StartParticleEffect(); } AccidentCar.SetObjectPath("cs_left_path"); AccidentCar.SetCurrentPathSpeed(31.0f, 0.5f); RaceCar.SetObjectPath("cs_right_path"); RaceCar.SetCurrentPathSpeed(30.0f, 0.5f); Mission::StartSingleTimer("CS_CrossingVictimWalk", 1.2f); //Mission::StartSingleTimer("CS_ChangeCamera", 3.0f); Camera::FollowTarget(&AccidentCar, 0, 0, 0, true); Audio::PlaySample("mod:/Audio/FX/vehicles/tyresqueal01.wav"); CS_SampleRefACar = Audio::PlaySample("mod:/Audio/FX/vehicles/carmotor04.wav"); CS_SampleRefRCar = Audio::PlaySample("mod:/Audio/FX/vehicles/carmotor04.wav"); } void ChangeCutSceneCamera() { Camera::SynchronizeWithPhysics(); Camera::SetCameraToLocation("Unnamed1"); Game::SetGameSpeed(0.7f); Camera::FollowTarget(&AccidentCar, 0, 0, 0, true); Camera::LookAtTarget(&AccidentCar, true, 100.0f, 2.0f); Camera::Rotate(200, 0, 0, 15.0f); //Audio::PlaySoundtrack("5", 1.0f); } void OnTrigger(const char *Trigger, Actor *Collider) { if (Mission::IsCutSceneRunning() && Trigger == "cs_evade" && Collider->HasName("cs_left_car")) { System::Print("Trigger 'evade'"); GameObject Obj(Collider); if (!Obj.IsPhysicsSimulationEnabled()) { Obj.SetPosition(-2810.827881, -1568.366943, -782.000000); Obj.SetRotation(0.529212, -0.848472, 0.005562, 0.848425, 0.529241, 0.008917, -0.010510, 0.000000, 0.999945); /*Obj.SetPosition(-2808.069824, -1575.084351, -782.000000); Obj.SetRotation(0.462137, -0.886808, 0.000000, 0.886808, 0.462137, 0.000000, 0.000000, 0.000000, 1.000000);*/ Obj.EnablePhysicsSimulation(true); mPhysicsTicks = Game::GetPhysicsStep(); AccidentCar.StartPhysicsEvent(41); Game::SetGameSpeed(0.3f); Obj.ApplyForce(0, 100, 0, 0, 0, 0, 3500); Audio::PlaySample("mod:/Audio/FX/destruction/carcrash03.wav"); Audio::StopSample(CS_SampleRefACar); //Obj.EnablePhysics(); RaceCar.SetCurrentPathSpeed(0.0f, -4.0f); Audio::StopSample(CS_SampleRefRCar); } } else if (Mission::IsCutSceneRunning() && Trigger == "cs_camerachange" && Collider->HasName("cs_left_car")) { ChangeCutSceneCamera(); } else if(!HintEscapee && Trigger == "hint_gangster") { Mission::PlayHint("M05_DRIVER_FLEEING"); HintEscapee = true; } } void OnPhysicsEvent(GameObject *obj) { obj->Explode(); Audio::PlaySample("mod:/Audio/FX/destruction/traincrash03.wav"); Mission::StartSingleTimer("CS_End", 1.7f, true); CS_Sliding = 0; FashionShop.Burn(); } void OnCollision(GameObject *Collider1, GameObject *Collider2) { if (Mission::IsCutSceneRunning()) { if (!Collider2) { if (Collider1->HasName("cs_left_car") && (CS_Sliding > -1)) { CS_Sliding++; if ((CS_Sliding < 150) && (CS_Sliding % 25 == 0)) Audio::PlaySample("mod:/Audio/FX/destruction/demolition01.wav"); } } else { GameObject *house = NULL, *car = NULL, *person = NULL; //if (Collider1->HasName("FashionShop") && Collider2->HasName("cs_left_car")) //{ // house = Collider1; // car = Collider2; //} //else if (Collider2->HasName("FashionShop") && Collider1->HasName("cs_left_car")) //{ // house = Collider2; // car = Collider1; //} //else if (Collider1->GetType() == ACTOR_PERSON && Collider2->HasName("cs_left_car")) { person = Collider1; } else if (Collider1->HasName("cs_left_car") && Collider2->GetType() == ACTOR_PERSON) { person = Collider2; } //if (house) //{ // if (AccidentCar.GetBurningStatus() == OBS_NORMAL) // { // System::Log("Physics step on explode: %d", Game::GetPhysicsStep() - mPhysicsTicks); // AccidentCar.Explode(); // Audio::PlaySample("mod:/Audio/FX/destruction/traincrash03.wav"); // Mission::StartSingleTimer("CS_End", 1.7f, true); // CS_Sliding = 0; // house->Burn(); // } //} //else if (person) { if (!person->IsPhysicsSimulationEnabled() && person->GetID() != CrossingVictim.GetID()) { //Collider1->SetAnimationTime(0.0f); person->EnablePhysicsSimulation(); person->EnablePhysics(); Person p = (Person*)person; p.Injure(INJUREREASON_ENERGY); } } } } } void UpdateCutScene() { } void Update() { if(!HintFires2 && Mission::GetCounter("Burning Houses") > 5) { HintFires2 = true; Mission::PlayHint("M05_FIRE02"); } if(!HintDead && Mission::GetCounter("Dead civils") > 0) { HintDead = true; Mission::PlayHint("M05_INJURED_DEAD"); } if(Mission::GetCounter("Injured Civils")== 0) Mission::SetObjectiveAccomplished("M05_TREAT_AND_TRANSPORT_INJURED_PERSONS", true); if(AfterCutscene && Driver.IsValid()) { if(Driver.HasArrived("driver_path_2")) driverescape = true; } } void OnMissionLeft(GameObject *obj) { if(obj && obj->GetID() == Driver.GetID()) Mission::SetObjectiveAccomplished("M05_ARREST_RACE_DRIVER", true); } void StartSecondPath() { Driver.SetObjectPath("driver_path_2"); } PathFinishedAction OnPathFinished(const char *Path, GameObject *Obj) { if(Obj && Path=="escape_path" && Obj->GetID()==RaceCar.GetID()) { Driver = Game::CreatePerson("mod:Prototypes/Persons/Civil/streetracer01.e3p", "Driver"); float x, y, z; RaceCar.GetPosition(x, y, z); y -= 100; Driver.SetPosition(x, y, z); Driver.SetEscapePath("driver_path_1"); Driver.SetFleeing(true); Driver.SetMessageGroup("flight"); return PATH_STOP; } else if(Obj && Path=="driver_path_1" && Obj->GetID()==Driver.GetID()) { VehicleList l3("D_police"); for(int i = 0; i<l3.GetNumVehicles();i++) if(Driver.Distance(l3.GetVehicle(i)) <= 100) { StartSecondPath(); return; } Driver.PushActionWait(ACTION_INSERT,1); StartSecondPath(); } return PATH_DEFAULT; } void OnTimer(const char *Timer, float Time) { switch(Timer) { case "StartCutScene": { RunCutScene(); break; } case "CS_RaceStart": { RaceStart(); White.StopAnimation(); break; } case "CS_CrossingVictimWalk": { CrossingVictim.SetAnimation("run"); CrossingVictim.SetObjectPath("cs_victim_path"); break; } case "CS_ChangeCamera": { break; } case "CS_CarSliding": { Audio::PlaySample("mod:/Audio/FX/destruction/explosion03.wav"); break; } case "CS_End": { Mission::HideBlackBars(); Mission::EndCutScene(); Game::SetGameSpeed(1.0f); float x, y, z; Camera::Get(x, y, z); Camera::Set(x, y, 200.0f); Mission::StartSingleTimer("CS_Check", 5.0f); System::Print("Escape-Path"); RaceCar.PushActionWait(ACTION_NEWLIST, 0.0f); RaceCar.SetObjectPath("escape_path"); RaceCar.SetCurrentPathSpeed(10.0f, 2.0f); Observer.SetObjectPath("northen_path"); White.SetObjectPath("white_path"); AfterCutscene = true; Mission::AddObjective("M05_TREAT_AND_TRANSPORT_INJURED_PERSONS"); Mission::AddObjective("M05_EXTINGUISH_FIRES"); Mission::AddObjective("M05_TRANSPORT_WRECK"); Audio::SetMusicLevel(0.2f); break; } case "CS_Check": { //for (int i = 0; i < NumVics; i++) //{ // Victim[i].DumpObjectPositionAndRotation("Victim[i]"); //} //if (Sign.IsValid()) // Sign.DumpObjectPositionAndRotation("Sign"); //AccidentCar.DumpObjectPositionAndRotation("AccidentCar"); Sign.DisablePhysicsSimulation(); AccidentCar.DisablePhysicsSimulation(); //Sign.SetPlacementNone(); //AccidentCar.SetPlacementNone(); if (Sign.IsValid()) { if (Sign.Distance(-2314.819336, 184.850021, -779.237061) > 1.0f) { Sign.SetPosition(-2314.819336, 184.850021, -779.237061); Sign.SetRotation(-0.000006, 0.933998, 0.357279, 0.000003, -0.357279, 0.933998, 1.000000, 0.000007, -0.000000); System::Log("?CutScene: Sign too far away from preset"); } } if (AccidentCar.Distance(-2282.250732, 562.604065, -724.171204) > 1.0f) { AccidentCar.SetPosition(-2282.250732, 562.604065, -724.171204); AccidentCar.SetRotation(-0.862085, -0.506764, 0.000027, -0.506764, 0.862085, -0.000022, -0.000012, -0.000033, -1.000000); System::Log("?CutScene: AccidentCar too far away from preset"); } Sign.EnablePhysicsSimulation(); AccidentCar.EnablePhysicsSimulation(); if (Victim[0].Distance(-2511.181396, -1321.158325, -768.913757) > 1.0f) { Victim[0].Injure(INJUREREASON_ENERGY); Victim[0].DisablePhysicsSimulation(); Victim[0].SetPosition(-2511.181396, -1321.158325, -768.913757); Victim[0].SetRotationPutInXY(0.706639, -0.285365, 0.647479, 0.631727, -0.157744, -0.758971, 0.318720, 0.945348, 0.068805); System::Log("?CutScene: Vic 1 too far away from preset"); } if (Victim[1].Distance(-2212.655273, 5.111188, -779.595642) > 1.0f) { Victim[1].Injure(INJUREREASON_ENERGY); Victim[1].DisablePhysicsSimulation(); Victim[1].SetPosition(-2212.655273, 5.111188, -779.595642); Victim[1].SetRotationPutInXY(0.009504, 0.691150, 0.722648, -0.089478, -0.719194, 0.689024, 0.995943, -0.071210, 0.055007); System::Log("?CutScene: Vic 2 too far away from preset"); } if (Victim[2].Distance(-2333.146729, -400.425720, -777.837769) > 1.0f) { Victim[2].Injure(INJUREREASON_ENERGY); Victim[2].DisablePhysicsSimulation(); Victim[2].SetPosition(-2333.146729, -400.425720, -777.837769); Victim[2].SetRotationPutInXY(-0.094419, -0.984924, -0.144949, 0.048736, -0.149998, 0.987484, -0.994339, 0.086173, 0.062164); System::Log("?CutScene: Vic 3 too far away from preset"); } if (Victim[3].Distance(-2449.726318, -320.003326, -779.393738) > 1.0f) { Victim[3].Injure(INJUREREASON_ENERGY); Victim[3].DisablePhysicsSimulation(); Victim[3].SetPosition(-2449.726318, -320.003326, -779.393738); Victim[3].SetRotationPutInXY(0.036819, 0.816233, 0.576549, -0.089397, -0.571937, 0.815412, 0.995315, -0.081565, 0.051910); System::Log("?CutScene: Vic 4 too far away from preset"); } if (Victim[4].Distance(-2658.540283, -1111.164551, -765.956848) > 1.0f) { Victim[4].Injure(INJUREREASON_ENERGY); Victim[4].DisablePhysicsSimulation(); Victim[4].SetPosition(-2658.540283, -1111.164551, -765.956848); Victim[4].SetRotationPutInXY(0.115247, 0.618137, -0.777576, 0.054405, -0.785545, -0.616409, -0.991846, 0.028736, -0.124162); System::Log("?CutScene: Vic 5 too far away from preset"); } if (Victim[5].Distance(-2497.291748, -801.483154, -778.140015) > 1.0f) { Victim[5].Injure(INJUREREASON_ENERGY); Victim[5].DisablePhysicsSimulation(); Victim[5].SetPosition(-2497.291748, -801.483154, -778.140015); Victim[5].SetRotationPutInXY(0.115641, 0.742766, 0.659489, -0.299460, -0.606981, 0.736137, 0.947075, -0.282618, 0.152237); System::Log("?CutScene: Vic 6 too far away from preset"); } break; } } } void OnSquadVehicleArrived(Vehicle *v) { if(FirstVehicle) { Mission::StartSingleTimer("StartCutScene", 3.0f); FirstVehicle = false; } } ActionCallbackResult OnPostAction(const char *Action, ActionCallback* Data) { switch(Action) { case "EActionArrestPerson" : { if(Data->Parameters[0].iValue!=Driver.GetID()) { Mission::IncCounter("ArrestedPersons"); Mission::PlayHint("M05_ARREST_INNOCENT"); } break; } } return ACTION_CONTINUE; } MoveCollCheck OnCheckMoveCollision(GameObject *Obj, Actor *act) { if (Mission::IsCutSceneRunning()) { if (Obj->HasName("cs_left_car")) { return MCC_IGNORE_CONTINUE; } } return MCC_HALT_CONTINUE; } MissionState GetMissionState() { if(driverescape) { Audio::SetMusicLevel(0.3f); return MISSION_FAILED; } if(Mission::GetCounter("Civil Deaths") >= MAX_DEAD_PEOPLE) { Audio::SetMusicLevel(0.3f); return MISSION_FAILED; } if(AfterCutscene && Mission::AllObjectivesAccomplished()) { Audio::SetMusicLevel(0.4f); return MISSION_SUCCEEDED; } if(Mission::GetCounter("Burning Houses") >= MAX_BURNT_HOUSES) { Audio::SetMusicLevel(0.3f); return MISSION_FAILED; } if(Mission::GetCounter("ArrestedPersons") >= MAX_ARRESTED_PERSONS) { Audio::SetMusicLevel(0.3f); return MISSION_FAILED; } if(Mission::GetCounter("Burning Houses") == 0) Mission::SetObjectiveAccomplished("M05_EXTINGUISH_FIRES", true); else Mission::SetObjectiveAccomplished("M05_EXTINGUISH_FIRES", false); SpecialHouses = 0; GameObjectList l0("Special"); for(int i=0; i<l0.GetNumObjects(); i++) { GameObject *obj = l0.GetObject(i); if(obj->GetBurningStatus() == OBS_FULLBURNED) SpecialHouses++; } if(SpecialHouses >= MAX_SPECIAL_BURNT_HOUSES ) { Audio::SetMusicLevel(0.3f); return MISSION_FAILED; } if(!AccidentCar.IsValid()) Mission::SetObjectiveAccomplished("M05_TRANSPORT_WRECK", true); return MISSION_RUNNING; } const char *GetFailReason() { if(driverescape) return "M05_GANGSTER_ESCAPED"; if(Mission::GetCounter("Civil deaths") >= MAX_DEAD_PEOPLE) return "TOO_MANY_DEADS"; if(Mission::GetCounter("Burning Houses") >= MAX_BURNT_HOUSES) return "TOO_MANY_FIRES"; if(SpecialHouses >= MAX_SPECIAL_BURNT_HOUSES ) return "TOO_MANY_FIRES"; if(Mission::GetCounter("ArrestedPersons") >= MAX_ARRESTED_PERSONS) return "M05_TOO_MANY_INNOCENT_ARRESTED"; return "UNKNOWN"; } bool SerializeTo(ScriptSerializer *Serializer) { int Version = 0x0100; Serializer->Write(Version); Serializer->Write(driverescape); Serializer->Write(SpecialHouses); Serializer->Write(FirstVehicle); Serializer->Write(AfterCutscene); Serializer->Write(AccidentCar); Serializer->Write(RaceCar); Serializer->Write(CrossingVictim); for(int i=0; i<MAXVICS; i++) Serializer->Write(Victim[i]); Serializer->Write(FashionShop); Serializer->Write(Sign); Serializer->Write(Driver); Serializer->Write(Smoke_l); Serializer->Write(Smoke_r); Serializer->Write(Observer); Serializer->Write(White); for(int i=0; i<4; i++) Serializer->Write(CS_WheelSmoke[i]); Serializer->Write(NumVics); Serializer->Write(CS_SampleRefACar); Serializer->Write(CS_SampleRefRCar); Serializer->Write(CS_Sliding); Serializer->Write(HintEscapee); Serializer->Write(HintFires2); Serializer->Write(HintDead); Serializer->Write(HintArrest); return true; } bool SerializeFrom(ScriptSerializer *Serializer) { int Version; Serializer->Read(Version); //Serializer->Read(driverescape); driverescape = Serializer->ReadBool(); Serializer->Read(SpecialHouses); //Serializer->Read(FirstVehicle); FirstVehicle = Serializer->ReadBool(); //Serializer->Read(AfterCutscene); AfterCutscene = Serializer->ReadBool(); Serializer->Read(AccidentCar); Serializer->Read(RaceCar); Serializer->Read(CrossingVictim); for(int i=0; i<MAXVICS; i++) Serializer->Read(Victim[i]); Serializer->Read(FashionShop); Serializer->Read(Sign); Serializer->Read(Driver); Serializer->Read(Smoke_l); Serializer->Read(Smoke_r); Serializer->Read(Observer); Serializer->Read(White); for(int i=0; i<4; i++) Serializer->Read(CS_WheelSmoke[i]); Serializer->Read(NumVics); Serializer->Read(CS_SampleRefACar); Serializer->Read(CS_SampleRefRCar); Serializer->Read(CS_Sliding); //Serializer->Read(HintEscapee); HintEscapee = Serializer->ReadBool(); //Serializer->Read(HintFires2); HintFires2 = Serializer->ReadBool(); //Serializer->Read(HintDead); HintDead = Serializer->ReadBool(); //Serializer->Read(HintArrest); HintArrest = Serializer->ReadBool(); return true; } float GetRating() { return 1.0f; } };
  14. I think i made a copy a file for spares and thats why its doing it Try deleting any files u copied Like the cdrom etc
  15. I look forward to the release. Gotta get a new PC Now
  16. Erm what patches do i need,please tell me what to do
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