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The Loot

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Everything posted by The Loot

  1. A heads up folks! I am working on getting my edited (and hopefully streamlined) Water Supply scripts packaged together with a step-by-step readme (text only for now) so it will be a little easier for teams to add it to their mod without a lot of hassle! All I need is a Go Ahead from Hoppah, and some finishing touches on the readme, and I'll submit it to the downloads section here.
  2. Adding new units comes down to these steps. Units folder. Infotexts and Portraits files in the Lang folder. Portraits and Freeplaybase files in the Specs folder. Model and prototype files. Misc script edits where similar vehicles are defined and mentioned. I did away with most of the script edits by adding Dummy Commands that scripts look for rather than the prototype. This also allows better control over what vehicles have what added equipment available.
  3. A bump, but I think I found what was keeping people with firehoses from entering Open Houses. SetNeedsConnectedHose(CFN_FAIL);I commented out that line and it now works.
  4. Is this possible? To simplify things, I was thinking of hiding certain commands, ones that are targeted and don't need the icon to be pressed to be activated. Some examples would be Arrest, DriveAwayPerson, Pickup, EnterCar, EnterHouse, Cool, Extinguish, and so forth. I assume there's a parameter that will hide the command, but I wonder if that will effect the actual use of it.
  5. You can edit "fp_freeplay" in the Mission script folder. Comment out these lines: GameObjectList l2("random_check");if (l2.GetNumObjects() > 0){ GameObject obj = l2.GetObject(0); obj.SetUserData(1); obj.Hide(); Game::ExecuteCommand("RandomSpawn", &obj);}
  6. I believe they must be installed in the game's corona folder in order to show up.
  7. There hasn't been a release in a while, and those units weren't included in the last version.
  8. Interesting. I think one thing that would be nice to have added is that NPC people would need to be made to try to move away from the fire or smoke. They don't always flee, and might not flee far enough, though that provides opportunities to remove them yourself.
  9. Well, I might have somewhat fixed that person switching "bug" with the remove supply line, wye, and extension commands. Took one little line. n->ChangePrototype(p.GetPrototypeFileName()); Yep. I've still got plenty of work to do and details to finish, and that's before getting any permissions I might need. OT: I did figure out how to make it so that when I select two paramedics, the EMT case now turns in Get Stretcher, and activates correctly. That's one less command I need to have on my people. I'm going to try that, and Key Press parameters on others and see how that works out.
  10. Okay, so I decided to take a crack at fixing the proto switch "bug" that comes along with using a different person to disconnect/uninstall supply lines, wyes, and extensions. All it took was a line like this. n->ChangePrototype(p.GetPrototypeFileName());The only issue is that the firehose that the original person had turns invisible. Otherwise, seems fine.
  11. I've run into the GetEquipment limit with my LA mod personnel, so I decided to re-specialize my paramedics and remove fire-hose and pump commands, that way they are focused on rescue and medical tasks. I have some ideas on some workarounds, but they might be complicated. I also have an idea on fixing that person switch with the supply line remove, plus the wye and hose extension commands. Just waiting for some professional help.
  12. Does it show up during mission? If so, did you add the proto file to "freeplaybase" in the specs folder?
  13. I've never seen a script myself that utilizes what the Fire Plane normally does. Considering that everything in the game runs off a script, it should be possible, but you just have to know how the base EM4 game functions use scripting to do what they do.
  14. Awesome stuff! Your dispatching system, along with Winterburg (of course), were huge influences on the personal changes I made to my LA Call script system.
  15. I don't believe dual-purposing it would harm anything, other than maybe causing things to get stuck should a vehicle and person try to spawn at the same time. I'll have to use a finer comb and see if I can find an issue.
  16. I ran into that alpha issue with the LA Ladder textures. Try using the image file here.
  17. OK, I'm not seeing anything jumping out of the script itself that would cause the issue. First suggestion: make sure what your constants point to exist on the map and are named correctly. I think it's caused by "if"s not finding what they need to in order to create the vector "spawn", thus it throws that error when it tries to place the person there. So check these on the map: "policestation_spawn""spawn_police1""policestation_spawn2""police_squad01""police_squad02""police_squad03"
  18. A more complex traffic stop (without curbside pullover), and possible pursuits from them, are possible, but would be a bit complicated to set up.
  19. The FireAlarm, FireStationStart, and BattalionChief scripts all use the "PushActionExecuteCommand" DummyCallCrew.
  20. Open the LAFireStation file, find the DummyCallCrew script. Look for something similar to this: 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_DIVER, UNNAMED);else if (ChildID == 10) Person p = Game::CreatePerson(OBJ_PM, UNNAMED);The child ID numbers are the numbers you are looking for. You can add more if you need by adding new constants and new child IDs pointing towards them.
  21. Other than your stuff, most should be available as long as credit is given, but I'll double check as many as I can. Otherwise, it'd be writing up a credits list. There's still issues here and there I'd love to get sorted out before a release, and some have me stumped. Oh, and the LAPD Bomb Squad rolled out a new rig today; 2012 Explorer. I'm also looking into getting some Border Patrol skins for the newer models, along with USFS and National Park Service upgrades.
  22. Pretty much done, though I still have plenty of work to do with scripting for the police vehicles to all be availible. EMS, fire, and tech are all set, though. Missions will still utilize them, though. Here, or in another little mod, eh? I assumed they'd probably see a release in that one well before mine, even if I ever get it to a state of public release here. I can mess around with the glass textures on the vehicles; I have no real preference on it myself. Those CVPI models are goog's from the Police Unit Upgrade; I just made duplicate protos for the different lighting and child setups so I could have a full set for each department. The Chargers are the default LA model, with some childs and HD textures (not BP though) by itchboy. The Explorers, Caprice, and Tauruses are by itchboy, so it's up to him for a release (though base versions have been released in the downloads section). The Impala and Tahoe are also googs. The LASD van is unmodified LA mod, and the SWAT van was from the Unmarked submod, though I don't know if those files survived that crash.
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