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eggcarton

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Everything posted by eggcarton

  1. Now for some tech specs Taser script is based on the 3 pistol scripts - draw, holster and shoot, so it works in the same wayThe script will randomly choose whether the target gives up (most common), keeps resisting, is injured (low chance) or dies (very low chance) Bugs at time of video Taser could be used on someone an infinite distance away ie. you could be in one corner of the map and tase someone on the other corner (fixed)Some issues with people on a path (although this is mainly civilians)Comes up with an error if you tase someone too many times at once (like 15 times) I have also made (or am making) other scripts which makes it more realistic Before a car can be towed from a crash/fire etc. the police must approve that it can be movedSingle Paramedic can't heal severely injured people, and an Intensive Care Paramedic has to treat themMobile speed camera script I have also used Hoppahs go to station scripts for a police station, police beat and 2 fire stations. The ambulance station and hospital will use the default 'Send to HQ' command. Thanks eggcarton
  2. Thanks for your all your comments. I will post some more details about the script later. I also have some other scripts that I have made and will post some details about them too. Thanks eggcarton
  3. Thanks for letting me know. For some reason comments and ratings were automatically disabled as well.
  4. Because it is good and easier to use then say Winterberg mod
  5. Unfortunately I don't think Hoppah made that model. That is why people usually reskin NICCO's CVPI model
  6. With the script from paste bin, they should be like this if (StrCompare(v.GetPrototypeFileName(), PROTO_f1) == 0 || StrCompare(v.GetPrototypeFileName(), PROTO_f2) == 0 || StrCompare(v.GetPrototypeFileName(), PROTO_f3) == 0 || StrCompare(v.GetPrototypeFileName(), PROTO_f4) == 0 || StrCompare(v.GetPrototypeFileName(), PROTO_f5) == 0 || StrCompare(v.GetPrototypeFileName(), PROTO_f6) == 0 || StrCompare(v.GetPrototypeFileName(), PROTO_f7) == 0 || StrCompare(v.GetPrototypeFileName(), PROTO_f8) == 0 || StrCompare(v.GetPrototypeFileName(), PROTO_f9) == 0) You only put the bracket on the last one in that section and instead you use || The rest need to be fixed up aswell.
  7. Some use different programs such as 3ds Max or Cinema 4D and export them to 3ds and import them into Zmodeler so they can be UV mapped and exported to v3o
  8. You need to add or modify the infotexts.xml file in the mod:Lang/{language} directory. You will also need a metastrings.xml file in the Specs folder, and change the first line changed to mod:Lang/{language}/infotexts.xml
  9. RTS mod has something like that. You should have a look at that. http://forum.emergency-planet.com/index.php?/topic/8243-rescue-trainer-simulator-rts-mod-for-all-questions-about-this-mod/
  10. Works on my Windows 7 32bit netbook (I don't play use it on that one though)
  11. I am currently working on a script based on the 3 pistol scripts (Draw, Shoot and Holster weapon). I have been successful in drawing the weapon (OBJ_WEAPON) and having the new commands appear. But when I click on Holster weapon it doesn't do anything. I think when I had the PushActionDrawWeapon it drew and holstered properly, but I had the problem since I took it out. The commented code is shown below const char CMD_SHOOTGUN[] = "Shoot"; const char CMD_HOLSTERGUN[] = "Holster"; const char CMD_DRAWGUN[] = "Draw"; const char SND_DRAW[] = "mod:Audio/FX/Misc/DrawWeapon.wav"; const char OBJ_WEAPON[] = "QLD Equipment/aim.v3o"; const char HINT_HELICOPTER[] = "Draw PA"; const char HINT_HELICOPR[] = "Holster PA"; const char HINT_HCOPTER[] = "Shoot PA"; object Draw : CommandScript { Draw() { SetValidTargets(ACTOR_PERSON); SetDoubleClickable(true); SetGroupID(CGROUP_GETEQUIPMENT); SetGroupLeader(true); SetPossibleEquipment(EQUIP_NONE); SetRestrictions(RESTRICT_SELFEXECUTE); SetDeselectCaller(false); SetPriority(700); } bool CheckGroupVisibility(GameObject *Caller) { if(!Caller->IsValid() || Caller->GetType() != ACTOR_PERSON) return false; return !Caller->IsEquipped(); } bool CheckPossible(GameObject *Caller) { if(!Caller->IsValid() || Caller->GetType() != ACTOR_PERSON) return false; Person p(Caller); if(p.IsValid() && !p.IsLinkedWithPerson() && !p.IsCarryingPerson() && p.GetEnteredCarID() == -1) return true; return false; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if(!Caller->IsValid() || !Target->IsValid() || Target->GetID() != Caller->GetID()) return false; Person p(Caller); if(p.IsValid() && !p.IsEquipped() && !p.IsLinkedWithPerson() && !p.IsCarryingPerson()) return true; return false; } void PushActions(GameObject *Caller, Actor *Target, int childID) { //this all works - plays hint, gets OBJ_WEAPON, modifies commands etc. Mission::PlayHint(HINT_HELICOPTER); Person p(Caller); p.PlaceObjectInRightHand(OBJ_WEAPON); p.PushActionSwitchAnim(ACTION_APPEND, "idlegun"); p.AssignCommand(CMD_SHOOTGUN); p.AssignCommand(CMD_HOLSTERGUN); p.RemoveCommand(CMD_DRAWGUN); Vector Pos = Caller->GetPosition(); Audio::PlaySample3D(SND_DRAW, Pos); } }; object Holster : CommandScript { Holster() { SetValidTargets(ACTOR_PERSON); SetDoubleClickable(false); SetGroupID(CGROUP_DRAW_WEAPON); //this should be GETEQUIPMENT SetRestrictions(RESTRICT_SELFEXECUTE); SetDeselectCaller(false); SetPriority(700); } bool CheckGroupVisibility(GameObject *Caller) { if(!Caller->IsValid() || Caller->GetType() != ACTOR_PERSON) return false; return true; //??? } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if(!Caller->IsValid() || !Target->IsValid() || Target->GetID() != Caller->GetID()) return false; //if(Caller->GetEquipment()==EQUIP_PISTOL) //return false; return false; } void PushActions(GameObject *Caller, Actor *Target, int childID) { //this is what it should execute. I have added the hint to see if it does anything, which it does not. Mission::PlayHint(HINT_HELICOPR); Person p(Caller); p.RemoveObjectInRightHand(); p.RemoveCommand(CMD_SHOOTGUN); p.RemoveCommand(CMD_HOLSTERGUN); p.AssignCommand(CMD_DRAWGUN); Vector Pos = Caller->GetPosition(); Audio::PlaySample3D(SND_HOLSTER, Pos); } }; object Shoot : CommandScript //this doesn't do anything either, but lets ignore this for the moment { Shoot() { SetValidTargets(ACTOR_PERSON | ACTOR_VEHICLE | ACTOR_OBJECT); SetRestrictions(RESTRICT_SHOOTABLE | RESTRICT_NOTDESTROYED | RESTRICT_NOTINJURED); SetPriority(700); } bool CheckPossible(GameObject *Caller) { if(!Caller->IsValid() || Caller->GetType() != ACTOR_PERSON) return false; Person p(Caller); if(!p.IsValid() || p.IsLinkedWithPerson() || p.GetEnteredCarID() != -1) return false; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if(!Caller->IsValid() || !Target->IsValid() || Target->GetID() == Caller->GetID()) return false; SetPriority(700); // standard priority Person t(Caller); if(!t.IsValid() || t.IsLinkedWithPerson() || t.GetEnteredCarID() != -1) return false; GameObject obj(Target); if(!obj.IsValid()) return false; if(Target->GetType()==ACTOR_VEHICLE) { Vehicle v(Target); if (!v.IsCivilCar()) SetPriority(-700); // low priority for shooting at squad cars if (!v.IsValid() || ((v.GetVehicleType() == VT_POLICE_PHC || v.GetVehicleType() == VT_AMBULANCE_RHC || v.GetVehicleType() == VT_THW_FGRT_BH) && !v.IsOnGround())) return false; } return false; } void PushActions(GameObject *Caller, Actor *Target, int childID) { Mission::PlayHint(HINT_HCOPTER); Caller->PushActionTurnTo(ACTION_NEWLIST, Target); Caller->PushActionShoot(ACTION_APPEND, Target); } }; Thanks eggcarton
  12. I read somewhere on here that person models have to be edited by hand in notepad or something??? Not sure where that post is though Edit: Here it is http://forum.emergency-planet.com/index.php?/topic/7008-editing-person-models/ I am not sure what you want to do exactly, but if you just import then thats what Zmod. will do, otherwise it won't affect in game unless you export it from Zmod. If you want to edit it then the link above explains.
  13. Nothing major at the moment as I have been a little bit busy.But will get some more done in a couple of weeks.
  14. Finally got my PHP change password script working (stupid quotation marks) and ordered an EEE PC 1215N :D

  15. Case: Coolermaster Centurion 5 (v1) Motherboard: Gigabyte EP45-UD3P CPU: Intel Core 2 Duo E8400 (3.0Ghz) Ram:4 GB DDR2 Ram Graphics Gigabyte Nvidia 9800GT 512GB (Underclocked to prevent overheating) OS XP Pro SP3 (I want Win 7 x64 so I can use all/more RAM) HD Samsung 1TB HD Internal (Fastest non SSD HD according to SiSoftware Sandra benchmark) Samsung 1TB HD via e-SATA 120GB Maxtor External Optical Drive Liteon DVD Burner Display Samsung Syncmaster 2233SW (22") Old Philips 150s 15" Display for extended desktop
  16. It should be in the Wizard Works folder in the Start menu, otherwise create a new shortcut to the target "C:\Program Files\WizardWorks\911 - First Responders\EM4.exe" -editor
  17. You can import the one from the game to edit. The file may need to be unlocked (like the skins) and then imported (File>Import). Delete the existing Arjent - Polygon mode - Hotkey 3, click on model, Select > Quadr, select existing lightbar (right click and drag) with selected mod on (spacebar). Once the lightbar has been selected press Delete. Import or merge the new lightbar, move/scale to position, attach to CV and export.
  18. I used Audacity. You will see 2 rows (tracks) of squiggly blue lines if it is in stereo. On the left hand side you will see a drop down box labeled 'Audio Track'. Select this and click 'split stereo track. Remove on of these tracks using the small x on the left and with the remaining track click the drop down box and select 'Mono'. Export as wav and you are done.
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