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Everything posted by The Loot
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Make sure to make a new copy of the VMO file, also. I've had the crashing issues several times, and that always fixed it.
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I've made a whole bunch of changes to the LA submod I use, but I've run into some problems I need help diagnosing. Rescue Helicopters pickup commands not working, both injured and non-injured, in EM4 missions: I haven't touched any related scripts, nor modified the vehicles. The passenger is removed, the pickup and stretcher animations play, and the winch sound plays, but the passenger does not appear, not does the person get picked up.Wrong motorboat being created from SWR truck in some missions (EM4 Dam Burst Mission, but not LA Police Chase Accident): The dam missions gave me the original EM4 boat, but the SWR boat created fine in the LA mission.Some of my units are walking slowly in missions. Other units unaffected. (Possible cause by not setting up upgrade levels correctly. Have not retested.)SWR boat not deploying in freeplay, and the call script fails to run properly for the vehicle. Every other call script and vehicle works fine.
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Don't know what it is. Adblock off, NoScript off, PeerBlock off, and all that shows is the filename, and nothing loads when I click. Your user icon is also dead, but that may be from the disk loss still. Managed to click both buttons and get the context menu. Using View Image worked. Must be those redirects that hosting site has.
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Still broken here.
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I suppose Joe might be confused, but I think things are a little more straightforwad than the car analogy there. A bit of experience with the editor and it's not too bad. Well, at that point you just have to ad those commands to the prototypes. I just wish there was a way to copy a prototypes command list and paste it over to another one. Hopefully the editor in EM5 will have a lot more little features like that.
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I suggest taking a look at "DummyGates" from the LA mod. You can easily separate each gate to its own Child section instead of having them all go at the same time.
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It can be done well enough on your own without too much hassle. Copy all the new model and prototype files over into new folders. ("Police Unit Upgrade Mod" or something similar) Change the models on your current prototypes to the new ones. Go through the new door and wheel prototypes and change the model paths to the correct new folders. Copy wheels, doors, and lights over from the new prototypes to your current ones.
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Must have been lost in the disk crash. I'll post it here when I get on that PC.
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No problem. I had plenty to do as I dove into call scripts on my own. The PASS and helmet light are things I'd still like to see for sure, though.
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Adding Staff to a Vehicle That is Not Staffed
The Loot replied to nbrown8568's topic in Modding Related Support
EnterCar script. -
The hose disconnect issue is due to how that function works. It hides the person that connects the supply and makes a copy, and when you disconnect it, it deletes the person you used and unhides the original person. Did you make sure he still has the EnterCar command? It's also possibly the EnterCar command not thinking he's a valid person for that type. I think the default LA script needs the person to have either Heal, PcmdHeal, PcmdStabilize, or Dive to enter a fire vehicle.
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Sounds like a Mission script would be the best bet, like the smoke injuries in several missions, but that is completely different from Freeplay scripting. It would be possible in freeplay with something like the BMA script. Check for fire in VO containing OpenHouseAdd Command PowerOn to ElectricalBox object named for VOIf Person is in VO and ElectricalBox has PowerOn, injure person
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That would deal with the priority value of each command. SetPriority(#);Make sure the value for "RemoveEquipment" is higher than "EnterCar".
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Adding Staff to a Vehicle That is Not Staffed
The Loot replied to nbrown8568's topic in Modding Related Support
Huh. Unit.xml space values are fine, and the engineer isn't missing the EnterCar command. I'm not sure what's going on. Only thing I can think of is that the EnterCar script doesn't work with the vehicle type the tow truck is. I have a similar setup, but I haven't actually tested the engineer leaving and trying to reenter the truck. Edit: Yep, EnterCar is the culprit. The following will allow people with Repair to enter Tow Trucks, Engineering Trucks, Bulldozer, and the Bulldozer Transport. This should fix issue I haven't yet run into myself. case VT_FIREFIGHTERS_ASF:case VT_THW_FGRI_EKW:case VT_THW_FGRR_RL:case VT_THW_FGRR_TRL: if(!p.HasCommand("Repair")) return false; break;case VT_THW_FGRR_BKF:That is a Crane vehicle. The LA mod has a non-tech crane, so it's defined in a different way already. I've added the below into the case to define the Tech Crane and limit it to the engineer. else if (StrCompare(v.GetPrototypeFileName(), VEH_CRANE) == 0){ if(!p.HasCommand("Repair")) return false;} -
That reminds me that SG had a detective in his submod I need to add. Currently, my call scripts are compatible with every vehicle stationed on the map, including the usual fire crew mechanics to all police units. EMS/Fire supervisors can call a large variety (11 scripts) of units from on-or-off map. Other EMS/Fire personnel can a few different units (5 scripts), but only from those on map. Police personnel can call a large variety of police units from on-or-off map, some non-police units from off map (coroner, tow truck, DOT van), and a few on-map EMS/Fire units (13 total scripts). If I add the detective, I'd probably limit normal officers to a few scripts limited to on-map units and give detectives more ability to call more units from on-and-off map. Other than that, I don't plan on adding any more police personnel.
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Well, I was meaning in my own mod, a heavily modified LA mod. I suppose I could go back and take a look at the Copenhagen scripts and this mods scripts to see if what method was used there.
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Very nice looking! With an English translation, I'd give this a try (after replacing some of those sirens, though. Ow, my ears.). I noticed you got the Stryker script working nicely with an on-map hospital The Copenhagen mod gave me inspiration to add call commands to a map object so I didn't have to rely on personnel, and that and this mod make me want to make some more complex commands now. Say an MVA script, that will automatically run separate existing scripts to dispatch a fire or EMS supervisor, a rescue squad, a paramedic ambulance, a patrol car, and a tow truck, all with one click. I'd have to see if there's a way to send the command position to all the sub-scripts that would be run, or if I have to go the long route out putting all the separate scripts into one large command, which would be a bit of work.
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Adding Staff to a Vehicle That is Not Staffed
The Loot replied to nbrown8568's topic in Modding Related Support
Well, change the "Space" value in the Unit.xml file to "1", and copy the personnel lines over from the engineer van. -
Changing vehicles is easy. Just change the prototype filename in LAFireStation, LAFireStationStart, LAToFireStation, and any LACall* scripts. Don't forget to change the crew for the old vehicle in the call and alarm scripts. As for adding new parking spaces outside of a station, just duplicate the map VOs and relevant script lines of a vehicle that already has a spot like that. Adding a whole new station is a bit past my level, though.
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Cars not available when brought in?
The Loot replied to Officer Will Troll's topic in Alteration Help
You also have to add the prototype file to freeplaybase.xml for it to show up. -
Loving the LACo rescue trucks, and the FPS and FBI cars.
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I can easily switch out vehicles on the map, but I'd have to dig around to find and edit the station textures. Adding a third station is probably out of reach, even before considering there's already three police stations on the map.
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I added several white and amber lights to the back of most of the ambulances, and the Large Ambulance (which I forgot the put in the images). I'm not too skilled on messing with the lights, so it's pretty basic. I'd love to add some of the detailed lighting setups to my vehicles, but the original LA lights stress my current hardware if I have enough vehicles onscreen. I've also updated the LACoFD logos to be the more accurate double-circle logo.