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b2bomber

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  1. Hi all, I have had 1-2 years now of scripting experience now and I have decided to try out working with emergency's base. I have two questions for you, one is a bit more specific than the other so here I go. Q 1. Ok, well I know this script is missing a lot probably but basically I am looking for an answer of how to get it to start working in the game... So here is the error in the log file that I am getting when I start up the editor and load the mod with the script in it. ?(_Airhornfc246a): Error: Symbol CLASS_AirHornAirHorn is not defined in current scope its saying the the object/class that I have created is not defined in the current scope, is there some where that I need to be defining the script to something? here's the script... //================================================================================================== // // ///ENGLISH-USA setup/// // // AirHorn.script // By B2bomber // on 9/16/11 // // Usage of this script in any content is NOT allowed without the expressed // written consent of Jacob McKim/B2bomber // // This script is used to make the air horn effect for emergency apparatus // in em4 // // // Last Edit : 9/17/11 // // Version #: 1.0.0 // // ///DEUTSCH-Fertig mit Google Translate/// // // // AirHorn.script // Von B2bomber // Auf 17/9/11 // // Aufruf des Skripts in beliebiger Inhalte ist ohne ausdrückliche erlaubt // Zustimmung von Jacob McKim/B2bomber geschrieben // // Dieses Skript wird verwendet, um die Luft Horn-Effekt für den // Notfall apparat machen In EM4 // // // Letzte Änderung: 17/9/11 // // Version #: 1.0.0 // // //================================================================================================ // Start by creating the object object AirHorn : CommandScript { VcmdAirHorn () { SetIcon (Sirens); SetPossibleCallers(ACTOR_VEHICLE); SetValidTargets(ACTOR_VEHICLE); SetRestrictions(RESTRICT_SELFEXECUTE); SetDeselectCaller(false); } bool CheckGroupVisibility(GameObject *Caller) { if(!Caller->IsValid() || Caller->GetType() != ACTOR_VEHICLE) {return false;} else { return true; } } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if(!Caller->IsValid() || !Target->IsValid() || Target->GetID() != Caller->GetID()) {return false;} else {return true;} } void PushActions (GameObject *Caller, Actor *Target, int childID) { Vehicle v(Caller); int soundID; Vector VPos=v.GetPosition(); soundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/airhorn.wav", VPos, false); } } Q 2. Now In general can someone please describe to me how the flow of emergency's scripts work. I have worked with several different game engines some object oriented some not (Unity,Blitz,Torque,Unreal Engine). Although I really haven't found a good reference for how the flow of the program works. I can kind of see how it working but really would like to see if someone could clarify it for me. I have been using so far... -Modding Studio 2012 -LA Mod Scripts as comparitive -http://www.emergency...tegorie:Scripts Thanks, B2Bomber
  2. well currently I have been very very busy. My family is moving so I haven't had time to do anything. um as for the project I think for me this is going to be one of those projects that I work on it for a little while, take a break and then go back at it again in a cycle. That's kind of how I work and it sucks. I usually work an idea in my head till the point where I get bored with it and then go on to something else until I get bored with it and then come back again to that idea that I originally had. It sucks sometimes. But at some point I should get them done.
  3. Hey Dyson, Fired you a PM for me possibly helping out as a scripter (with GUI Capabilities) I would need to look over EM4's API's Again and look over how the flow of EM4's engine works. Its awesome to see that this has become a mod. Keep up the good work.
  4. well 2010 for the hebron fire was a very big one. I am moving away from that area but here is what we have just recived in the last year... Hazmat 373- 2010 Freightliner/ Summit CBRNE Response Unit (Tractor Trailer) (NKY HAZMAT TEAM/ for Cincinnati area as well) Engine 351 and Engine 352- two twin 2010 Pierce PUC Impel Pumper replacing a 2003 ALF Peice of crap pumper and a 1986 Ford Pierce Pumper and our newest oldest rig that we have is this unit right here... Engine 356- (this was token before the just retired 2003 ALF pumper was put into service so it decal is E352) It was E351 but when we put the twin pucs in they took the place of E351 and E352. So now this engine has taken the place of the old E356 in which was just retired (1986 Ford Pierce Pumper). its a 1992 Pierce Dash Pumper here's the departments apparatus page... http://hebronfire.org/apparatus.htm EDIT: here's a website link from a photographer that does apparatus photos in our area about hebron's district... http://nkyfireapparatus.homestead.com/hebron.html
  5. I love the Taurus. Is it the paint job? Vic isn't as sharp, sexy and smooth looking as the replacement interceptor ( Ford Taurus) . And hopefully the Taurus won't be so boat like as the Vic, the town car and the Grand Marquis. Not saying I don't like the Vic but it will be cool to see new blood in cop cars. The cool thing about the Taurus is that it's a popular civilian car and so now under-covers will be even harder to make out on the road so. Lol makes me want to get one.
  6. Nope were just testing out the principle system so maps won't be a concern unless we get serious. we may build some sort of testing ground map such as a training center but don't expect to be working on any maps just yet.
  7. Not a problem. When we get to designing and setting up hose system I can just code that in. Yes, as 42 said above it is all 3d. It's just for right now a proto project that will be built in bits and pieces as kind of like for fun kind of thing right now and if we as the developers of it see value in it we will take it to the next level.
  8. I just fired you a message right now. sorry about that.
  9. been a little while since I posted so but here's and update more of a sneak peak than anything, for you on our current playground project as I would call it. Well here is a fire hydrant Modeled and UV'ed by Unit42. My Right Hand man as well as Reece.c as my left. anyway well as for what is in the screenshot here? Currently I am in the middle of setting up the basic character controller and ray-cast collision system( allows you to interact with objects in the scene from mouse pointer). The fire hydrant here will be among the many tools that I plan to incorporate in our project. First though before we begin setting all that up, we need to create basic functionality (like I said above) and so this along side a secret rig will be used to test those systems as well a few others I haven't mentioned above which for now is under lock and key. See those green spheres in the photo those are trigger points (colliders) for the player ray-cast functions and you can guess the functions of each trigger.
  10. no, I know where he saw the image that's on their image shack page or whatever. Like do you know of any forums similar to this one that they post updates on anymore? They left this one because of the mass amount of spam, off topic stuff and whatever else was going on. well I guess idk if they left it but have stopped posting updates on it at least.
  11. do they have any topics still running on any of the emergency forums?
  12. well, I still think that there's a lot of people out there that are selling there products. so you can still get the older units. (FDNY Zone Shop in NYC for example) http://www.firezonestore.org/collectables.html . although if you have a lot of them Prices may sky rocket on some of them. I wish I got my hands on the Ladder 10 deal back in November/December time frame when it was just $100 marked down from like $289.00-$300.00. That was one of the first signs when something was up with them. ( that was the unlimited quantity series that was ended)
  13. IDK if anyone has any or collects their models but sadly they have announced that 2011 is their last model year and will be selling off last of inventory. It sucks to see such a cool company such go. Especially for having reasonable prices and yet high quality stuff at the same time. We will miss you code 3 1997-2011. Evidence here... http://www.code3.net/fire/latestnews.asp http://fireengines.net/articles/code3_goodbye/index.htm
  14. Well here's what I have decided to do. What I have decided to do for now is just start testing out concepts and functions. Now I am not saying I am for sure on building a game but what I am for certain of is that I will be creating pieces of the game in 1 project with plans to turn it into an actual game. So for right now you could just say we are experimenting around. We may be able to set up a few little project sneak peaks with YouTube videos and or even exporting bit and pieces of the project into a unity web player for you guys to demo and play around with interactively like it were the real game. (there wont be maps though. it will just be a flat white plane with objects and stuff scattered across it kind of thing) mean while if you would all like to download a plugin for your browser that allows you to view any unity content on the web, you can get it here at... http://unity3d.com/webplayer/ That's one way I was looking at it. that would although, take out the factor of modiblity. (wouldn't be any servers to run anything else with our budget). although it would be good for uniformity of the units. because of how detailed and functional units will be in our concept and hopefully in game. we plan to make one model of a particular vehicle and then just re-skin it for multiple units. Hey by the way unit42 I sent you a new job for you via email I think to get done and also a little insight as well.
  15. Not sure yet. The plan is to start out with a map that only has a few companies on it. If we choose to design a system for users to integrate there own maps into the game then our map will not be a huge ever expanding one. But instead we will probably create a few different maps styled in different locations.
  16. If we start with this 3d game first, first off the types of calls that will be created will be limited to just fires, car accidents and basic medicals. So will be the apparatus available. (like I believe I said before, engines, trucks, and med squads on top of battalion cars) I like the ideas so far. So a sort of suburban district with a few high rises maybe? ( 12 story office buildings or something?) what about some sort of costal based department. Basically where would you want it to take place. In some sort of tropical environment, NYC/ Chicago style, denver/las vegas?) NOTE: not modeling after departments just the climate and similar landscape set ups.
  17. heres a question for you what kind of map would you guys like?
  18. idk yet, honestly we haven't thought about the map. our concern is the functionality of the objects and making the game system work first.
  19. since its all mulitiplayer it would just be this huge free-play thing going on. were not sure yet how that will be achieved networking wise. like for example having a server control one part of the map and then another and so on. or if servers will run an instance of a game with like 20 players instead of like 400 over a vast collection of servers controlling a map. One other thing that I am considering doing is rather than us design the maps, let people design there own maps and department setups with our base and then allowing you the player to go to any different map you want to. (similar to instance stuff just instead custom maps by players) what the problem boils down to is if we want all the work being done on your own independent systems and having to bump up the PC specs to play the game or if we just place the majority of the load on severs on our end. (Server based: bumps up cost of running game (Power and bandwidth) /lowers system specs on user end). I did. Thanks. Point Verification System-- Well for point system stuff. the way I intend on doing that was to limit the amount that a player could give per day month whatever, but as for receiving them. You would have to be given a certain amount of negative points to get the attention of the system (like 2-4) but admin would have to review the complaints made against them to verify that its lo-git and not just somebody being a turkey in that case (in which then they would get the ban hammer. So No auto ban system for that (less work for me in short run as a solo scripter anyway. ) Dispatching Method-- As for the dispatch system, system generates a call passes its data off to the dispatching script object (Map location, type). Dispatching script object uses AI intelligence based off what data is given to determine what it should dispatch for the call and what units are close that are required for the call to dispatch to it(basically unit dispatch will be district based just as in real life). So for example a first alarm call comes in for a fire. And say that the dispatch system proto-call for that is two engines, a truck, command officer, safety officer, 2 po-po, and a ALS medic. Now that it knows what it needs it searches the district that the fire is in for available units and districts just outside of it for available units in which then it dispatches stations to the call. Artificial intelligence is not my thing, so that being said as for determining if more units are needed for that call will be up to the officers on scene what they need in which they will just call it in over the game radio (text based). This goes the same way for completing a call. The game won't know if you completed the call or not. It will only know if it needs to re-call you cause a AI person spots it again or an AI alarm picks up something.(fire would have to be detected around a collision bubble surrounding the person mesh) It doesn't give you a list of objectives to complete and it doesn't tell you how many casualties or hot spots there are on scene and or where they are. Firefighters don't get that in real life without asking someone or provided through dispatch. there's no HUD Map showing them joe doo is in the living room of his house and the fire is in the foyer kind of thing. They ask and or find out by seeing/hearing it kind of thing. these episodes kind of show how the calling works... (Fire House USA : Boston-- Really good show) Recalled fire found kind of thing-- an alarm resounds and they get called back in... So a some what realistic dispatch system done by AI for now. Now maybe in future releases we will add a dispatching job for an actual user to control it. On to some major news... We are working on setting up a forum/ website right now for our project. Currently we are reviewing applicants for our new webmaster member who will be working on all web based content for the project (such as in app web-pages as well as main content page). We should have more on that for you shortly. Well that's all I have for you right now. Keep posting what ever you feel like asking and or commenting on and we just would like to thank you for your support.
  20. Same here. $42.79 is steep for something that's sub par.
  21. Hey, Yea we have been getting this question a lot. The way we currently are planing and building it, it will be a standalone free application that you will download to your PC and later possibly Mac. From there you will log in in app and become connected to our servers and the games main menu will pop up. From which there you can connect to the live online multi-player game. Originally we were looking at using unity's own in webpage player (similar to Adobe's flash player in which would provide same performance as standalone app graphics wise) Although it has more of a strain on the web bandwidth of our servers and your own pc. As well one other problem is we found it to be a bit unstable. Although as this new field of in web page games progresses, we may consider introducing that as an option for playing the game.But for now in comparison think of it as a world of war craft style game. QUICK SUMMARY Q. - Is the game online or actually an standalone app I download and play on my PC? A. - Its a standalone application that you have on your pc in which you log in and play online in app
  22. Thats a for sure thing. One other quick thing. I still am traveling but as I am I am also trying to work on scripting different parts of the project as well.
  23. Hey everyone greetings from las Vegas. Just saw a squad and an engine pull up to a gas station code 3 ( looked cool and was a medic call) and also just wanted to say it's been a little while. I have been traveling in the mountains for the last week so I have not have had the chance to really do anything yet. Well, Like reece said banning will be definitely one method. As well the ranking system will be another. Our ranking system will be based off training your character for more elite tasks such as hazmat, confined space rescues, scene comand and control/ so on. In which both experience and trainning will be required to get the more funner tasks in the game. So someone who is serious about getting to those points will be willing to play in a more mature way. And since you have asked that question I have been trying to figure out maybe a much more enforceive aproch to doing it just because those things I have said above are kind of standard and won't prevent that still from happening. So here's maybe something more you would be interested in hearing. I will try to find a way to script in a simple point counting system that will be utlized by the game matching servers( program that initiates games) that would be used as a user seriousness rank. In game other users can either give a Point or take a point to another player if they feel they need to. Once a particular number of points are given to the user the game matching service would place users that are more into joking around on one server and putting more serious on another. Thoughts? Yea you could say that in comparison, ares though is in a first person with a possible 3rd person follow cam and really isn't based off the few small maps. There will be a lot more too it than that game and not to mention it's all online and its multiplayer. Starting off with basic fire and ems ops and later expanding into advanced ff/ems and as well adding police. Will do.
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