billyfromhill Posted March 27, 2010 Report Share Posted March 27, 2010 Is there any way to make personnel run on land and swim in water but not dive? I'm trying to make a swift water rescue guy. One possible way to do it is to modify the diver to run on land and then just remove the dive command. Quote Link to comment Share on other sites More sharing options...
MikeyPI Posted March 27, 2010 Report Share Posted March 27, 2010 correct. just remove the dive command and he will walk normally Quote Link to comment Share on other sites More sharing options...
billyfromhill Posted March 27, 2010 Author Report Share Posted March 27, 2010 He'll still be able to swim and rescue people then? Quote Link to comment Share on other sites More sharing options...
MikeyPI Posted March 27, 2010 Report Share Posted March 27, 2010 would require a script to add the command back, so you'd need a script to trigger removing it via button and putting back that command. look at i believe standby command in la mod for an example of adding/removing commands. Quote Link to comment Share on other sites More sharing options...
billyfromhill Posted March 27, 2010 Author Report Share Posted March 27, 2010 Why would ithe dive command need to be added back? Quote Link to comment Share on other sites More sharing options...
andrew2007 Posted March 27, 2010 Report Share Posted March 27, 2010 Why would ithe dive command need to be added back?Err.. That is the 'swim' command you're talking about. No command = no water. Quote Link to comment Share on other sites More sharing options...
billyfromhill Posted March 27, 2010 Author Report Share Posted March 27, 2010 So swimming in the water relies on the dive command? Quote Link to comment Share on other sites More sharing options...
MikeyPI Posted March 27, 2010 Report Share Posted March 27, 2010 Correct... Without that the diver will walk normally but cannot enter the water (except on a boat). Quote Link to comment Share on other sites More sharing options...
billyfromhill Posted March 27, 2010 Author Report Share Posted March 27, 2010 So we need to edit the move script so that the diver still walks slow, but the SWR guy runs and can still swim without the dive command. Quote Link to comment Share on other sites More sharing options...
MikeyPI Posted March 27, 2010 Report Share Posted March 27, 2010 If it were me doing it I would just make a whole new script with a button, so that you can have the guy "prepare to swim" or be a land unit... Make said button go from a swimmin dude image (like you'd see at a beach) to a walking guy when he's a land based guy (add all commands via that script he'd require) and remove the dive command from him: Borrowed from the LA Draw Weapon Script Caller->PushActionEquipWeapon(ACTION_NEWLIST, true); Caller->AssignCommand(CMD_SHOOTGUN); Caller->AssignCommand(CMD_HOLSTERGUN); Caller->RemoveCommand(CMD_DRAWGUN); Caller->AssignCommand(CMD_ARREST2); Caller->RemoveCommand(CMD_ARREST);Obviously the commands for the new button would need to remove the "walking" button and place the prepare to swim button in it's place since this is the command that you need to make him swimable again, same deal but you're adding dive back and removing all other commands from the unit. Quote Link to comment Share on other sites More sharing options...
billyfromhill Posted March 27, 2010 Author Report Share Posted March 27, 2010 Are you sure that would work? In order to swim in the water the unit needs the dive command. I understand what you mean by creating a script that switches the commands. That would solve the running on land issue, but the SWR guy would still have the dive command after you click the "prepare to swim" button. It's not even as if you can remove the dive command after the SWR guy gets in the water since there is no special command to swim, just the move script. Quote Link to comment Share on other sites More sharing options...
Hoppah Posted March 27, 2010 Report Share Posted March 27, 2010 The switch might work, although it needs to be tested to be certain.Remove the 'Dive' command from the diver, so it runs like every fire fighter does for default. Then create a simple command 'Prepare to dive' which does this:- Adds 'Dive' command- Removes 'Prepare to dive' command- Adds 'Clear dive state' commandThe last one reverts it all back to default state.Edit: Make sure to add something to script that prevents the 'Clear dive state' command from being executed while the diver is in the water. Quote Link to comment Share on other sites More sharing options...
MikeyPI Posted March 27, 2010 Report Share Posted March 27, 2010 It is possible that there would be two different outcomes in my eyes if the diver was switched to a normal ff again while in the water:A. Crash to desktop.B. He drowns.Either way if you do not have the sense to know the diver is in the water, so pushing that button is a bad idea, in my view you deserve the fate=)Hoppah might be correct there may be a way to prevent changing back while in the water... if that is the case then it would be problem solved... Even if there is not common sense should prevail on this one considering that if the guy is in the water you probrably want him to stay a diver. Quote Link to comment Share on other sites More sharing options...
billyfromhill Posted March 27, 2010 Author Report Share Posted March 27, 2010 Thanks for all the ideas so far, but the whole point of this topic is to see if it is possible to create a unit that can run on land, swim in the water, rescue people in the water, but NOT dive to rescue people in cars or mark cars for salvage. So far it seems that this is not possible, in which case I will abandon the idea. The extra button would work if we wanted the diver to run on land, but I think the current diver is fine how it is now. Quote Link to comment Share on other sites More sharing options...
MikeyPI Posted March 27, 2010 Report Share Posted March 27, 2010 You might be able to "hide" the dive command from the UI, but since the dive command is what makes the swimmer/diver work... you have to have it present on the person (maybe not in the UI but it has to exist on the person somehow), perhaps you can manage to hide the button through an overcomplicated script... But I am uncertain how you could go about doing that. Quote Link to comment Share on other sites More sharing options...