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Everything posted by xxnypdofficerxx
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Solved!!! It was the LADummyEquipment that was missing! Thanks a lot!
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After i get the bag, the heal command turns grayed out (with the bag)
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I dont know. What i know is that nothing happens when i click remove equipment (maybe the emt bag is not recotnized as equipment?) and the heal command is not executable.
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I'm having this problem where the paramedic has the spineboard script (works fine), the get emt bag (works fine), but after he has the bag, the PcmdHeal command is not executable such as remove equipment. Can someone help? Thanks!
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I'm having this issue where people won't enter the cars! When i put the cursor over the vehicle, it just let me get roadblock and flash granade, but it won't let me get the guys in the car. Also, with the fire chief, the same problem happens!
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INEM: VIC PSP: UEP Inativação de Explosivos Credits: Civil Cars Cooperation
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Solved!! I changed the proto names and it simply worked
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Thanks! But the problem remains
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//************************************************************************************************** // #Version 2.0# **** // **** // Includes: all Sirens **** // **** // 1.0| VCmdSiren **** // 1.1| DUMMYUpdatePos **** // 1.2| DUMMYDisableSiren **** // 1.3| DUMMYFindPath **** // 1.4| DUMMYHasSiren **** // **** // childID 1 for disabling bluelights. **** // **** // **** //************************************************************************************************** // Hier kann man den Namen eines Icons für die Commandleiste angeben. // Wird automatisch aus den Ordnern UI/Game/Icons/Command/ und UI/Game/Icons/Cursor genommen. const char IMG[] = "sirene"; const char EACTION_FINDPATH[] = "EActionFindPath"; const char DUMMY_HASSIREN[] = "DUMMYHasSiren"; const char DUMMY_UPDATEPOS[] = "DUMMYUpdatePos"; const char DUMMY_FINDPATH[] = "DUMMYFindPath"; const char CMD_MOVETO[] = "MoveTo"; const char NAME_DUMMYOBJECT[] = "HelpingObjekt_Roger"; const char PROTO_VMERHBA[] = "mod:Prototypes/Vehicles/INEM/VMER HBA.e4p"; const char PROTO_VMERHSFX[] = "mod:Prototypes/Vehicles/INEM/VMER HSFX.e4p"; const char PROTO_VMERHSJ[] = "mod:Prototypes/Vehicles/INEM/VMER HSJ.e4p"; const char PROTO_VMERHSM[] = "mod:Prototypes/Vehicles/INEM/VMER HSM.e4p"; const char PROTO_SIV[] = "mod:Prototypes/Vehicles/INEM/SIV.e4p"; const char PROTO_TIP[] = "mod:Prototypes/Vehicles/INEM/TIP.e4p"; const char PROTO_AEM1[] = "mod:Prototypes/Vehicles/INEM/AEM 1.e4p"; const char PROTO_AEM2[] = "mod:Prototypes/Vehicles/INEM/AEM 2.e4p"; const char PROTO_AEM3[] = "mod:Prototypes/Vehicles/INEM/AEM 3.e4p"; const char PROTO_AEM4[] = "mod:Prototypes/Vehicles/INEM/AEM 4.e4p"; const char PROTO_AEM5[] = "mod:Prototypes/Vehicles/INEM/AEM 5.e4p"; const char PROTO_AEM6[] = "mod:Prototypes/Vehicles/INEM/AEM 6.e4p"; const char PROTO_165B[] = "mod:Prototypes/Vehicles/CVP/1-65B.e4p"; const char PROTO_INEMCVP[] = "mod:Prototypes/Vehicles/CVP/INEM.e4p"; const char PROTO_ABSC01[] = "mod:Prototypes/Vehicles/BV Portugal/0101 ABSC 01.e4p"; const char PROTO_ABSC02[] = "mod:Prototypes/Vehicles/BV Portugal/0101 ABSC 02.e4p"; const char PROTO_ABSC03[] = "mod:Prototypes/Vehicles/BV Portugal/0101 ABSC 03.e4p"; const char PROTO_ABSC04[] = "mod:Prototypes/Vehicles/BV Portugal/0101 ABSC 04.e4p"; const char PROTO_ABSC05[] = "mod:Prototypes/Vehicles/BV Portugal/0101 ABSC 05.e4p"; const char PROTO_ABSC06[] = "mod:Prototypes/Vehicles/BV Portugal/0101 ABSC 06.e4p"; const char PROTO_INEMBVP[] = "mod:Prototypes/Vehicles/BV Portugal/0101 INEM 01.e4p"; const char PROTO_CP1[] = "mod:Prototypes/Vehicles/PSP/CP 1.e4p"; const char PROTO_CP2[] = "mod:Prototypes/Vehicles/PSP/CP 2.e4p"; const char PROTO_CP4[] = "mod:Prototypes/Vehicles/PSP/CP 4.e4p"; const char PROTO_TR1[] = "mod:Prototypes/Vehicles/PSP/TRANSITO 1.e4p"; const char PROTO_TR2[] = "mod:Prototypes/Vehicles/PSP/TRANSITO 2.e4p"; const char PROTO_CI1[] = "mod:Prototypes/Vehicles/PSP/CI 1.e4p"; const char PROTO_CI2[] = "mod:Prototypes/Vehicles/PSP/CP 2.e4p"; const char PROTO_UEP1[] = "mod:Prototypes/Vehicles/PSP/UEP 1.e4p"; const char PROTO_UEP2[] = "mod:Prototypes/Vehicles/PSP/UEP 2.e4p"; int DummyGroup = 20; // 01.0 object VCmdSiren : CommandScript { VCmdSiren() { SetIcon(IMG); SetCursor(IMG); SetRestrictions(RESTRICT_SELFEXECUTE); } bool CheckPossible(GameObject *Caller) { if (!Caller->IsValid()) return false; if (Caller->GetType() == ACTOR_VEHICLE) { return true; } return false; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if (!Target->IsValid() || Target->GetID() != Caller->GetID()) return false; if (!Caller->HasCommand(CMD_MOVETO) || Caller->GetType() != ACTOR_VEHICLE) return false; return true; } void PushActions(GameObject *Caller, Actor *Target, int childID) { Vehicle v(Caller); if (!v.HasCommand(DUMMY_HASSIREN) && (childID != 2 && childID != 1)) { int soundID; v.EnableBlueLights(true); if (v.HasCommand("DUMMY_HasNoLight")) { v.PushActionExecuteCommand(ACTION_APPEND, "BlueLight", Caller, 0, false); } Vector CarPos = v.GetPosition(); // Hier die const char Namen von oben eintragen wie in den beiden Beispielen unten. if (StrCompare(v.GetPrototypeFileName(), PROTO_VMERHBA) == 0) { soundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/08.wav", CarPos, true); } if (StrCompare(v.GetPrototypeFileName(), PROTO_VMERHSFX) == 0) { soundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/Fujita.wav", CarPos, true); } if (StrCompare(v.GetPrototypeFileName(), PROTO_VMERHSJ) == 0) { soundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/08.wav", CarPos, true); } if (StrCompare(v.GetPrototypeFileName(), PROTO_VMERHSM) == 0) { soundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/08.wav", CarPos, true); } if (StrCompare(v.GetPrototypeFileName(), PROTO_SIV) == 0) { soundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/INEM.wav", CarPos, true); } if (StrCompare(v.GetPrototypeFileName(), PROTO_AEM1) == 0) { soundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/INEM.wav", CarPos, true); } if (StrCompare(v.GetPrototypeFileName(), PROTO_AEM2) == 0) { soundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/04.wav", CarPos, true); } if (StrCompare(v.GetPrototypeFileName(), PROTO_AEM3) == 0) { soundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/INEM.wav", CarPos, true); } if (StrCompare(v.GetPrototypeFileName(), PROTO_AEM4) == 0) { soundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/04.wav", CarPos, true); } if (StrCompare(v.GetPrototypeFileName(), PROTO_AEM5) == 0) { soundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/Fujita2.wav", CarPos, true); } if (StrCompare(v.GetPrototypeFileName(), PROTO_AEM6) == 0) { soundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/04.wav", CarPos, true); } if (StrCompare(v.GetPrototypeFileName(), PROTO_TIP) == 0) { soundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/INEM.wav", CarPos, true); } if (StrCompare(v.GetPrototypeFileName(), PROTO_ABSC01) == 0) { soundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/Fujita2.wav", CarPos, true); } if (StrCompare(v.GetPrototypeFileName(), PROTO_ABSC02) == 0) { soundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/INEM.wav", CarPos, true); } if (StrCompare(v.GetPrototypeFileName(), PROTO_ABSC03) == 0) { soundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/02.wav", CarPos, true); } if (StrCompare(v.GetPrototypeFileName(), PROTO_ABSC04) == 0) { soundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/04.wav", CarPos, true); } if (StrCompare(v.GetPrototypeFileName(), PROTO_ABSC05) == 0) { soundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/07.wav", CarPos, true); } if (StrCompare(v.GetPrototypeFileName(), PROTO_ABSC06) == 0) { soundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/07.wav", CarPos, true); } if (StrCompare(v.GetPrototypeFileName(), PROTO_INEMBVP) == 0) { soundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/04.wav", CarPos, true); } if (StrCompare(v.GetPrototypeFileName(), PROTO_INEMCVP) == 0) { soundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/04.wav", CarPos, true); } if (StrCompare(v.GetPrototypeFileName(), PROTO_165B) == 0) { soundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/01.wav", CarPos, true); } if (StrCompare(v.GetPrototypeFileName(), PROTO_CP1) == 0) { soundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/INEM.wav", CarPos, true); } if (StrCompare(v.GetPrototypeFileName(), PROTO_CP2) == 0) { soundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/07.wav", CarPos, true); } if (StrCompare(v.GetPrototypeFileName(), PROTO_CP4) == 0) { soundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/08.wav", CarPos, true); } if (StrCompare(v.GetPrototypeFileName(), PROTO_CI1) == 0) { soundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/Fujita.wav", CarPos, true); } if (StrCompare(v.GetPrototypeFileName(), PROTO_CI2) == 0) { soundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/INEM.wav", CarPos, true); } if (StrCompare(v.GetPrototypeFileName(), PROTO_UEP1) == 0) { soundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/INEM.wav", CarPos, true); } if (StrCompare(v.GetPrototypeFileName(), PROTO_UEP2) == 0) { soundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/INEM.wav", CarPos, true); } if (StrCompare(v.GetPrototypeFileName(), PROTO_TR1) == 0) { soundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/08.wav", CarPos, true); } if (StrCompare(v.GetPrototypeFileName(), PROTO_TR2) == 0) { soundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/INEM.wav", CarPos, true); } GameObject mDummy = Game::CreateObject("mod:Prototypes/Objects/Misc/empty.e4p", NAME_DUMMYOBJECT); mDummy.Hide(); mDummy.SetPosition(CarPos); mDummy.SetUserData(soundID); mDummy.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_UPDATEPOS, &v, soundID, false); v.SetUserData(soundID); v.AssignCommand(DUMMY_HASSIREN); return; } if (v.HasCommand(DUMMY_HASSIREN)) { if (childID == 1) { v.EnableBlueLights(false); } if (v.HasCommand(DUMMY_HASSIREN)) { int ref = Caller->GetUserData(); Audio::StopSample(ref); GameObjectList list = Game::GetGameObjects(NAME_DUMMYOBJECT); for(int i=0; i<list.GetNumObjects(); i++) { GameObject *obj = list.GetObject(i); if (obj->GetUserData() == ref) { int mSirTest = i; } } GameObject *obj = list.GetObject(mSirTest); obj->PushActionDeleteOwner(ACTION_NEWLIST); v.RemoveCommand(DUMMY_HASSIREN); } return; } } }; // 01.1 object DUMMYUpdatePos : CommandScript { DUMMYUpdatePos() { SetGroupID(DummyGroup); } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { } void PushActions(GameObject *Caller, Actor *Target, int childID) { Vehicle v(Target); GameObject mDummy(Caller); Vector CarPos = v.GetPosition(); if (v.IsDestroyed() || !v.IsValid()) { int ref = mDummy.GetUserData(); Audio::StopSample(ref); mDummy.PushActionDeleteOwner(ACTION_NEWLIST); } else { mDummy.SetPosition(CarPos); Audio::UpdatePos(childID, CarPos, true); if (v.IsCurrentAction(EACTION_FINDPATH)) { if (!v.HasCommand(DUMMY_FINDPATH)) { v.AssignCommand(DUMMY_FINDPATH); } } mDummy.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_UPDATEPOS, Target, childID, false); } if (v.HasCommand(DUMMY_FINDPATH)) { if (!v.IsCurrentAction(EACTION_FINDPATH) && v.GetNumActions() == 0) { v.RemoveCommand(DUMMY_HASSIREN); v.RemoveCommand(DUMMY_FINDPATH); int ref = Caller->GetUserData(); Audio::StopSample(ref); GameObjectList list = Game::GetGameObjects(NAME_DUMMYOBJECT); for(int i = 0; i < list.GetNumObjects(); i++) { GameObject *obj = list.GetObject(i); if (obj->GetUserData() == ref) { int mSirTest = i; GameObject *obj = list.GetObject(mSirTest); obj->PushActionDeleteOwner(ACTION_NEWLIST); v.RemoveCommand(DUMMY_HASSIREN); if (v.HasCommand(DUMMY_FINDPATH)) { v.RemoveCommand(DUMMY_FINDPATH); } } } } } } }; // 01.2 object DUMMYDisableSiren : CommandScript { DUMMYDisableSiren() { SetGroupID(DummyGroup); } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { } void PushActions(GameObject *Caller, Actor *Target, int childID) { Vehicle v(Caller); if (childID == 1) { v.EnableBlueLights(false); } int ref = Caller->GetUserData(); Audio::StopSample(ref); GameObjectList list = Game::GetGameObjects(NAME_DUMMYOBJECT); for(int i = 0; i < list.GetNumObjects(); i++) { GameObject *obj = list.GetObject(i); if (obj->GetUserData() == ref) { int mSirTest = i; GameObject *obj = list.GetObject(mSirTest); obj->PushActionDeleteOwner(ACTION_NEWLIST); v.RemoveCommand(DUMMY_HASSIREN); if (v.HasCommand(DUMMY_FINDPATH)) { v.RemoveCommand(DUMMY_FINDPATH); } } } } }; // 01.3 object DUMMYFindPath : CommandScript { DUMMYFindPath() { SetGroupID(DummyGroup); } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { return false; } void PushActions(GameObject *Caller, Actor *Target, int childID) { } }; // 01.4 object DUMMYHasSiren : CommandScript { DUMMYHasSiren() { SetGroupID(DummyGroup); } bool CheckGroupVisibility(GameObject *Caller) { return false; } bool CheckPossible(GameObject *Caller) { return false; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { return false; } void PushActions(GameObject *Caller, Actor *Target, int childID) { } };
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PSP: CP 3 TRÂNSITO 2 Credits: B.V. Lisbonenses Mod Civil Cars Cooperation
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Hey! I am having this issue where the sirens just don't sound... but it's only the police units. The ambulances work just fine, in the script file both police and ambulance units are correctly written but i don't know why in the police they don't sound. Help?
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Obrigado!! All units so far!
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PSP: UEP 2 UEP K9 Credits: godra
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RSB firefighters and INEM paramedics! Credits: GhostGraphicDesign B.V. Lisbonenses Mod
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Persons don't appear in vehicle menu
xxnypdofficerxx replied to xxnypdofficerxx's topic in Modding Related Support
Thank you! -
Persons don't appear in vehicle menu
xxnypdofficerxx replied to xxnypdofficerxx's topic in Modding Related Support
They dont spawn at all -
BV Portugal firefighters! Credits: GhostGraphicDesign B.V. Lisbonenses Mod
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Hi there I'm having a problem: the persons are not showing up in the vehicle menu, and i don't know what's wrong because both unit files (for the vehicle and person) are made correctly. Hope someone can help me! Vehicle: <unit id="AEM 1"> <campaign> <missions value="1 2 3 4 13 15 9 8 5 17 12 14 7 19 10 6 18 16 11 20 21"> <prototype name="mod:Prototypes/Vehicles/Ambulance/rtw.e4p" /> <price value="500" /> <speed value="120" /> <space value="2" /> <loadspace value="1" /> <personnel> <unit id="DOCTOR"> <defaultcount value="1" /> </unit> <unit id="PARAMEDICS"> <defaultcount value="1" /> </unit> </personnel> <equipment /> </missions> </campaign> <freeplay> <missions value="22"> <prototype name="mod:Prototypes/Vehicles/INEM/AEM 1.e4p" /> <price value="500" /> <speed value="120" /> <space value="2" /> <loadspace value="1" /> <count value="3" /> <personnel> <unit id="TEPH"> <defaultcount value="2" /> </unit> </personnel> <equipment /> </missions> </freeplay> </unit> Person: <unit id="TEPH"> <campaign> <missions value = "22"> <<prototypes> <prototype name="mod:Prototypes/Persons/INEM/medico.e4p" level="0"/> <prototype name="mod:Prototypes/Persons/INEM/medico.e4p" level="1"/> <prototype name="mod:Prototypes/Persons/INEM/medico.e4p" level="2"/> <prototype name="mod:Prototypes/Persons/INEM/medico.e4p" level="3"/> </prototypes> <price value="25" /> <space value="1" /> </missions> </campaign> <freeplay> <missions value = "22"> <prototypes> <prototype name="mod:Prototypes/Persons/INEM/teph.e4p" /> </prototypes> <price value="25" /> <space value="1" /> </missions> </freeplay> </unit>
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PSP: CP 2 CI 1 CI 2 Credits: GhostGraphicDesign B.V. Lisbonenses Mod
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Thanks! Those models are credited to GhostGraphicDesigns!
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PSP: CP 1 CP 4 TRÂNSITO 1 UEP 1 Credits: GhostGraphicDesigns B.V. Lisbonenses Mod TimmeyX Vojtula
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BV Portugal: VDTD 10 VDTD 13 CVP: 1-65B INEM RSB: 2101 UCA 01 2101 VLCI 31 2101 VUCI 31 2101 VTTU 21 Credits: B.V. Lisbonenses Mod GhostGraphicDesign Fireguy godra All of RSB units are 100% made by GhostGraphicDesign and i got them from B.V. Lisbonenses mod.
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BV Portugal: VCOT 01 VCOT 02 VUCI 01 VUCI 03 VTTU 02 VECI 04 VFCI 01 VE30 01 VTPT 01 VSAE 05 Credits: B.V. Lisbonenses Mod GhostGraphicDesign 911Lukas911 godra DrShooter KJ 88
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Maybe it would be nice if some unit had the power to communicate and stop que trains for the needed time to solve the derailment/accident! Really nice script btw!
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BV Portugal: ABSC 01 ABSC 02 ABSC 03 ABSC 04 ABSC 05 ABSC 06 INEM 01 INEM: AEM 1 AEM 2 AEM 3 AEM 4 AEM 5 AEM 6 SIV TIP VMER HSM VMER HBA VMER HSFX VMER HSJ Credits: B.V. Lisbonenses mod GhostGraphicDesign Fireguy godra