bama1234 Posted July 26, 2014 Author Report Share Posted July 26, 2014 1080p is a screen resolution i belive its an HD screen resolution I know, but the games options don't allow over 1280x768. I set my XML file to 1920 1080. Made the mod look amazing Which file? Quote Link to comment Share on other sites More sharing options...
axeman1224 Posted July 26, 2014 Report Share Posted July 26, 2014 I know, but the games options don't allow over 1280x768. Which file?config file Quote Link to comment Share on other sites More sharing options...
bama1234 Posted July 26, 2014 Author Report Share Posted July 26, 2014 config file Specifically? And what should I look for inside of the file Quote Link to comment Share on other sites More sharing options...
theocd Posted July 26, 2014 Report Share Posted July 26, 2014 This mod is excellent and is looking to get better. Controversially, despite other people's suggestions, I beg you to keep the one tiny station for the map I'm bored of mods where there's fire units on every corner, where every call gets a five second response time - vehicles barely activate lights and sirens to cross an intersection before stopping. I like the delay, the possibility of needing extra units because things take time. Just my £0.02, of course The OC-D Quote Link to comment Share on other sites More sharing options...
OnFire Posted July 26, 2014 Report Share Posted July 26, 2014 Specifically? And what should I look for inside of the file In the file : em4deluxe.cfg in your main folder, you have to change <var name="r_xres" value="1024" /> <var name="r_yres" value="768" />. Quote Link to comment Share on other sites More sharing options...
onlinegamesz Posted July 26, 2014 Report Share Posted July 26, 2014 When a police car with cops arrest someone with the chase button, the cop still has a pistol in his hands, after he put the criminal in the police car then I can't put the pistol away anymore and a lot of buttons are disabled then, is this a known bug? is there a way to fix this? thanks Quote Link to comment Share on other sites More sharing options...
BeastyBill88 Posted July 26, 2014 Report Share Posted July 26, 2014 When a police car with cops arrest someone with the chase button, the cop still has a pistol in his hands, after he put the criminal in the police car then I can't put the pistol away anymore and a lot of buttons are disabled then, is this a known bug? is there a way to fix this? thanksYes its a known bug, I think The Loot edited the script to fix it, have a look in the LA mod section of the forums for it. Quote Link to comment Share on other sites More sharing options...
Fred03 Posted July 26, 2014 Report Share Posted July 26, 2014 I just have the cop get and then drop a fire extinguisher, then its all fine. Quote Link to comment Share on other sites More sharing options...
itchboy Posted July 26, 2014 Report Share Posted July 26, 2014 Here's a little fix I devised a long time ago:Note the little addition at around line 466//******************************************************************************************// #Version 1.2#//// Includes: Chase commands for police vehicles//// - VcmdFollow// - DummyUpdateFollowPos// - DummyFollow//// Script by Hoppah// // Usage of this script in other mods is NOT allowed without permission of Hoppah////******************************************************************************************const char CMD_FOLLOW[] = "VcmdFollow";const char CMD_SIREN[] = "VcmdSiren";const char DUMMY_ARREST2[] = "DummyArrest2";const char DUMMY_HASSIREN[] = "DummyHasSiren";const char DUMMY_DISABLE[] = "DummyDisableSiren";const char DUMMY_PATROL[] = "DummyPatrol";const char NAME_DUMMYOBJECT[] = "DummyFollow";const char NAME_BLOCK[] = "DummyBlock";const char DUMMY_UPDATEPOS[] = "DummyUpdateFollowPos";const char DUMMY_FOLLOW[] = "DummyFollow";const char EACTION_FINDPATH[] = "EActionFindPath";const char CMD_PUTINCAR[] = "PutInCar";const char CMD_AUTOSIREN_OFF[] = "VcmdAutoSirenOff";const char CMD_SHOOTGUN[] = "Shoot";const char CMD_HOLSTERGUN[] = "HolsterWeapon";const char CMD_DRAWGUN[] = "DrawWeapon";const char CMD_ARREST[] = "Arrest";const char CMD_ARREST2[] = "PcmdArrest2";const char SND_DRAW[] = "mod:Audio/FX/Misc/DrawWeapon.wav";const char SND_HOLSTER[] = "mod:Audio/FX/Misc/HolsterWeapon.wav";const char SND_CARTHEFT1[] = "mod:Audio/FX/radio/pd_stolencar1.wav";const char SND_CARTHEFT2[] = "mod:Audio/FX/radio/pd_stolencar1.wav";const char SND_ESCAPECAR[] = "mod:Audio/FX/radio/pd_escapecar.wav";const char SND_PERSON[] = "mod:Audio/FX/radio/pd_person.wav";const char SND_AMOK[] = "mod:Audio/FX/radio/pd_amokdriver.wav";const char DUMMY_EQUIPMENT[] = "DummyEquipmentCommands";int DummyGroup = 29;object VcmdFollow : CommandScript{ VcmdFollow() { SetIcon("follow"); SetCursor("follow"); SetGroupID(DummyGroup); SetGroupLeader(true); SetRestrictions(RESTRICT_NOTDESTROYED | RESTRICT_NOTINJURED); SetValidTargets(ACTOR_VEHICLE | ACTOR_PERSON); SetPriority(10); } bool CheckPossible(GameObject *Caller) { if (!Caller->IsValid() || !Caller->HasCommand(CMD_SIREN)) return false; if (Caller->GetType()==ACTOR_VEHICLE) { Vehicle v(Caller); if(v.GetVehicleType() != VT_POLICE_STW && v.GetVehicleType() != VT_POLICE_MTW && v.GetVehicleType() != VT_POLICE_SW) return false; if(v.GetNumPassengers() == 0) return false; } return true; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if (!Caller->IsValid() || !Target->IsValid() || (Target->GetID() == Caller->GetID())) return false; if (Caller->GetType()==ACTOR_VEHICLE) { Vehicle v(Caller); if(v.GetNumPassengers() == 0) return false; } if (Target->GetType() == ACTOR_VEHICLE) { Vehicle t(Target); if (!t.IsValid() || t.IsParking() || t.IsUplifted() || t.IsDestroyed() || t.IsSmoking() || (t.GetVehicleType() != VT_NOSQUAD && t.GetVehicleType() != VT_GANGSTER_GETAWAY)) return false; } else if (Target->GetType() == ACTOR_PERSON) { Person p(Target); if(!p.IsValid() || p.IsLinkedWithPerson() || p.IsCarryingPerson() || p.GetEnteredCarID() != -1 || p.IsPhysicsSimulationEnabled() || p.GetRole() == ROLE_ANIMAL || p.GetRole() == ROLE_SQUAD) return false; if(p.GetRole() == ROLE_GANGSTER) SetPriority(800); } return true; } void PushActions(GameObject *Caller, Actor *Target, int childID) { Vehicle v(Caller); GameObject t(Target); if (childID == 0) { if (v.HasCommand(DUMMY_FOLLOW)) { v.RemoveCommand(DUMMY_FOLLOW); int VecID = v.GetID(); GameObjectList list = Game::GetGameObjects(NAME_DUMMYOBJECT); for(int i=0; i<list.GetNumObjects(); i++) { GameObject *obj = list.GetObject(i); if (obj->GetUserData() == VecID) { obj->PushActionDeleteOwner(ACTION_NEWLIST); } } } if (t.GetType() == ACTOR_VEHICLE) { Vehicle vt(&t); if (vt.HasName("stolencar") && !vt.WasStoppedByRoadblock()) { if (rand()%2 == 0) Audio::PlaySample3D(SND_CARTHEFT1, vt.GetPosition()); else Audio::PlaySample3D(SND_CARTHEFT2, vt.GetPosition()); } else if (vt.GetVehicleType() == VT_GANGSTER_GETAWAY && !vt.WasStoppedByRoadblock()) Audio::PlaySample3D(SND_ESCAPECAR, vt.GetPosition()); else if (vt.IsDriveByShooting() && !vt.WasStoppedByRoadblock()) Audio::PlaySample3D(SND_AMOK, vt.GetPosition()); } else if (t.GetType() == ACTOR_PERSON) { Person p(&t); if(p.GetRole() == ROLE_GANGSTER && p.IsFleeing()) Audio::PlaySample3D(SND_PERSON, p.GetPosition()); } if (v.HasObjectPath(NULL)) Game::ExecuteCommand(DUMMY_PATROL, &v, &v); v.PushActionExecuteCommand(ACTION_NEWLIST, CMD_FOLLOW, &t, 1, false); if (!v.HasCommand(DUMMY_HASSIREN) && v.HasCommand(CMD_AUTOSIREN_OFF) && !Input::LShiftPressed() && !Input::RShiftPressed()) Game::ExecuteCommand(CMD_SIREN, &v, &v); GameObject mDummy = Game::CreateObject("mod:Prototypes/Objects/Misc/empty.e4p", NAME_DUMMYOBJECT); mDummy.Hide(); mDummy.SetUserData(v.GetID()); Vector vPos = v.GetPosition(); mDummy.SetPosition(vPos); mDummy.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_UPDATEPOS, &t, 0, false); } if (childID == 1) { if (!v.HasCommand(DUMMY_FOLLOW)) v.AssignCommand(DUMMY_FOLLOW); v.PushActionMove(ACTION_NEWLIST, t.GetPosition(), true); v.PushActionExecuteCommand(ACTION_APPEND, CMD_FOLLOW, &t, 1, false); } }};object DummyUpdateFollowPos : CommandScript{ DummyUpdateFollowPos() { SetGroupID(DummyGroup); } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { } void PushActions(GameObject *Caller, Actor *Target, int childID) { GameObject t(Target); GameObject mDummy(Caller); int VecID = mDummy.GetUserData(); VehicleList l1(VT_THW_FGRR_BKF, VT_AMBULANCE_TRANSEVAC); for(int i = 0; i < l1.GetNumVehicles(); i++) { Vehicle v = l1.GetVehicle(i); if (v.GetID() == VecID) { if (!v.HasCommand(DUMMY_FOLLOW)) { mDummy.PushActionDeleteOwner(ACTION_NEWLIST); return; } else if (!v.IsValid() || v.IsDestroyed() || v.IsSmoking()) { mDummy.PushActionDeleteOwner(ACTION_NEWLIST); v.PushActionWait(ACTION_NEWLIST, 0.1f); return; } else if (!t.IsValid()) { mDummy.PushActionDeleteOwner(ACTION_NEWLIST); v.PushActionWait(ACTION_NEWLIST, 0.1f); return; } else { Vector vPos = v.GetPosition(); mDummy.SetPosition(vPos); mDummy.PushActionWait(ACTION_NEWLIST, 0.5f); mDummy.PushActionExecuteCommand(ACTION_APPEND, DUMMY_UPDATEPOS, &t, 0, false); } if (v.GetBoundingRadiusDistXYToObject(&t) < 900.f && t.GetType() == ACTOR_VEHICLE) { mDummy.PushActionDeleteOwner(ACTION_NEWLIST); Vehicle vt(&t); if (vt.GetVehicleType() != VT_GANGSTER_GETAWAY) { GameObject mBlock = Game::CreateObject("mod:Prototypes/Objects/Street/citypole.e4p", NAME_BLOCK); mBlock.SetUserData(t.GetID()); Vector bPos = t.GetPosition(); mBlock.SetPosition(bPos); mBlock.PushActionWait(ACTION_NEWLIST, 30.f); mBlock.PushActionExecuteCommand(ACTION_APPEND, DUMMY_UPDATEPOS, &t, 1, false); if (!mBlock.IsFlagSet(OF_HIDDEN)) mBlock.SetFlag(OF_HIDDEN); } else if (vt.GetVehicleType() == VT_GANGSTER_GETAWAY) { if (vt.HasObjectPath(NULL)) //Stop gangster vehicle vt.RemoveObjectPath(); } v.ClearActions(); Vector Move = t.GetPosition(); float r[9]; float childr[9]; t.GetRotation(r[0], r[1], r[2], r[3], r[4], r[5], r[6], r[7], r[8]); float dx = -350.f, dy = 0.f, dz = 0.f; Math::RotateVector(dx, dy, dz, r); Math::EulerToMatrix(0.0f, 0.f, 0.f, childr); Math::MultiplyMatrices(childr, r); Move = Move + Vector(dx, dy, 0); Game::FindFreePosition(&v, Move, 250); v.PushActionMove(ACTION_NEWLIST, Move, true); v.PushActionWait(ACTION_APPEND, 0.5f); v.PushActionTurnTo(ACTION_APPEND, &t); v.PushActionExecuteCommand(ACTION_APPEND, DUMMY_FOLLOW, &t, 0, false); } else if (v.GetBoundingRadiusDistXYToObject(&t) < 600.f && t.GetType() == ACTOR_PERSON) { mDummy.PushActionDeleteOwner(ACTION_NEWLIST); Person pt(Target); if (pt.GetRole() != ROLE_GANGSTER && (pt.HasObjectPath(NULL) || pt.IsFleeing())) t.PushActionWait(ACTION_NEWLIST, 10.f); v.ClearActions(); v.PushActionWait(ACTION_NEWLIST, 0.5f); v.PushActionTurnTo(ACTION_APPEND, &t); v.PushActionExecuteCommand(ACTION_APPEND, DUMMY_FOLLOW, &t, 0, false); } return; } } mDummy.PushActionDeleteOwner(ACTION_NEWLIST); }};object DummyFollow : CommandScript{ DummyFollow() { SetGroupID(DummyGroup); } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { return false; } void PushActions(GameObject *Caller, Actor *Target, int childID) { Vehicle v(Caller); Person p(Caller); GameObject t(Target); if (childID == 0) { if (v.HasCommand(DUMMY_HASSIREN) && v.HasCommand(CMD_AUTOSIREN_OFF)) Game::ExecuteCommand(DUMMY_DISABLE, &v, &v); PersonList l1 = v.GetPassengers(); Vector Pos = v.GetPosition(); Vector Pos2 = v.GetPosition(); float r[9]; float childr[9]; v.GetRotation(r[0], r[1], r[2], r[3], r[4], r[5], r[6], r[7], r[8]); bool cop1 = false; bool cop2 = false; bool armed = false; bool shoot = false; bool fight = false; if (l1.GetNumPersons() >= 1) { if (l1.GetPerson(0)->HasCommand(CMD_ARREST) || l1.GetPerson(0)->HasCommand(CMD_ARREST2)) cop1 = true; } if (t.GetType() == ACTOR_VEHICLE) { Vehicle vt(Target); PersonList l2 = vt.GetPassengers(); if (l2.GetNumPersons() > 0 || vt.GetVehicleType() == VT_GANGSTER_GETAWAY) { armed = true; if (l1.GetNumPersons() > 1) { if (l1.GetPerson(1)->HasCommand(CMD_ARREST) || l1.GetPerson(1)->HasCommand(CMD_ARREST2)) cop2 = true; } } } else if (t.GetType() == ACTOR_PERSON) { Person pt(Target); if (pt.GetRole() == ROLE_GANGSTER) { armed = true; if (l1.GetNumPersons() > 1) { if (l1.GetPerson(1)->HasCommand(CMD_ARREST) || l1.GetPerson(1)->HasCommand(CMD_ARREST2)) cop2 = true; } if (pt.GetEquipment() == EQUIP_PISTOL) { if ((pt.GetBehaviour() == BEHAVIOUR_GANGSTER_ATTACKALL || pt.GetBehaviour() == BEHAVIOUR_GANGSTER_ATTACKSQUAD || pt.GetBehaviour() == BEHAVIOUR_GANGSTER_ATTACKSQUAD_SMART || pt.GetBehaviour() == BEHAVIOUR_GANGSTER_GUARDHOSTAGE) && rand()%10 > 5) shoot = true; else if (rand()%4 >= 1) fight = true; } } } if (cop1 && cop2) { v.SetCommandable(false); v.PlayAnimOpenDoor(DAT_PERSON, 0.8f, &v); v.PlayAnimOpenDoor(DAT_SPECIAL, 0.8f, &v); v.PushActionWait(ACTION_NEWLIST, 1.f); v.PushActionExecuteCommand(ACTION_APPEND, DUMMY_FOLLOW, &t, 4, false); } else if (cop1) { v.SetCommandable(false); v.PlayAnimOpenDoor(DAT_PERSON, 0.8f, Caller); v.PushActionWait(ACTION_NEWLIST, 1.f); v.PushActionExecuteCommand(ACTION_APPEND, DUMMY_FOLLOW, &t, 3, false); } Person p1; Person p2; if (cop1) { p1 = l1.GetPerson(0); float dx = -12.f, dy = -65.f, dz = 0.f; v.RemovePassenger(&p1); Math::RotateVector(dx, dy, dz, r); Math::EulerToMatrix(0.0f, 0.f, 0.f, childr); Math::MultiplyMatrices(childr, r); Pos = Pos + Vector(dx, dy, 0); if (p1.GetEquipment() != EQUIP_PISTOL && p1.IsEquipped()) { p1.RemoveEquipment(); p1.PushActionExecuteCommand(ACTION_APPEND, DUMMY_EQUIPMENT, &p1, 10, false); p1.PushActionWait(ACTION_APPEND, 0.7f); } else p1.PushActionWait(ACTION_NEWLIST, 0.8f); p1.SetPosition(Pos); p1.SetRotation(childr[0], childr[1], childr[2], childr[3], childr[4], childr[5], childr[6], childr[7], childr[8]); p1.UpdatePlacement(); p1.Hide(); p1.PushActionShowHide(ACTION_APPEND, false); p1.PushActionSwitchAnim(ACTION_APPEND, "idle"); p1.PushActionTurnTo(ACTION_APPEND, &t); } if (cop2) { p2 = l1.GetPerson(1); float dx2 = -12.f, dy2 = 65.f, dz2 = 0.f; v.RemovePassenger(&p2); Math::RotateVector(dx2, dy2, dz2, r); Math::EulerToMatrix(0.0f, 0.f, 0.f, childr); Math::MultiplyMatrices(childr, r); Vector Pos2 = Pos2 + Vector(dx2, dy2, 0); if (p2.GetEquipment() != EQUIP_PISTOL && p2.IsEquipped()) { p2.RemoveEquipment(); p2.PushActionExecuteCommand(ACTION_APPEND, DUMMY_EQUIPMENT, &p2, 10, false); p2.PushActionWait(ACTION_APPEND, 0.7f); } else p2.PushActionWait(ACTION_NEWLIST, 0.8f); p2.SetPosition(Pos2); p2.SetRotation(childr[0], childr[1], childr[2], childr[3], childr[4], childr[5], childr[6], childr[7], childr[8]); p2.UpdatePlacement(); p2.Hide(); p2.PushActionShowHide(ACTION_APPEND, false); p2.PushActionSwitchAnim(ACTION_APPEND, "idle"); p2.PushActionTurnTo(ACTION_APPEND, &t); } if (cop1) { if (t.GetType() == ACTOR_VEHICLE) { Vehicle vt(&t); if (armed) { if (!vt.IsFlagSet(OF_TRANSPORTABLE)) vt.SetFlag(OF_TRANSPORTABLE); if (!vt.IsFlagSet(OF_RECOVERABLE)) vt.SetFlag(OF_RECOVERABLE); if (!vt.IsParking()) vt.SetParking(true); vt.RemoveObjectPath(); vt.PushActionWait(ACTION_NEWLIST, 0.1f); if (p1.GetEquipment() != EQUIP_PISTOL && p1.HasCommand(CMD_DRAWGUN)) { p1.PushActionEquipWeapon(ACTION_APPEND, true); p1.AssignCommand(CMD_SHOOTGUN); p1.AssignCommand(CMD_HOLSTERGUN); p1.RemoveCommand(CMD_DRAWGUN); p1.AssignCommand(CMD_ARREST2); p1.RemoveCommand(CMD_ARREST); Vector Pos = p1.GetPosition(); Audio::PlaySample3D(SND_DRAW, Pos); } p1.PushActionSwitchAnim(ACTION_APPEND, "pistoltarget"); PersonList l3; if (vt.GetNumPassengers() > 0) l3 = vt.GetPassengers(); else if (vt.GetNumTransported() > 0) l3 = vt.GetTransports(); if (l3.GetNumPersons() > 0) { for(int i=0; i < l3.GetNumPersons(); i++) { l3.GetPerson(i)->PushActionWait(ACTION_NEWLIST, 2.f); l3.GetPerson(i)->PushActionLeaveCar(ACTION_APPEND, &vt); if (l3.GetPerson(i)->GetEquipment() == EQUIP_PISTOL && (l3.GetPerson(i)->GetBehaviour() == BEHAVIOUR_GANGSTER_ATTACKALL || l3.GetPerson(i)->GetBehaviour() == BEHAVIOUR_GANGSTER_ATTACKSQUAD || l3.GetPerson(i)->GetBehaviour() == BEHAVIOUR_GANGSTER_ATTACKSQUAD_SMART || l3.GetPerson(i)->GetBehaviour() == BEHAVIOUR_GANGSTER_GUARDHOSTAGE) && rand()%10 > 5) { shoot = true; l3.GetPerson(i)->SetPrimaryTarget(&p1); } else { l3.GetPerson(i)->PushActionWait(ACTION_APPEND, 1.f); l3.GetPerson(i)->PushActionDrop(ACTION_APPEND); l3.GetPerson(i)->PushActionSwitchAnim(ACTION_APPEND, "hostage_down"); } Person pt = l3.GetPerson(0); if (shoot) { p1.PushActionWait(ACTION_APPEND, 2.0f); p1.PushActionShoot(ACTION_APPEND, &pt); } else { p1.PushActionWait(ACTION_APPEND, 6.0f); p1.PushActionMove(ACTION_APPEND, &pt, TARGET_FOLLOW); p1.PushActionTurnTo(ACTION_APPEND, &pt); //p1.PushActionExecuteCommand(ACTION_APPEND, DUMMY_ARREST2, p1, 3, false); p1.PushActionEquipWeapon(ACTION_APPEND, false); p1.RemoveCommand(CMD_SHOOTGUN); p1.RemoveCommand(CMD_HOLSTERGUN); p1.AssignCommand(CMD_DRAWGUN); p1.RemoveCommand(CMD_ARREST2); p1.AssignCommand(CMD_ARREST); if (rand()%4 >= 1) fight = true; p1.PushActionArrest(ACTION_APPEND, &pt, fight); p1.PushActionExecuteCommand(ACTION_APPEND, "Arrest", &pt, 5, false); /* if (v.GetFreeTransports() >= 1 && pt.GetRole() == ROLE_GANGSTER) p1.PushActionExecuteCommand(ACTION_APPEND, CMD_PUTINCAR, &v, 0, false); */ } if (cop2) { if (p2.GetEquipment() != EQUIP_PISTOL && p2.HasCommand(CMD_DRAWGUN)) { p2.PushActionEquipWeapon(ACTION_APPEND, true); p2.AssignCommand(CMD_SHOOTGUN); p2.AssignCommand(CMD_HOLSTERGUN); p2.RemoveCommand(CMD_DRAWGUN); p2.AssignCommand(CMD_ARREST2); p2.RemoveCommand(CMD_ARREST); Vector Pos = p2.GetPosition(); Audio::PlaySample3D(SND_DRAW, Pos); } if (shoot) { p2.PushActionSwitchAnim(ACTION_APPEND, "pistoltarget"); p2.PushActionWait(ACTION_APPEND, 2.0f); p2.PushActionShoot(ACTION_APPEND, &pt); } else { p2.PushActionTurnTo(ACTION_APPEND, &t); p2.PushActionSwitchAnim(ACTION_APPEND, "pistoltarget"); p2.PushActionWait(ACTION_APPEND, 6.5f); p2.PushActionSwitchAnim(ACTION_APPEND, "idlegun"); } return; } } } } else { p1.PushActionExecuteCommand(ACTION_APPEND, DUMMY_FOLLOW, Target, 2, false); } } else if (t.GetType() == ACTOR_PERSON) { Person pt(&t); if (armed) { if (p1.GetEquipment() != EQUIP_PISTOL && p1.HasCommand(CMD_DRAWGUN)) { p1.PushActionEquipWeapon(ACTION_APPEND, true); p1.AssignCommand(CMD_SHOOTGUN); p1.AssignCommand(CMD_HOLSTERGUN); p1.RemoveCommand(CMD_DRAWGUN); p1.AssignCommand(CMD_ARREST2); p1.RemoveCommand(CMD_ARREST); Vector Pos = p1.GetPosition(); Audio::PlaySample3D(SND_DRAW, Pos); } if (shoot) p1.PushActionShoot(ACTION_APPEND, &pt); else { if (pt.IsValid() && !pt.IsCurrentAnimation("hostage_down") && !pt.IsArrested() && !pt.IsDrowning() && !pt.IsCarried() && pt.GetState() == PERSONSTATE_NORMAL) { pt.ClearActions(); if (pt.HasObjectPath(NULL)) pt.RemoveObjectPath(); pt.SetBehaviour(BEHAVIOUR_GANGSTER_CIVILARMED); pt.SetDisableGangsterSymbol(false); pt.PushActionWait(ACTION_APPEND, 2.0f); pt.PushActionDrop(ACTION_APPEND); pt.PushActionSwitchAnim(ACTION_APPEND, "hostage_down"); pt.PushActionWait(ACTION_APPEND, 20.0f); pt.PushActionExecuteCommand(ACTION_APPEND, DUMMY_ARREST2, Target, 1, false); p1.PushActionTurnTo(ACTION_APPEND, &pt); p1.PushActionSwitchAnim(ACTION_APPEND, "pistoltarget"); p1.PushActionWait(ACTION_APPEND, 2.5f); p1.PushActionMove(ACTION_APPEND, &pt, TARGET_TOUCHPERSON); //p1.PushActionExecuteCommand(ACTION_APPEND, DUMMY_ARREST2, &p1, 3, false); p1.PushActionEquipWeapon(ACTION_APPEND, false); p1.RemoveCommand(CMD_SHOOTGUN); p1.RemoveCommand(CMD_HOLSTERGUN); p1.AssignCommand(CMD_DRAWGUN); p1.RemoveCommand(CMD_ARREST2); p1.AssignCommand(CMD_ARREST); p1.PushActionArrest(ACTION_APPEND, &pt, fight); p1.PushActionWait(ACTION_APPEND, 1.f); p1.PushActionExecuteCommand(ACTION_APPEND, "Arrest", &pt, 5, false); /* if (v.GetFreeTransports() >= 1 && pt.GetRole() == ROLE_GANGSTER) p1.PushActionExecuteCommand(ACTION_APPEND, CMD_PUTINCAR, &v, 0, false); */ } } } else { if (p1.GetEquipment() == EQUIP_PISTOL) { p1.PushActionEquipWeapon(ACTION_APPEND, false); p1.RemoveCommand(CMD_SHOOTGUN); p1.RemoveCommand(CMD_HOLSTERGUN); p1.AssignCommand(CMD_DRAWGUN); p1.RemoveCommand(CMD_ARREST2); p1.AssignCommand(CMD_ARREST); Vector Pos = p1.GetPosition(); Audio::PlaySample3D(SND_HOLSTER, Pos); } p1.PushActionExecuteCommand(ACTION_APPEND, CMD_ARREST, &pt, 0, false); } } } if (t.GetType() == ACTOR_PERSON && cop2 && armed) { Person pt(&t); if (p2.GetEquipment() != EQUIP_PISTOL && p2.HasCommand(CMD_DRAWGUN)) { p2.PushActionEquipWeapon(ACTION_APPEND, true); p2.AssignCommand(CMD_SHOOTGUN); p2.AssignCommand(CMD_HOLSTERGUN); p2.RemoveCommand(CMD_DRAWGUN); p2.AssignCommand(CMD_ARREST2); p2.RemoveCommand(CMD_ARREST); Vector Pos = p2.GetPosition(); Audio::PlaySample3D(SND_DRAW, Pos); } if (shoot) p2.PushActionShoot(ACTION_APPEND, &pt); else { p2.PushActionTurnTo(ACTION_APPEND, &pt); p2.PushActionSwitchAnim(ACTION_APPEND, "pistoltarget"); p2.PushActionWait(ACTION_APPEND, 5.0f); p2.PushActionSwitchAnim(ACTION_APPEND, "idlegun"); } } } if (childID == 1) { int VecID = Caller->GetID(); GameObjectList list = Game::GetGameObjects(NAME_BLOCK); for(int i=0; i<list.GetNumObjects(); i++) { GameObject *obj = list.GetObject(i); if (obj->GetUserData() == VecID) { obj->PushActionDeleteOwner(ACTION_NEWLIST); } } } if (childID == 2) { p.PushActionMove(ACTION_APPEND, &t, TARGET_PASSENGERDOOR); p.PushActionTurnTo(ACTION_APPEND, &t); p.PushActionWait(ACTION_APPEND, 0.3f); p.PushActionSwitchAnim(ACTION_APPEND, "talkto"); p.PushActionWait(ACTION_APPEND, 3.0f); p.PushActionSwitchAnim(ACTION_APPEND, "idle"); p.PushActionExecuteCommand(ACTION_APPEND, DUMMY_FOLLOW, &t, 5, false); } if (childID == 3) { v.PlayAnimCloseDoor(DAT_PERSON, 0.8f, &v); v.SetCommandable(true); } if (childID == 4) { v.PlayAnimCloseDoor(DAT_SPECIAL, 0.8f, &v); v.PlayAnimCloseDoor(DAT_PERSON, 0.8f, &v); v.SetCommandable(true); } if (childID == 5) { int VecID = Target->GetID(); GameObjectList list = Game::GetGameObjects(NAME_BLOCK); for(int i=0; i<list.GetNumObjects(); i++) { GameObject *obj = list.GetObject(i); if (obj->GetUserData() == VecID) obj->PushActionDeleteOwner(ACTION_NEWLIST); } int Money = Mission::GetMoneyLeft(); int Fine; int Chance = Math::rand() % 4; if (Chance == 0) { Fine = 300; Mission::PlayHint("Driver fined for speeding. You've earned 300 credits!"); } else if (Chance == 1) { Fine = 200; Mission::PlayHint("Driver fined for expired registration stick. You've earned 200 credits!"); } else if (Chance == 2) { Fine = 200; Mission::PlayHint("Driver fined for a missing tail light. You've earned 200 credits!"); } else if (Chance == 3) { Fine = 600; Mission::PlayHint("Driver fined for failure to use a seatbelt. You've earned 600 credits!"); } int NewMoney = Money + Fine; Mission::SetMoney(NewMoney); } }}; Quote Link to comment Share on other sites More sharing options...
The Loot Posted July 26, 2014 Report Share Posted July 26, 2014 Yes its a known bug, I think The Loot edited the script to fix it, have a look in the LA mod section of the forums for it.I don't think I ever messed with it, but the YSB version of Xplorer's submod never gave me the glitch in the first place, I believe. Quote Link to comment Share on other sites More sharing options...
onlinegamesz Posted July 26, 2014 Report Share Posted July 26, 2014 Oh okay thanks guys, by the way one small thing, on the map I see right under an FD icon but when I go there I only see a church, I think the station there is not finished yet? Quote Link to comment Share on other sites More sharing options...
bama1234 Posted July 26, 2014 Author Report Share Posted July 26, 2014 In the file : em4deluxe.cfg in your main folder, you have to change <var name="r_xres" value="1024" /> <var name="r_yres" value="768" />. Thanks! When a police car with cops arrest someone with the chase button, the cop still has a pistol in his hands, after he put the criminal in the police car then I can't put the pistol away anymore and a lot of buttons are disabled then, is this a known bug? is there a way to fix this? thanks That's a bug with the LA mod, but I will look into implementing the Loot's fix before next release. This mod is excellent and is looking to get better. Controversially, despite other people's suggestions, I beg you to keep the one tiny station for the map I'm bored of mods where there's fire units on every corner, where every call gets a five second response time - vehicles barely activate lights and sirens to cross an intersection before stopping. I like the delay, the possibility of needing extra units because things take time. Just my £0.02, of course The OC-D Thanks! That's the effect I am going for. There will definitely only be one station, but I may adding a couple of additional units to it. Oh okay thanks guys, by the way one small thing, on the map I see right under an FD icon but when I go there I only see a church, I think the station there is not finished yet? That's from me taking way the second fire station in my map edit, there's not supposed to be a station there, but I just never got around to editing the mini-map to take it off. Quote Link to comment Share on other sites More sharing options...
MFDHoward Posted July 26, 2014 Report Share Posted July 26, 2014 That's from me taking way the second fire station in my map edit, there's not supposed to be a station there, but I just never got around to editing the mini-map to take it off. I ended up editing the map and fixing that for my version. Right now the only thing that I can get to work/change is vehicle speed and the calls keep constantly coming in and no matter how much I edit the file the calls come in like crazy. There is no down time...I end up getting pissed off and quiting lol Quote Link to comment Share on other sites More sharing options...
kwillis Posted July 27, 2014 Report Share Posted July 27, 2014 Bama I have a question. I have reskinned this mod, so will the units that I have be in this update or will it be your original units? Quote Link to comment Share on other sites More sharing options...
willowfork fire capt Posted July 27, 2014 Report Share Posted July 27, 2014 bama i have a question will the engine have jaws of life and that kind of equipment or will you have to call CCFD for a rescue Quote Link to comment Share on other sites More sharing options...
bama1234 Posted July 27, 2014 Author Report Share Posted July 27, 2014 I ended up editing the map and fixing that for my version. Right now the only thing that I can get to work/change is vehicle speed and the calls keep constantly coming in and no matter how much I edit the file the calls come in like crazy. There is no down time...I end up getting pissed off and quiting lol I know how you feel. Thankfully the new map's call volume will be a lot easier to handle.... most of the time. bama i have a question will the engine have jaws of life and that kind of equipment or will you have to call CCFD for a rescue One of the local units will have the jaws. Bama I have a question. I have reskinned this mod, so will the units that I have be in this update or will it be your original units? Not sure exactly what you mean Quote Link to comment Share on other sites More sharing options...
Guest Posted July 27, 2014 Report Share Posted July 27, 2014 He is asking whether his reskinned units will work on the new release or will he have to do them again Quote Link to comment Share on other sites More sharing options...
jrff64 Posted July 27, 2014 Report Share Posted July 27, 2014 Bama, is your pov script finished yet and if it is can you post a video of it? Quote Link to comment Share on other sites More sharing options...
Fred03 Posted July 27, 2014 Report Share Posted July 27, 2014 It actually won't be that sophisticated. Instead of using the unit menu to send the city's fire trucks, you use it to call the volunteers onto the map, and tell them where you want them to go (to the station or the scene). Most of it is done manually by the player. If you send the volunteers to the station they'll park in their spots, go inside, get geared up, and wait for you to assign them to a truck. If you send them to the scene, they can do what they can until a truck arrives, or move in to assist if a truck is already on scene. BMA has also given me a script that prevents you from moving vehicles that aren't occupied. So if you want to bring the city's fire trucks and ambulance to the scene, you'll have to send volunteers to the station to get them and drive them. You can still call in units from the county fire department directly from off map, but it will take a while for them to get on-scene.This is what he said earlier, not sure if you saw that or not. Quote Link to comment Share on other sites More sharing options...
bama1234 Posted July 27, 2014 Author Report Share Posted July 27, 2014 Bama, is your pov script finished yet and if it is can you post a video of it? No it's not ready yet, the map is coming first. Quote Link to comment Share on other sites More sharing options...
novius Posted July 28, 2014 Report Share Posted July 28, 2014 Looking great Bama. Your work never ceases to impress. Quote Link to comment Share on other sites More sharing options...
kwillis Posted July 28, 2014 Report Share Posted July 28, 2014 He is asking whether his reskinned units will work on the new release or will he have to do them againI guess what I'm asking is...Is this going to be a full update where everything is updated or just the map? If it is just the map, will my units still be the same or will they be the original units? Quote Link to comment Share on other sites More sharing options...
bama1234 Posted July 28, 2014 Author Report Share Posted July 28, 2014 I guess what I'm asking is...Is this going to be a full update where everything is updated or just the map? If it is just the map, will my units still be the same or will they be the original units? There will be a lot more than just the new map in the next version. Your reskins will work for a few units, I'm guessing, but probably not very many. Quote Link to comment Share on other sites More sharing options...
kwillis Posted July 28, 2014 Report Share Posted July 28, 2014 There will be a lot more than just the new map in the next version. Your reskins will work for a few units, I'm guessing, but probably not very many.ok cool. I was just wondering. It looks and sounds amazing so far. So its going to be like a whole new mod update then. Does that mean we will have to delete the old version or just remove it from the mod folder then? Or will we need to keep it and just update everything thats in the pack? Kind of like a patch. Quote Link to comment Share on other sites More sharing options...
willowfork fire capt Posted July 28, 2014 Report Share Posted July 28, 2014 is there any way to use the ladders off the trucks that r like the 20 foot ladders for the crews to get on the roof of a one or two story structure Quote Link to comment Share on other sites More sharing options...