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Everything posted by bennie900
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no it means it was my fault (my bad) not ur bad lol
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oh jesus christ rihis im not working with you if you are going to give me duff info and my bad em4fun (soz language)
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omg... you have a habit of making models with out say you are because i started modeling it with rihis permision next time say / ask your going to do it for god sake!
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yes press alt and drag it where you want
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lol np probs, remember i am always here if and when you need me
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Its good your back and btw if u need help im always on msn or xfire mate
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Hi, In your router you need to have Default DMZ Server ON or at least that helped me when i had a similar problem Hope it helps Ben
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directional lights on a tow truck
bennie900 replied to Ami89E1234's topic in Modding Related Support
No because it doesn't have any special lights does it? so it is possible :1046275747_biggthumpup: Ben -
directional lights on a tow truck
bennie900 replied to Ami89E1234's topic in Modding Related Support
It would be like the normal police cars... and yes it is possible.. -
::Open("base:/Scripts/startup.script",BLFM_READ): Could not open ?Script file not found: base:/Scripts/startup.script now im not a pro but that does not look right, is the file there? Regards Ben
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I dont think so but there are a few being made
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vehicle script?
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anyobody?
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Hi, I have added a new vehicle to the game and siren script and when i push the button (siren) no sound comes out, it wants to but nothing plays and yes it is the correct format. If any one has any help then please help Cheers Ben
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yer thats it
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Have you tried unistalling and re-installing the game? and if you have try clicking the mod button with out any mods installed Regards Ben
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I would love to but im working on two mods so im a bit busy, Regards Ben
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You dont need to be able you model, if your good at other things then its ok. And btw can you model em4fun? and if you can you have tallent and some people dont have that
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Hi, There is but there are some problems with it as Baz said above. Regards Ben
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He changed the .dds files to his custom ones.
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"Case resolved " I know you said that but Hoppah do you have a take on this?
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overwritten with what?
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//******************************************************************************** ****************** // #Version 2.0# **** // **** // Includes: all Sirens **** // **** // 1.0| VCmdSiren **** // 1.1| DUMMYUpdatePos **** // 1.2| DUMMYDisableSiren **** // 1.3| DUMMYFindPath **** // 1.4| DUMMYHasSiren **** // **** // childID 1 for disabling bluelights. **** // **** // **** //******************************************************************************** ****************** const char IMG[] = "sosi"; const char EACTION_FINDPATH[] = "EActionFindPath"; const char DUMMY_HASSIREN[] = "DUMMYHasSiren"; const char DUMMY_UPDATEPOS[] = "DUMMYUpdatePos"; const char DUMMY_FINDPATH[] = "DUMMYFindPath"; const char CMD_MOVETO[] = "MoveTo"; const char NAME_DUMMYOBJECT[] = "HelpingObjekt_Roger"; // Paths to vehicle prototypes: const char PROTO_C_PD[] = "mod:Prototypes/Vehicles/Police/City PD.e4p"; int DummyGroup = 20; object VCmdSiren : CommandScript { VCmdSiren() { SetIcon(IMG); SetCursor(IMG); SetRestrictions(RESTRICT_SELFEXECUTE); } bool CheckPossible(GameObject *Caller) { if (!Caller->IsValid()) return false; if (Caller->GetType() == ACTOR_VEHICLE) { return true; } return false; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if (!Target->IsValid() || Target->GetID() != Caller->GetID()) return false; if (!Caller->HasCommand(CMD_MOVETO) || Caller->GetType() != ACTOR_VEHICLE) return false; return true; } void PushActions(GameObject *Caller, Actor *Target, int childID) { Vehicle v(Caller); if (!v.HasCommand(DUMMY_HASSIREN) && (childID != 2 && childID != 1)) { int soundID; v.EnableBlueLights(true); Vector CarPos = v.GetPosition(); // Paths to .wav files if (StrCompare(v.GetPrototypeFileName(), PROTO_C_PD) == 0) { soundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/Police.wav", CarPos, true); } GameObject mDummy = Game::CreateObject("mod:Prototypes/Objects/Misc/empty.e4p", NAME_DUMMYOBJECT); mDummy.Hide(); mDummy.SetPosition(CarPos); mDummy.SetUserData(soundID); mDummy.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_UPDATEPOS, &v, soundID, false); v.SetUserData(soundID); v.AssignCommand(DUMMY_HASSIREN); return; } if (v.HasCommand(DUMMY_HASSIREN)) { if (childID == 1) { v.EnableBlueLights(false); } if (v.HasCommand(DUMMY_HASSIREN)) { int ref = Caller->GetUserData(); Audio::StopSample(ref); GameObjectList list = Game::GetGameObjects(NAME_DUMMYOBJECT); for(int i=0; i<list.GetNumObjects(); i++) { GameObject *obj = list.GetObject(i); if (obj->GetUserData() == ref) { int mSirTest = i; } } GameObject *obj = list.GetObject(mSirTest); obj->PushActionDeleteOwner(ACTION_NEWLIST); v.RemoveCommand(DUMMY_HASSIREN); } return; } } }; // 01.1 object DUMMYUpdatePos : CommandScript { DUMMYUpdatePos() { SetGroupID(DummyGroup); } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { } void PushActions(GameObject *Caller, Actor *Target, int childID) { Vehicle v(Target); GameObject mDummy(Caller); Vector CarPos = v.GetPosition(); if (v.IsDestroyed() || !v.IsValid()) { int ref = mDummy.GetUserData(); Audio::StopSample(ref); mDummy.PushActionDeleteOwner(ACTION_NEWLIST); } else { mDummy.SetPosition(CarPos); Audio::UpdatePos(childID, CarPos, true); if (v.IsCurrentAction(EACTION_FINDPATH)) { if (!v.HasCommand(DUMMY_FINDPATH)) { v.AssignCommand(DUMMY_FINDPATH); } } mDummy.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_UPDATEPOS, Target, childID, false); } if (v.HasCommand(DUMMY_FINDPATH)) { if (!v.IsCurrentAction(EACTION_FINDPATH) && v.GetNumActions() == 0) { v.RemoveCommand(DUMMY_HASSIREN); v.RemoveCommand(DUMMY_FINDPATH); int ref = Caller->GetUserData(); Audio::StopSample(ref); GameObjectList list = Game::GetGameObjects(NAME_DUMMYOBJECT); for(int i = 0; i < list.GetNumObjects(); i++) { GameObject *obj = list.GetObject(i); if (obj->GetUserData() == ref) { int mSirTest = i; GameObject *obj = list.GetObject(mSirTest); obj->PushActionDeleteOwner(ACTION_NEWLIST); v.RemoveCommand(DUMMY_HASSIREN); if (v.HasCommand(DUMMY_FINDPATH)) { v.RemoveCommand(DUMMY_FINDPATH); } } } } } } }; // 01.2 object DUMMYDisableSiren : CommandScript { DUMMYDisableSiren() { SetGroupID(DummyGroup); } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { } void PushActions(GameObject *Caller, Actor *Target, int childID) { Vehicle v(Caller); if (childID == 1) { v.EnableBlueLights(false); } int ref = Caller->GetUserData(); Audio::StopSample(ref); GameObjectList list = Game::GetGameObjects(NAME_DUMMYOBJECT); for(int i = 0; i < list.GetNumObjects(); i++) { GameObject *obj = list.GetObject(i); if (obj->GetUserData() == ref) { int mSirTest = i; GameObject *obj = list.GetObject(mSirTest); obj->PushActionDeleteOwner(ACTION_NEWLIST); v.RemoveCommand(DUMMY_HASSIREN); if (v.HasCommand(DUMMY_FINDPATH)) { v.RemoveCommand(DUMMY_FINDPATH); } } } } }; // 01.3 object DUMMYFindPath : CommandScript { DUMMYFindPath() { SetGroupID(DummyGroup); } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { return false; } void PushActions(GameObject *Caller, Actor *Target, int childID) { } }; // 01.4 object DUMMYHasSiren : CommandScript { DUMMYHasSiren() { SetGroupID(DummyGroup); } bool CheckGroupVisibility(GameObject *Caller) { return false; } bool CheckPossible(GameObject *Caller) { return false; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { return false; } void PushActions(GameObject *Caller, Actor *Target, int childID) { } }; Im wanting the siren on the car but it does not work, the siren does not run when you move the car and it only works when you hold the horn button, pleas help Ben
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lol it turned out to be the patch, i did not have the latest one after i got a new PC, thanks for any help anyway Ben
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Yep, but that did not work some please help im missing my game and the Lamod 1.5 :(