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Everything posted by The Loot
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Show here your documentary/repo about editor/ingame call outs
The Loot replied to cops's topic in [EN] Off Topic
LAPD and LAFD on-scene at the site of a possible gang-related shooting. 911 callers reported a group of people arguing in front of the convenience store. While a unit was en-route, numerous reports of gunshots came in. When unit 107 arrived, the suspects scattered, fleeing on foot and in several vehicles. 107 managed to secure one suspect, and additional ground units and Air One were dispatched to search for the others. One victim, a young male bystander who was exiting the store at the time of the incident; he was taken to a nearby hospital and is in serious but stable condition. -
Button not appearing and adding a second water cannon to the Fire boat
The Loot replied to DWP's topic in Alteration Help
For the icon, I believe if you remove the "_over" from the end of the icon line, it will work. Those suffixes tell the game to use a specific looking icon at specific times, e.g. "over" when hovering the mouse over the icon. As for making it automatically change to HAZMAT when choosing a HAZMAT vehicle, you could do something like this with the Mask script and not worry about the separate script. void PushActions(GameObject *Caller, Actor *Target, int childID){ Caller->PushActionMove(ACTION_NEWLIST, Target, TARGET_PASSENGERDOOR); Caller->PushActionTurnTo(ACTION_APPEND, Target); Vehicle v(Target); if (v.GetVehicleType() == VT_FIREFIGHTERS_DEKONP) //May also want to add Caller prototype checks to make sure only one type of person is able to do it, e.g. firefighters and not paramedics. Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_CHANGE, Target, 7, false); else Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_CHANGE, Target, 2, false);}Also, add the Dekonp vehicle type to the valid vehicles under CheckTarget. About the fireboat, I think that cannons are hard-coded in the game, and you wouldn't be able to just another to the prototype. And idea would be to use the new cannon scripting in Hoppah's water supply mod, though it may present some difficulties. -
Well, if there's nothing really visible with the lights off, it's probably all lighting based. Best advice would be to check various textures files to see if a lightbar is on them, and maybe copy over to your textures. The CVPI slicktop from the LA Mod has a back window lightbar on the texture; grab it from the unpacked textures pack in the download section.
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Update: Seems the one step I was missing was actually naming spawned vehicles, as the script was looking for object names. I should be able to finally implement this. Edit: Hmm, nope. ActorList l5 = Game::GetGameObjects("Ambulance03");Is ActorList or GetGameObjects the wrong function for getting vehicles assigned certain names? BOOM! "Actor" was wrong completely, and of course doesn't mix with "Object". Works perfectly now. bool Ambulance03 = true;bool Ambulance04 = true;bool Ambulance04_1 = true;bool Ambulance05 = true; bool Ambulance05_1 = true; bool SUV = true;GameObjectList l5 = Game::GetGameObjects("Ambulance03");GameObjectList l6 = Game::GetGameObjects("Ambulance04");GameObjectList l7 = Game::GetGameObjects("Ambulance04_1");GameObjectList l8 = Game::GetGameObjects("Ambulance05");GameObjectList l9 = Game::GetGameObjects("Ambulance05_1");GameObjectList l10 = Game::GetGameObjects("SUV");if(l5.GetNumObjects() > 0) Ambulance03 = false;if(l6.GetNumObjects() > 0) Ambulance04 = false;if(l7.GetNumObjects() > 0) Ambulance04_1 = false;if(l8.GetNumObjects() > 0) Ambulance05 = false;if(l9.GetNumObjects() > 0) Ambulance05_1 = false;if(l10.GetNumObjects() > 0) SUV = false;
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OK, a bit of a bump. I've finally got my GetStretcher command to find nearest vehicle, but it won't activate until I click on a valid vehicle. LAStretcher.rar
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New Heal script added to first post. However, I just got an error. Capitalization counts. Ignore and redownload. I have a whole new idea on how to do an auto-heal script that should do everything as I'd like it. Here's what I've got to start: *OUTDATED*This is a very rough bit of scripting as I don't know if all the terms and values are correct (even after borrowing code from Hoppah's various scripts and checking a bit into the SDK), and the most complicated I've tried so far. The biggest part is going to be getting this command to automatically run on people with the other heal command. I assume it'll end up looking a lot like the Water Supply script, so your assistance is again greatly appreciated Hoppah, when you have time. Edit: First draft of possible script. Still need clarification on at least one function, and general checking otherwise. I'm still not sure if all of this is possible. AutoHeal.rar
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Adding and replacing vehicles in stations
The Loot replied to ENG51INE's topic in Modding Related Support
Logfile errors are a must when working on issues like that. I've done extensive tweaking to my personal LA mod, and I'll gladly lend a hand for your problems. -
Okay, so I've completely replaced the original Heal command with the LAHeal command. Medics will heal people, including comatose people, and non-medics stabilize, all in one command. Having the medic bag equipped gives a bonus to heal rate, and is still required to heal comatose people. The only issues now are that you lose the defibrillator animation and sound, and medics hold the bag in their hands when healing instead of putting it down. Function is fine and the rest are simply cosmetic; it's going to take some additional animation control scripting, and removing items from people's hands and creating them on the ground, and then reversing the process when done. That I'm not sure of how to do, though. Also, working on a new script to automatically make personnel run/rerun the command on nearby injured people at an interval, using a list of priorities: People Not Evaluated/Classified People Who Are Comatose People Who Haven't Been Stabilized People Who Have Less Than 10% Health People Who Have Less Than 50% Health People Who Aren't Fully Healed.Full permission is given to use the script in mods, as long as credit is given to me and Hoppah (for the original LA mod script). 2/14 - New version added. Person will not be stabilized during healing unless health is 50+%. I also have a personal version which puts restrictions on transporting people. If below 50% health when treatment begins, a person must be transported in an ALS vehicle (which are assigned with a Dummy Command). This requires several other script edits (EnterCar and PutInCar), plus creating and assigning of the dummy commands to appropriate vehicles. TreatPerson.rar
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Sounds like you've got the latest version. It includes the need for a person to run the pump on the vehicle. If the person has the "PcmdPumpSwitch" command (and the vehicle has the "VcmdPumpSwitch" command), when you hover over a vehicle with hoses attached, they cursor should change to a gear icon. After that, attached hoses should work. Rapid Deployment should automatically have one person do that immediately.
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Any thought on my idea about the pump op being the one to remove the line during Undeploy? How would I go about making that happen?
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Found the blog page here... http://blog.naver.com/mdjse1/80198461632 Can't find a download link, though.
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OK, so the script loads up. You said you read the readme, but I don't believe it got updated in the latest version. Make sure to compare all child objects and commands on the Demo Mod's vehicles to your vehicles to see if anything is missing.
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Can you post your logfile?
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Got it to play and stop a repeating 3D sound. Step 1: Find this line (two places)... x = Audio::PlaySample3D(PfadAudio3D, go->GetPosition(), true);...and add... go->SetUserData(x);...after it. Step 2: Find... go.RemoveCommand("AlarmTriggered");go.RemoveCommand("FalseAlarm");...and add these lines after it... if (Audio3D == 0){ int ref = Target->GetUserData(); Audio::StopSample(ref);}That pretty much wraps up the script as far as I'm concerned. I'm not sure about the permissions on the BMA script, otherwise I'd post mine here for others to use. Free to use, it seems, so here's the whole package with English readme and script. FireAlarms.rar
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You also have to edit the building on the map and enable that child object. Just adding it to the prototype won't work.
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It could be hardcoded. I think the material lines affect the car explosion, but not the car itself.
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I'll look into that. I can probably just put it up on Dropbox or something and PM you the link. Edit: Alright, great work, hoppah! You smashed those bugs nicely. A quick suggestion regarding undeploy; could you make it so that the person running the pumps is the one that disconnects the supply line? It would save some time over one of the other connected people removing both their line and the supply line.
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LAFlashingLights Under the script "DummyEnableLights", vehicle prototypes are set with certain speeds for when they have their lights on, and under "DummyDisableLights" the speed for when vehicles don't have their lights on is set.
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Kind of, in a heavily modded version of the 4x4 YSB LA submod. It has issues, and I've been stuck on how to find out what's the root cause or how to fix it. For some reason, vehicles that do not start on the map aren't recognized as valid and don't get water tanks, plus I cannot get the wye or hose extenders to be picked up (they install and work just fine). Other than those, the mod does work, so it's not a complete bust.
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Anyone have an idea on how to get it to loop the alarm sound at the location of the box until reset? This line hasn't been working for me; it plays once and then stops. int x; x = Audio::PlaySample3D(PfadAudio3D, go->GetPosition(), true);Probably need a line to stop the sound when the alarm is reset, but I don't think one is already in the script.
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Sheesh, gloomy Guses. I'm sure the loss of seven vehicles (all but one civilian) and the need for a few lines in a readme file won't kill this mod. I'm assuming this was an oversight and the team will have no problems setting things right.
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No prob.
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Did you also copy the prototype files? If so, make sure the new ones actually point to the new model files.
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NO, "Read Only" would be a bad thing. Are you having trouble with all the vehicles or just a few?