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ShaneGreen

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Everything posted by ShaneGreen

  1. Hi Helljumper, Here is a script which will change the tiller into the Ladder position at FS1 and the Ladder at Hazmat position in FS2. If you need the other changes done and Xplorer4x4 has not sorted it for you, then let me know. Script_with_ladder.zip If you get the chance, have alook at my submod - I have added a few things to it, in honour of your earlier work Take care Shane
  2. Hi all, I have just uploaded a small fix to address the spawning issues (I hope). I have not been able to reproduce this problem on my own systems, however I have divided up the spawning locations to reduce the demand on each location - so this should help. Just go to the first post and download Please let me know if it works. Take care Shane
  3. Hi PoliceMad, Do you have any submods added ? The reason that I ask is that there was no EMS Car 2 in the original mod. There was however an EMS Car 2 in my early submod for Los Angeles Mod v1.8, but that submod is not compatible with Los Angeles Mod v1.9. If so, there may lie the problem. Take care Shane
  4. Hi cbh84, Here are the LAtofirestation.script, LAfirestation.script and LAfirestationstart.script that will spawn the ladder at FS2 instead of Hazmat. It all works with ladder returning to station 2. Just copy the three scripts into the scripts/game/command folder of Los Angeles Mod v1.9 If you have other changes, it will not affect them unless those changes have been made to the three scripts mentioned. Script_with_ladder.zip Hope this helps Take care Shane
  5. Hi Transporter, I am sorry for your trouble with the download. I am currently making arrangements for an alternative to the current download site and will let you know. Take care Shane
  6. Hi firefighter 111 Thanks for your comments, glad you like it. 1. I could do that, and to be honest almost did that way originally but chose the current format based on the length of the wav file compared to the delay time on the script. Will have a play around with it and see what happens. 2. Yes I am a fan of Emergency and also thought it would be good not to have all unit numbered 1, 2 etc with police , fire and ambulance. Emergency provided the inspiration for deciding on the numbers. Squad 51 is the LEV parked at the rear of the Station 51 next to the brush truck. 3. Adding BC, Captain etc to the control panel could be done, however I am unsure at the moment how many more commands the control panel will allow. I figure that each time the station alarms they will respawn and go to the vehicle anyway. I appreciate your ideas and suggestion, that is how many of the current changes began and I am sure more will come in the future. Hi swatlord, I will have to look into this first and work out what I will do. If any changes are to be made, I will likely release a patch containing just the modified files and also provide a new complete download, so that those who have already downloaded, need not do so again Hi Xplorer4x4, I could not imagine those specs having a problem with lag .... will look into it further. Enjoy your 4890, I have 2 x 4870X2's in crossfire which do a great job, and from what I am hearing 4890 performs very well indeed. Take care Shane
  7. Hi all, Thanks for all your comments on the submod ... choose the appropriate response below a) I am glad you like it b) I am sorry that it is not what you hoped it would be c) I will try to do better d) I am sorry it does not work for you Regarding the download problems, I am trying to arrange for it t be downloaded from within the forum, but at this time I do not have the upload space to do that ... so I have to rely on a third party downloader until I can make other arrangements. Regarding the personnel getting stuck at the spawn point, I have not encountered this issue with any of my machines since early in the creation phase of this submod. I suspected then and still believe that it may have been due to processor speed/RAM. If the program laggs and the personnel do not start moving towards their vehicles, then the next round of personnel to spawn will do so right on top of the others, at which time they will all become stuck. To combat that problem I did enlarge the spawning point until this problem no longer occurred. With some slower processors, this may still occur ... unfortunately. Not sure what I can do about that at this time - perhaps having multiple spawn points might work. To all of those who would like to see commands to Call LEV/HES, Call AMR, Call Engine-Ladder-LEV-Ambulance, Call my mother's sister's brother, etc. I would dearly love to have added the Call LEV and Call AMR, however, the BC/EMS Captain/Captain and Police can only use a limited number of commands and unfortunately they are full up. So I did not add any of those extra commands ... at this stage - it may change later if I find a way to achieve that. Please be patient, I am basically computer language illiterate and have limited knowledge of what I am doing here ..... I just follow the logic (sometimes) of what I see in the scripts and try to produce functioning commands to suit my needs. I do not have the abiltiy to go out and write you a new script for something ..... but given time, I can try to build one from existing scripts. Hi madforce, thanks for your detailed testing and feedback. The alarming script was a late addition and I was hesitant to add at this time due to problems having the alternate alarms rather than just one alarm. If this problem continues, I might just have to return to having a single generic alarm for all stations. If you recieve the error message on screen, it helps to chose retry, as the following information will generally tell you which line of which script has led to the error occurring. To all those on the forum who have answered the questions/problems of other members ...... I thank you for you kindness. Unfortunately I have limited access to the forum at times and cannot always answer questions promptly, so your assistance is greatly appreciated. Also some of your knowledge in these areas, far exceeds mine and will likely provide better advice. To those that I need to thank .... THANKYOU , to those that I need to appologise to .... and to everyone .... TAKE CARE Shane
  8. Hi Koning, I will have to wait and see when the mod is released - will depend on if it fits with the mod, how much time I have and permission of course. Hi randomperson139, You are most welcome. Hope you like it. Hi Uknow, Yes, all vehicles that spawn on the map, will return to their parking spaces when instructed to do so. Take care Shane
  9. Since the wonderful US of A closed mega upload, use this link instead. http://www.4shared.com/zip/umgAueN0/Los_Angeles_Mod_v193_SG_Submod.html The US sucks and deleted the site for the other one.\ -NFK Hi all, after numerous requests for access to changes made to my personal version of Los Angeles Mod v1.9, Hoppah has generously granted permission for the release of this new submod. This submod incorporates the additional vehicles and numbering changes that I had previously made, with some significant changes to the game play, in line with how I would like to see the Freeplay game function. With additions such as; Fire Captain (on ALS Engines and Ladder/Tiller Trucks), USAR able to change into dive gear at scene, Negotiators and SWAT able to equip MP5 or PSG-1 sniper rifle, Emergency TV series based fire alarms and vehicle numbering, and police/fire/ambulance vehicles all spawning and staffed on startup - just to name a few. For those with Emergency 4 Deluxe, the Deluxe map has also been modified to accomodate these changes, however, when vehicles spawn at the beginning, some are orientated incorrectly ... but this will correct when they return to there parking space. Let me introduce you to; Los Angeles Mod v1.9.3 SG Submod DOWNLOAD HERE http://www.megaupload.com/?d=247GDHYK This link is now the complete mod (LA Mod files included) so all you need to do is to run using the EM4 / 911FR mod installer and you are good to go. Works with EM4, EM4 Deluxe and 911 FR. Note: You will need to unzip to extract the download - download of Submod now includes both the LAFireStation.script and LACallPatrolCar.script update LAFireStation.script - download to correct the v symbol error when alarming Firestation 1 after start of freeplay. LAFireStation.zip please copy to the Emergency4/Mod/Los Angeles Mod v1.9/Scripts/Game/Command folder and allow to overwrite existing file. LACallPatrolCar.script - download to correct the error symbol SND BATPD not defined when LAFD Captain requests police backup. LACallPatrolCar.zip please copy to the Emergency4/Mod/Los Angeles Mod v1.9/Scripts/Game/Command folder and allow to overwrite existing file. Please read to attached readme file for a complete (unless I forgot something) list of the changes made. Readme_Los_Angeles_v1.9.3_SG_Submod.txt find below images of the Station vehicle parking for Freeplay. The download file is 25.9 mb and extracts to approx 64 mb - so you will find that there are significant changes made. It is designed to overwrite Los Angeles Mod v1.9 with patch 3 and no other changes. With the amount of changes and features included, it is important to note that the strain on the system has increased, so some slower PC's might expect to see a reduction in performance (e.g. lag). NOW ENJOY !
  10. I have a copy of Windows 7 but have yet to install it. I have Vista 64 bit on my system and dualed it with the Windows 7 RC for the past few months. My experience has shown that Windows 7 is a better fit for me. I found that Vista 64 bit tends to bog down my system and with Windows 7 RC, I was getting almost double frame rates of Vista on the same system. So i am looking forward to getting the time to install soon. Take care Shane
  11. Hi all, The idea of the "private mod", relates to the fact that we make these changes to the mod to make it perform more in line with how we would like the game to operate. In our eyes, we are taking a great game and making it better - tailor made for the individual. Whilst most, if not all, of us are happy to share our work with you - there is no sense in re-inventing the wheel. It is important to remember that the changes that we have made are all based on Hoppah's original (and hard) work. Before anything can be released, it has to be approved by Hoppah. Ultimately, it is his work that we have just made some changes to. Should he allow the work to be released for general distribution, then I am sure the necessary downloads will become available in due course. Take care Shane
  12. Hi treads, and congratulations on your first post . Firstly, could I ask you to copy your tofirestation.script and put into a zip file before uploading it to your post. The way you have done it turns it to text and you lose all the formatting of the script. I am more than happy to have a look at it, but will need it in the correct format to be able to work out where you need to go. Take care Shane
  13. Hi randomperson139, Thankyou for your interest in my version of the mod. As with all that I do, I am happy to share and would be more than happy to release as a submod .... but, it must be done with Hoppahs blessing - to make my changes would involve downloading a file which is about 35 mb in size (uncompressed). In addition to spawning the extra vehicles at startup and the extra parking, it includes extra LAPD vehicles LAPD CV 1 -5, 3 extra umpcs, Firestation 1 has ALS Engine 1, 2, BLS Engine 201, 202, ALS Ambulance 1, 2, 3, Light Equipment Vehicle 1 and Heavy Equipment Squad 2, while Firestation 2 has Engine 51 (HA HA), Ladder 51, ALS Ambulance 51, Light Equipment Vehicle 51 and Brush 51. I have set up AMR ambulances as BLS and all LAFD as ALS. All Battalion Chief calls work with the extra vehicles and I have included a Call Tower Lightforce which will call Ladder plus ALS Engine 51 together from station 2. As mentioned earlier, I have also modified the USAR Firefighter so they can change into diver gear and back to USAR provided they are near USAR truck, LEV or HES. The Negotiator and SWAT Officer have also been modified so tht they can equip MP5 or PSG-1, from SWAT SUV, Helicopter or any SWAT vehicle. The LAPD Helicopter can rappel officers like the Blackhawk - the animations are still those of national guardsmen when sliding down rope. But good for bringing SWAT to scene. With so many changes to the mod, I am not sure that Hoppah will be happy for general release .... so don't get too excited, but I will ask. Hi Xplorer4x4, Thanks for your kind words - I am always happy to help. The problem with the firestation.script I have only just now solved (I will test a bit further to make sure). The call patrol car script, I have set up so it will call LAPD, CHP, LASD, LAPP, LAAP - which every police unit is closest (cross service co-operation). I have disabled the purchse units component of the scripts so that I have to rely on the resources on the map. Also the original police station parking is unused so any other unit called onto the map can use those parking spaces to park and drop off criminals. The vehicles that are parking at the police station will still offload criminals to the policestation, when they return. Take care Shane
  14. Hi Xplorer4x4, Have managed to get all the vehicles to spawn and crew as per earlier discussion. Find below what I have managed to achieve so far. I am still having that issue with the firestation.script stating that there are too many "}" but am working on it. All police patrol units (CHP, LAPD patrol cars, Motorcycles amd UMPC's) will respond if they are the closest vehicle when request for patrol car is made. SWAT, Bomb and LAPD SUV must be dispatched manually. To make USAR more usable, I have modified so that USAR Firefighter can change into and out of diver gear at scene as long as USAR or LEV/HES vehicle at scene. You may notice that the LEV and Brush at Firestation 2. plus the LAPD SUV at Policestation are facing in the correct direction ..... finally. I managed to achieve this by intructing them to rotate towards gate6a in the Firestationstart.script (same as Hazmat/Ladder in bay 6 of Station 2) - and it works ! Go figure but I am not complaining. (possibly that instruction states to set rotation in same direction rather than straight towards) Will keep in touch Take care Shane
  15. I voted for LAPD, as my personal focus is on the LAPD units. However, I do think there are more than enough Crown Vics (especially if you use my submod) and would prefer to see the Ford Explorer used or a Tahoe. But that is just my opinion.
  16. Thanks for having a look. The error is indicated in LINE 642, but it all looks fine to me. I have been using Notepad 2 but it is giving me nothing. The error only occurs when I alarm Firestation 1 from control panel, it does not occur when alarming Firestation 2 from control panel. I have been thinking that it might think there are too many entries under Firestation 1, so I might try moving some to Firestation 2 and see if anything changes. Will keep you posted. Take care Shane EDIT: Transferred the entries to Firestation 2 and the problem then occurred when Firestation 2 alarmed, not when Firestation 1 alarmed this time ..... hmm
  17. Hi Hoppah, Not sure what happened there. That is not in the script, it must have appeared when I added the script into the code tags for posting That problem has resolved, but I am now receiving an error message saying FireStation.script has too many "}". I will upload the whole script if anyone has time for a look - that would be great. LAFireStation.zip Take care Shane
  18. Hi all, Have been working on some modifications to the Firestation.script to allow additional spawn points. Unfortunately I am encountering a problem that I have been unable to solve so far, so I thought I might see if anyone else can locate the problem. I have been looking at this script for so long now, I probably would not see it if it jumped up and waved at me. When trying to load the freeplay I am receiving the following message; (_LAFIRESTATION 901463): Error: Symbol Spawn is not defined in current scope. when I select retry, I receive the following information FILE: mod:/scripts/game/command/LAFireStation.script 901463 LINE: 1845 If any of you scripting gurus can see where I may have gone wrong - I would greatly appreciate your suggestions. Look forward to hearing your thoughts Thankyou all, take care Shane object DummyCallCrew : CommandScript { DummyCallCrew() { SetGroupID(DummyGroup); }</P> <P> bool CheckGroupVisibility(GameObject *Caller) { return false; } bool CheckPossible(GameObject *Caller) { return false; } </P> <P> void PushActions(GameObject *Caller, Actor *Target, int ChildID) { Vehicle v(Caller); if(v.IsCollidingWithVirtualObject(VO_SQUAD01)) { ActorList l1 = Game::GetActors(VO_SPAWN01); if(l1.GetNumActors() > 0) Vector Spawn = l1.GetActor(0)->GetPosition();</P> <P> GameObjectList l2 = Game::GetGameObjects(NAME_FIRESTATION); for(int i=0; i < l2.GetNumObjects(); i++) { GameObject *obj = l2.GetObject(i); if (!obj->IsSpecialLightEnabled()) { obj->EnableSpecialLights(true); obj->PushActionWait(ACTION_NEWLIST, 16.0f); obj->PushActionExecuteCommand(ACTION_APPEND, DUMMY_ALARM, Caller, 1, false); Vector AlarmSnd = obj->GetPosition(); int soundID = Audio::PlaySample3D(SND_ALARM, AlarmSnd, true); obj->SetUserData(soundID); obj->AttachSound(soundID); } } } else if(v.IsCollidingWithVirtualObject(VO_SQUAD02)) { ActorList l1 = Game::GetActors(VO_SPAWN03); if(l1.GetNumActors() > 0) Vector Spawn = l1.GetActor(0)->GetPosition();</P> <P> GameObjectList l2 = Game::GetGameObjects(NAME_FIRESTATION2); for(int i=0; i < l2.GetNumObjects(); i++) { GameObject *obj = l2.GetObject(i); if (!obj->IsSpecialLightEnabled()) { obj->EnableSpecialLights(true); obj->PushActionWait(ACTION_NEWLIST, 16.0f); obj->PushActionExecuteCommand(ACTION_APPEND, DUMMY_ALARM, Caller, 1, false); Vector AlarmSnd = obj->GetPosition(); int soundID = Audio::PlaySample3D(SND_ALARM, AlarmSnd, true); obj->SetUserData(soundID); obj->AttachSound(soundID); } } } else if(v.IsCollidingWithVirtualObject(VO_SQUAD01R)) { ActorList l1 = Game::GetActors(VO_SPAWN01R); if(l1.GetNumActors() > 0) Vector Spawn = l1.GetActor(0)->GetPosition(); } else if(v.IsCollidingWithVirtualObject(VO_SQUAD02R)) { ActorList l1 = Game::GetActors(VO_SPAWN02R); if(l1.GetNumActors() > 0) Vector Spawn = l1.GetActor(0)->GetPosition(); } else if(v.IsCollidingWithVirtualObject(VO_SQUADAMR)) { ActorList l1 = Game::GetActors(VO_SPAWNAMR); if(l1.GetNumActors() > 0) Vector Spawn = l1.GetActor(0)->GetPosition(); } else if(v.IsCollidingWithVirtualObject(VO_SQUADPARK)) { ActorList l1 = Game::GetActors(VO_SPAWNPARK); if(l1.GetNumActors() > 0) Vector Spawn = l1.GetActor(0)->GetPosition(); } else { ActorList l1 = Game::GetActors(VO_SPAWN02); if(l1.GetNumActors() > 0) Vector Spawn = l1.GetActor(0)->GetPosition(); }</P> <P> PersonList passengers = v.GetPassengers(); if (ChildID == 1) { Person p = Game::CreatePerson(OBJ_PM, UNNAMED); p.SetEquipment(EQUIP_EMERGENCY_CASE); } else if (ChildID == 2) Person p = Game::CreatePerson(OBJ_PM_STRETCHER, UNNAMED); else if (ChildID == 3) Person p = Game::CreatePerson(OBJ_EMT, UNNAMED); else if (ChildID == 4) Person p = Game::CreatePerson(OBJ_CHIEF, UNNAMED); else if (ChildID == 5) Person p = Game::CreatePerson(OBJ_HAZMAT, UNNAMED); else if (ChildID == 6) Person p = Game::CreatePerson(OBJ_USARFF, UNNAMED); else if (ChildID == 7) Person p = Game::CreatePerson(OBJ_EMT_STRETCHER, UNNAMED); else if (ChildID == 8) Person p = Game::CreatePerson(OBJ_CAPTAIN, UNNAMED); else if (ChildID == 9) Person p = Game::CreatePerson(OBJ_EMS_CAPTAIN, UNNAMED); else if (ChildID == 10) Person p = Game::CreatePerson(OBJ_LAPD_OFFICER, UNNAMED); else if (ChildID == 11) Person p = Game::CreatePerson(OBJ_CHP_OFFICER, UNNAMED); else if (ChildID == 12) Person p = Game::CreatePerson(OBJ_NEGOTIATOR, UNNAMED); else if (ChildID == 13) Person p = Game::CreatePerson(OBJ_SCOUT, UNNAMED); else if (ChildID == 14) Person p = Game::CreatePerson(OBJ_SWAT_OFFICER, UNNAMED); else if (ChildID == 15) Person p = Game::CreatePerson(OBJ_BOMB_SQUAD, UNNAMED); else return;</P> <P> p.SetUpgradeLevel(3); Game::FindFreePosition(&p, Spawn, 250); ** this is line 1845 mentioned in error message ** p.SetPosition(Spawn); p.PushActionMove(ACTION_NEWLIST, &v, TARGET_ANY); p.PushActionTurnTo(ACTION_APPEND, &v); p.PushActionEnterCar(ACTION_APPEND, &v); } }; EDIT: Guess what ............ the problem jumped up and waved at me I am now getting a error on the LAFirestation.script that states that I have too many "}" ..... hmm
  19. Hi ExplorerMike, The AMR ambulance addition has been redone for v1.9. All you need to do is download the file and extract the contents from the zip file. You will find inside the extracted folder a folder called "Los Angeles Mod v1.9", just copy that file and write over the top of the Los Angeles Mod v1.9 in your Emergency 4/911 First Responders mod folder. Allow it to overwrite existing files and it will make the necessary changes to include the AMR ambulances as 2 extra units in the mod. Hope you enjoy Take care Shane
  20. After having 3 police stations in my private version of v1.8 (LAPD, Port and CHP), I did find it a bit of overkill. For v1.9 I have decide to only have the LAPD station as it is fairly central and I don't want to have a station within 50 feet of every incident. What I have decided to do is have a couple of CHP cars working out of the LAPD station in addition to LAPD vehicles - you could also have LASD working out of there if you wish. I imagine that in real life at times there would be CHP and LASD vehicles at LAPD stations (either dropping off/picking up prisoners or paperwork or as part of joint operations), so I don't think it would be too unrealstic. I found in game play it is better to manage your resources rather than having units/stations all over the map, that are right on top of every incident - surely LAPD response times aren't that good :-p Having said that, the set up for your Port Police Station near the docks is a good one and probably what I would do if I did add a second police station. Just my thoughts, would like to hear others Take care Shane
  21. Hi Koning, This variation of PSG1 script will allow SWAT Officers to equip PSG1. You will still need to go into the editor and make sure that they have the get PSG1 command. Download the attached file and copy the content into your folder emergency4/mods/Los Angeles Mod v1.9/scripts/Game/Command and allow it to overwrite the existing file. The script has been edited to allow you to equip the PSG 1 from the following vehicles; LAPD SUV Rescue truck 01 Rescue truck 02 SWAT truck LAPD Helicopter as well as FBI vehicles. I have had this version of the script since v1.8 came out and it works fine. The animations all work with the SWAT officer. The download will be included as soon as Hoppah gives permission for the script to be made available. I will pm now and post if permission given. Take care Shane
  22. Hi Pearl71, Thanks for the interest. Unfortunately, due to the limit on the number of commands each unit can have, we have to choose either the call unit commands or firefighter functions. We can't have both . The difference between the EMS Captain and FF Captain is not clear in the screenshot I posted, the EMS Captain has EM on the helmet and PARAMEDIC on the back of turnout coat, while the FF Captain has C on the helmet and CAPTAIN on the back of the turnout coat. The work on the additional units mod is coming along. Take care Shane
  23. Hi Pearl 71, I have the Fire Captain up and running in my private mod at this stage, addition to submod will be dependant on permission from Hoppah. I will contact him however I am sure that our poor creator is being bombarded with pms at the moment, so it may take some time. In the meantime, here is a little teaser; an ingame screenshot of command post at incident with Battalion Chief, EMS Captain and 2 Fire Captains. Enjoy Take care Shane
  24. Hi Jon, Unfortunately, I don't expect that the v1.8 submod will be compatible with v1.9, but I will work on a v1.9 and get that out at the earliest opportunity. Watch this space Take care Shane
  25. Hi topfuzz, Parking lot looks good. If you are feeling adventurous, you can make a working police parking lot but you would have to park cars in every second parking space as they need room to be able to turn around. You would need to add some virtual objects via the editor and add a script for them to park there - you can even set up the CallPatrolcar script so that they can respond from their parking space. My personal mod for v1.8 had that set up with vehicles returning to their allotted parking space and I plan to do the same with v1.9 and Hoppah's map. Will post some shots when I get it done. Take care Shane
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