Jump to content

Hoppah

Members
  • Posts

    7,379
  • Joined

  • Last visited

  • Days Won

    292

Everything posted by Hoppah

  1. Although maybe more realistic, I don't know how to do that. Forcing players to always use 2 fire fighters to control 1 hose would be more annoying than fun too probably. Okey, I've started to work on the activate pump command. The rapid deployment issue (can't really call it a bug) sometimes happens. I'd say in 6 out of 10 times, all 4 fire fighters do hook up their hoses. Sometimes one of them can't find the connector indeed. Unfortunately, I can't really fix that and it's not a big issue imo. In the next version of the demo, only fire fighters with the command "AttachFireHose" will do the rapid deploy. It's fairly easy to change that, but I suggest you wait for updated demo. There will be a lot of new functionalities in the updated demo mod with a lot of changes to scripts. You will probably have to do the personal changes all over again. Hoppah
  2. Got the water tanker to work in the mission script. It seems to work fine. Now I still gotta do the freeplay compatibility. I fixed the small ladder issue too, and the rapid deploy finds the closest hydrant (for the supply line) within a certain distance now instead of any hydrant within that distance. I'm still hesitating wether a command to the fire engine's (or the GTF vehicletype cars) which enables the pumps on the engine should be added to the mod. So I'm leaving this decision up to the forumppl and added a poll. Enabling that command would be required to use any hose and it will require 1 fire fighter to man the pump panel. It's a little more realism, and the chance of lag in freeplay MAY be less.
  3. Well the pickup script directs to the wye script and that's why I think the source of the problem can be found in that script. I suggest you wait for the next update, since there will be some changes to the wye anyway. The hydrant distance check, gets the first hydrant the game finds in a certain location, so it doesn't get the closest one necessarily. I'll probably change that later on. Small update, I've made the following changes for the upcoming version: - Holding SHIFT while clicking 'rapid deployment' will also activate the deck gun of the engine - Game shows a different icon when attaching a supply line now - 'Extend hose' command for fire fighters with a hose, so you can have longer hoses. The way it works is similar to the wye with the exception the fire fighter automatically installs a new hose to the 'extension object'. Just like the wye command, this addition may still be kinda buggy. Also: - WIP: water tanker script, this is going to be a very complex addition. - To do: possible ladder bug fix (I haven't confirmed this bug yet) - To do: rapid deployment hydrant distance check should find the closest available hydrant - To do: rapid deployment command for ladder vehicles
  4. Did you edit the wye script? Can you upload that one too?
  5. Nice, so the water supply seems to work in multiplayer as well? No problems when a vehicle runs out of water?
  6. As far as I know you can't edit e4p files manually, as in editing them in NotePad or something. You need the EM4 Editor to change them, unfortunately.
  7. @ Manhatter Mody team: how does the limited water supply logic work out so far?
  8. I'll take a look into that bug. The rapid deployment idea for the ladder sounds good. May do an extensive one where the rest of the fire fighters get all kinds of equipment.
  9. Nice try, it does look like a water tanker, but to be honest, that's not the quality that would fit in Emergency 4. What kind of the bugs/bugging are we talking about?
  10. That's indeed my view for now, depending on how the logic for the tanker works out that may change ofcourse. Getting the tanker to work is going to be a little more complicated, because the logic has to mess with 2 limited water sources, the tanker's one and the engine's water tank. We'll see how that is going to play out. For now, I've sent Freakingmusket a PM and I'm hoping he will give me the water tanker model, otherwise I may model my own.
  11. Can't seem to find it. Is there any 3d-modeller who is willing to do a vehicle like this? or this? I doesn't need to be 100% the same, I just want a vehicle like that so I can do the water tanker addition. As long its detailed enough and has an American cab I'm happy.
  12. Thanks, you're right. I think I've fixed the issue in the script. WaterSupplyFreeplay.rar
  13. The name has almost nothing to do with finding the right cannon. Upon installing the cannon the unique vehicle-ID gets assigned as UserData to the cannon, so it should find the correct cannon. I'll take a look into the demo mod soon. The the bug with the switching prototypes is caused because when you install the supply the person gets hidden and its prototype is copied and respawns. When you remove the supply line that hidden person shows again.
  14. Cool, but still that wouldn't make it compatible with the limited water logic though. Every single addition (especially when they're custom made) requires a change in the limited water script. That's why I did add the custom water cannon (or deck gun) to this demo mod, so there is at least 1 way to have the combination of a GTF+TLF that'll work with the limited water logic. It gives mod-creators who want to do an American mod at least a way to add fire engine's to their mods that feel more realistic.
  15. The wye script basically spawns a tiny GTF vehicletype model with only 2 hose connections. It's fairly easy to change that to only 1 hose connection (which would be the extension object), however an extended script to have the fire fighter automatically reattach the hose to the extension object would be the thing you want to give it the best result.
  16. Tiny sneak preview of one of the new vehicles. This beast is going to be a MRAP (Mine-Resistant Ambush Protected) Cougar, which is made by Force Protection Inc. Obviously, it's still missing its texture. Photo of real beast: http://www.military-today.com/apc/cougar_mrap.jpg
  17. Anything that helps would be appreciated! I'm an experienced modder and English isn't my mother tongue. Some details seem very logical to me, but may be still worth a mention in guides. So writing a tutorial that's understandable for the inexperienced users is very time-consuming for me (the pdf guide took about 3-4 hours lol).
  18. You're welcome. There's 3 reasons why I switched to a custom water cannon command instead of a custom hose connections command: 1. a disabled water cannon on the engine's by default. 2. the controller guy that spawns on the roof for a more realistic feeling, (although he's only there for aesthectic purposes) 3. easier script implementation (the custom hose connections script in the LA Mod was more complex). Glad to hear that too. Apparently, the files provided in the second demo release seem to work smoothly. I probably won't work on this demo mod for a while, although I will take the following ideas and improvements into consideration for a future update: 1. Enable/disable pumps command. You would need to enable the pumps on each engine (in EM4 jargon: each GTF vehicletype) first, before you can use any hose connection and need to disable the pumps before the engine can move again. The command would require at east one fire fighter to control the pump/engine. The command will probably get 'rapid deployment'-command compatibility too, so one of the fire fighters will enable to pumps and act as a controller. 2. Hose extension command, basically the gated wye logic, but with only 1 hose connection instead of 2 (lol), so you can have longer hoses. 3. Water tanker logic. The tanker could act as a hydrant substitute in areas without hydrants. Beside that, I will definately NOT do an engine to engine supply line command, because a hydrant connected to engine 1 which is connected to engine 2 (so engine 2 gets water from engine 1) is 1. total bullshit in EM4, 2. kinda complex to script and 3. just simply isn't necessary and 4. nobody would probably use it. A simple water tanker with only 1 hose connection which can be used to supply a single engine shouldn't be that hard to script and would give modifications another unique feature. The only thing I do not like in the demo mod are the provided water level icons (for the freeplay variant). If there's anyone who's willing to make new and better looking icons, feel free to release them. I made mine in Photoshop and I think the .psd file can still be found in the "...\Limited Water Supply Test Mod\Ui\Game\Icons\" folder. Also, is the pdf guide clear enough, or is it hardly understandable or are there so many textual errors you'd rather kill yourself? Hophop
  19. Found another mistake in the script: else if (StrCompare(v.GetPrototypeFileName(), VEH_CRASH) == 0 || v.GetPrototypeFileName(), VEH_CRASH2) == 0 || StrCompare(v.GetPrototypeFileName(), VEH_FOAM) == 0)You forgot to add 'StrCompare(' in front of the VEH_CRASH2 part, so that line should look like: else if (StrCompare(v.GetPrototypeFileName(), VEH_CRASH) == 0 || StrCompare(v.GetPrototypeFileName(), VEH_CRASH2) == 0 || StrCompare(v.GetPrototypeFileName(), VEH_FOAM) == 0)If that still doesn't fix your issue, I suggest you switch back to the original script and see if that one works. Is the script LAEquipmentCommands.script present in the Manhatter Modie? If so, the following advice applies: I suggest you first get everything to work using the reguler and adviced settings, thus a TLF vehicletype for the watercannon vehicle. Frkng cool. I'll take a look into that. I don't know what the maximum reach of the hoses is and the logic searches for the closest hydrant directly, regardless of objects in the way. If you'd use the absolute maximum of a stretched hose and the fire fighter has to move around objects before he can attach the hose, he won't make it to the engine. Know what I mean? For everyone having issues with the script: I suggest you do not make any personal changes to the scripts before you get it to work with the default scripts from the demo mod. After that, start making personal changes slowly.
  20. It says the command 'DummyUpdateWaterLevel' is unknown, so that probably means the commandscript cannot be loaded because of mistakes in it which are caused by your personal changes. However, I've taken a look at the script and noticed that there's at least missing symbols in the script. Make sure to add a ; after the following 4 lines (lines 72-81 AND lines 208-217). WaterLevel = MAX_WATER_TENDERWaterLevel = MAX_WATER_LADDERWaterLevel = MAX_WATER_ENGINEWaterLevel = MAX_WATER_ENGINE2You forgot to add that symbol in at least two locations in the script. Other than that, the script seems to look good (I may have missed other things). Hoppah
  21. Correst, although 22 does exist, it's used for freeplay I think.
  22. Yes that's possible and there are at least two ways. I personally prefer a code in the PushActions section of the commandscript. In the US Army Mod I used the following code to get the medic case from the closest ambulance: Vector CmdPos = Caller->GetPosition(); Vehicle *t = NULL; float bestCar = 0.; VehicleList list(VT_AMBULANCE_ITW, VT_THW_FGRT_BH); for (int i = 0; i < list.GetNumVehicles(); i++) { Vehicle *aCar = list.GetVehicle(i); if (!aCar->IsCurrentAction("EActionFindPath") && !aCar->IsDestroyed() && aCar->IsValid() && (aCar->GetVehicleType() == VT_AMBULANCE_ITW || aCar->GetVehicleType() == VT_AMBULANCE_NEF || (aCar->GetVehicleType() == VT_AMBULANCE_RHC && aCar->IsOnGround()) || aCar->GetVehicleType() == VT_AMBULANCE_RTW || (aCar->GetVehicleType() == VT_THW_FGRT_BH && aCar->IsOnGround()))) { float distCurrCar = Math::dist(CmdPos.x, CmdPos.y, aCar->GetPosition().x, aCar->GetPosition().y); if (distCurrCar < bestCar || bestCar == 0.) { t = aCar; bestCar = distCurrCar; } } } if (t) { Vector TargetPos = t->GetTargetPoint(Caller, TARGET_EQUIPMENTDOOR); Caller->PushActionMove(ACTION_NEWLIST, TargetPos); Caller->PushActionTurnTo(ACTION_APPEND, t); Caller->PushActionExecuteCommand(ACTION_APPEND, "PcmdGetEMTCase", t, 1, false); }What it does is that it first gets all vehicles that are a certain vehicletype in a list, it checks each found vehicle for certain traits (such as 'not destroyed', 'vehicletype itw or rtw' etc..). Then it checks the absolute distance to the caller and compares that with all other found vehicles with the same traits. The closest vehicle is defined as target 't'.
×
×
  • Create New...