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bma

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Everything posted by bma

  1. I have thought about that, only problem is that most of them are coded from the game, so its not possible to see how they have made it, they just make an "pushactionextinguish" command and then the game takes care of the rest, so we can't see how it works.
  2. That would be a posibility, it would just require me to install it as a child on all the people which will make it less userfriendly for other people who wants to use it for their mod
  3. Hello Out there. I have made a peberspray script and after som help from itchboy its now ready and released Download: Copenhagen mod - Download page - Online
  4. It wont be needed to be checked by ems after getting pebersprayed, unlike the united states, the danish police doesnt have to call for ems when they use the peberspray, they just have some salter water in their car they can give to the person. The idea is just to have a simple and effective way to arrest people without injureing the officers in the game Besides that, they will not get tasers, we dont have those in denmark
  5. Qick question, have anybody out added objects, hourses ect to this map? And is it something people want to share? http://forum.emergency-planet.com/files/file/582-small-village-freeplay-map/
  6. Imagine a call saying something like murder or bank robbery So look on it as realism
  7. As promised I have completed the dog script. Right now the dogs are able to: - Follow the officers around - Chase and stop criminals/civilans - Find evidence If anybody have any other ideas for scripts the dogs could have, just let me know and i will try making it
  8. Easiest solution, delete the script and try again
  9. Just in case somebody want to download the old version -> http://www.emergency-forum.de/index.php?page=DatabaseItem&id=2271 I haven't uploaded it, I just found it
  10. Sorry, I started school again and havent had much time since. Hopefully its ready next week
  11. I know i dont have to. But by making it only mission script i can make some variables that works across the scripts.. which i kinda need for the rest of the script. I know i could do it with dummys and command scripts, but i would really like to avoid it
  12. Hi I'm sitting trying to make a mission script and i have run into a problem. What i want the script to do. Find the fire fighters at the station (Working) Make them walk to their locker (working) Kneel down(Working) Changing to fire fighter gear Running to the fire trucks. My problem is the part where i want them to change to the fire fighter gear, usally this is done but just creating a new prototype and delete the old one. But i'm not sure how to make that work without using command scripts. Any ideas? The relevant code so far: //Mission::PlayHint(PersonID); GameObjectList gol = Game::GetGameObjects(PersonID); GameObject *go; if(gol.GetNumObjects()>0) //Hvis personen ikke findes, sikres det med denne sætning at spillet ikke crasher { for (int i = 0; i < gol.GetNumObjects(); i++) { go = *gol.GetObject(i); Person p(go); char VOUniform[20]; snprintf(VOUniform, 20, "Station_%s", PersonID); //Mission::PlayHint(VOUniform); ActorList PerTarget(VOUniform); Vector targetPos(PerTarget.GetActor(0)->GetPosition()); Game::FindFreePosition(&p, targetPos, 100.f); p.PushActionMove(ACTION_APPEND, targetPos); p.PushActionSwitchAnim(ACTION_APPEND, "kneeldown"); //This is as far as i got } }
  13. Sounds like a fun project. Send me a pm if you need help
  14. Sorry, but that wont be an easy job mate The easy part will be to switch the cars around on the map, but the tricky part will be to change the scripts so the game knows which gates to open for each car
  15. That is true But then again, how much memory does it take to generate a number and check for a dummy command? There is a lot of scripts that run constantly in the background. Bma, water tank ect
  16. Give the parked cars a dummy called DUMMY_Parked01 ... _Parked10. And then make the script generate a random number between 1 and 10. Then check if any cars on the map has the dummy. If there is one, make it try again, else give it the dummy
  17. You can get it to do both things Path(); Path(const Path& Obj_); Path(const Actor* Act_); ~Path(); virtual bool IsValid() const; void SetOnFinishDeleteObject( bool delete_); bool GetOnFinishDeleteObject() const; void SetPathType(PathType type_); PathType GetPathType() const; Vector GetStartPosition() const; float GetDistance(const Vector &Pos_) const; float GetPathSpeed(); int GetNumPoints(); Vector GetPoint(int index_); int GetPointID(int index_); Vector GetNearestPoint(const Vector &v_); int GetNearestPointIndex(const Vector &v_);
  18. In that case it is proberly easier to make them spawn in a virtuel object and then just give them the path they need to drive
  19. I take that back! Just realized that Z-model 3 actually supports changing animations on people
  20. All of it is new. Opposit of example la mod, my script doesnt take the dog out of the car every time the officers leavs the car. So the officers can also work as normal officers The script is completly new and works very different from the one hoppah have made
  21. The animation does excist and it is on the rescue dog I have the dog, i have the animation, the dog is walking. All i need is the doog to be using the snif animation while moving
  22. All the sdk's for emergency4 can be downloaded here: http://www.emergency-forum.de/index.php?page=DatabaseItem&id=1771 They are a must have for scripters! And the & usually means that they refer to an already named object so if it says: Dog.PushActionMove(ACTION_APPEND, &Evi, TARGET_ANY); the dog moves to the already specified object called Evi
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