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The Loot

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Everything posted by The Loot

  1. Actually, are those sounds supposed to be something repeating that follows the vehicle, or just something that just plays once when you execute the command? If the latter, the whole soundID thing is unnecessary in the first place. You can actually just replace if(StrCompare(Caller->GetPrototypeFileName(), PROTO_UMH) == 0) { soundID = Audio::PlaySample3D(SND_TOCHUMH, Caller->GetPosition()); v.AttachSound(soundID); } with if(StrCompare(Caller->GetPrototypeFileName(), PROTO_UMH) == 0) Audio::PlaySample3D(SND_TOCHUMH, Caller->GetPosition()); and so forth with all the other protos. If the former, like sirens, that's a larger process.
  2. It looks like the cab isn't being told to set rotation into position like the other vehicles in the start script, does it place properly itself? Maybe that causes the improper trailer position on spawn. Try adding m.SetRotation(gate3); after m.SetPosition(Tiller); and see if that fixes it with the original Tiller commands.
  3. Looking at your script file again, looks like you also changed line 371, from float dx = 250.f, dy = 0.f, dz = 0.f; to float dx = 0.f, dy = 0.f, dz = 0.f; Maybe that's causing the issue? Could you upload your LAFireStationStart.script file? I'm actually not sure exactly how the original LA Mod deals with spawning the Tiller in the station at start. Looks like there's the script that checks for vehicles at the map fire vehicle spawn to either add or delete the trailer, but nothing else seems implemented, as far as I can see. The Tiller isn't even set to spawn by default, just the Tower, and while the instructions say to change the prototype referenced there, there's nothing that would spawn the trailer.
  4. Nothing else Tiller related changed? If the Cab spawns correct in the station, the trailer should spawn behind it correctly without any changes.
  5. "soundID" isn't properly set up because you're missing a declaration of what it is. You need the following somewhere before the first use of it: int soundID; Just stick it at the top of the script with the constants.
  6. There's a script that runs after loading that spawns and sets values for vehicles, find "setspeed" in it and adjust for each vehicle. Traffic vehicle speed is set in the paths they follow, and you'd have to change those in the map editor.
  7. I started to, but realized I don't have the time at the moment. I'll try again soon, but I'll have to reacquaint myself since it's been years since I really messed with the game as a whole.
  8. Well, there's the method used in the old NYC mod: a script that constantly scans an area containing the map spawn points for units, and then runs commands like those I mentioned when it detects a unit there. Could take a look at that.
  9. There's a limit to how many commands can be put under the Equipment submenu; exceed it and that happens. I don't remember exactly offhand, but 10 is probably the limit as seen there
  10. Last emergency-forum post and video from the team was over a year ago it seems.
  11. Yes, actually. A line in each vehicle spawn script can do it. Find the last "PushActionShowHide" command before the Lights/Sirens/Move commands, and insert a "PushActionWait" in front of it, like so: n.PushActionTurnTo(ACTION_APPEND,Rotate); n.PushActionWait(ACTION_APPEND,5.0f); n.PushActionShowHide(ACTION_APPEND,false); The numerical value is time in seconds you want to delay the vehicle appearing and carrying out further actions.
  12. When I saw Alex's video, I was really surprised at a sudden public release of this. Dusted off the ol' game to give her a try. Great quality! Traffic can be an issue, with vehicles getting stuck at intersections for unknown reasons (but probably the usual traffic light glitches). Treatment system is nice, but needing to RTFM outside the game makes it difficult. Script error. Context: After manually sending ranger to a scene, dispatched two more, and error occurred on second attempt. !Buy park ranger car ?(_LACallPatrolCar833e8): Error: Symbol n is not defined in current scope ?(_LACallPatrolCar833e8): FILE:mod:/scripts/game/command/LACallPatrolCar.script833e8 LINE:495 ?(_LACallPatrolCar833e8): Error: Failed to evaluate n.SetSpeed(12.0f) ?(_LACallPatrolCar833e8): Possible candidates are... ?(_LACallPatrolCar833e8): filename line:size busy function type and name ?(_LACallPatrolCar833e8): ?(_LACallPatrolCar833e8): !!!Dictionary position rewound... ?(_LACallPatrolCar833e8): !!!Error recovered!!!
  13. You may just have to replace it with the original mod map, or figure out which Virtual Objects (I assume this is what you refer to) you deleting and recreate them with the same names and locations.
  14. I think the mod currently uses the same vehicle dispatching methods as the original LA mod: police officers can call patrol cars and air unit, and fire captains can call some fire and medical units, and then everything else uses the base game menus.
  15. The first post has the LAPatrol scripts with the change implemented.
  16. Quick idea is to check that the map object is named correctly, and that it has no flags/properties that would allow it to be interacted with in any way (I had a flag set that would allow a crane to pick up an object I used when I first added Limited Water to my personal mod). Can also try these lines GameObjectList spawnerList("SCSpawner"); if (spawnerList.GetNumObjects()>0) { GameObject Obj=spawnerList.GetObject(0); Game::ExecuteCommand("SpawnVehicles",&Obj); System::Log("Freeplay: Vehicle Spawns Started"); } else System::Error("Freeplay: Vehicle Spawner Not Found");
  17. Should just need the language string. <string name="SBAS_ChangeAS">Text Here</string>
  18. Arson Callout: Be funny to take care of the suspect with him, though.
  19. Wherever you find a PushAction used. You can likely find a ACTION_NEWLIST PushAction somewhere in the script, and then you can add the PushActionExecuteCommand line as an ACTION_APPEND like the example.
  20. Yeah, as I said, that method was quick and dirty. The better option is done with a PushAction to activate the flood light command during EmptyCar, like so: Caller->PushActionWait(ACTION_NEWLIST, 0.05f); Caller->PushActionExecuteCommand(ACTION_APPEND, "ActivateFloodLightsCommandName", Caller, 0, false);
  21. And you can add the opposite to the EnterCar script to reverse the effect.
  22. It's an option in the em4.cfg file, "e4_doocclusion". Changing the value to 0 will disable that effect.
  23. A quick and dirty way could involve a small edit to the EmptyCar script by adding these two lines: v.EnableSpecialLights(true); v.EnableBlueLights(false);
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