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The Loot

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Everything posted by The Loot

  1. It fits perfectly with the style of other icons, so it's easy to see why. Speaking of icons, looking at my screenshot reminds me that I have to edit a few of my call command icons, namely changing the repeat USAR to a crane, removing the numbers from the engine and ladder, and adding those arrows.
  2. Well, since I grabbed it from the US Army mod, I hope so. (Not included here, of course).
  3. Since there's a limit of around a dozen or so commands under the "equipment" menu, you can't give your people a bunch of different vehicle call commands. Now you can! Follow the readme at the top of this script, and you'll be able to assign almost twice the amount of commands (sold separately, of course). README Radio.zip
  4. The way around that that I use is a radio command script to do a prototype replacement that has only the call scripts and one that returns the person to normal.
  5. Side effect of how Hoppah has the hidden mechanics set up. The supply connect action hides and clones the person you use to make the connection. It could be remedied with a few lines to get the new person prototype and change the hidden one before it gets shown again.
  6. I don't believe the supervisors have a use past role-playing in this mod. If you knew how to script, getting the call scripts to work for standby and stationed units wouldn't be too hard, though.
  7. There's also a "portraits.xml" in the Specs folder that should be changed, too.
  8. I know that in freeplay if they aren't in certain spots, the grenades bounce off the building. Try surrounding the building with SWAT guys before telling them to throw, and maybe one will get inside, though the mission may not allow it to work correctly.
  9. Sounds like an error in the xml file. Double-check that you didn't leave out any brackets or quotes, and that the persons' unit name is correct.
  10. Ah, I didn't think of using "GetFreePassengers" when I did it; I just ended up putting space and personnel for every vehicle. I did this for pretty much all the vehicle commands that made sense.
  11. Add this to the DummyCallCrew script in LAFireStation else if (ChildID == 8) Person p = Game::CreatePerson("mod:Prototypes/Persons/01 LA Ambulance/ems_paramedic_captain.e4p", "Unnamed");
  12. I missed that same Ladder/Tiller issue later on in the LAToFS script. Here's the fixed, hopefully final, script. LAToFireStation.rar
  13. Yep. If an action isn't set up as a PushAction, and you want it to go in a sequence, create a dummy command with the action you want and then place it in a PushAction. I ended up using that a lot with Headlights and Special Lights.
  14. You had duplicated constants for the Ladder prototype in your scripts. I made sure to replace all HAZMAT references with Ladder and removed any duplicates. You also had Ladder and the Tiller in the same spot in LAToFireStation, before the replaced HAZMAT lines, so it would still try to send the ladder to FS1 instead, so I fixed that. Hopefully the issue will be sorted out. LA2.1 Script.rar
  15. Caller = What the command is being activated on. Caller is the the thing executing the command (Person/Vehicle/Object), and can also be Target if there is a separate object being affected. 0 = ChildID (0 is default and is used even when there aren't different Child sections) False = Probably refers to repetition, but I'm not sure.
  16. If there is a place on the map that'll work, vehicle bays would be great. I assume that actual station doesn't park outside.
  17. W00Ds maps, eh? I'll check this out for a change of pace from the LA mod map, even if it means coming back from all my changes. Sounds like you came up with a lot of ideas I ended up having with my personal submod based on YSBs. I got all my police vehicles spawning at start, complete with the same staffing functions as fire vehicles (except for turning on or off auto-staffing which I might add), and three patrolling vehicles. Beats having to manually send everything out for sure, and gave me the delays in call command dispatching that I wanted.
  18. From the looks of it, it's getting a distance value, comparing that to a location (the position of a vehicle), and then adding that position and the distance together for another location value used for the vehicle to move to. I've changed it so that different vehicle spots will pull out of the station further or closer, which fixes the 3rd ambulance from getting stuck in FS1, and keeping the vehicles from moving too far out in the road before their push move.
  19. It's also possible that the vehicle you chose just doesn't agree with the event. I think that fixed a few issues I had with some, but it could be the things Chris mentioned, too.
  20. Let's see, have you... Changed the texture filename in the new model fileChanged the prototype to point to the new model file
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