Jump to content

Xplorer4x4

Members
  • Posts

    4,850
  • Joined

  • Last visited

  • Days Won

    16

Everything posted by Xplorer4x4

  1. I cant see any reason it wouldnt be compatible.
  2. Hey Jon, if memory serves me right the HES and maybe brush are based around an F-350, or a Ford F Series none the less. If you still have problems you might try the HES or Bursh truck wheels.
  3. You said: "BTW: I am changing right at the moment the traits, so that you can cool, shoot, transport and recover them..." So i am waiting for this to be fixed before I use this.
  4. You can also go into the specs folder and edit the fp_params_endless.xml or fp_params_endless_d.xml if you use EM4 Deluxe, and change the start time to something like 19:00 hours, and this will let you play the map at night time, which I prefer, and there will be less traffic. Also make sure you have the latest version/patch of the LA Mod as I cant recall the last time I had traffic problems.
  5. Hey I havent actually put the CHP CV LED in to the mod yet, but if you have any updates you havent released yet, I would love to see them and might switch out certain units. Currently ,NFK and CFD are both assisting heavily in the project to allow for a good variety of lighting types since you all 3 have very unique styles and there will be a variety of units with different lighting.
  6. Well good news for you then. w00ds first map is coming along quite nicely. I added a parking lot behind the police station and expanded on the lot to the side of the police station to make room for parking SWAT units, ATF NRU, and the big SWAT/Bomb Squad. Since this map has an airport I have brought back the LAX Cops and the Crash Tender(disabled for new map since they serve no use). I added a small building to act as an LAX Police station and added scripted parking places. I added parking for the Port cops, brought back the USFS Truck(dont see a reason to use them on the new freeplay map) to handle fires in the camp ground. FS1 has a minor edit to the texture so the Heavy Rescue Crane wasnt sitting on the sidewalk. At FS2 I tried parking the EMS Charger and Brush behind FS2, but the tower trucks so damn long, it just didnt quite have the room to maneuver so it would get stuck easy.There was a train station next to FS2. Well there still is but I decided to decrease the length of the platform and make room for the Brush and EMS Charger to park in a newly create parking area. Right now I still have to play with the spacing of the VO's as the brush truck isnt quite parking right, but that should be an easy fix. I am debating weather to leave LASD in the w00ds map version to cut back on the number of police vehicles, plus the only place they seem to fit in there would be the campground. I may take the scripting a step further and see about spawning a CHP Charger at both off ramp for the highway, spawn the Port Cops at there station and same for LAX cops. The only major problem I see left on w00ds map, is theres an area in the middle of the map that units like to cut through when they shouldnt. Oh and I am touching up the patrol paths. All 2 were almost the exact same, if not exactly the same so i started from scratch trying to map it so each patrol path covered a different section of the map. Just waiting for some bug fixes on the scripts, i hope, and then the first edition, using the new freeplay map, will be pretty solid. The only major thing left will be adding some info to the XMLs so the new units have proper names, and adding the VOs on the non deluxe map since it didnt seem like my work around played nicely with 911FR.
  7. If you want specific resolutions like 720 or 1080 then you might have to edit the config, but otherwise, just go in the game options, and choose the biggest resolution possible, which is something like 1020 I think. Mines set for 1050 in the config because the game doesnt scale properly otherwise and leaves black bars on the side of the screen.If I use fraps to tape videos, it will be saved at 1680x1050 and when I upload to youtube, the files will be in HD.
  8. Unlock the DDS file(s) and repaint them.
  9. Well I was just saying 3 examples, in reality, theres quite a few more then that I believe, but no instructions will be provided. Just not going to mess with that part of it as its just more work then its worth. w00ds has given permission, and pretty sure he said any one could release it assuming credit was given.
  10. Because there are already 2 noteworthy NY Mods in progress. I say noteworthy because they have taken modding of the game to a level beyond what the LA Mod brings to the table. The third, well its to early to tell. Half the models are to boxy, half are great, and we dont know what kind of scripting they bring to the table. Not to mention theres a few NY Mods that died and reskins can not be released because Hoppah wont give permission.
  11. Thats because the patch overwrites the files changed by this mod like portraits.xml and freeplaybase.xml, to name a few.
  12. You already asked in the RPL topic, and spammed my inbox, keep it to one place.
  13. Sorry I wasnt clear, yes I am refering to the first map. Odd thing is i dont think suicide by drowning vics are random, but theres no one there in the editor.
  14. Any one had a problem doing a water rescue near FS2 at the bridge? I had a person in the water but my diver couldnt reach them via the boat or water.
  15. You wont see an over write option till you copy and paste.
  16. You bump a year old thread to criticize some one?
  17. Ok what about w00ds maps? I assume I do need your permission to since you published the updated maps? Quick technical question, does disabling units in freeplaybase.xml accomplish the same factor in loading times as deleting the prototypes?
  18. Good suggestion. I forgot about that. That work around has worked for me several times.
  19. No it uses mission SCRIPTS for freeplay.
  20. Thanks to the guys helping me test, I am working on fixing some bugs. Hoppah also has given permission to release this so I hope to have this released by the end of this coming weekend. I also jumped head and started making this compatible with w00ds first map. I have done some small changes to the actual map texture like adding a parking lot to the police station, and some small changes near FS1. The maps also use Hoppahs old model for FS2. I may or may not update this depending on where it would fit with out doing a lot of changes to the surrounding buildings and no major changes to the texture. EDIT: Just heard from w00ds. He is sending me the map textures now. I may use the changes in the texture for when I update Hoppahs release of w00ds maps for those of you who like to add units parked on the map, and such.
  21. NO! You cant go, you have to finish the project first! Anyways good luck with your program.
  22. Ok thanks for the info. Made any progress on the other units?
  23. On second thought that wouldnt work even if you fixed the script error.
  24. Ill think about changing the name, but thanks for permission! Can I release all the files or only the changed files? Reason I ask is I was thinking of deleting some vehicles from the mod. Just 2 small examples, in the LA Mod 2.0 map I dont see a need for USFS or LAAP(LAX) Police since there is no forest and no airport. This would keep the size down a bit and maybe improve load times slightly. And can I aslo release this using w00ds maps? Do I have to contact w00ds for his permission(which I think he already gave permission for people to use if memory serves me right)?
  25. I havent checked shanes script to see exactly how he modified it, but try this. Open the script file in notepad, or better yet, notepad2(google it). Find: object PcmdCallLightForce : CommandScript Now delete that line, and every line after it until you see: object PcmdCallUSARSquad : CommandScript Do not delete that line. Now above the copy and paste this: object PcmdCallLightForce : CommandScript { PcmdCallLightForce() { SetIcon("calllightforce"); SetCursor("callassistance"); SetValidTargets(ACTOR_FLOOR | ACTOR_VIRTUAL); SetDeselectCaller(false); SetSelfClickActivation(true); SetHighlightingEnabled(false); SetGroupID(CGROUP_GETEQUIPMENT); SetGroupLeader(true); } bool CheckPossible(GameObject *Caller) { GameObjectList SelectPer = Game::GetSelectedGameObjects(); if (SelectPer.GetNumObjects() != 1) return false; Person p(Caller); if(p.IsValid() && (p.IsLinkedWithPerson() || p.IsCarryingPerson() || p.IsEquipped() || p.IsPulling() || p.GetFirehoseID()!=0 || p.GetEnteredCarID() != -1)) return false; if (p.IsCurrentAction("EActionTreatPerson")) return false; if (!Caller->IsValid() || Caller->GetType() != ACTOR_PERSON) return false; return true; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if(!Caller->IsValid() || Caller->GetID() == Target->GetID()) return false; if (Caller->GetType() != ACTOR_PERSON) return false; Person p(Caller); if(p.IsValid() && (p.IsLinkedWithPerson() || p.IsCarryingPerson() || p.IsEquipped() || p.IsPulling() || p.GetFirehoseID()!=0 || p.GetEnteredCarID() != -1)) return false; if (p.IsCurrentAction("EActionTreatPerson")) return false; return true; } void PushActions(GameObject *Caller, Actor *Target, int ChildID) { Vector CmdPos = Game::GetCommandPos(); Caller->PushActionTurnTo(ACTION_NEWLIST, CmdPos); Caller->PushActionSwitchAnim(ACTION_APPEND, "talkmike"); Caller->PushActionWait(ACTION_APPEND, 3.5f); Caller->PushActionSwitchAnim(ACTION_APPEND, "idle"); if(StrCompare(Caller->GetPrototypeFileName(), OBJ_BATTALION_CHIEF) == 0) Audio::PlaySample3D(SND_BATLIGHTFORCE, Caller->GetPosition()); else if(StrCompare(Caller->GetPrototypeFileName(), OBJ_EMS_CAPTAIN) == 0) Audio::PlaySample3D(SND_EMSLIGHTFORCE, Caller->GetPosition()); Vehicle *theCar = NULL; float bestCar = 0.; VehicleList patrolCars(VT_FIREFIGHTERS_DLK, VT_FIREFIGHTERS_RW); for (int i = 0; i < patrolCars.GetNumVehicles(); i++) { Vehicle *aCar = patrolCars.GetVehicle(i); if ((StrCompare(aCar->GetPrototypeFileName(), OBJ_LADDER) == 0 || StrCompare(aCar->GetPrototypeFileName(), OBJ_TILLER) == 0) && aCar->GetPlayerMP() == Caller->GetPlayerMP() && !aCar->HasCommand(DUMMY_VCALLED) && !aCar->IsInstalled() && (aCar->HasCommand(CMD_STANDBY_OFF) || aCar->IsCollidingWithVirtualObject(VO_SQUAD01))) { float distCurrCar = Math::dist(CmdPos.x, CmdPos.y, aCar->GetPosition().x, aCar->GetPosition().y); if (distCurrCar < bestCar || bestCar == 0.) { theCar = aCar; bestCar = distCurrCar; } } } if (theCar) { bool VehicleCalled = false; if (theCar->HasCommand(CMD_STANDBY_OFF)) { theCar->PushActionWait(ACTION_NEWLIST, 0.3f); theCar->PushActionMove(ACTION_APPEND, CmdPos); if (!theCar->HasCommand(DUMMY_HASSIREN) && theCar->HasCommand(CMD_AUTOSIREN_OFF) && !Input::LShiftPressed() && !Input::RShiftPressed()) Game::ExecuteCommand(CMD_SIREN, theCar, theCar); if (theCar->HasCommand(CMD_STANDBY_OFF)) { theCar->RemoveCommand(CMD_STANDBY_OFF); theCar->AssignCommand(CMD_STANDBY_ON); } if (theCar->HasCommand(CMD_WARNINGLIGHTS_OFF)) { theCar->EnableBlinker(BLT_NONE); theCar->RemoveCommand(CMD_WARNINGLIGHTS_OFF); theCar->AssignCommand(CMD_WARNINGLIGHTS_ON); } if (theCar->HasCommand(CMD_FLOODLIGHTS_OFF)) { theCar->EnableSpecialLights(false); theCar->RemoveCommand(CMD_FLOODLIGHTS_OFF); theCar->AssignCommand(CMD_FLOODLIGHTS_ON); } Mission::PlayHint(HINT_DISPATCHED); return; } else if (theCar->IsCollidingWithVirtualObject(VO_SQUAD01)) { GameObjectList ppc; Game::CollectObstaclesOnVirtualObject(VO_TILLER, ppc, ACTOR_VEHICLE); for (int i = 0; i < ppc.GetNumObjects(); i++) { Vehicle v = ppc.GetObject(i); if (!v.HasCommand(DUMMY_VCALLED)) { v.AssignCommand(DUMMY_VCALLED); VehicleCalled = true; } } } if (VehicleCalled) { if (v.IsBlueLightEnabled() && (Input::LShiftPressed() || Input::RShiftPressed())) v.EnableBlueLights(false); else if (!v.IsBlueLightEnabled() && !Input::LShiftPressed() && !Input::RShiftPressed()) v.EnableBlueLights(true); GameObjectList gate03a = Game::GetGameObjects(OBJ_GATE03A); for(int i=0; i < gate03a.GetNumObjects(); i++) GameObject *gate = gate03a.GetObject(i); PersonList passengers = v.GetPassengers(); if (passengers.GetNumPersons() == 0) { v.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 3, false); v.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); v.PushActionWait(ACTION_APPEND, 10.f); } if (gate->GetUserData() == 0) { v.PushActionExecuteCommand(ACTION_APPEND, DUMMY_GATES, Caller, 5, false); Vector Move = 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 = 750.f, dy = 0.f, dz = 0.f; Math::RotateVector(dx, dy, dz, r); Math::EulerToMatrix(0.0f, 0.f, 0.f, childr); Math::MultiplyMatrices(childr, r); Move = Move + Vector(dx, dy, 0); v.PushActionWait(ACTION_APPEND, 1.2f); if (!v.HasCommand(DUMMY_HASSIREN) && v.HasCommand(CMD_AUTOSIREN_OFF) && !Input::LShiftPressed() && !Input::RShiftPressed()) v.PushActionExecuteCommand(ACTION_APPEND, CMD_SIREN, Caller, 0, false); v.PushActionMove(ACTION_APPEND, Move); v.PushActionExecuteCommand(ACTION_APPEND, DUMMY_GATES, Caller, 5, false); v.PushActionExecuteCommand(ACTION_APPEND, DUMMY_VCALLED, Caller, 0, false); v.PushActionMove(ACTION_APPEND, CmdPos); } else { if (!v.HasCommand(DUMMY_HASSIREN) && v.HasCommand(CMD_AUTOSIREN_OFF) && !Input::LShiftPressed() && !Input::RShiftPressed()) v.PushActionExecuteCommand(ACTION_APPEND, CMD_SIREN, Caller, 0, false); v.PushActionExecuteCommand(ACTION_APPEND, DUMMY_VCALLED, Caller, 0, false); v.PushActionMove(ACTION_APPEND, CmdPos); } if (v.HasCommand(CMD_STANDBY_OFF)) { v.RemoveCommand(CMD_STANDBY_OFF); v.AssignCommand(CMD_STANDBY_ON); } if (v.HasCommand(CMD_WARNINGLIGHTS_OFF)) { v.EnableBlinker(BLT_NONE); v.RemoveCommand(CMD_WARNINGLIGHTS_OFF); v.AssignCommand(CMD_WARNINGLIGHTS_ON); } if (v.HasCommand(CMD_FLOODLIGHTS_OFF)) { v.EnableSpecialLights(false); v.RemoveCommand(CMD_FLOODLIGHTS_OFF); v.AssignCommand(CMD_FLOODLIGHTS_ON); } Mission::PlayHint(HINT_DISPATCHED); if (Input::LCtrlPressed() || Input::RCtrlPressed()) return; bool Vehicle2Called = false; bool Engine04 = false; if (!Vehicle2Called) { GameObjectList l1; Game::CollectObstaclesOnVirtualObject(VO_ENGINE02, l1, ACTOR_VEHICLE); if(l1.GetNumObjects() > 0) { Vehicle e = l1.GetObject(0); if (!e.HasCommand(DUMMY_VCALLED)) { e.AssignCommand(DUMMY_VCALLED); Vehicle2Called = true; } else Engine04 = true; } else Engine04 = true; } if (!Vehicle2Called && Engine04) { GameObjectList l1; Game::CollectObstaclesOnVirtualObject(VO_ENGINE04, l1, ACTOR_VEHICLE); if(l1.GetNumObjects() > 0) { Vehicle e = l1.GetObject(0); if (!e.HasCommand(DUMMY_VCALLED)) { e.AssignCommand(DUMMY_VCALLED); Vehicle2Called = true; } } } if (!Vehicle2Called && Engine04) { Mission::PlayHint(HINT_NOENGINE); return; } if (Vehicle2Called) { if (e.IsBlueLightEnabled() && (Input::LShiftPressed() || Input::RShiftPressed())) e.EnableBlueLights(false); else if (!e.IsBlueLightEnabled() && !Input::LShiftPressed() && !Input::RShiftPressed()) e.EnableBlueLights(true); GameObjectList gate05a = Game::GetGameObjects(OBJ_GATE05A); for(int i=0; i < gate05a.GetNumObjects(); i++) GameObject *gate = gate05a.GetObject(i); PersonList passengers = e.GetPassengers(); if (passengers.GetNumPersons() == 0) { e.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 3, false); e.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); e.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); e.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); e.PushActionWait(ACTION_APPEND, 7.f); } if (gate->GetUserData() == 0) { e.PushActionExecuteCommand(ACTION_APPEND, DUMMY_GATES, Caller, 5, false); Vector Move = e.GetPosition(); float r[9]; float childr[9]; e.GetRotation(r[0], r[1], r[2], r[3], r[4], r[5], r[6], r[7], r[8]); float dx = 1050.f, dy = 0.f, dz = 0.f; Math::RotateVector(dx, dy, dz, r); Math::EulerToMatrix(0.0f, 0.f, 0.f, childr); Math::MultiplyMatrices(childr, r); Move = Move + Vector(dx, dy, 0); e.PushActionWait(ACTION_APPEND, 1.2f); if (!e.HasCommand(DUMMY_HASSIREN) && e.HasCommand(CMD_AUTOSIREN_OFF) && !Input::LShiftPressed() && !Input::RShiftPressed()) e.PushActionExecuteCommand(ACTION_APPEND, CMD_SIREN, Caller, 0, false); e.PushActionMove(ACTION_APPEND, Move); e.PushActionExecuteCommand(ACTION_APPEND, DUMMY_GATES, Caller, 5, false); e.PushActionExecuteCommand(ACTION_APPEND, DUMMY_VCALLED, Caller, 0, false); e.PushActionMove(ACTION_APPEND, CmdPos); } else { if (!e.HasCommand(DUMMY_HASSIREN) && e.HasCommand(CMD_AUTOSIREN_OFF) && !Input::LShiftPressed() && !Input::RShiftPressed()) e.PushActionExecuteCommand(ACTION_APPEND, CMD_SIREN, Caller, 0, false); e.PushActionExecuteCommand(ACTION_APPEND, DUMMY_VCALLED, Caller, 0, false); e.PushActionMove(ACTION_APPEND, CmdPos); } if (e.HasCommand(CMD_STANDBY_OFF)) { e.RemoveCommand(CMD_STANDBY_OFF); e.AssignCommand(CMD_STANDBY_ON); } if (e.HasCommand(CMD_WARNINGLIGHTS_OFF)) { e.EnableBlinker(BLT_NONE); e.RemoveCommand(CMD_WARNINGLIGHTS_OFF); e.AssignCommand(CMD_WARNINGLIGHTS_ON); } if (e.HasCommand(CMD_FLOODLIGHTS_OFF)) { e.EnableSpecialLights(false); e.RemoveCommand(CMD_FLOODLIGHTS_OFF); e.AssignCommand(CMD_FLOODLIGHTS_ON); } return; } } } Vector Spawn; Vector Rotate; ActorList l1 = Game::GetActors(VO_SPAWN_ALL); ActorList l2 = Game::GetActors(VO_SPAWN_FD); ActorList l3 = Game::GetActors(VO_SPAWN_ALLR); ActorList l4 = Game::GetActors(VO_SPAWN_FDR); if(l1.GetNumActors() > 0) { Spawn = l1.GetActor(0)->GetPosition(); Rotate = l3.GetActor(0)->GetPosition(); } else if(l2.GetNumActors() > 0) { Spawn = l2.GetActor(0)->GetPosition(); Rotate = l4.GetActor(0)->GetPosition(); } else { Mission::PlayHint(HINT_NOLADDER); return; } System::Log("Buy light force engine"); bool BuyAerialOnly = false; int Money = Mission::GetMoneyLeft(); if (Money <= 4000) { Mission::PlayHint(HINT_NOLADDER); return; } else if (Input::LCtrlPressed() || Input::RCtrlPressed()) BuyAerialOnly = true; else if (Money <= 8000) BuyAerialOnly = true; if (BuyAerialOnly) int NewMoney = Money - 4000; else int NewMoney = Money - 8000; Mission::SetMoney(NewMoney); Vehicle n; Person p1; Person p2; n = Game::CreateVehicle(OBJ_LADDER, UNNAMED); n.SetSpeed(9.0f); p1 = Game::CreatePerson(OBJ_EMT, UNNAMED); p2 = Game::CreatePerson(OBJ_EMT, UNNAMED); n.SetPlayerMP(Caller->GetPlayerMP()); p1.SetPlayerMP(Caller->GetPlayerMP()); p2.SetPlayerMP(Caller->GetPlayerMP()); p1.SetUpgradeLevel(3); p2.SetUpgradeLevel(3); n.SetMaxPassengers(6); n.SetMaxTransports(0); n.AddPassenger(&p1); n.AddPassenger(&p2); n.SetPosition(Spawn); n.UpdatePlacement(); n.Hide(); n.PushActionTurnTo(ACTION_NEWLIST, Rotate); n.PushActionWait(ACTION_APPEND, 3.5f); n.PushActionShowHide(ACTION_APPEND, false); n.PushActionMove(ACTION_APPEND, CmdPos); if (Game::IsMission()) n.RemoveCommand("VcmdToFireStation"); if (!n.HasCommand(DUMMY_HASSIREN) && n.HasCommand(CMD_AUTOSIREN_OFF) && !Input::LShiftPressed() && !Input::RShiftPressed()) Game::ExecuteCommand(CMD_SIREN, &n, &n); if (BuyAerialOnly) Mission::PlayHint(HINT_LADDERBOUGHT); else if (!BuyAerialOnly) { Vehicle m; Person p3; Person p4; Person p5; Person p6; m = Game::CreateVehicle(OBJ_ENGINE02, UNNAMED); m.SetSpeed(9.0f); p3 = Game::CreatePerson(OBJ_EMT, UNNAMED); p4 = Game::CreatePerson(OBJ_EMT, UNNAMED); p5 = Game::CreatePerson(OBJ_EMT, UNNAMED); p6 = Game::CreatePerson(OBJ_EMT, UNNAMED); m.SetPlayerMP(Caller->GetPlayerMP()); p3.SetPlayerMP(Caller->GetPlayerMP()); p4.SetPlayerMP(Caller->GetPlayerMP()); p5.SetPlayerMP(Caller->GetPlayerMP()); p6.SetPlayerMP(Caller->GetPlayerMP()); p3.SetUpgradeLevel(3); p4.SetUpgradeLevel(3); p5.SetUpgradeLevel(3); p6.SetUpgradeLevel(3); m.SetMaxPassengers(6); m.SetMaxTransports(0); m.AddPassenger(&p3); m.AddPassenger(&p4); m.AddPassenger(&p5); m.AddPassenger(&p6); m.SetPosition(Spawn); m.UpdatePlacement(); m.Hide(); m.PushActionTurnTo(ACTION_NEWLIST, Rotate); m.PushActionWait(ACTION_APPEND, 1.0f); m.PushActionShowHide(ACTION_APPEND, false); m.PushActionMove(ACTION_APPEND, CmdPos); if (Game::IsMission()) m.RemoveCommand("VcmdToFireStation"); if (!m.HasCommand(DUMMY_HASSIREN) && m.HasCommand(CMD_AUTOSIREN_OFF) && !Input::LShiftPressed() && !Input::RShiftPressed()) Game::ExecuteCommand(CMD_SIREN, &m, &m); Mission::PlayHint(HINT_LIGHTFORCEBOUGHT); } } }; I cant promise this will work, so keep chances script handy just in case this gives you a script error.
×
×
  • Create New...