USMC_NL Posted July 11, 2010 Report Share Posted July 11, 2010 Hey all,i have the 4x4 map and added some extra parking spaces so all of the patrolcars, swat units have a parkingspace.I made the extra VO for LAPD, LASD, LAPP, Swat1 and Swat2.also added the scriptingfiles but still they don't opark in the new extra spaces how can help me out an tell me what i did wrong??here ar the scriptfiles in the spoilers.LatoPolicestation://******************************************************************************************// #Version 1.5#//// Includes: To police station command.//// - VcmdToPoliceStation//// Script by Hoppah// // Usage of this script in other mods is NOT allowed without permission of Hoppah////******************************************************************************************const char CMD_SIREN[] = "VcmdSiren";const char CMD_AUTOSIREN_OFF[] = "VcmdAutoSirenOff";const char CMD_WARNINGLIGHTS_OFF[] = "VcmdWarningLightsOff";const char CMD_WARNINGLIGHTS_ON[] = "VcmdWarningLightsOn";const char CMD_FLOODLIGHTS_OFF[] = "VcmdFloodLightsOff";const char CMD_FLOODLIGHTS_ON[] = "VcmdFloodLightsOn";const char CMD_GOHOME[] = "GoHome";const char CMD_TOPOLICESTATION[] = "VcmdToPoliceStation";const char CMD_PATROL[] = "VcmdPatrol";const char CMD_STANDBY_ON[] = "VcmdStandbyOn";const char CMD_STANDBY_OFF[] = "VcmdStandbyOff";const char DUMMY_DISABLE[] = "DummyDisableSiren";const char DUMMY_HASSIREN[] = "DummyHasSiren";const char DUMMY_GOHOME[] = "DummyGoHome";const char DUMMY_PATROL[] = "DummyPatrol";const char OBJ_HELIPAD[] = "policestation_helipad";const char VO_ENTRY[] = "policestation_entry";const char VO_ENTRY_HELIPAD[] = "policestation_entry2";const char VO_TURNTO[] = "policestation_turnto";const char VO_TURNTO5[] = "fs_vogate05a";const char VO_TURNTO6[] = "fs_vogate06a";const char VO_PARK01[] = "policestation_park01";const char VO_PARK02[] = "policestation_park02";const char VO_PARK03[] = "policestation_park03";const char VO_PARK04[] = "policestation_park04";const char VO_PARK05[] = "policestation_park05";const char VO_PARK06[] = "policestation_park06";const char VO_PARK07[] = "policestation_park07";const char VO_PARK08[] = "policestation_park08";const char VO_PARK09[] = "policestation_park09";const char VO_PARK10[] = "policestation_park10";const char VO_PARK11[] = "policestation_park11";const char VO_PARK12[] = "policestation_park12";const char VO_HELI[] = "policestation_heli";const char VO_SPAWN[] = "policestation_spawn";const char SND_TOSTATION[] = "mod:Audio/FX/radio/1019.wav";const char HINT_HELICOPTER[] = "Another helicopter is blocking the helipad! The helicopter will return to base!";const char PROTO_CV_LAPD[] = "mod:Prototypes/Vehicles/03 LA Police/cv_lapd.e4p";int DummyGroup = 32;object VcmdToPoliceStation : CommandScript{ VcmdToPoliceStation() { SetCursor("topolicestation"); SetIcon("topolicestation"); SetGroupID(DummyGroup); SetGroupLeader(true); SetRestrictions(RESTRICT_SELFEXECUTE); } bool CheckPossible(GameObject *Caller) { if (!Caller->IsValid()) return false; if (!Game::IsFreeplay() && !Game::IsMultiplayer()) return false; Vehicle v(Caller); if (v.IsCollidingWithVirtualObject(VO_HELI)) return false; ActorList l1 = Game::GetActors(VO_PARK01); if (l1.GetNumActors() == 0) return false; return true; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if (!Caller->IsValid() || !Target->IsValid() || (Caller->GetID() != Target->GetID())) return false; Vehicle v(Caller); SetPriority(0); if (v.GetNumTransported() > 0) SetPriority(110); return true; } void PushActions(GameObject *Caller, Actor *Target, int ChildID) { Vehicle v(Caller); bool Donut = false; ActorList d = Game::GetActors(VO_PARK04); if (StrCompare(v.GetPrototypeFileName(), PROTO_CV_LAPD) == 0 && d.GetNumActors() > 0) Donut = true; if(ChildID == 0) { if (v.GetVehicleType() != VT_POLICE_PHC) { if (v.IsBlueLightEnabled()) v.EnableBlueLights(false); if (v.HasCommand("DummyFollow")) v.RemoveCommand("DummyFollow"); if (v.HasCommand(CMD_STANDBY_OFF)) { v.RemoveCommand(CMD_STANDBY_OFF); v.AssignCommand(CMD_STANDBY_ON); } if (v.HasCommand(CMD_WARNINGLIGHTS_OFF)) { v.EnableBlinker(BLT_NONE); v.RemoveCommand(CMD_WARNINGLIGHTS_OFF); v.AssignCommand(CMD_WARNINGLIGHTS_ON); } if (v.HasCommand(CMD_FLOODLIGHTS_OFF)) { v.EnableSpecialLights(false); v.RemoveCommand(CMD_FLOODLIGHTS_OFF); v.AssignCommand(CMD_FLOODLIGHTS_ON); } if (v.HasObjectPath(NULL)) Game::ExecuteCommand(DUMMY_PATROL, &v, &v); if (v.HasCommand(DUMMY_HASSIREN) && v.HasCommand(CMD_AUTOSIREN_OFF)) Game::ExecuteCommand(DUMMY_DISABLE, &v, &v); bool ParkinglotFound = false; bool ToDonut = false; ActorList l1; if (!ParkinglotFound) { GameObjectList l2; Game::CollectObstaclesOnVirtualObject(VO_PARK01, l2, ACTOR_VEHICLE); if(l2.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK01); ParkinglotFound = true; } } if (!ParkinglotFound) { GameObjectList l3; Game::CollectObstaclesOnVirtualObject(VO_PARK02, l3, ACTOR_VEHICLE); if(l3.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK02); ParkinglotFound = true; } } if (!ParkinglotFound) { GameObjectList l4; Game::CollectObstaclesOnVirtualObject(VO_PARK03, l4, ACTOR_VEHICLE); if(l4.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK03); ParkinglotFound = true; } } if (!ParkinglotFound) { GameObjectList l5; Game::CollectObstaclesOnVirtualObject(VO_PARK04, l5, ACTOR_VEHICLE); if(l4.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK04); ParkinglotFound = true; } } if (!ParkinglotFound) { GameObjectList l6; Game::CollectObstaclesOnVirtualObject(VO_PARK05, l6, ACTOR_VEHICLE); if(l4.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK05); ParkinglotFound = true; } } if (!ParkinglotFound) { GameObjectList l7; Game::CollectObstaclesOnVirtualObject(VO_PARK06, l7, ACTOR_VEHICLE); if(l4.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK06); ParkinglotFound = true; } } if (!ParkinglotFound) { GameObjectList l8; Game::CollectObstaclesOnVirtualObject(VO_PARK07, l8, ACTOR_VEHICLE); if(l4.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK07); ParkinglotFound = true; } } if (!ParkinglotFound) { GameObjectList l9; Game::CollectObstaclesOnVirtualObject(VO_PARK08, l9, ACTOR_VEHICLE); if(l4.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK08); ParkinglotFound = true; } } if (!ParkinglotFound) { GameObjectList l10; Game::CollectObstaclesOnVirtualObject(VO_PARK09, l10, ACTOR_VEHICLE); if(l4.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK09); ParkinglotFound = true; } } if (!ParkinglotFound) { GameObjectList l11; Game::CollectObstaclesOnVirtualObject(VO_PARK10, l11, ACTOR_VEHICLE); if(l4.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK10); ParkinglotFound = true; } } if (Donut && !ParkinglotFound) { GameObjectList l12; Game::CollectObstaclesOnVirtualObject(VO_PARK11, l12, ACTOR_VEHICLE); if (!l5.ContainsSquad()) { l1 = Game::GetActors(VO_PARK11); ParkinglotFound = true; ToDonut = true; } } if (Donut && !ParkinglotFound) { GameObjectList l13; Game::CollectObstaclesOnVirtualObject(VO_PARK12, l13, ACTOR_VEHICLE); if (!l6.ContainsSquad()) { l1 = Game::GetActors(VO_PARK12); ParkinglotFound = true; ToDonut = true; } } if (!ParkinglotFound) { v.PushActionExecuteCommand(ACTION_NEWLIST, CMD_PATROL, Caller, 0, false); return; } else { Vector PD = l1.GetActor(0)->GetPosition(); Vector PD2 = l1.GetActor(0)->GetPosition() + Vector(280,-280,0); ActorList l15 = Game::GetActors(VO_TURNTO); Vector TurnTo = l15.GetActor(0)->GetPosition(); Game::FindFreePosition(Caller, PD); Audio::PlaySample3D(SND_TOSTATION, v.GetPosition()); if (!ToDonut) { v.PushActionMove(ACTION_NEWLIST, PD); v.PushActionTurnTo(ACTION_APPEND, TurnTo); } else { v.PushActionMove(ACTION_NEWLIST, PD2); v.PushActionTurnTo(ACTION_APPEND, PD + Vector(320,-320,0)); v.PushActionWait(ACTION_APPEND, 0.5f); v.PushActionMove(ACTION_APPEND, PD); } v.PushActionWait(ACTION_APPEND, 1.5f); v.PushActionExecuteCommand(ACTION_APPEND, CMD_TOPOLICESTATION, Caller, 2, false); PersonList transports = v.GetTransports(); if (!ToDonut && transports.GetNumPersons() > 0) v.PushActionExecuteCommand(ACTION_APPEND, CMD_TOPOLICESTATION, Caller, 1, false); } } else { Audio::PlaySample3D(SND_TOSTATION, v.GetPosition()); ActorList l1 = Game::GetActors(OBJ_HELIPAD); if(l1.GetNumActors() > 0) { Actor policestation = *l1.GetActor(0); Vector Policestation = policestation.GetPosition(); } if (Game::IsSquadInVirtualObject(VO_HELI)) { GameObjectList l2; Game::CollectObstaclesOnVirtualObject(VO_HELI, l2, ACTOR_VEHICLE); for (int i = 0; i < l2.GetNumObjects(); i++) { Vehicle m = l2.GetObject(i); m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_GOHOME, &m, 1, false); Mission::PlayHint(HINT_HELICOPTER); } } Game::FindFreePosition(Caller, Policestation); GameObject obj(&policestation); float landingDirection = v.GetValidLandingAngle(&obj, Policestation); v.PushActionFlyTo(ACTION_NEWLIST, Policestation, true, landingDirection); PersonList transports = v.GetTransports(); if (transports.GetNumPersons() > 0) v.PushActionExecuteCommand(ACTION_APPEND, CMD_TOPOLICESTATION, Caller, 1, false); } } if(ChildID == 1) { if (v.GetVehicleType() != VT_POLICE_PHC) { ActorList l1 = Game::GetActors(VO_SPAWN); if (l1.GetNumActors() > 0) Vector TargetPos = l1.GetActor(0)->GetPosition(); PersonList transports = v.GetTransports(); for(int i = 0; i < transports.GetNumPersons(); i++) { transports.GetPerson(i)->PushActionLeaveCar(ACTION_NEWLIST, Caller); if(transports.GetPerson(i)->GetRole() == ROLE_GANGSTER) { transports.GetPerson(i)->SetRole(ROLE_CIVILIAN); transports.GetPerson(i)->SetBehaviour(BEHAVIOUR_CIVILIAN_NORMAL); } transports.GetPerson(i)->PushActionWait(ACTION_APPEND, 0.5f); transports.GetPerson(i)->PushActionMove(ACTION_APPEND, TargetPos, true); transports.GetPerson(i)->PushActionDeleteOwner(ACTION_APPEND); } } else { ActorList l1 = Game::GetActors(VO_ENTRY_HELIPAD); if (l1.GetNumActors() > 0) Vector TargetPos = l1.GetActor(0)->GetPosition(); PersonList transports = v.GetTransports(); for(int i = 0; i < transports.GetNumPersons(); i++) { transports.GetPerson(i)->PushActionLeaveCar(ACTION_NEWLIST, Caller); if(transports.GetPerson(i)->GetRole() == ROLE_GANGSTER) { transports.GetPerson(i)->SetRole(ROLE_CIVILIAN); transports.GetPerson(i)->SetBehaviour(BEHAVIOUR_CIVILIAN_NORMAL); } transports.GetPerson(i)->PushActionWait(ACTION_APPEND, 0.5f); transports.GetPerson(i)->PushActionMove(ACTION_APPEND, TargetPos, true); transports.GetPerson(i)->PushActionDeleteOwner(ACTION_APPEND); } } } if(ChildID == 2) { Vehicle v(Caller); v.EnableBlinker(BLT_NONE); //disable headlights test v.EnableHeadLights(false); //end test bool ToPoliceStation = false; if (v.IsCollidingWithVirtualObject(VO_PARK01)) return; else ToPoliceStation = true; if (v.IsCollidingWithVirtualObject(VO_PARK02)) return; else ToPoliceStation = true; if (v.IsCollidingWithVirtualObject(VO_PARK03)) return; else ToPoliceStation = true; if (v.IsCollidingWithVirtualObject(VO_PARK03)) return; else ToPoliceStation = true; if (v.IsCollidingWithVirtualObject(VO_PARK04)) return; else ToPoliceStation = true; if (v.IsCollidingWithVirtualObject(VO_PARK05)) return; else ToPoliceStation = true; if (v.IsCollidingWithVirtualObject(VO_PARK06)) return; else ToPoliceStation = true; if (v.IsCollidingWithVirtualObject(VO_PARK07)) return; else ToPoliceStation = true; if (v.IsCollidingWithVirtualObject(VO_PARK08)) return; else ToPoliceStation = true; if (v.IsCollidingWithVirtualObject(VO_PARK09)) return; else ToPoliceStation = true; if (v.IsCollidingWithVirtualObject(VO_PARK10)) return; else ToPoliceStation = true; if (v.IsCollidingWithVirtualObject(VO_PARK11)) return; else ToPoliceStation = true; if (v.IsCollidingWithVirtualObject(VO_PARK12)) return; else ToPoliceStation = true; if (v.IsCollidingWithVirtualObject(VO_PARK13)) return; else ToPoliceStation = true; if(ToPoliceStation) v.PushActionExecuteCommand(ACTION_NEWLIST, CMD_TOPOLICESTATION, Caller, 0, false); } }};LAtopolicestationLAPP//******************************************************************************************// #Version 1.5#//// Includes: To police station command.//// - VcmdToPoliceStationlapp//// Script by Hoppah// Modified by Xplorer4x4// // Usage of this script in other mods is NOT allowed without permission of Hoppah////******************************************************************************************const char CMD_SIREN[] = "VcmdSiren";const char CMD_AUTOSIREN_OFF[] = "VcmdAutoSirenOff";const char CMD_WARNINGLIGHTS_OFF[] = "VcmdWarningLightsOff";const char CMD_WARNINGLIGHTS_ON[] = "VcmdWarningLightsOn";const char CMD_FLOODLIGHTS_OFF[] = "VcmdFloodLightsOff";const char CMD_FLOODLIGHTS_ON[] = "VcmdFloodLightsOn";const char CMD_GOHOME[] = "GoHome";const char CMD_TOPOLICESTATIONLAPP[] = "VcmdToPoliceStationLAPP";const char CMD_PATROL[] = "VcmdPatrol";const char CMD_STANDBY_ON[] = "VcmdStandbyOn";const char CMD_STANDBY_OFF[] = "VcmdStandbyOff";const char DUMMY_DISABLE[] = "DummyDisableSiren";const char DUMMY_HASSIREN[] = "DummyHasSiren";const char DUMMY_GOHOME[] = "DummyGoHome";const char DUMMY_PATROL[] = "DummyPatrol";const char OBJ_HELIPAD[] = "policestation_helipad";const char VO_ENTRY[] = "policestation_spawnLAPP";const char VO_ENTRY_HELIPAD[] = "policestation_entry2";const char VO_TURNTO[] = "policestation_turntolapp";const char VO_PARKLAPP01[] = "policestation_parklapp01";const char VO_PARKLAPP02[] = "policestation_parklapp02";const char VO_PARKLAPP03[] = "policestation_parklapp03";const char VO_PARKLAPP04[] = "policestation_parklapp04";const char VO_PARKLAPP05[] = "policestation_parklapp05";const char VO_HELI[] = "policestation_heli";const char VO_SPAWN[] = "policestation_spawnlapp";const char SND_TOSTATION[] = "mod:Audio/FX/radio/1019.wav";const char HINT_HELICOPTER[] = "Another helicopter is blocking the helipad! The helicopter will return to base!";const char PROTO_CV_LAPD[] = "mod:Prototypes/Vehicles/03 LA Police/cv_lapd.e4p";int DummyGroup = 32;object VcmdToPoliceStationLAPP : CommandScript{ VcmdToPoliceStationLAPP() { SetCursor("topolicestation"); SetIcon("topolicestation"); SetGroupID(DummyGroup); SetGroupLeader(true); SetRestrictions(RESTRICT_SELFEXECUTE); } bool CheckPossible(GameObject *Caller) { if (!Caller->IsValid()) return false; if (!Game::IsFreeplay() && !Game::IsMultiplayer()) return false; Vehicle v(Caller); if (v.IsCollidingWithVirtualObject(VO_HELI)) return false; ActorList l1 = Game::GetActors(VO_PARKLAPP01); if (l1.GetNumActors() == 0) return false; return true; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if (!Caller->IsValid() || !Target->IsValid() || (Caller->GetID() != Target->GetID())) return false; Vehicle v(Caller); SetPriority(0); if (v.GetNumTransported() > 0) SetPriority(110); return true; } void PushActions(GameObject *Caller, Actor *Target, int ChildID) { Vehicle v(Caller); if(ChildID == 0) { if (v.GetVehicleType() != VT_POLICE_PHC) { if (v.IsBlueLightEnabled()) v.EnableBlueLights(false); if (v.HasCommand("DummyFollow")) v.RemoveCommand("DummyFollow"); if (v.HasCommand(CMD_STANDBY_OFF)) { v.RemoveCommand(CMD_STANDBY_OFF); v.AssignCommand(CMD_STANDBY_ON); } if (v.HasCommand(CMD_WARNINGLIGHTS_OFF)) { v.EnableBlinker(BLT_NONE); v.RemoveCommand(CMD_WARNINGLIGHTS_OFF); v.AssignCommand(CMD_WARNINGLIGHTS_ON); } if (v.HasCommand(CMD_FLOODLIGHTS_OFF)) { v.EnableSpecialLights(false); v.RemoveCommand(CMD_FLOODLIGHTS_OFF); v.AssignCommand(CMD_FLOODLIGHTS_ON); } if (v.HasObjectPath(NULL)) Game::ExecuteCommand(DUMMY_PATROL, &v, &v); if (v.HasCommand(DUMMY_HASSIREN) && v.HasCommand(CMD_AUTOSIREN_OFF)) Game::ExecuteCommand(DUMMY_DISABLE, &v, &v); bool ParkinglotFound = false; bool ToDonut = false; ActorList l1; if (!ParkinglotFound) { GameObjectList l2; Game::CollectObstaclesOnVirtualObject(VO_PARKLAPP01, l2, ACTOR_VEHICLE); if(l2.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARKLAPP01); ParkinglotFound = true; } } if (!ParkinglotFound) { GameObjectList l3; Game::CollectObstaclesOnVirtualObject(VO_PARKLAPP02, l3, ACTOR_VEHICLE); if(l3.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARKLAPP02); ParkinglotFound = true; } } if (!ParkinglotFound) { GameObjectList l4; Game::CollectObstaclesOnVirtualObject(VO_PARKLAPP03, l4, ACTOR_VEHICLE); if(l4.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARKLAPP03); ParkinglotFound = true; } } if (!ParkinglotFound) { GameObjectList l5; Game::CollectObstaclesOnVirtualObject(VO_PARKLAPP04, l5, ACTOR_VEHICLE); if(l4.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARKLAPP04); ParkinglotFound = true; } } if (!ParkinglotFound) { GameObjectList l6; Game::CollectObstaclesOnVirtualObject(VO_PARKLAPP05, l6, ACTOR_VEHICLE); if(l4.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARKLAPP05); ParkinglotFound = true; } } if (!ParkinglotFound) { v.PushActionExecuteCommand(ACTION_NEWLIST, CMD_PATROL, Caller, 0, false); return; } else { Vector PD = l1.GetActor(0)->GetPosition(); Vector PD2 = l1.GetActor(0)->GetPosition() + Vector(280,-280,0); ActorList l8 = Game::GetActors(VO_TURNTO); Vector TurnTo = l8.GetActor(0)->GetPosition(); Game::FindFreePosition(Caller, PD); Audio::PlaySample3D(SND_TOSTATION, v.GetPosition()); v.PushActionMove(ACTION_NEWLIST, PD); v.PushActionTurnTo(ACTION_APPEND, TurnTo); v.PushActionWait(ACTION_APPEND, 1.5f); v.PushActionExecuteCommand(ACTION_APPEND, CMD_TOPOLICESTATIONLAPP, Caller, 2, false); PersonList transports = v.GetTransports(); if (transports.GetNumPersons() > 0) v.PushActionExecuteCommand(ACTION_APPEND, CMD_TOPOLICESTATIONLAPP, Caller, 1, false); } } else { Audio::PlaySample3D(SND_TOSTATION, v.GetPosition()); ActorList l1 = Game::GetActors(OBJ_HELIPAD); if(l1.GetNumActors() > 0) { Actor policestation = *l1.GetActor(0); Vector Policestation = policestation.GetPosition(); } if (Game::IsSquadInVirtualObject(VO_HELI)) { GameObjectList l2; Game::CollectObstaclesOnVirtualObject(VO_HELI, l2, ACTOR_VEHICLE); for (int i = 0; i < l2.GetNumObjects(); i++) { Vehicle m = l2.GetObject(i); m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_GOHOME, &m, 1, false); Mission::PlayHint(HINT_HELICOPTER); } } Game::FindFreePosition(Caller, Policestation); GameObject obj(&policestation); float landingDirection = v.GetValidLandingAngle(&obj, Policestation); v.PushActionFlyTo(ACTION_NEWLIST, Policestation, true, landingDirection); PersonList transports = v.GetTransports(); if (transports.GetNumPersons() > 0) v.PushActionExecuteCommand(ACTION_APPEND, CMD_TOPOLICESTATIONLAPP, Caller, 1, false); } } if(ChildID == 1) { if (v.GetVehicleType() != VT_POLICE_PHC) { ActorList l1 = Game::GetActors(VO_SPAWN); if (l1.GetNumActors() > 0) Vector TargetPos = l1.GetActor(0)->GetPosition(); PersonList transports = v.GetTransports(); for(int i = 0; i < transports.GetNumPersons(); i++) { transports.GetPerson(i)->PushActionLeaveCar(ACTION_NEWLIST, Caller); if(transports.GetPerson(i)->GetRole() == ROLE_GANGSTER) { transports.GetPerson(i)->SetRole(ROLE_CIVILIAN); transports.GetPerson(i)->SetBehaviour(BEHAVIOUR_CIVILIAN_NORMAL); } transports.GetPerson(i)->PushActionWait(ACTION_APPEND, 0.5f); transports.GetPerson(i)->PushActionMove(ACTION_APPEND, TargetPos, true); transports.GetPerson(i)->PushActionDeleteOwner(ACTION_APPEND); } } else { ActorList l1 = Game::GetActors(VO_ENTRY_HELIPAD); if (l1.GetNumActors() > 0) Vector TargetPos = l1.GetActor(0)->GetPosition(); PersonList transports = v.GetTransports(); for(int i = 0; i < transports.GetNumPersons(); i++) { transports.GetPerson(i)->PushActionLeaveCar(ACTION_NEWLIST, Caller); if(transports.GetPerson(i)->GetRole() == ROLE_GANGSTER) { transports.GetPerson(i)->SetRole(ROLE_CIVILIAN); transports.GetPerson(i)->SetBehaviour(BEHAVIOUR_CIVILIAN_NORMAL); } transports.GetPerson(i)->PushActionWait(ACTION_APPEND, 0.5f); transports.GetPerson(i)->PushActionMove(ACTION_APPEND, TargetPos, true); transports.GetPerson(i)->PushActionDeleteOwner(ACTION_APPEND); } } } if(ChildID == 2) { Vehicle v(Caller); v.EnableBlinker(BLT_NONE); //disable headlights test v.EnableHeadLights(false); //end test bool ToPoliceStation = false; if (v.IsCollidingWithVirtualObject(VO_PARKLAPP01)) return; else ToPoliceStation = true; if (v.IsCollidingWithVirtualObject(VO_PARKLAPP02)) return; else ToPoliceStation = true; if (v.IsCollidingWithVirtualObject(VO_PARKLAPP03)) return; else ToPoliceStation = true; if (v.IsCollidingWithVirtualObject(VO_PARKLAPP04)) return; else ToPoliceStation = true; if (v.IsCollidingWithVirtualObject(VO_PARKLAPP05)) return; else ToPoliceStation = true; if(ToPoliceStation) v.PushActionExecuteCommand(ACTION_NEWLIST, CMD_TOPOLICESTATIONLAPP, Caller, 0, false); } }};LatoPolicestationLASD//******************************************************************************************// #Version 1.5#//// Includes: To police station command.//// - VcmdToPoliceStationlasd//// Script by Hoppah// Modified by Xplorer4x4// // Usage of this script in other mods is NOT allowed without permission of Hoppah////******************************************************************************************const char CMD_SIREN[] = "VcmdSiren";const char CMD_AUTOSIREN_OFF[] = "VcmdAutoSirenOff";const char CMD_WARNINGLIGHTS_OFF[] = "VcmdWarningLightsOff";const char CMD_WARNINGLIGHTS_ON[] = "VcmdWarningLightsOn";const char CMD_FLOODLIGHTS_OFF[] = "VcmdFloodLightsOff";const char CMD_FLOODLIGHTS_ON[] = "VcmdFloodLightsOn";const char CMD_GOHOME[] = "GoHome";const char CMD_TOPOLICESTATIONLASD[] = "VcmdToPoliceStationLASD";const char CMD_PATROL[] = "VcmdPatrol";const char CMD_STANDBY_ON[] = "VcmdStandbyOn";const char CMD_STANDBY_OFF[] = "VcmdStandbyOff";const char DUMMY_DISABLE[] = "DummyDisableSiren";const char DUMMY_HASSIREN[] = "DummyHasSiren";const char DUMMY_GOHOME[] = "DummyGoHome";const char DUMMY_PATROL[] = "DummyPatrol";const char OBJ_HELIPAD[] = "policestation_helipad";const char VO_ENTRY[] = "policestation_spawnlasd";const char VO_ENTRY_HELIPAD[] = "policestation_entry2";const char VO_TURNTO[] = "policestation_turntolasd";const char VO_PARKLASD01[] = "policestation_parklasd01";const char VO_PARKLASD02[] = "policestation_parklasd02";const char VO_PARKLASD03[] = "policestation_parklasd03";const char VO_PARKLASD04[] = "policestation_parklasd04";const char VO_PARKLASD05[] = "policestation_parklasd05";const char VO_PARKLASD06[] = "policestation_parklasd06";const char VO_HELI[] = "policestation_heli";const char VO_SPAWN[] = "policestation_spawnlasd";const char SND_TOSTATION[] = "mod:Audio/FX/radio/1019.wav";const char HINT_HELICOPTER[] = "Another helicopter is blocking the helipad! The helicopter will return to base!";const char PROTO_CV_LAPD[] = "mod:Prototypes/Vehicles/03 LA Police/cv_lapd.e4p";int DummyGroup = 32;object VcmdToPoliceStationLASD : CommandScript{ VcmdToPoliceStationLASD() { SetCursor("topolicestation"); SetIcon("topolicestation"); SetGroupID(DummyGroup); SetGroupLeader(true); SetRestrictions(RESTRICT_SELFEXECUTE); } bool CheckPossible(GameObject *Caller) { if (!Caller->IsValid()) return false; if (!Game::IsFreeplay() && !Game::IsMultiplayer()) return false; Vehicle v(Caller); if (v.IsCollidingWithVirtualObject(VO_HELI)) return false; ActorList l1 = Game::GetActors(VO_PARKLASD01); if (l1.GetNumActors() == 0) return false; return true; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if (!Caller->IsValid() || !Target->IsValid() || (Caller->GetID() != Target->GetID())) return false; Vehicle v(Caller); SetPriority(0); if (v.GetNumTransported() > 0) SetPriority(110); return true; } void PushActions(GameObject *Caller, Actor *Target, int ChildID) { Vehicle v(Caller); if(ChildID == 0) { if (v.GetVehicleType() != VT_POLICE_PHC) { if (v.IsBlueLightEnabled()) v.EnableBlueLights(false); if (v.HasCommand("DummyFollow")) v.RemoveCommand("DummyFollow"); if (v.HasCommand(CMD_STANDBY_OFF)) { v.RemoveCommand(CMD_STANDBY_OFF); v.AssignCommand(CMD_STANDBY_ON); } if (v.HasCommand(CMD_WARNINGLIGHTS_OFF)) { v.EnableBlinker(BLT_NONE); v.RemoveCommand(CMD_WARNINGLIGHTS_OFF); v.AssignCommand(CMD_WARNINGLIGHTS_ON); } if (v.HasCommand(CMD_FLOODLIGHTS_OFF)) { v.EnableSpecialLights(false); v.RemoveCommand(CMD_FLOODLIGHTS_OFF); v.AssignCommand(CMD_FLOODLIGHTS_ON); } if (v.HasObjectPath(NULL)) Game::ExecuteCommand(DUMMY_PATROL, &v, &v); if (v.HasCommand(DUMMY_HASSIREN) && v.HasCommand(CMD_AUTOSIREN_OFF)) Game::ExecuteCommand(DUMMY_DISABLE, &v, &v); bool ParkinglotFound = false; bool ToDonut = false; ActorList l1; if (!ParkinglotFound) { GameObjectList l2; Game::CollectObstaclesOnVirtualObject(VO_PARKLASD01, l2, ACTOR_VEHICLE); if(l2.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARKLASD01); ParkinglotFound = true; } } if (!ParkinglotFound) { GameObjectList l3; Game::CollectObstaclesOnVirtualObject(VO_PARKLASD02, l3, ACTOR_VEHICLE); if(l3.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARKLASD02); ParkinglotFound = true; } } if (!ParkinglotFound) { GameObjectList l4; Game::CollectObstaclesOnVirtualObject(VO_PARKLASD03, l4, ACTOR_VEHICLE); if(l4.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARKLASD03); ParkinglotFound = true; } } if (!ParkinglotFound) { GameObjectList l5; Game::CollectObstaclesOnVirtualObject(VO_PARKLASD04, l5, ACTOR_VEHICLE); if(l4.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARKLASD04); ParkinglotFound = true; } } if (!ParkinglotFound) { GameObjectList l5; Game::CollectObstaclesOnVirtualObject(VO_PARKLASD05, l6, ACTOR_VEHICLE); if(l4.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARKLASD05); ParkinglotFound = true; } } if (!ParkinglotFound) { GameObjectList l7; Game::CollectObstaclesOnVirtualObject(VO_PARKLASD06, l7, ACTOR_VEHICLE); if(l4.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARKLASD06); ParkinglotFound = true; } } if (!ParkinglotFound) { v.PushActionExecuteCommand(ACTION_NEWLIST, CMD_PATROL, Caller, 0, false); return; } else { Vector PD = l1.GetActor(0)->GetPosition(); Vector PD2 = l1.GetActor(0)->GetPosition() + Vector(280,-280,0); ActorList l8 = Game::GetActors(VO_TURNTO); Vector TurnTo = l8.GetActor(0)->GetPosition(); Game::FindFreePosition(Caller, PD); Audio::PlaySample3D(SND_TOSTATION, v.GetPosition()); v.PushActionMove(ACTION_NEWLIST, PD); v.PushActionTurnTo(ACTION_APPEND, TurnTo); v.PushActionWait(ACTION_APPEND, 1.5f); v.PushActionExecuteCommand(ACTION_APPEND, CMD_TOPOLICESTATIONLASD, Caller, 2, false); PersonList transports = v.GetTransports(); if (transports.GetNumPersons() > 0) v.PushActionExecuteCommand(ACTION_APPEND, CMD_TOPOLICESTATIONLASD, Caller, 1, false); } } else { Audio::PlaySample3D(SND_TOSTATION, v.GetPosition()); ActorList l1 = Game::GetActors(OBJ_HELIPAD); if(l1.GetNumActors() > 0) { Actor policestation = *l1.GetActor(0); Vector Policestation = policestation.GetPosition(); } if (Game::IsSquadInVirtualObject(VO_HELI)) { GameObjectList l2; Game::CollectObstaclesOnVirtualObject(VO_HELI, l2, ACTOR_VEHICLE); for (int i = 0; i < l2.GetNumObjects(); i++) { Vehicle m = l2.GetObject(i); m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_GOHOME, &m, 1, false); Mission::PlayHint(HINT_HELICOPTER); } } Game::FindFreePosition(Caller, Policestation); GameObject obj(&policestation); float landingDirection = v.GetValidLandingAngle(&obj, Policestation); v.PushActionFlyTo(ACTION_NEWLIST, Policestation, true, landingDirection); PersonList transports = v.GetTransports(); if (transports.GetNumPersons() > 0) v.PushActionExecuteCommand(ACTION_APPEND, CMD_TOPOLICESTATIONLASD, Caller, 1, false); } } if(ChildID == 1) { if (v.GetVehicleType() != VT_POLICE_PHC) { ActorList l1 = Game::GetActors(VO_SPAWN); if (l1.GetNumActors() > 0) Vector TargetPos = l1.GetActor(0)->GetPosition(); PersonList transports = v.GetTransports(); for(int i = 0; i < transports.GetNumPersons(); i++) { transports.GetPerson(i)->PushActionLeaveCar(ACTION_NEWLIST, Caller); if(transports.GetPerson(i)->GetRole() == ROLE_GANGSTER) { transports.GetPerson(i)->SetRole(ROLE_CIVILIAN); transports.GetPerson(i)->SetBehaviour(BEHAVIOUR_CIVILIAN_NORMAL); } transports.GetPerson(i)->PushActionWait(ACTION_APPEND, 0.5f); transports.GetPerson(i)->PushActionMove(ACTION_APPEND, TargetPos, true); transports.GetPerson(i)->PushActionDeleteOwner(ACTION_APPEND); } } else { ActorList l1 = Game::GetActors(VO_ENTRY_HELIPAD); if (l1.GetNumActors() > 0) Vector TargetPos = l1.GetActor(0)->GetPosition(); PersonList transports = v.GetTransports(); for(int i = 0; i < transports.GetNumPersons(); i++) { transports.GetPerson(i)->PushActionLeaveCar(ACTION_NEWLIST, Caller); if(transports.GetPerson(i)->GetRole() == ROLE_GANGSTER) { transports.GetPerson(i)->SetRole(ROLE_CIVILIAN); transports.GetPerson(i)->SetBehaviour(BEHAVIOUR_CIVILIAN_NORMAL); } transports.GetPerson(i)->PushActionWait(ACTION_APPEND, 0.5f); transports.GetPerson(i)->PushActionMove(ACTION_APPEND, TargetPos, true); transports.GetPerson(i)->PushActionDeleteOwner(ACTION_APPEND); } } } if(ChildID == 2) { Vehicle v(Caller); v.EnableBlinker(BLT_NONE); //disable headlights test v.EnableHeadLights(false); //end test bool ToPoliceStation = false; if (v.IsCollidingWithVirtualObject(VO_PARKLASD01)) return; else ToPoliceStation = true; if (v.IsCollidingWithVirtualObject(VO_PARKLASD02)) return; else ToPoliceStation = true; if (v.IsCollidingWithVirtualObject(VO_PARKLASD03)) return; else ToPoliceStation = true; if (v.IsCollidingWithVirtualObject(VO_PARKLASD04)) return; else ToPoliceStation = true; if (v.IsCollidingWithVirtualObject(VO_PARKLASD05)) return; else ToPoliceStation = true; if (v.IsCollidingWithVirtualObject(VO_PARKLASD06)) return; else ToPoliceStation = true; if(ToPoliceStation) v.PushActionExecuteCommand(ACTION_NEWLIST, CMD_TOPOLICESTATIONLASD, Caller, 0, false); } }};LatoPolicestationSWAT1//******************************************************************************************// #Version 1.5#//// Includes: To police station command.//// - VcmdToPoliceStation//// Script by Hoppah// Modified by Xplorer4x4// // Usage of this script in other mods is NOT allowed without permission of Hoppah////******************************************************************************************const char CMD_SIREN[] = "VcmdSiren";const char CMD_AUTOSIREN_OFF[] = "VcmdAutoSirenOff";const char CMD_WARNINGLIGHTS_OFF[] = "VcmdWarningLightsOff";const char CMD_WARNINGLIGHTS_ON[] = "VcmdWarningLightsOn";const char CMD_FLOODLIGHTS_OFF[] = "VcmdFloodLightsOff";const char CMD_FLOODLIGHTS_ON[] = "VcmdFloodLightsOn";const char CMD_GOHOME[] = "GoHome";const char CMD_TOPOLICESTATIONSWAT1[] = "VcmdToPoliceStationSWAT1";const char CMD_PATROL[] = "VcmdPatrol";const char CMD_STANDBY_ON[] = "VcmdStandbyOn";const char CMD_STANDBY_OFF[] = "VcmdStandbyOff";const char DUMMY_DISABLE[] = "DummyDisableSiren";const char DUMMY_HASSIREN[] = "DummyHasSiren";const char DUMMY_GOHOME[] = "DummyGoHome";const char DUMMY_PATROL[] = "DummyPatrol";const char OBJ_HELIPAD[] = "policestation_helipad";const char VO_ENTRY[] = "policestation_spawn";const char VO_ENTRY_HELIPAD[] = "policestation_entry2";const char VO_TURNTO[] = "policestation_turntoSWAT1";const char VO_SWATPARK01[] = "policestation_parkSWAT01";const char VO_SWATPARK02[] = "policestation_parkSWAT02";const char VO_SWATPARK03[] = "policestation_parkSWAT03";const char VO_SWATPARK06[] = "policestation_parkSWAT06";const char VO_SWATPARK07[] = "policestation_parkSWAT07";const char VO_SWATPARK08[] = "policestation_parkSWAT08";const char VO_HELI[] = "policestation_heli";const char VO_SPAWN[] = "policestation_spawn";const char SND_TOSTATION[] = "mod:Audio/FX/radio/1019.wav";const char HINT_HELICOPTER[] = "Another helicopter is blocking the helipad! The helicopter will return to base!";int DummyGroup = 32;object VcmdToPoliceStationSWAT1 : CommandScript{ VcmdToPoliceStationSWAT1() { SetCursor("topolicestation"); SetIcon("topolicestation"); SetGroupID(DummyGroup); SetGroupLeader(true); SetRestrictions(RESTRICT_SELFEXECUTE); } bool CheckPossible(GameObject *Caller) { if (!Caller->IsValid()) return false; if (!Game::IsFreeplay() && !Game::IsMultiplayer()) return false; Vehicle v(Caller); if (v.IsCollidingWithVirtualObject(VO_HELI)) return false; ActorList l1 = Game::GetActors(VO_SWATPARK01); if (l1.GetNumActors() == 0) return false; return true; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if (!Caller->IsValid() || !Target->IsValid() || (Caller->GetID() != Target->GetID())) return false; Vehicle v(Caller); SetPriority(0); if (v.GetNumTransported() > 0) SetPriority(110); return true; } void PushActions(GameObject *Caller, Actor *Target, int ChildID) { Vehicle v(Caller); if(ChildID == 0) { if (v.GetVehicleType() != VT_POLICE_PHC) { if (v.IsBlueLightEnabled()) v.EnableBlueLights(false); if (v.HasCommand("DummyFollow")) v.RemoveCommand("DummyFollow"); if (v.HasCommand(CMD_STANDBY_OFF)) { v.RemoveCommand(CMD_STANDBY_OFF); v.AssignCommand(CMD_STANDBY_ON); } if (v.HasCommand(CMD_WARNINGLIGHTS_OFF)) { v.EnableBlinker(BLT_NONE); v.RemoveCommand(CMD_WARNINGLIGHTS_OFF); v.AssignCommand(CMD_WARNINGLIGHTS_ON); } if (v.HasCommand(CMD_FLOODLIGHTS_OFF)) { v.EnableSpecialLights(false); v.RemoveCommand(CMD_FLOODLIGHTS_OFF); v.AssignCommand(CMD_FLOODLIGHTS_ON); } if (v.HasObjectPath(NULL)) Game::ExecuteCommand(DUMMY_PATROL, &v, &v); if (v.HasCommand(DUMMY_HASSIREN) && v.HasCommand(CMD_AUTOSIREN_OFF)) Game::ExecuteCommand(DUMMY_DISABLE, &v, &v); bool ParkinglotFound = false; bool ToDonut = false; ActorList l1; if (!ParkinglotFound) { GameObjectList l2; Game::CollectObstaclesOnVirtualObject(VO_SWATPARK01, l2, ACTOR_VEHICLE); if(l2.GetNumObjects() == 0) { l1 = Game::GetActors(VO_SWATPARK01); ParkinglotFound = true; } } if (!ParkinglotFound) { GameObjectList l3; Game::CollectObstaclesOnVirtualObject(VO_SWATPARK02, l3, ACTOR_VEHICLE); if(l3.GetNumObjects() == 0) { l1 = Game::GetActors(VO_SWATPARK02); ParkinglotFound = true; } } if (!ParkinglotFound) { GameObjectList l4; Game::CollectObstaclesOnVirtualObject(VO_SWATPARK03, l4, ACTOR_VEHICLE); if(l4.GetNumObjects() == 0) { l1 = Game::GetActors(VO_SWATPARK03); ParkinglotFound = true; } } if (!ParkinglotFound) { GameObjectList l5; Game::CollectObstaclesOnVirtualObject(VO_SWATPARK06, l5, ACTOR_VEHICLE); if(l4.GetNumObjects() == 0) { l1 = Game::GetActors(VO_SWATPARK06); ParkinglotFound = true; } } if (!ParkinglotFound) { GameObjectList l6; Game::CollectObstaclesOnVirtualObject(VO_SWATPARK07, l6, ACTOR_VEHICLE); if(l4.GetNumObjects() == 0) { l1 = Game::GetActors(VO_SWATPARK07); ParkinglotFound = true; } } if (!ParkinglotFound) { GameObjectList l7; Game::CollectObstaclesOnVirtualObject(VO_SWATPARK08, l7, ACTOR_VEHICLE); if(l4.GetNumObjects() == 0) { l1 = Game::GetActors(VO_SWATPARK08); ParkinglotFound = true; } } if (!ParkinglotFound) { v.PushActionExecuteCommand(ACTION_NEWLIST, CMD_PATROL, Caller, 0, false); return; } else { Vector PD = l1.GetActor(0)->GetPosition(); Vector PD2 = l1.GetActor(0)->GetPosition() + Vector(280,-280,0); ActorList l8 = Game::GetActors(VO_TURNTO); Vector TurnTo = l8.GetActor(0)->GetPosition(); Game::FindFreePosition(Caller, PD); Audio::PlaySample3D(SND_TOSTATION, v.GetPosition()); v.PushActionMove(ACTION_NEWLIST, PD); v.PushActionTurnTo(ACTION_APPEND, TurnTo); v.PushActionWait(ACTION_APPEND, 1.5f); v.PushActionExecuteCommand(ACTION_APPEND, CMD_TOPOLICESTATIONSWAT1, Caller, 2, false); PersonList transports = v.GetTransports(); if (transports.GetNumPersons() > 0) v.PushActionExecuteCommand(ACTION_APPEND, CMD_TOPOLICESTATIONSWAT1, Caller, 1, false); } } else { Audio::PlaySample3D(SND_TOSTATION, v.GetPosition()); ActorList l1 = Game::GetActors(OBJ_HELIPAD); if(l1.GetNumActors() > 0) { Actor policestation = *l1.GetActor(0); Vector Policestation = policestation.GetPosition(); } if (Game::IsSquadInVirtualObject(VO_HELI)) { GameObjectList l2; Game::CollectObstaclesOnVirtualObject(VO_HELI, l2, ACTOR_VEHICLE); for (int i = 0; i < l2.GetNumObjects(); i++) { Vehicle m = l2.GetObject(i); m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_GOHOME, &m, 1, false); Mission::PlayHint(HINT_HELICOPTER); } } Game::FindFreePosition(Caller, Policestation); GameObject obj(&policestation); float landingDirection = v.GetValidLandingAngle(&obj, Policestation); v.PushActionFlyTo(ACTION_NEWLIST, Policestation, true, landingDirection); PersonList transports = v.GetTransports(); if (transports.GetNumPersons() > 0) v.PushActionExecuteCommand(ACTION_APPEND, CMD_TOPOLICESTATIONSWAT1, Caller, 1, false); } } if(ChildID == 1) { if (v.GetVehicleType() != VT_POLICE_PHC) { ActorList l1 = Game::GetActors(VO_SPAWN); if (l1.GetNumActors() > 0) Vector TargetPos = l1.GetActor(0)->GetPosition(); PersonList transports = v.GetTransports(); for(int i = 0; i < transports.GetNumPersons(); i++) { transports.GetPerson(i)->PushActionLeaveCar(ACTION_NEWLIST, Caller); if(transports.GetPerson(i)->GetRole() == ROLE_GANGSTER) { transports.GetPerson(i)->SetRole(ROLE_CIVILIAN); transports.GetPerson(i)->SetBehaviour(BEHAVIOUR_CIVILIAN_NORMAL); } transports.GetPerson(i)->PushActionWait(ACTION_APPEND, 0.5f); transports.GetPerson(i)->PushActionMove(ACTION_APPEND, TargetPos, true); transports.GetPerson(i)->PushActionDeleteOwner(ACTION_APPEND); } } else { ActorList l1 = Game::GetActors(VO_ENTRY_HELIPAD); if (l1.GetNumActors() > 0) Vector TargetPos = l1.GetActor(0)->GetPosition(); PersonList transports = v.GetTransports(); for(int i = 0; i < transports.GetNumPersons(); i++) { transports.GetPerson(i)->PushActionLeaveCar(ACTION_NEWLIST, Caller); if(transports.GetPerson(i)->GetRole() == ROLE_GANGSTER) { transports.GetPerson(i)->SetRole(ROLE_CIVILIAN); transports.GetPerson(i)->SetBehaviour(BEHAVIOUR_CIVILIAN_NORMAL); } transports.GetPerson(i)->PushActionWait(ACTION_APPEND, 0.5f); transports.GetPerson(i)->PushActionMove(ACTION_APPEND, TargetPos, true); transports.GetPerson(i)->PushActionDeleteOwner(ACTION_APPEND); } } } if(ChildID == 2) { Vehicle v(Caller); v.EnableBlinker(BLT_NONE); //disable headlights test v.EnableHeadLights(false); //end test bool ToPoliceStation = false; if (v.IsCollidingWithVirtualObject(VO_SWATPARK01)) return; else ToPoliceStation = true; if (v.IsCollidingWithVirtualObject(VO_SWATPARK02)) return; else ToPoliceStation = true; if (v.IsCollidingWithVirtualObject(VO_SWATPARK03)) return; else ToPoliceStation = true; if(ToPoliceStation) v.PushActionExecuteCommand(ACTION_NEWLIST, CMD_TOPOLICESTATIONSWAT1, Caller, 0, false); } }};LatopolicestationSWAT2//******************************************************************************************// #Version 1.5#//// Includes: To police station command.//// - VcmdToPoliceStation//// Script by Hoppah// Modified by Xplorer4x4// // Usage of this script in other mods is NOT allowed without permission of Hoppah////******************************************************************************************const char CMD_SIREN[] = "VcmdSiren";const char CMD_AUTOSIREN_OFF[] = "VcmdAutoSirenOff";const char CMD_WARNINGLIGHTS_OFF[] = "VcmdWarningLightsOff";const char CMD_WARNINGLIGHTS_ON[] = "VcmdWarningLightsOn";const char CMD_FLOODLIGHTS_OFF[] = "VcmdFloodLightsOff";const char CMD_FLOODLIGHTS_ON[] = "VcmdFloodLightsOn";const char CMD_GOHOME[] = "GoHome";const char CMD_TOPOLICESTATIONSWAT2[] = "VcmdToPoliceStationSWAT2";const char CMD_PATROL[] = "VcmdPatrol";const char CMD_STANDBY_ON[] = "VcmdStandbyOn";const char CMD_STANDBY_OFF[] = "VcmdStandbyOff";const char DUMMY_DISABLE[] = "DummyDisableSiren";const char DUMMY_HASSIREN[] = "DummyHasSiren";const char DUMMY_GOHOME[] = "DummyGoHome";const char DUMMY_PATROL[] = "DummyPatrol";const char OBJ_HELIPAD[] = "policestation_helipad";const char VO_ENTRY[] = "policestation_entry";const char VO_ENTRY_HELIPAD[] = "policestation_entry2";const char VO_TURNTO[] = "policestation_turntoSWAT2";const char VO_SWATPARK04[] = "policestation_parkSWAT04";const char VO_SWATPARK05[] = "policestation_parkSWAT05";const char VO_SWATPARK09[] = "policestation_parkSWAT09";const char VO_HELI[] = "policestation_heli";const char VO_SPAWN[] = "policestation_spawn";const char SND_TOSTATION[] = "mod:Audio/FX/radio/1019.wav";const char HINT_HELICOPTER[] = "Another helicopter is blocking the helipad! The helicopter will return to base!";int DummyGroup = 32;object VcmdToPoliceStationSWAT2 : CommandScript{ VcmdToPoliceStationSWAT2() { SetCursor("topolicestation"); SetIcon("topolicestation"); SetGroupID(DummyGroup); SetGroupLeader(true); SetRestrictions(RESTRICT_SELFEXECUTE); } bool CheckPossible(GameObject *Caller) { if (!Caller->IsValid()) return false; if (!Game::IsFreeplay() && !Game::IsMultiplayer()) return false; Vehicle v(Caller); if (v.IsCollidingWithVirtualObject(VO_HELI)) return false; ActorList l1 = Game::GetActors(VO_SWATPARK04); if (l1.GetNumActors() == 0) return false; return true; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if (!Caller->IsValid() || !Target->IsValid() || (Caller->GetID() != Target->GetID())) return false; Vehicle v(Caller); SetPriority(0); if (v.GetNumTransported() > 0) SetPriority(110); return true; } void PushActions(GameObject *Caller, Actor *Target, int ChildID) { Vehicle v(Caller); if(ChildID == 0) { if (v.GetVehicleType() != VT_POLICE_PHC) { if (v.IsBlueLightEnabled()) v.EnableBlueLights(false); if (v.HasCommand("DummyFollow")) v.RemoveCommand("DummyFollow"); if (v.HasCommand(CMD_STANDBY_OFF)) { v.RemoveCommand(CMD_STANDBY_OFF); v.AssignCommand(CMD_STANDBY_ON); } if (v.HasCommand(CMD_WARNINGLIGHTS_OFF)) { v.EnableBlinker(BLT_NONE); v.RemoveCommand(CMD_WARNINGLIGHTS_OFF); v.AssignCommand(CMD_WARNINGLIGHTS_ON); } if (v.HasCommand(CMD_FLOODLIGHTS_OFF)) { v.EnableSpecialLights(false); v.RemoveCommand(CMD_FLOODLIGHTS_OFF); v.AssignCommand(CMD_FLOODLIGHTS_ON); } if (v.HasObjectPath(NULL)) Game::ExecuteCommand(DUMMY_PATROL, &v, &v); if (v.HasCommand(DUMMY_HASSIREN) && v.HasCommand(CMD_AUTOSIREN_OFF)) Game::ExecuteCommand(DUMMY_DISABLE, &v, &v); bool ParkinglotFound = false; bool ToDonut = false; ActorList l1; if (!ParkinglotFound) { GameObjectList l2; Game::CollectObstaclesOnVirtualObject(VO_SWATPARK04, l2, ACTOR_VEHICLE); if(l2.GetNumObjects() == 0) { l1 = Game::GetActors(VO_SWATPARK04); ParkinglotFound = true; } } if (!ParkinglotFound) { GameObjectList l3; Game::CollectObstaclesOnVirtualObject(VO_SWATPARK05, l3, ACTOR_VEHICLE); if(l3.GetNumObjects() == 0) { l1 = Game::GetActors(VO_SWATPARK05); ParkinglotFound = true; } } if (!ParkinglotFound) { GameObjectList l4; Game::CollectObstaclesOnVirtualObject(VO_SWATPARK09, l4, ACTOR_VEHICLE); if(l3.GetNumObjects() == 0) { l1 = Game::GetActors(VO_SWATPARK09); ParkinglotFound = true; } } if (!ParkinglotFound) { v.PushActionExecuteCommand(ACTION_NEWLIST, CMD_PATROL, Caller, 0, false); return; } else { Vector PD = l1.GetActor(0)->GetPosition(); Vector PD2 = l1.GetActor(0)->GetPosition() + Vector(280,-280,0); ActorList l8 = Game::GetActors(VO_TURNTO); Vector TurnTo = l8.GetActor(0)->GetPosition(); Game::FindFreePosition(Caller, PD); Audio::PlaySample3D(SND_TOSTATION, v.GetPosition()); v.PushActionMove(ACTION_NEWLIST, PD); v.PushActionTurnTo(ACTION_APPEND, TurnTo); v.PushActionWait(ACTION_APPEND, 1.5f); v.PushActionExecuteCommand(ACTION_APPEND, CMD_TOPOLICESTATIONSWAT2, Caller, 2, false); PersonList transports = v.GetTransports(); if (transports.GetNumPersons() > 0) v.PushActionExecuteCommand(ACTION_APPEND, CMD_TOPOLICESTATIONSWAT2, Caller, 1, false); } } else { Audio::PlaySample3D(SND_TOSTATION, v.GetPosition()); ActorList l1 = Game::GetActors(OBJ_HELIPAD); if(l1.GetNumActors() > 0) { Actor policestation = *l1.GetActor(0); Vector Policestation = policestation.GetPosition(); } if (Game::IsSquadInVirtualObject(VO_HELI)) { GameObjectList l2; Game::CollectObstaclesOnVirtualObject(VO_HELI, l2, ACTOR_VEHICLE); for (int i = 0; i < l2.GetNumObjects(); i++) { Vehicle m = l2.GetObject(i); m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_GOHOME, &m, 1, false); Mission::PlayHint(HINT_HELICOPTER); } } Game::FindFreePosition(Caller, Policestation); GameObject obj(&policestation); float landingDirection = v.GetValidLandingAngle(&obj, Policestation); v.PushActionFlyTo(ACTION_NEWLIST, Policestation, true, landingDirection); PersonList transports = v.GetTransports(); if (transports.GetNumPersons() > 0) v.PushActionExecuteCommand(ACTION_APPEND, CMD_TOPOLICESTATIONSWAT2, Caller, 1, false); } } if(ChildID == 1) { if (v.GetVehicleType() != VT_POLICE_PHC) { ActorList l1 = Game::GetActors(VO_SPAWN); if (l1.GetNumActors() > 0) Vector TargetPos = l1.GetActor(0)->GetPosition(); PersonList transports = v.GetTransports(); for(int i = 0; i < transports.GetNumPersons(); i++) { transports.GetPerson(i)->PushActionLeaveCar(ACTION_NEWLIST, Caller); if(transports.GetPerson(i)->GetRole() == ROLE_GANGSTER) { transports.GetPerson(i)->SetRole(ROLE_CIVILIAN); transports.GetPerson(i)->SetBehaviour(BEHAVIOUR_CIVILIAN_NORMAL); } transports.GetPerson(i)->PushActionWait(ACTION_APPEND, 0.5f); transports.GetPerson(i)->PushActionMove(ACTION_APPEND, TargetPos, true); transports.GetPerson(i)->PushActionDeleteOwner(ACTION_APPEND); } } else { ActorList l1 = Game::GetActors(VO_ENTRY_HELIPAD); if (l1.GetNumActors() > 0) Vector TargetPos = l1.GetActor(0)->GetPosition(); PersonList transports = v.GetTransports(); for(int i = 0; i < transports.GetNumPersons(); i++) { transports.GetPerson(i)->PushActionLeaveCar(ACTION_NEWLIST, Caller); if(transports.GetPerson(i)->GetRole() == ROLE_GANGSTER) { transports.GetPerson(i)->SetRole(ROLE_CIVILIAN); transports.GetPerson(i)->SetBehaviour(BEHAVIOUR_CIVILIAN_NORMAL); } transports.GetPerson(i)->PushActionWait(ACTION_APPEND, 0.5f); transports.GetPerson(i)->PushActionMove(ACTION_APPEND, TargetPos, true); transports.GetPerson(i)->PushActionDeleteOwner(ACTION_APPEND); } } } if(ChildID == 2) { Vehicle v(Caller); v.EnableBlinker(BLT_NONE); //disable headlights test v.EnableHeadLights(false); //end test bool ToPoliceStation = false; if (v.IsCollidingWithVirtualObject(VO_SWATPARK04)) return; else ToPoliceStation = true; if (v.IsCollidingWithVirtualObject(VO_SWATPARK05)) return; else ToPoliceStation = true; if(ToPoliceStation) v.PushActionExecuteCommand(ACTION_NEWLIST, CMD_TOPOLICESTATIONSWAT2, Caller, 0, false); } }};hope fully someone can tell me what need to be changed. 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USMC_NL Posted August 14, 2010 Author Report Share Posted August 14, 2010 how can help me out with the porblem and give me a clue in the good direction? i'm willing to lurn and mayby release it wthe the extra station submod. Quote Link to comment Share on other sites More sharing options...
Texas_DPS Posted August 15, 2010 Report Share Posted August 15, 2010 did you add the new scripts to the units in the editor? Quote Link to comment Share on other sites More sharing options...