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Xplorer4x4

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Everything posted by Xplorer4x4

  1. If you change the games start time to something in the evening theres less traffic and this should help if you have prolems.
  2. You guys should use eggcarton's mx7000 lightbar he put up for download. It looks great!
  3. There no need to create new engineer for that. If you want your engineers to redirect traffic, just give them the command pcmdredirect.
  4. The error is self explanatory if(StrCompare(v.GetPrototypeFileName(),OBJ_AMBULANCE02)==0||StrCompare(v.GetPrototypeFileName(),OBJ_AMBULANCE03)==0||StrCompare(v.GetPrototypeFileName(),OBJ_AMBULANCE04)==0) Missing ';' Your missing a ; at the end of the line
  5. Its trial and error on this subject. If they get stuck and dont run to the ladder, then no. If they get stuck but still make it to the ladder, then it may not hurt to offset the times just a bit but its your preference. The main time these numbers really matter is at the start of the game, and mostly at FS1 because you have 50,000 people run out where as FS2 is a bit less packed with units to staff.
  6. The number can match other numbers, if you look at the script you will see the same numbers are repeated a few times.
  7. Hold ALT when you move it. This applied to most things that you edit like that(AKA Children).
  8. Fail. I own a new black Wii, the old fat PS3 because the slims PS3 are UGLY, and an Xbox360 so I have all the current desktop(for lack of better word) consoles covered. Exclusive means little to me, I just dont care for FPS that much with the exception of Halo and I prefer playing that on Multiplayer.
  9. If that doesnt work check out this guide:
  10. Your aiming a bit high. This is just a new model. What your talking about would require a new script for the traffic lights, then it would require another script to give the egineer that ability and of course there would need to be a section of the script to set up a way for us to adjust the timings and such of the lights.
  11. Stumbled on this. What the heck is a USAR Tender?
  12. lol ok first, in reference to the idk earlier, the first part of the script is telling it where to park, the second half, the dummy part checks to see if theres a unit in that space(s) already. Everything? Lol idk about that, but i do know quite a bit. I owe alot to ShaneGreen, who hasn't been around lately, and his SG Submod. I have come to realize that these type of things are rather easy unlike adding an entire fire station. Thats something i cant fully comprehend just yet, but pretty close. The LA Mod is quite basic in the gran scheme of things, although Hoppah has managed to do some quite complicated things with it like the tiller and heavy rescue crane seeing as there mid mounts.
  13. TBH I never quite understoof it either but this is how i have my units scripts and its working fine for me. In object VcmdToFireStation : CommandScript you want it like this: else if(StrCompare(v.GetPrototypeFileName(), OBJ_BRUSH) == 0) { GameObjectList l4; Game::CollectObstaclesOnVirtualObject(VO_BRUSH, l4, ACTOR_VEHICLE); if(l4.GetNumObjects() > 0) { Mission::PlayHint(HINT_NOSPACE); v.PushActionReturnToBase(ACTION_NEWLIST); return; } else { ActorList l1 = Game::GetActors(VO_BRUSH2); ActorList l2 = Game::GetActors(VO_BRUSH); } } But in the object DummyCheckParked : CommandScript section you want it like this: else if(StrCompare(v.GetPrototypeFileName(), OBJ_BRUSH) == 0) { GameObjectList l3; Game::CollectObstaclesOnVirtualObject(VO_BRUSH, l3, ACTOR_VEHICLE); if(l3.GetNumObjects() > 0) { Mission::PlayHint(HINT_NOSPACE); v.PushActionReturnToBase(ACTION_NEWLIST); return; } else { ParkinglotFound = true; ActorList l1 = Game::GetActors(VO_BRUSH); ActorList l2 = Game::GetActors(VO_BRUSH2); } }
  14. Hmm he referred to them as a satellite station and something else. Perhaps its changed since the days of the LA Mod release.
  15. EMS Supervisors on the list I think but the Engineer(TEC) is not.
  16. Nope, I dont care for it much either.
  17. Oh? I was told by Mikesphotos that these were typical station housing.
  18. Like I said just a page or two back, its most likley not an LA Mod issue, so start a thread in the EM4 Technical Help section AFTER you make sure your video card drivers are up to date.
  19. Ok try this, on the first one. Instead of: ActorList l1 = Game::GetActors(VO_HES); ActorList l2 = Game::GetActors(VO_EXTRA_BOTH); Try: ActorList l1 = Game::GetActorsVO_EXTRA_BOTH(); ActorList l2 = Game::GetActors(VO_HES); The first part of the script you want the turnto vo listed first. In the second part of the script, you want the turn to second.
  20. This is purely a guess, so dont be to surprised if it does not work. On the USFS Truck the hose connections have a different name then on the engines, and it has 2 connections in the rear and 2 on the side. My guess is the script says if the connectors are labeled(just examples) connection1,connection2, etc, the connectors have to be right next to each other on the sides of the truck. However if there named hconnection1,hconnection2,etc, then connect two on the sides and two in the rear. You can try naming the connectors hconnection1,hconnection2, and this may work. If the USFS Truck connectors on the rear are labeled 3 and 4, then you can try using the same names for the 2 rear connections, but assuming the rear connects on the USFS are 3 and 4, you may get an error if 1 and 2 arent available. Another option may be to look at the brush truck and see how its done. Again just guess work.
  21. Start your own thread next time. It easier to keep track of things when your not dealing with 2 peoples errors in one thread. Anyways, define what exactly is wrong? I am guessing you hit call Hazmat from the BC and it calls a hazmat from off the map? If so you need to edit LABatallionChief.script and change the pcmdcallhamzat command to call the HES.
  22. You only have the HES listed once. Look down to object DummyCheckParked : CommandScript and look at the units under there. You need to put the HES in that section to.
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