keepachris Posted October 17, 2010 Report Share Posted October 17, 2010 i have created 7 extra parkin spaces with virtual objects however the police cars do not parn in the ones made here is the script "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_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; ActorList l1 = Game::GetActors(VO_PARK02); if (l1.GetNumActors() == 0) return false; ActorList l1 = Game::GetActors(VO_PARK03); if (l1.GetNumActors() == 0) return false; ActorList l1 = Game::GetActors(VO_PARK04); if (l1.GetNumActors() == 0) return false; ActorList l1 = Game::GetActors(VO_PARK05); if (l1.GetNumActors() == 0) return false; ActorList l1 = Game::GetActors(VO_PARK06); if (l1.GetNumActors() == 0) return false; ActorList l1 = Game::GetActors(VO_PARK07); if (l1.GetNumActors() == 0) return false; ActorList l1 = Game::GetActors(VO_PARK08); if (l1.GetNumActors() == 0) return false; ActorList l1 = Game::GetActors(VO_PARK09); if (l1.GetNumActors() == 0) return false; ActorList l1 = Game::GetActors(VO_PARK10); 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(l5.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK04); ParkinglotFound = true; } } if (!ParkinglotFound) { GameObjectList l6; Game::CollectObstaclesOnVirtualObject(VO_PARK05, l6, ACTOR_VEHICLE); if(l6.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK05); ParkinglotFound = true; } } if (!ParkinglotFound) { GameObjectList l7; Game::CollectObstaclesOnVirtualObject(VO_PARK06, l7, ACTOR_VEHICLE); if(l7.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK06); ParkinglotFound = true; } } if (!ParkinglotFound) { GameObjectList l8; Game::CollectObstaclesOnVirtualObject(VO_PARK07, l8, ACTOR_VEHICLE); if(l8.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK07); ParkinglotFound = true; } } if (!ParkinglotFound) { GameObjectList l9; Game::CollectObstaclesOnVirtualObject(VO_PARK08, l9, ACTOR_VEHICLE); if(l9.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK08); ParkinglotFound = true; } } if (!ParkinglotFound) { GameObjectList 20; Game::CollectObstaclesOnVirtualObject(VO_PARK09, 20, ACTOR_VEHICLE); if(l20.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK09); ParkinglotFound = true; } } if (!ParkinglotFound) { GameObjectList 21; Game::CollectObstaclesOnVirtualObject(VO_PARK10, 21, ACTOR_VEHICLE); if(21.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK10); 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()); 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_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(ToPoliceStation) v.PushActionExecuteCommand(ACTION_NEWLIST, CMD_TOPOLICESTATION, Caller, 0, false); } }}; Quote Link to comment Share on other sites More sharing options...
Reece.c Posted October 17, 2010 Report Share Posted October 17, 2010 im not a scripter but next time i suggest you put the script in a spoiler. Quote Link to comment Share on other sites More sharing options...
firetruck449 Posted October 17, 2010 Report Share Posted October 17, 2010 im not a scripter but next time i suggest you put the script in a spoiler.i second that Quote Link to comment Share on other sites More sharing options...
keepachris Posted October 17, 2010 Author Report Share Posted October 17, 2010 Hey guys yeah sorry Im a beginner at this scripting stuff just it's stressing me out not having enough spaces. And I was trying for a hour straight trying to get it to work bit it didn't so I just decided to paste it in soz hope it's better now ive out it into a spoiler. (y) Quote Link to comment Share on other sites More sharing options...
Reece.c Posted October 17, 2010 Report Share Posted October 17, 2010 you might just want to put it in one spoiler Quote Link to comment Share on other sites More sharing options...
keepachris Posted October 17, 2010 Author Report Share Posted October 17, 2010 don Quote Link to comment Share on other sites More sharing options...
FDNY2352 Posted October 17, 2010 Report Share Posted October 17, 2010 i was wondering could anyone help me try to put a aerial ladder, engine 2 and battalion car in fire station 2? Quote Link to comment Share on other sites More sharing options...
Reece.c Posted October 18, 2010 Report Share Posted October 18, 2010 i was wondering could anyone help me try to put a aerial ladder, engine 2 and battalion car in fire station 2?the tutorial for that is here Quote Link to comment Share on other sites More sharing options...
keepachris Posted October 18, 2010 Author Report Share Posted October 18, 2010 can anybody find a problem with the script? Quote Link to comment Share on other sites More sharing options...
jsutton Posted October 24, 2010 Report Share Posted October 24, 2010 can anybody find a problem with the script?A lot of work it looks like. I'm comparing your script to another and finding I don't know how many differences. I think you need to change your actor lists to like 1 2 3 4 instead of all just 1 but I'm not positive and I think you are missing a lot of brackets and extra scripts for each parking spot. Someone can correct me if I am wrong but that is just what I am glancing at and I'm not a skilled enough scripter to just go and tell you all your problems with it. It gets a bit confusing and you get a major headache after looking at a script for so long haha. Sorry, i wasn't much help. Quote Link to comment Share on other sites More sharing options...
erfd Posted October 25, 2010 Report Share Posted October 25, 2010 Post in xplore 4x4 topic and ask him for help. Quote Link to comment Share on other sites More sharing options...
keepachris Posted October 30, 2010 Author Report Share Posted October 30, 2010 A lot of work it looks like. I'm comparing your script to another and finding I don't know how many differences. I think you need to change your actor lists to like 1 2 3 4 instead of all just 1 but I'm not positive and I think you are missing a lot of brackets and extra scripts for each parking spot. Someone can correct me if I am wrong but that is just what I am glancing at and I'm not a skilled enough scripter to just go and tell you all your problems with it. It gets a bit confusing and you get a major headache after looking at a script for so long haha. Sorry, i wasn't much help.thanks for trying mate Quote Link to comment Share on other sites More sharing options...