Jump to content

mtloya

Members
  • Posts

    10
  • Joined

  • Last visited

Profile Information

  • Gender
    Male
  • Location
    Natrona Heights, Pennsylvania
  • Interests
    IT, Firefighting, music, CAD

Contact Methods

  • Steam
    HTHGaming

Recent Profile Visitors

908 profile views

mtloya's Achievements

Newbie

Newbie (1/14)

  • Reacting Well Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. Moderators, please pardon me bumping a 3-year old topic. I'm picking back up where I left off and have some updates! @nbrown8568 I took your thought into consideration and increased the size of all my VOs. Thanks! Sadly, although each vehicle stays correctly in its own spot, they are still angled to the southwest. I have a feeling this might actually have something to do with a 'turnto' VO, and they're probably pointing towards the one for the original PD parking. I haven't confirmed this yet, but the direction makes sense... As for my FD station parking with the heavy equipment & brush trucks, they still angle at random with no rhyme or reason, even with their own 'turnto' VOs for each spot. It would be nice to be able to get them to park like the battalion chief's SUV, nicely in their assigned spots pointing toward the parking lot. That's my end goal there. I've also decided to attempt to create a 'tec' station for the tec van in order to move it out of PD parking, plus to house a couple rollback trucks on the map. That's certainly going to be much more complicated as I'll have to use the original scripts as templates and piece it together on my own. Plus, I'd like to make it so that if the rollback truck is carrying a wreck, once back at the station, the wreck is removed and the truck is ready for redeployment. Wishful thinking, eh? Edit/Update (4/3/21): Here's a screenshot to confirm that the vehicles in the police lot are all pointing to "policestation_turnto" (VO_TURNTO): Note: The VO is in front of where the Charger is in spot #1. In order to remedy this, I've copied the policestation_turnto VO and created a unique one for each additional parking spot: Now, it's time to figure out how to properly insert this into the script... I was thinking of copying the following highlighted section and pasting it within each 'if' statement after the "Parkinglotfound" line for each particular parking assignment and just renaming the turnto VO.... ...but this probably won't work as every 'toPoliceStation' command would also try to run the highlighted section as per the normal script. Right? Hopefully I'm explaining that correctly. Despite me taking multiple years of coding in college, I'm still pretty garbage at it, haha. Progress is slowly being made! Even more information: Digging around, I see that Tim Derks/timmiej93 is/was doing nearly the exact same thing that I'm currently trying to accomplish, more or less. His topic here: https://www.emergency-planet.com/topic/19245-working-policestation-that-functions-like-a-fire-station/ As for my FD station 2 parking, I've got it working like a charm. See below: Another update (4/4/21): I've decided to try and create a standalone script/command for these extra vehicles to be sent to a parking spot, vaguely named "LAToStation". It's based off of the LAToFireStation script (mainly because my alterations to this script actually worked, lol), and it SORTA works. Every vehicle (minus the rollback truck, bear with me, I'll explain in a sec) recognizes its own spot, but immediately decides that there's no space in its spot, and gets sent back to HQ. Not ideal. This is with the exception of the bomb squad, which just sits in front of its spot. Now for the rollback truck(s): I created three spots for them and tried to work out how the ambulances at station 1 work and base my code off of this. Sadly, this doesn't work at all. The code errors out and claims that TurnTo isn't defined within the scope, however where it's specifically pointing to in the code, it IS defined. (at least, in my novice mind it is) I'll attach what I've got done so far below for anyone to poke around with, and insert some pictures for context. I highly recommend comparing my script to the original ToFireStation script to see if anyone can identify where I'm going wrong. BTW: If a custom script isn't showing up as a command in the in-game UI after assigning it in the editor, change the dummyGroup ID in the script Found that Itchy gave that advice a few years ago and decided to give it a try. Since I was basing my script off of the fire station script, they had the same dummyGroup ID which caused my script to not appear in the UI, even if that particular vehicle (crane/rollback) didn't have a command with that same ID. Also, I decided that custom UI icons would be a nice touch, haha. Here's some screenshots and a video for context of this particular issue: LAToStation.script
  2. I'm happy to see progress still being made on this submod after all these years! I still get excited when I see a new preview vid from GRC on YT. Keep up the good work, folks. I'm looking forward to get my hands on this someday! Also, a question (and please forgive me if it's been asked previously): are those apparatus positioning commands part of the scripting for the submod or are they available elsewhere? I've recently gotten back into EM4 and thought that they would be an incredibly useful asset for freeplay. Best, Mark (mtloya) Edit - I see that it might be part of the Montana mod?? Please correct me if I'm wrong!
  3. All you need to do is place the Harbor City folder into your Mods folder, which depending on where you installed the game at, might be at c:\program files (x86)\WizardWorks\911 - First Responders\Mods or c:\program files...\[publisher]\Emergency 4\Mods. If you have the Steam version, then it would probably be under c:\program files (x86)\Steam\SteamApps\common\911 - First Responders or Emergency 4 Deluxe\Mods. The (x86) beside "program files" will only appear if you have a 64-bit version of Windows. If you have 32-bit, you'll only see "program files". Just remember that Harbor City is meant to be a multiplayer map, so things can get kinda crazy kinda quickly, and you'll have to spawn in each vehicle one at a time. They won't be in the stations whenever you start.
  4. Alright, thanks once more for your help. Adding each new spot under the ChildID=2 section obviously helped. The vehicles still aren't parking normally however, even when spaced apart. I'll try to move the VOs to different locations and see if that helps at all.
  5. Thanks again for your explanations, @itchboy. I'll poke around and see what I can come up with. Edit: Alright, so after a bit of troubleshooting, I got my code to work. Sort of. Added the commands to the proper vehicles and all that jazz, but whenever I get in game, spawn the vehicle and command it to park, it'll do so, but much like the issue I was having with my ToFireStation script, it won't park correctly in the spot. I've already moved all of the civilian vehicles out of the way, so there is nothing around the VOs except for the actual police station and the fence, as seen in the screenshot: Are the fence/police station objects causing this? Would I be better off moving the VOs to the middle rows of parking spaces? Furthermore, I have an additional issue: After the vehicle is parked in it's spot, a second/tick will pass and then the command will run itself again, sending the vehicle either back to HQ or to a different parking spot. I have a feeling that when the vehicle moves to the spots I created, it isn't counting it as actually being parked there, causing the command to check again for another open spot. Addl edit: Moving the VOs to the middle and switching the civ cars did nothing. Issue persists... Added my script file. LAToPoliceStation.script
  6. Thanks for the reply and the explanations, Itchboy. I'll try piecing it together the next time I'm able to get around to coding. Quick additional question: is there any real difference for using the .GetNumObjects() vs the .ContainsSquad()? What exactly do both refer to?
  7. Hi all, First and foremost, I am making alterations to Hoppah's LA Mod. Original idea/post: What I've got working thus far: * Brush truck & Heavy Equip. truck park as intended. * I have VOs in the parking lots that the vehicles in question drive to correctly. When parked, the vehicles point towards the original PD station TurnTo VO. Not desirable. I want each vehicle to be parked correctly in their assigned spot. * I have also cleared an area and began to set up VOs for a Tech station. This will house 3 rollback trucks and 1 crane. * I have decided to create my own script / command to send the vehicles to their designated spots. See my post from 4/2 for beginning info on this.
  8. I'll try this and get back to you. Okay, so I moved the HET over 2 spaces, as seen in the picture. Opened up the game and loaded a freeplay and wouldn't you know it, the HET works perfect now! For whatever reason, the Brush still isn't responding to the send to station command (as it should, that is.). Also, neither apparatus send their personnel back inside the station still. I'm not incredibly concerned about this however, because I typically disable that feature anyway. My next move will be to move the Brush VOs toward the HET and see if that makes any difference. Pic: Moved the HET VOs towards the street away from the Brush. This actually worked. For the sake of bandwidth, I won't add any additional pics of this specific alteration. However, allow me to number the spaces in order for this to be easily explained: From left to right, the spot closest to the station where the Brush was originally will be 1, 2, 3, and then 4 where the HET is in the picture above. I attempted to move the Brush from 1 to 2. Tested, both worked! I didn't like the appearance of the gap between the vehicles, so I moved the HET from 4 to 3. This also worked. That said, I'm not sure what it is about that first spot, but that must've been what was causing the issue, for both trucks. Either that, or the civilian vehicles also in the spots next to them. Hopefully if anyone else runs into this problem, the pictures and troubleshooting will be of help to them. @Squad 65 Thanks for your help! I can't believe it was that simple. Please keep this topic open, because rather than me making a new thread for any other problems I run into, I'll simply continue using this one.
  9. Hi all, I'm once again trying to mod my freeplay map, because I tend to spawn in a brush and HET and leave them in the parking lot of station 2 while I play. But I wanted to create actual parking spaces for them to and assign them the ToFireStation command for them to return as any other unit, instead of me having to manually send them back. I've also been working with Java recently, so I'm a bit more fluent with coding than in the past. Long story short, I have already created the VOs in the editor and have also given both trucks the commands, and also edited the FireStation, FireStationStart, and ToFireStation scripts. Both of the vehicles DO in fact spawn in correctly, and I even am able to get the personnel to run to the trucks correctly when raising the alarm. However, my issue lies when I move the trucks and try to send them back to the station. I was assuming that they would act like any of the other units do, and move to the VO behind the rear gate, or rather more like how the battalion chief & the Donut shop PD spaces act, (which in this case are separate VOs I simply called fs_brush2 and fs_hvyequip2) and then drive into their correct spot. This DOES NOT happen. Instead, when I click the ToFireStation command, they return to the correct area, but they don't park in their spots at all. They're sideways, diagonal, basically just a random rotation and location that is near the spot I created for them, and their ToFireStation command gets grayed out as if they're parked, but the personnel do not exit and get back inside the station... I'll attach a couple screenshots to better help explain... Unfortunately all my screenshots from in-game had to be taken with my phone, because prnscrn didn't capture the window correctly. 1. The VOs created in the editor. 2. Personnel in vehicles after raising an alarm (starting a new freeplay game). Vehicles are spawning in correctly. (I don't really care that they're facing the building.) Note that the ToFireStation command is grayed out. 3. The two vehicles are moved away from their VOs and the fs_squad2 VO, the ToFireStation is no longer grayed out. 4. And finally, this is an example of the result of me clicking the ToFireStation command. They aren't correctly in their parking spots, and the personnel are still in the vehicles. (auto-empty is turned on.) I'm not entirely sure what to do next. I mean, gameplay wise, when I click the 'tofirestation', they're essentially parked how I used to spawn and park them prior to altering the scripts. Meaning, this IS playable at it's current state. However, I'm not entirely thrilled with the outcome and I'd really like for them to be properly parked. Furthermore, I'm also working on adding some additional units to the police station parking lot, but that script appears to be completely different than the fire station one, so I haven't begun work on it yet. Any suggestions? Any help is appreciated and welcomed! Thank you all! Here are my 3 altered scripts if anyone is interested: LAFireStation.script LAFireStationStart.script LAToFireStation.script LAFireStation.script LAFireStationStart.script LAToFireStation.script
×
×
  • Create New...