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cnyfirefighter18

Slight Vehicle and Map Changes

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Ok,

I have posted before and got pretty much no help from anyone so im trying a new area to see if I get more help from someone who knows what im talking about. Me and a friend of mine are trying to add new accidents to the Woods Large freeplay map and adjust some things with the vehicles.

1)We make the accidents ok and they will spawn but we would like them to catch fire. What in the map editor do we need to have turned on/clicked/names in order for it to catch fire.

2)We were able to add a second hose connection to the brush truck and would like to know how to change the rapid response now for 2 people to come out of the brush truck now and hook up to the connections. But we can not figure out how do we add a second deck gun to the fire boat and crash truck.

3)We would like to get rid of the 2 equipment trailers in the read rear of station 1 and add the following...A Ems Supervisor and a brush truck. Then also add the Light Equipment Vehicle and a battalion chief at station 2...having one behind the station and maybe the (les) across from the street.. We are willing to add our own personal to each of the trucks or try and figure out how to script them in to auto response

We do know how to work with the map editor some and light scripting experience because we are trying to add a 3rd fire station down from station 2 in the industrial area.

THANK YOU FOR ANY HELP POSSIBLE SOMEONE CAN GIVE US

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2)In LARapidDeployment.script:

if (StrCompare(v.GetPrototypeFileName(), PROTO_BRUSH) == 0)
MAXCONNECTORS = 1;
else
MAXCONNECTORS = 4;

Change it to:

if (StrCompare(v.GetPrototypeFileName(), PROTO_BRUSH) == 0)
MAXCONNECTORS = 2;
else
MAXCONNECTORS = 4;

3) Sorry, i cant be asked to script changes atm, but deleting the trailers is easy. Just click them, then hit Delete on the keyboard. Not backspace, delete. The FS1 changes are easy. Just copy the code regarding the bc in in lafirestation,lafirestationstart,and latofirestation.

else if(StrCompare(v.GetPrototypeFileName(), OBJ_EMS) == 0)
{
GameObjectList l4;
Game::CollectObstaclesOnVirtualObject(VO_EMS, l4, ACTOR_VEHICLE);
if(l4.GetNumObjects() > 0)
{
Mission::PlayHint(HINT_NOSPACE);
v.PushActionReturnToBase(ACTION_NEWLIST);
return;
} else
{
ActorList l1 = Game::GetActors(VO_EMS2);
ActorList l2 = Game::GetActors(VO_EMS);
}
}

You can use that as a basis to go off. At the top of the scripts will be stuff like:

const char OBJ_BATTALION[] = "mod:Prototypes/Vehicles/02 LA Fire Department/battalion_chief_vehicle.e4p";

add the following

const char OBJ_EMS[] = "mod:Prototypes/Vehicles/01 LA Ambulance/cv_ems.e4p";

Now this is just a base, and may not be 100% accurate, but its something to go by.

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1)We make the accidents ok and they will spawn but we would like them to catch fire. What in the map editor do we need to have turned on/clicked/names in order for it to catch fire.

A. In the object Properties menu, turn on the fire objects and maybe also add a separate Fire Object to help the flow. It's far easier with mission scripts.

2)We were able to add a second hose connection to the brush truck and would like to know how to change the rapid response now for 2 people to come out of the brush truck now and hook up to the connections. But we can not figure out how do we add a second deck gun to the fire boat and crash truck.

A. It's possible to work since I think the NYMod has at least two working guns on some of their vehicles but the vehicles are not meant to have two so it'll cause problems. It would take scripting work and you'd have to add a second cannon to the with the Children editor.

3)We would like to get rid of the 2 equipment trailers in the read rear of station 1 and add the following...A Ems Supervisor and a brush truck. Then also add the Light Equipment Vehicle and a battalion chief at station 2...having one behind the station and maybe the (les) across from the street.. We are willing to add our own personal to each of the trucks or try and figure out how to script them in to auto response

A. As Xplorer said, just delete them, add the new vehicles and also VO's, and edit the scripts.

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