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eyespy900

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Everything posted by eyespy900

  1. some time ago i had permission to use the lawye script from hoopah. i had encountered several problems with it, one was that the fireman would disappear once the wye was placed and would not reappear, i have not solved that. the probelm i now have is that once the fire is out i start to pack all hoses away, when it comes to picing up the way, i get to change in icon and cannot pick it up, if i tell the unit to auto park at station the hose walks on its own and then when it gets to fire engine the whole game crashes. if someone who knows scripts cna help that would be great here is what i have so far //******************************************************************************** ********** // #Version 1.0# // // Includes: Includes command to install a gated wye // // - PcmdWye // // Script by Hoppah // // Usage of this script in other mods is NOT allowed without permission of Hoppah // //******************************************************************************** ********** const char OBJ_WYE[] = "mod:Prototypes/Vehicles/06 Objects/wye.e4p"; const char NAME_WYE[] = "wye"; const char OBJ_EMT[] = "mod:Prototypes/Persons/Fire Department/firefighternorm_upgraded2.e4p"; const char OBJ_EMT_SCBA[] = "mod:Prototypes/Persons/Fire Department/firefightermask_upgraded2.e4p"; const char OBJ_PM[] = "mod:Prototypes/Persons/01 LA Ambulance/ff_paramedic.e4p"; const char OBJ_PM_SCBA[] = "mod:Prototypes/Persons/01 LA Ambulance/ff_paramedic_scba.e4p"; const char OBJ_USFS_FF[] = "mod:Prototypes/Persons/Fire Department/firefighternorm_upgraded2.e4p"; const char OBJ_USFS_FF_SCBA[] = "mod:Prototypes/Persons/Fire Department/firefightermask_upgraded2.e4p"; const char OBJ_USAR_FF[] = "mod:Prototypes/Persons/Fire Department/firefighternorm_upgraded2.e4p"; const char CMD_WYE[] = "PcmdWye"; object PcmdWye : CommandScript { PcmdWye() { SetIcon("wye"); SetCursor("wye"); SetRestrictions(RESTRICT_SELFEXECUTE); //SetRestrictions2(RESTRICT2_ISHYDRANTORSELF); } bool CheckPossible(GameObject *Caller) { if(!Caller->IsValid() || Caller->GetType() != ACTOR_PERSON) return false; GameObject o = Caller->GetHydrant(); if (o.HasName(NAME_WYE)) return false; return Caller->GetFirehoseID() != 0; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if(!Caller->IsValid() || !Target->IsValid()) return false; if (Caller->GetEquipment()==EQUIP_FIREHOSE && Caller->GetType() == ACTOR_PERSON && Caller->GetFirehoseID() != 0) { if (Caller->GetID()==Target->GetID()) return true; } return false; } void PushActions(GameObject *Caller, Actor *Target, int childID) { Person p(Caller); if (childID == 0) { p.PushActionSwitchAnim(ACTION_NEWLIST, "kneeldown"); p.PushActionWait(ACTION_APPEND, 2.5f); p.PushActionExecuteCommand(ACTION_APPEND, CMD_WYE, Target, 1, false); p.SetCommandable(false); Vector Pos = p.GetPosition(); float r[9]; float childr[9]; p.GetRotation(r[0], r[1], r[2], r[3], r[4], r[5], r[6], r[7], r[8]); Vehicle m = Game::CreateVehicle(OBJ_WYE, NAME_WYE); float dx = 15.f, dy = -24.f, dz = 14.f; Math::RotateVector(dx, dy, dz, r); Math::EulerToMatrix(20.0f, 0.f, 0.f, childr); Math::MultiplyMatrices(childr, r); Pos = Pos + Vector(dx, dy, dz); m.SetRotation(childr[0], childr[1], childr[2], childr[3], childr[4], childr[5], childr[6], childr[7], childr[8]); m.SetPosition(Pos); m.UpdatePlacement(); m.SetPlayerMP(p.GetPlayerMP()); m.SetUserData(p.GetID()); m.PushActionWait(ACTION_NEWLIST, 2.5f); m.PushActionShowHide(ACTION_APPEND, false); m.SetSelectable(false); Vector PerPos = p.GetPosition(); if(StrCompare(p.GetPrototypeFileName(), OBJ_EMT) == 0) Person n = Game::CreatePerson(OBJ_EMT, Caller->GetName()); else if(StrCompare(p.GetPrototypeFileName(), OBJ_EMT_SCBA) == 0) Person n = Game::CreatePerson(OBJ_EMT_SCBA, Caller->GetName()); else if(StrCompare(p.GetPrototypeFileName(), OBJ_PM) == 0) { Person n = Game::CreatePerson(OBJ_PM, Caller->GetName()); n.RemoveCommand("Heal"); n.RemoveCommand("RemoveEquipment"); n.AssignCommand("PcmdHeal"); } else if(StrCompare(p.GetPrototypeFileName(), OBJ_PM_SCBA) == 0) Person n = Game::CreatePerson(OBJ_PM_SCBA, Caller->GetName()); else if(StrCompare(p.GetPrototypeFileName(), OBJ_USFS_FF) == 0) Person n = Game::CreatePerson(OBJ_USFS_FF, Caller->GetName()); else if(StrCompare(p.GetPrototypeFileName(), OBJ_USFS_FF_SCBA) == 0) Person n = Game::CreatePerson(OBJ_USFS_FF_SCBA, Caller->GetName()); else if(StrCompare(p.GetPrototypeFileName(), OBJ_USAR_FF) == 0) Person n = Game::CreatePerson(OBJ_USAR_FF, Caller->GetName()); else return; if (n.IsValid()) && Game::FindFreePosition(&n, PerPos)) { float dx = -30.f, dy = -20.f, dz = 0.f; Math::RotateVector(dx, dy, dz, r); Math::EulerToMatrix(0.0f, 0.f, 0.f, childr); Math::MultiplyMatrices(childr, r); PerPos = PerPos + Vector(dx, dy, dz); n.SetPosition(PerPos); n.SetRotation(r[0], r[1], r[2], r[3], r[4], r[5], r[6], r[7], r[8]); n.Hide(); n.PushActionWait(ACTION_APPEND, 2.5f); n.PushActionShowHide(ACTION_APPEND, false); n.SetPlayerMP(p.GetPlayerMP()); n.SetHealth(p.GetHealth()); n.SetUpgradeLevel(3); } } if (childID == 1) { p.SetUserData(p.GetID()); p.EnableAutoTarget(false); if (p.IsSelected()) p.Deselect(); if (!p.IsFlagSet(OF_HIDDEN)) p.SetFlag(OF_HIDDEN); p.SetCommandable(true); p.SetResistance(INJUREREASON_UNKNOWN, 100000.0f); //p.SetResistance(INJUREREASON_FIRE, 10000000.0f); //p.SetResistance(INJUREREASON_SHOT, 10000000.0f); //p.SetResistance(INJUREREASON_ENERGY, 10000000.0f); p.SetResistance(INJUREREASON_CONTAM_ATOM, 100000.0f); p.SetResistance(INJUREREASON_CONTAM_CHEM, 100000.0f); p.SetResistance(INJUREREASON_CONTAM_BIO, 100000.0f); } if (childID == 2) { Vehicle v(Target); if(!v.IsInstalled()) { int VID = v.GetUserData(); PersonList list = Game::GetFirefighters(); for(int i = 0; i < list.GetNumPersons(); i++) { if (list.GetPerson(i)->GetUserData() == VID) { Person *n = list.GetPerson(i); n->ClearFlag(OF_HIDDEN); n->PushActionSwitchAnim(ACTION_NEWLIST, "idle"); if (p.IsSelected()) n->Select(); n->EnableAutoTarget(true); n->SetResistance(INJUREREASON_UNKNOWN, 0.0f); n->SetResistance(INJUREREASON_CONTAM_ATOM, 0.0f); n->SetResistance(INJUREREASON_CONTAM_CHEM, 0.0f); n->SetResistance(INJUREREASON_CONTAM_BIO, 0.0f); v.PushActionDeleteOwner(ACTION_NEWLIST); p.PushActionDeleteOwner(ACTION_NEWLIST); } else { v.PushActionDeleteOwner(ACTION_NEWLIST); } } else { v.PushActionDeleteOwner(ACTION_NEWLIST); } } else return; } } };
  2. hi i am actually making one at the moment, i have the sides done so far, had to go and get the photos to do front and back which i have now got, also yesterday the comp i use for making my models has gone down so needs to be sorted 1st, i might get round to working on the model during the week ***eyespy900***
  3. problem resolved for me, and it was a typo i know it was not a zero, but thanks
  4. so how do i get the file type o change from .dds to .v3o? i have tried just renaming it but it is still a .dds file format and it is not showing up in the editor as the v30
  5. with what program do u change the .dds to v3o?
  6. two more new units i have made, the 1st is again the prime mover, but this time has the usar pod on-board and the 2nd is an incident response unit (iru) this unit is capable of mass decon of infected people. ***eyespy900***
  7. i have now made the hvpu box / loader for the pm now, thanks for looking ***eyespy900***
  8. hi thanks for ur message, the map is the braunschwieg 2.1 map ***eyespy900***
  9. here is my new lastest unit, it is a MAN TGA prime mover. it is carrying a high volume pumping unit *hvpu) . in real life this unit usually carries 1 hvpu and 1 hose box containing 1km (0.62 miles) of 6" hose it can also carry 2 hose boxes instead of the hvpu again with each holding 1km of 6" hose. the hvpu box holds a powerful generator and a powerful sucktion pump (hydro-sub 150) this pump can be placed in to any open water source that is a minimum of 6" deep, and is capable of pumping 4000 litres of water per minute. also carried on this unit is a hose retrival unit, which drains the hose and with the help of 2 fire fighters stores the hoses back in the box. the pm can also be fitted out with the usual usar pods too, but since there is limited use for usar in the game at the moment, i will make the usar box at a later date. in the game because at the moment hose laying is not possible i have places a tlf monitor on the hvpu box, the pm can drop the box off and then it will automatically start fighting the fire. i am still messing around with the box it's self at the moment. here is what i have made took about 7 hours to do, any coments welcome as always. ***eyespy900***
  10. hi all i have beem working on a new model dont think anyone has made one of these yet. it is a steyr pinzgauer. it is a 6x6 off road / all terrian unit, in real life it carried a 105m ladder and a hose reel that can be used used while the unit is moving unlike normal front line units, this is useful when fighting large field fires and other fires in open areas any comments welcome ***eyespy900***
  11. this hose layer is from essex and is the only one in essex, it is based at Hadleigh fire station. london do have hose layers, but they r on volvo demountable units, the one from essex has 2 huge drums of hose on the back. it carries 2 km of hose if i am not mistaken. ***eyespy900***
  12. here is my lastest model, and as u can see it is a hose layer lorry. it is just for show and has no fuctions at the moment. but with recent development with hose scripts that some people have been developing this unit might be useful in the near future. the next fire engine i am doing is a bulk foam lorry thanks for looking ***eyespy900***
  13. no i aint it is for my own private use
  14. no, i aint used no parts bits from ur models, i only used the same livery, being as it was my idea to do ur models in it, , all MY models have been build from scratch. read the page alittle help. u can see i have made them all from scrach, plus my models r nothing like urs at all, u have not even got the rescue tender in use mod, nor the alp and not even the control unit, and as for the scania in ur mod, mine is 100% totally diffrent.
  15. do they look like ur models??????? nah didn't think so.......
  16. hi all here is another new model i have made today, it is a aerial ladder platform (alp) it is otherwise know as the dlk. hope u like it
  17. hello everyone here is my latest model, and is my 1st front line pumping appliance. must say a big thanks to mikeyPi for is help, support and advice. thanks. feel free to comment on it ***eyespy900***
  18. hi mike, i have deleted all exsistance of the model from the mod i am putting it in, checked the scale has been made smaller by 50% of its original size (maybe more) saved the model to desktop, then exported it to fire departent file in the mod, gone in to the unit i am replacing and edited the model location to point to the new model, and unfortunatly it remains totally unchanged still well over sized. do you have zmoddler? can you look at the model for me? ***eyespy900***
  19. ok sorry thought u knew zmoddler, i'll have another play with it and see if i can get ot right many thanks ***eyespy900***
  20. dont think it is a problem with em4 editor, it is a problem i am having with zmodeller, whats ur emal address and i will send u the files see if u have any luck ***eyespy900***
  21. i have it set to auto save so it saves on exit, but still have the same problem cant get it to scale down ***eyespy900***
  22. hi a little more help and advise needed please. i have made 2 other new models, once again both are scania's one is a hose layer and one is a pumping appliance. the problem i am having is, for some unknown reason they rill not scale down to what i need, i have scalled them down, but when i go to editor they are exactly the same size as before rescalling, have tried this about 30 times. any help would be good, obviously i am doing something wrong, but i cannot find out what. ***eyespy900***
  23. i have added the lights and now the units are finished, am now working on a hose layer unit, is fairly the same as the rescue tender but different, also making a scania pumping appiance, look out for more information soon ***eyespy900***
  24. here is the default setting hope this helps, this is the whole of the em4.cfg file contents, pick out the bits u need <?xml version="1.0" ?> <config> <var name="a_2dvolume" value="8.5836917161941528e-002" /> <var name="a_3dvolume" value="0.17167383432388306" /> <var name="a_mixbitrate" value="16" /> <var name="a_mixchannels" value="2" /> <var name="a_mixfrequency" value="22050" /> <var name="a_musicvolume" value="0." /> <var name="a_videovolume" value="0.16309013962745667" /> <var name="as_speedadaption" value="1" /> <var name="cam_collisions" value="0" /> <var name="cam_inertia" value="0" /> <var name="cl_gameport" value="59331" /> <var name="cl_mcastgroups" value="224.0.1.0:12345,224.0.2.1:54321" /> <var name="e4_ambientsound" value="1" /> <var name="e4_animtranstime" value="0.25" /> <var name="e4_atishadowscale" value="0.40000000596046448" /> <var name="e4_autosave_filepath" value="mod:/Maps/autosave.e4m" /> <var name="e4_bandwidthadaptionmethod" value="1" /> <var name="e4_blackbar_fadetime" value="3." /> <var name="e4_blackbar_height" value="128." /> <var name="e4_bloom" value="0" /> <var name="e4_chatcolor0" value="ff8080" /> <var name="e4_chatcolor1" value="80ff80" /> <var name="e4_chatcolor2" value="8080ff" /> <var name="e4_chatcolor3" value="dbc965" /> <var name="e4_dbgpbuffer" value="0" /> <var name="e4_defaultbasepos_x" value="219." /> <var name="e4_defaultbasepos_y" value="70." /> <var name="e4_depthfill" value="1" /> <var name="e4_detaillevel" value="0" /> <var name="e4_difficulty" value="1" /> <var name="e4_doocclusion" value="1" /> <var name="e4_fakeshadow" value="0" /> <var name="e4_firststart" value="0" /> <var name="e4_footprints" value="1" /> <var name="e4_footprinttime" value="20" /> <var name="e4_gamma" value="1.0472973585128784" /> <var name="e4_highlightnewvehicles" value="0" /> <var name="e4_lightfactor" value="1." /> <var name="e4_make_screenshot" value="1" /> <var name="e4_matchmakingmode" value="1" /> <var name="e4_maxcampitch" value="74." /> <var name="e4_maxcamz" value="2850" /> <var name="e4_maxvideotextures" value="4" /> <var name="e4_mbfastcopy" value="1" /> <var name="e4_mincampitch" value="47." /> <var name="e4_mincamz" value="1400." /> <var name="e4_minfiretemp" value="-30000." /> <var name="e4_moviefps" value="20." /> <var name="e4_moviepath" value="base:" /> <var name="e4_mptimeout" value="15." /> <var name="e4_particledetail" value="0" /> <var name="e4_playername" value="" /> <var name="e4_scrollspeed" value="2." /> <var name="e4_shadow" value="0" /> <var name="e4_shadow_fading" value="1" /> <var name="e4_shadow_object" value="56" /> <var name="e4_shadow_terrain" value="145" /> <var name="e4_shadowdist" value="10000" /> <var name="e4_shadowheight" value="50000" /> <var name="e4_shadowupdate" value="1" /> <var name="e4_sharpshooter_idletime" value="2." /> <var name="e4_shooter_idletime" value="1." /> <var name="e4_shooter_power" value="200." /> <var name="e4_shooter_range" value="750." /> <var name="e4_shooter_spread" value="9." /> <var name="e4_showcampos" value="0" /> <var name="e4_showobjnames" value="0" /> <var name="e4_smoothdistance" value="150." /> <var name="e4_smoothmovement" value="1" /> <var name="e4_sun" value="1" /> <var name="e4_sunheight" value="20000" /> <var name="e4_sunrise" value="5." /> <var name="e4_sunrise_duration" value="3." /> <var name="e4_sunset" value="21." /> <var name="e4_sunset_duration" value="2." /> <var name="e4_sunx" value="28000" /> <var name="e4_suny" value="20000" /> <var name="e4_sunz" value="3000" /> <var name="e4_tagmarker" value="Objects/Misc/3dcursor.e3p" /> <var name="e4_texcompr" value="1" /> <var name="e4_tutorialenabled" value="1" /> <var name="e4_undomemory" value="32768" /> <var name="e4_use_zbr" value="1" /> <var name="e4_voiceenabled" value="1" /> <var name="e4_voicevolume" value="-1." /> <var name="editor_innerborderdist" value="500." /> <var name="fs_basepath" value="Data/" /> <var name="fs_langpath" value="lang/" /> <var name="fs_logfile" value="logfile.txt" /> <var name="fs_modpath" value="mods/" /> <var name="fs_nomissingmsg" value=".v3s" /> <var name="fs_savepath" value="base:/save" /> <var name="fs_sshotpath" value="base:Screenshots\" /> <var name="fx_bloomBias" value="0.20000000298023224" /> <var name="fx_bloomExp" value="5.0000004768371582" /> <var name="fx_bloomOffset" value="1.1999999284744263" /> <var name="fx_bloomPasses" value="1" /> <var name="fx_bloomScale" value="0.20000000298023224" /> <var name="game_server_port" value="58282" /> <var name="in_viewsmoothing" value="0.10000000149011612" /> <var name="master_server_addr" value="81.3.59.192" /> <var name="master_server_port" value="54321" /> <var name="match_making_port" value="12345" /> <var name="p_showfps" value="0" /> <var name="p_showtricount" value="0" /> <var name="ph_angdamp" value="0.25" /> <var name="ph_debug" value="0" /> <var name="ph_defaultfriction" value="300." /> <var name="ph_defaultrollingfriction" value="5." /> <var name="ph_drawbbs" value="1" /> <var name="ph_gravity" value="-9.81" /> <var name="ph_lindamp" value="0.25" /> <var name="ph_maxsteps" value="4" /> <var name="ph_rbmobnet_masshigh" value="2." /> <var name="ph_rbmobnet_masslow" value="0.3" /> <var name="ph_rbmobnet_priohigh" value="5" /> <var name="ph_rbmobnet_priolow" value="1" /> <var name="ph_stepsize" value="0.03" /> <var name="pl_pushstrength" value="25." /> <var name="r_clearscreen" value="1" /> <var name="r_clipfar" value="32000" /> <var name="r_clipnear" value="100" /> <var name="r_colorbits" value="32" /> <var name="r_cs_collisionaccuracy" value="2" /> <var name="r_cs_detail" value="2" /> <var name="r_cs_enabled" value="0" /> <var name="r_cs_lightingdetail" value="2" /> <var name="r_cs_morphing" value="0" /> <var name="r_debug" value="0" /> <var name="r_depthbits" value="24" /> <var name="r_ds_alpha_treshold" value="0.60000002384185791" /> <var name="r_ds_centerx" value="0.5" /> <var name="r_ds_centery" value="0.5" /> <var name="r_ds_far" value="12000" /> <var name="r_ds_fovscale" value="1" /> <var name="r_ds_near" value="6000" /> <var name="r_ds_nearoffset" value="0." /> <var name="r_ds_size" value="1024" /> <var name="r_ds_zoffs" value="2" /> <var name="r_ds_zscale" value="4" /> <var name="r_fov" value="350" /> <var name="r_fullscreen" value="1" /> <var name="r_geomem_loc" value="2" /> <var name="r_geomem_size" value="16" /> <var name="r_hf_collisionaccuracy" value="3" /> <var name="r_hf_detail" value="3" /> <var name="r_hf_uselod" value="1" /> <var name="r_hwocclusion" value="0" /> <var name="r_light_specdetail" value="0" /> <var name="r_light_specular" value="0" /> <var name="r_light_volumetric" value="0" /> <var name="r_modellight_detail" value="1" /> <var name="r_modellight_perpixel" value="0" /> <var name="r_obj_detail" value="4" /> <var name="r_obj_selfshadowing" value="1" /> <var name="r_obj_shadowing" value="1" /> <var name="r_obj_shadows" value="1" /> <var name="r_particlebounce" value="0.3" /> <var name="r_shader_exclusion" value="e3_nomodelshadow;e3_noshadow;e3_middetail;e3_lowdetail" /> <var name="r_stencil" value="0" /> <var name="r_tex_anisotropic" value="1." /> <var name="r_tex_bits" value="32" /> <var name="r_tex_compression" value="1" /> <var name="r_tex_detail" value="2" /> <var name="r_tex_filter" value="1" /> <var name="r_tex_mipbias" value="-0.5" /> <var name="r_usevbo" value="1" /> <var name="r_world_shadows" value="0" /> <var name="r_worldlight_perpixel" value="0" /> <var name="r_xres" value="1024" /> <var name="r_yres" value="768" /> <var name="s_debug" value="0" /> <var name="s_debuglevel" value="0" /> <var name="s_guikey" value="Keyboard0.Pause" /> <var name="s_language" value="us" /> <var name="s_lastDefaultSuccessVideo" value="Unnamed" /> <var name="s_mousespeed" value="60" /> <var name="s_sshotkey" value="Keyboard0.PrintScreen" /> <var name="s_startupconsole" value="0" /> <var name="s_visionlog" value="1" /> <var name="soundMaxDistance" value="6000." /> <var name="ui_hardwarecursor" value="0" /> <var name="ui_novideostream" value="0" /> <var name="ui_showvehicleaddinfo" value="1" /> <var name="ui_tooltipfadetime" value="1." /> <var name="ui_tooltips" value="1" /> </config> ***eyespy900***
  25. they r 2 completly diffrent models, the 1st one is a Scania 94D 260 built in noveber 2004 and the other is a Scania 93M 230, built in July 1993 ***eyespy900***
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