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Pottyscotty

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Everything posted by Pottyscotty

  1. Works perfectly now, thank you so much for your help! Turns out the reason it was beeping five times was because I was using the beep sound effect for the bomb not my custom one
  2. That seems to have just flipped it round, I can't disable lights now and the sound still plays through five times. Looking at the script does these lines mean that the Directional lights will enable the blue lights only if they are off? Game::ExecuteCommand("VcmdDirectionalLightsOff", &v, &v); (!v.IsBlueLightEnabled()) v.EnableBlueLights(true);
  3. The script is now working to the sense that it plays the sound (5 times though). It would appear that the modification to the script is stopping me from enabling the Blue Lights, however I would have thought this would mean I can turn on the blue lights if the Directionals were on, which did not happen. https://www.youtube.com/watch?v=-t53yV03f7E&feature=youtu.be
  4. What caller should I be using as "Caller, Actor" does not appear to work and as far as I know there is no Vehicle Caller.
  5. Ah I see, thanks for that. I do get an error when using the script, this is when manually clicking the command. The only thing I have changed is the PlaySample3D at the bottom of the script to play SND_BUTTON not SND_TOSTATION. I am guessing the error is to do with the "Game::FindFreePosition(Caller, PD);" line.
  6. Thank you very much, I'll change it in the morning. Wonder why the Tiller needs to be looped. Just so you know, the audiocommands method also worked.
  7. I'll try that in the morning as it's quite late here. - Going to try the audiocommands method first but where is the directory for the "Sampled Files" or is it just any .wav in Audio/FX? This is the default LAFlashingLights script and the only thing I have edited is adding the two audio lines so the loop was already there for some reason. Haha that's the reason I never turn off Automatic Sirens.
  8. Can I do that with an existing command (VcmdFlashingLights) or does it create a new one? I put it there because I thought it would trigger with the v.EnableBlueLights functions, I seemed I was wrong though
  9. Can't work out what kind of question you are asking so I'll answer both I can think of haha - Yes that is what I want to achieve. Yes I took it from a script (ToPoliceStation) where it is played when pressed.
  10. Forgot about them - I tried this piece of code but there is no sound played (But also no errors). Using the Radio Sound FX as a placeholder. //******************************************************************************************// #Version 1.2#//// Includes: All Flashing Lights command//// - VcmdFlashingLights//// Script by Hoppah// // Usage of this script in other mods is NOT allowed without permission of Hoppah////******************************************************************************************int DummyGroup = 24;const char OBJ_TILLER[] = "mod:Prototypes/Vehicles/02 LA Fire Department/tiller_cabin.e4p";const char DUMMY_ISTRAILED[] = "DummyIsTrailed";const char SND_BEEP[] = "mod:Audio/FX/radio/1019.wav";object VcmdFlashingLights : CommandScript{ VcmdFlashingLights() { SetIcon("flashinglightson"); SetCursor("flashinglights"); SetGroupID(DummyGroup); SetGroupLeader(true); SetRestrictions(RESTRICT_SELFEXECUTE); } bool CheckPossible(GameObject *Caller) { if (!Caller->IsValid()) return false; Vehicle v(Caller); if (v.IsBlueLightEnabled()) SetIcon("flashinglightsoff"); else SetIcon("flashinglightson"); if (Caller->GetType() == ACTOR_VEHICLE) { return true; } return false; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if (!Caller->IsValid() || !Target->IsValid() || Target->GetID() != Caller->GetID()) return false; if (Caller->GetType() == ACTOR_VEHICLE) { return true; } return true; } void PushActions(GameObject *Caller, Actor *Target, int childID) { Vehicle v(Caller); if (StrCompare(v.GetPrototypeFileName(), OBJ_TILLER) == 0 && v.HasCommand(DUMMY_ISTRAILED)) { int VecID = v.GetID(); if (v.IsBlueLightEnabled()) { v.EnableBlueLights(false); VehicleList list(VT_FIREFIGHTERS_DLK, VT_FIREFIGHTERS_RW); for(int i = 0; i < list.GetNumVehicles(); i++) { Vehicle *c = list.GetVehicle(i); if(c->GetUserData() == VecID) { System::Log("Vehicle flashinglights found"); Audio::PlaySample3D(SND_BEEP, v.GetPosition()); if (c->IsBlueLightEnabled()) c->EnableBlueLights(false); } } } else { v.EnableBlueLights(true); VehicleList list(VT_FIREFIGHTERS_DLK, VT_FIREFIGHTERS_RW); for(int i = 0; i < list.GetNumVehicles(); i++) { Vehicle *c = list.GetVehicle(i); if(c->GetUserData() == VecID) { System::Log("Vehicle flashinglights found"); Audio::PlaySample3D(SND_BEEP, v.GetPosition()); if (!c->IsBlueLightEnabled()) c->EnableBlueLights(true); } } } } else if (v.IsBlueLightEnabled()) v.EnableBlueLights(false); else v.EnableBlueLights(true); }};
  11. I would guess it's possible but how would I go about making a sound play (Once, not looped) when I press a button command (Specifically when turning on/off the LAFlashinglights and LADirectionallights). Any help appreciated.
  12. The callout menu can take some time to do and USAR is currently experiencing problems with it so just be patient and it shall come.
  13. There will be for HART - https://c4.staticflickr.com/4/3843/14548439318_4e38cf3c51_b.jpg XC70 Also about the Red Corona, I agree - It's not bright enough. https://en.wikipedia.org/wiki/Hazardous_Area_Response_Team
  14. While I have been waiting and working on some misc things for Kent Mod I have also been experimenting with some new coronas for my Private London Mod edit and I was wondering what your opinions are on them and if you would want them added to Kent Mod? https://www.youtube.com/watch?v=67hSpCVf5cA&feature=youtu.be
  15. Edits are being made to the mod to include Fire Appliance parking, vehicles being called out, icon graphics and minor script edits. Don't panic if I don't post anything for a few days as it's not really stuff you can show off
  16. I was going to look at this at some point but I don't think you can change the speed for paths. ^
  17. Not a bug just I think I forgot to add it (I don't really play with the traffic X5 so I wouldn't have noticed)
  18. I think the siren problem was fixed in the version after the one I sent you.
  19. Something has come up (Nothing bad, don't worry ) and it means I will lose a little bit of time to work on the mod (It's not on hold/cancelled etc, just as I said I won't have AS much time to work on it) so can I ask if anyone has experience with adding units so that they can be called out, have descriptions etc to contact me via PM. Edit:- Person found.
  20. Try it on Chrome or another browser and if it doesn't work send me a message.
  21. Yes I am planning to but it will be a lot later down the line. Does it come up with any errors? What is actually happening? ----------------------------------------------------------------------------------------------------- Although it takes a little longer to do them, I hope you all appreciate the extra effort I am starting to put into the vehicles to make them more detailed British Transport Police | Ford Transit Connect | Dog Unit | WIP Ford Transit Model - Freelancer Skin, childs and edits - Pottyscotty
  22. Looking great, love the new corona textures
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