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The Loot

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Everything posted by The Loot

  1. Ah. that could do it; I'll give that a try later. Edit: Yep, those missing brackets were causing the crash, and then with some help from a friend who has actually studied scripting, and some trial and error, everything works just fine now. Ended up having another weird glitch, though, where all the "else if (!BuyTruckOnly)" lines from each random went off all together, but a quick "&& Random == #" fixed that. While I have your "ear", could you take a look at this script? It gets to finding the vehicle on the map and calling the crew, but they don't enter the vehicle nor does it move to the command position. I wonder if something in the Firestation script has to be tweaked, too. Thanks again, for ALL your modding work. Looking forward to the Army mod!
  2. Still crashing. Should the sections look like this? bool BuyTruckOnly; int Random = Math::rand()%8; if (Random == 0 || Random == 1 || Random == 2) { System::Log("Buy SWAT"); BuyTruckOnly = false; bool BuyTruckOnly; else if (Random == 3 || Random == 4 || Random == 5) { System::Log("Buy SWAT"); BuyTruckOnly = false; bool BuyTruckOnly; else if (Random == 6 || Random == 7 || Random == 8) { System::Log("Buy SWAT"); BuyTruckOnly = false; Everything loads fine without this script, so I don't believe that would be it as that script has never caused problems before this. Here's the script file: http://www.4shared.c...LACallSWAT.html
  3. Making a script to call SWAT units onto the map, with a random function for vehicle choice. That was working fine, but when I used the Light Force command as a guide to make a command with two units, the game and editor crash during load. Nothing seems to be specified in the log. Any thoughts? Logfile Script
  4. Quincy, how would someone put together a randomizer in choosing the Prototype to spawn in the script? I've made separate Call SWAT scripts for the UMPC, UMDC, and the SWAT SUV. They all come from the same place with the same passengers, so a single script that would randomly choose between them would make more sense (as long as we can make the "n.SetSpeed" line dependant on the Prototype selected).
  5. Version 1.0

    6,639 downloads

    Finally got around to making my own supervisor mod. I wanted an American style to it, but the Enhanced Supervisor Mod wasn't as simple as I wanted to keep it. I took sound files from the Police Dispatch Soundboard collection on LCPDFR.com, which took the sounds from GTA4 and EFLC. Step One: Back up all "ID_SUPERV_EVENT#" video files in your game's "\Data\Lang\us\Supervisor" folder. Step Two: Rename the appropriate files in this download based on the "ID_SUPERV_EVENT#" IDs listed in your LA Mod "\Specs\fp_params_endless.xml" file. Note that some videos are intended for multiple events, e.g. all fire events have only one video. You can also change the "SupervisorStart value" lines for each event instead of renaming all the files. Enjoy!
  6. Everything works fine at start (though I have it disabled for every vehicle but the command ones now), and when alarming the station, but using the call command is what the problem is.
  7. For the siren, open up LASiren, add a line like "const char PROTO_VEHICLENAME[] = "mod:prototype path"; Then go down and find a line like "StrCompare(v.GetPrototypeFileName(), PROTO_ATF_CV) == 0 ||" for a vehicle with the same siren you want for the new one, and add the line "StrCompare(v.GetPrototypeFileName(), PROTO_VEHICLENAME) == 0 ||" For the crew, you have to edit the XML file to allow which crew are available to add to the vehicle, and you can either make a default number that will always be selected, or have the vehicle be empty so you can click on which crew you want.
  8. An update, finally. I got the script to finally find the vehicle on the map, and to dispatch the crew from the station, but they don't enter the vehicle, nor does the vehicle move to the spot it's commanded to. Out of the frying pan, and right into the next one. I almost shouted for joy when it said "Vehicle Dispatched" and the crew came out, but that joy didn't last long. If I could finally get it to work correctly, I could do the same for all the other vehicles I want to modify... *sigh*
  9. Units in the game ignore traffic lights anyways, so there really wouldn't be a point.
  10. The two ways to do would be to change the path during install, or just move the mod folder to the right directory afterwards. Then you can just zip up the whole folder and ditch the installer.
  11. You made sure to activate the mod from the main menu before playing?
  12. Did you check to see if the path it installed to was actually the right one? Some mods may install either for 911FR, which is under WizardWorks, or EM4, under Sixteen Tons Entertainment.
  13. I think that was the only one I ran into, but I'm not sure; I may have not gone through ALL the units to see if every other one didn't have a bugged command for it.
  14. There are some units with a GoToFireStation command that are not supposed to, and do not work correctly. Might as well load up the editor and remove that command from the vehicle.
  15. Does the logfile show any errors?
  16. Using the Battalion and EMS Captain vehicles would work, also. Having an issue with my Call Commands not showing up when I deploy the post. Scratch that, I found the differences between the Post Commands and the regular commands. Quincy, do you happen to know how the script line "n.SetSpeed" numbers compare to the unit.xml speed? I've changed the values of most units in the xml files, but I'd like to set the script lines to be the same for all of them, too. I have to send all units on map back to HQ at the beginning to get them to reset to their new speeds (I think, I've never actually tested it).
  17. Hmm, that's one way to do it, though I was hoping for the something like the method used by default commands to staff and send vehicles.
  18. Sounds very nice. It's possible to just leave these around on the map, right? Be interesting to eventually use these instead of the normal menu for sending vehicles on the map. Another quick script thought for when you start adding on-map calling to new scripts: a script that is dependent only on the prototype of a vehicle, and it not having "blue lights" enabled (so only idle vehicles would be chosen), instead of vehicles colliding with certain VOs. That would make calling ANY vehicle on the map pretty easy without having to dig too much into all the info needed. I'm not sure how spawning crew would work without specifiying all the VOs, but maybed it can choose the nearest crew spawn VO.
  19. Thanks a bunch for doing this work. Kind of got discouraged when my tweaks weren't panning out, but hopefully using yours as a base should be more successful, I look forward to hopefully being able to finally call the SWR, HRC, Brush, Foam, and HES without needing to manually crew and send them.
  20. Ah, that's an interesting way to go! Nice job!
  21. Well I restored the line (I don't remember why I removed those): if (StrCompare(aCar->GetPrototypeFileName(), OBJ_SWR) == 0 && aCar->GetPlayerMP() == Caller->GetPlayerMP() && !aCar->HasCommand(DUMMY_VCALLED) && (aCar->HasCommand(CMD_STANDBY_OFF) || aCar->IsCollidingWithVirtualObject(VO_SWR))) But still no luck. Hopefully when you release the Chief and Captain I can do a quick change to those scripts for the other vehicles, as long as you get both station's command vehicles done.
  22. Yeah, that's what it seemed like, I just wasn't sure how to find what the exact names were for each vehicle. I assume it's the same for changing into a diver and back. Now that I'm thinking of it, I wanted to do the same with the ALS/BLS engines (and also the Light Forces) that I did with the Ambulances, e.g. that it would find the nearest engine, no matter the type, and just change crew depending on the script used. It looked a bit daunting since there wasn't a base script that called all engines like the police EMS call. Edit: So, commenting out the "SetGroupID(CGROUP_GETEQUIPMENT);" line with "//" sends the commands to the first list of them, and it opens up more space in the normal equipment commands. I've got 13 commands in total for the EMS Captain now, with no glitch for the command list. Edit2: Still can't get my Water Rescue Truck script to work completely, but at least it calls a unit from off map. Don't know why it won't find the vehicle on the map. I've added on the correct "const char" entries and made sure to change them over. I changed the "Audio::PlaySample3D" line, so you'd have to change it back to the normal line that your scripts use; I've done a lot of small tweaks.
  23. Ah, there's the SetGroupID. The Command Post sounds interesting. I'd ask for some details, but I think it'll be worth waiting for a video of it in action. As for the medical bag and barricade issue, I was told it is script controlled and nothing the editor controls, but as to how to change things, not sure.
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