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Everything posted by Texas_DPS
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How do I alter the traffic on the freeplay map?
Texas_DPS replied to JediHutch61's topic in Alteration Help
try increasing the number, i know it sounds crazy but it might work. - Jon -
its going slow, but i am workin on a working police department parking lot. i need to quit being lazy and finish the map. most of the objects are in and i need to finish the overall look to a 1.9 look. other than that its going good. ill post some screens next week. - Jon
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that link goes to a page that is not available because Hoppah got rid of the download. - Jon
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we are still talking about FS2 right, the new one? - Jon
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you could always cheat and put up some VO barriers so they funnel out the door. just an idea. - Jon
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not a prob, glad to help. - Jon
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you could put the VO right where the door was, maybe that will be ok? - Jon
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explorer4x4, im not having the proble, MARCO is. i am just the one who edited the script and was explaining to everyone what i did. MARCO, try calling the ladder with the CTRL button held down. i belive just calling the ladder will call the light force which is the ladder and the engine. i am also still working on the Battalion Chief script, but not having any luck. - Jon
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the only thing i changed on the script is the Hazmat call out. i changed that to the Heavy Rescue Crane. I also adjusted it to send 2 FF_EMT's. it also only has 2 slots for people and doesn't have a spot for any passengers. with the USAR, it calls if from off map, which i don't know why but i couldn't fix it. don't know how. - Jon
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freezer bags are fun - Jon
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i would say one tiller on map, and then just call the other one from off map to help, then send it back off map when done. cost money but o well, it would be worth it to me. keep up the good work guys, looks good. - Jon
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i would like both tillers, but thats just me - Jon
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yes, the script is what tells the game what vehicle to put where and what goes in it, where it goes, everything. - Jon
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awesome job, looks good, cant wait to try it. thanks for the hard work. - Jon
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sounds hard but it would be rewarding. - Jon
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ok, i have gotten this far: Full FireStation start, Tiller spawn at FireStation start, Heavy Rescue Crane at FS1 in place of USAR and USAR at FS2 in place of Hazmat. all scripting for vehicles done in the propper scripts except the Battalion Chief scripts and the FF's stay in trucks upon returning to FireStation. i couldnt find the scripts for that cause i dont use them and i didnt find them in my search in the forum yet so this is all i have in this little time. i dont know how to add files here so if you pm me your email i will send it to you that way with instructions. the only thing you need to do is go in the editor and add the VCMD to firestation for the Heavy Rescue Crane. if you need directions i can email them to you with the other files. - Jon
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that seems like a lot of scripting on a few scripts, but ill see what i can do. - Jon
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have you tried to load the map in the editor? - Jon
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Adding the Chevy Impala 2007 as a patrol vehicle
Texas_DPS replied to edwarddl's topic in Alteration Help
is the tint on the windows of the second Sheriff's car illegal, lol, jk. this would be a good thing to have in the mod. hope it gets released or instructions on how. - Jon -
could you post a screen so i can see, if you dont mind, im not quite getting it. - Jon
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not a prob, glad it worked out. - Jon
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yeah, that is for my personal mod, i have a ff chief and a ff captain. i put capt in with als firetrucks and ladders. - Jon
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try this one http://forum.emergency-planet.com/index.ph...l=adding+events - Jon
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check this one out. if you need more explanation just let me know object DummyCallCrew : CommandScript { DummyCallCrew() { SetGroupID(DummyGroup); } bool CheckGroupVisibility(GameObject *Caller) { return false; } bool CheckPossible(GameObject *Caller) { return false; } void PushActions(GameObject *Caller, Actor *Target, int ChildID) { Vehicle v(Caller); if(v.IsCollidingWithVirtualObject(VO_SQUAD01)) { ActorList l1 = Game::GetActors(VO_SPAWN01); if(l1.GetNumActors() > 0) Vector Spawn = l1.GetActor(0)->GetPosition(); GameObjectList l2 = Game::GetGameObjects(NAME_FIRESTATION); for(int i=0; i < l2.GetNumObjects(); i++) { GameObject *obj = l2.GetObject(i); if (!obj->IsSpecialLightEnabled()) { obj->EnableSpecialLights(true); obj->PushActionWait(ACTION_NEWLIST, 16.0f); obj->PushActionExecuteCommand(ACTION_APPEND, DUMMY_ALARM, Caller, 1, false); Vector AlarmSnd = obj->GetPosition(); int soundID = Audio::PlaySample3D(SND_ALARM, AlarmSnd, true); obj->SetUserData(soundID); obj->AttachSound(soundID); } } } else if(v.IsCollidingWithVirtualObject(VO_SQUAD02)) { ActorList l1 = Game::GetActors(VO_SPAWN03); if(l1.GetNumActors() > 0) Vector Spawn = l1.GetActor(0)->GetPosition(); GameObjectList l2 = Game::GetGameObjects(NAME_FIRESTATION2); for(int i=0; i < l2.GetNumObjects(); i++) { GameObject *obj = l2.GetObject(i); if (!obj->IsSpecialLightEnabled()) { obj->EnableSpecialLights(true); obj->PushActionWait(ACTION_NEWLIST, 16.0f); obj->PushActionExecuteCommand(ACTION_APPEND, DUMMY_ALARM, Caller, 1, false); Vector AlarmSnd = obj->GetPosition(); int soundID = Audio::PlaySample3D(SND_ALARM, AlarmSnd, true); obj->SetUserData(soundID); obj->AttachSound(soundID); } } } else { ActorList l1 = Game::GetActors(VO_SPAWN02); if(l1.GetNumActors() > 0) Vector Spawn = l1.GetActor(0)->GetPosition(); } PersonList passengers = v.GetPassengers(); if (ChildID == 1) { Person p = Game::CreatePerson(OBJ_PM, UNNAMED); p.SetEquipment(EQUIP_EMERGENCY_CASE); } else if (ChildID == 2) Person p = Game::CreatePerson(OBJ_PM_STRETCHER, UNNAMED); else if (ChildID == 3) Person p = Game::CreatePerson(OBJ_EMT, UNNAMED); else if (ChildID == 4) Person p = Game::CreatePerson(OBJ_CHIEF, UNNAMED); else if (ChildID == 5) Person p = Game::CreatePerson(OBJ_HAZMAT, UNNAMED); else if (ChildID == 6) Person p = Game::CreatePerson(OBJ_USARFF, UNNAMED); else if (ChildID == 7) Person p = Game::CreatePerson(OBJ_EMT_STRETCHER, UNNAMED); else if (ChildID == 8) Person p = Game::CreatePerson(OBJ_EMS_CAPTAIN, UNNAMED); else if (ChildID == 9) Person p = Game::CreatePerson(OBJ_FF_CAPTAIN, UNNAMED); else return; p.SetUpgradeLevel(3); Game::FindFreePosition(&p, Spawn, 250); p.SetPosition(Spawn); p.PushActionMove(ACTION_NEWLIST, &v, TARGET_ANY); p.PushActionTurnTo(ACTION_APPEND, &v); p.PushActionEnterCar(ACTION_APPEND, &v); } }; - edited because i used the wrong script - also, how do you put it in the little script boxes? - Jon
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when you change the VO for the squad to cover the new unit it will tell the game that is where they are and will spawn them at the appropriate area. - Jon