Xplorer4x4 Posted April 17, 2010 Report Share Posted April 17, 2010 In the latest patch the line:m.SetRotation(gate6);Was added. I realize the code in question forces a vehicle to park faced as if they were behind that gate number, but how would I reverse it so instead of pointing at gate6a they would face gate6b. Quote Link to comment Share on other sites More sharing options...
Guest Francis Posted April 17, 2010 Report Share Posted April 17, 2010 Give me the line number please, I'll see what I can do. Quote Link to comment Share on other sites More sharing options...
Xplorer4x4 Posted April 17, 2010 Author Report Share Posted April 17, 2010 Hey I'm on my phone so I can't check but there's tons of references in lafirestationstart.script. Try replacing the 6 with a 5 for the bc, 1 for ambo bay, 2 for USAR and so on. Quote Link to comment Share on other sites More sharing options...
Guest Francis Posted April 18, 2010 Report Share Posted April 18, 2010 Well post the code because I haven't got the time yet to install the patch. When you have time of course. Quote Link to comment Share on other sites More sharing options...
Xplorer4x4 Posted April 18, 2010 Author Report Share Posted April 18, 2010 Wll heres a snippet: ActorList l16 = Game::GetActors(VO_ENGINE01); for(int i=0; i < l16.GetNumActors(); i++) { Vector Engine01 = l16.GetActor(0)->GetPosition(); Vehicle m = Game::CreateVehicle(OBJ_ENGINE01, UNNAMED); m.EnableBlueLights(false); m.SetPosition(Engine01); m.SetRotation(gate4); m.UpdatePlacement(); m.SetMaxPassengers(6); m.SetSpeed(9.0f); m.PushActionWait(ACTION_NEWLIST, 3.0f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); m.PushActionWait(ACTION_APPEND, 1.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); } Quote Link to comment Share on other sites More sharing options...
Guest Francis Posted April 18, 2010 Report Share Posted April 18, 2010 Attach the script file I'll look at it. Quote Link to comment Share on other sites More sharing options...
Xplorer4x4 Posted April 18, 2010 Author Report Share Posted April 18, 2010 http://pastebin.com/S2vkudbpPastebin ok? To lazy to zip Quote Link to comment Share on other sites More sharing options...
Guest Francis Posted April 18, 2010 Report Share Posted April 18, 2010 http://pastebin.com/S2vkudbpPastebin ok? To lazy to zip Alright, try that one:http://pastebin.com/qBmgvAnAI made it rotate to gate6b instead of gate6a. I added the following code: GameObjectList gate06b = Game::GetGameObjects(NAME_GATE06B); for(int i=0; i < gate06b.GetNumObjects(); i++) GameObject *gate6b = gate06b.GetObject(i);After this one: GameObjectList gate06a = Game::GetGameObjects(NAME_GATE06A); for(int i=0; i < gate06a.GetNumObjects(); i++) GameObject *gate6 = gate06a.GetObject(i);Then, I changed these on both brush_truck.e4p and cv_ems2.e4p: m.SetRotation(gate6);To my newly created Game Object gate6b: m.SetRotation(gate6b);Tell me if it works how you want it. Quote Link to comment Share on other sites More sharing options...
Xplorer4x4 Posted April 18, 2010 Author Report Share Posted April 18, 2010 That worked, thanks alot! Quote Link to comment Share on other sites More sharing options...
Guest Francis Posted April 19, 2010 Report Share Posted April 19, 2010 No problem. Quote Link to comment Share on other sites More sharing options...