The Loot Posted May 19, 2013 Report Share Posted May 19, 2013 Sounds very nice. It's possible to just leave these around on the map, right? Be interesting to eventually use these instead of the normal menu for sending vehicles on the map.Another quick script thought for when you start adding on-map calling to new scripts: a script that is dependent only on the prototype of a vehicle, and it not having "blue lights" enabled (so only idle vehicles would be chosen), instead of vehicles colliding with certain VOs. That would make calling ANY vehicle on the map pretty easy without having to dig too much into all the info needed. I'm not sure how spawning crew would work without specifiying all the VOs, but maybed it can choose the nearest crew spawn VO. Quote Link to comment Share on other sites More sharing options...
Quincy Posted May 19, 2013 Author Report Share Posted May 19, 2013 Yeah it could get the unit based off it not having lights enabled then the script will retrieve its location, save it, delete the unit, spawn the unit in the same place with the staffing you want then dispatch it to the screen. That could work Quote Link to comment Share on other sites More sharing options...
The Loot Posted May 19, 2013 Report Share Posted May 19, 2013 Hmm, that's one way to do it, though I was hoping for the something like the method used by default commands to staff and send vehicles. Quote Link to comment Share on other sites More sharing options...
Quincy Posted May 19, 2013 Author Report Share Posted May 19, 2013 That command is run at start up and only when fire alarm is sounded, for that script to be adapted to what your thinking would be more hassle then gain. Quote Link to comment Share on other sites More sharing options...
firefighter243 Posted May 20, 2013 Report Share Posted May 20, 2013 That command is run at start up and only when fire alarm is sounded, for that script to be adapted to what your thinking would be more hassle then gain.I can imagine............ On the other hand how bout just adding stand-by command to the viechles. Or just some parking spots for them. Quote Link to comment Share on other sites More sharing options...
The Loot Posted May 28, 2013 Report Share Posted May 28, 2013 Quincy, how would someone put together a randomizer in choosing the Prototype to spawn in the script? I've made separate Call SWAT scripts for the UMPC, UMDC, and the SWAT SUV. They all come from the same place with the same passengers, so a single script that would randomly choose between them would make more sense (as long as we can make the "n.SetSpeed" line dependant on the Prototype selected). Quote Link to comment Share on other sites More sharing options...
Quincy Posted May 29, 2013 Author Report Share Posted May 29, 2013 Sorry have practical no idea how to do that. :/ Quote Link to comment Share on other sites More sharing options...
The Loot Posted May 29, 2013 Report Share Posted May 29, 2013 Actually, a little pondering (and advice from a friend who actually studied some scripting), and I've got it, and, thanks to Hoppah, I hopefully have another set up like the Light Force where two vehicles can be called if desired. Quote Link to comment Share on other sites More sharing options...
Quincy Posted May 29, 2013 Author Report Share Posted May 29, 2013 Could you send me that script, i just want to see how you have it setup. Im curious because i was going to make a command for the battalion chief that would be like a mayday and it would dispatch a bunch of units to the scene. Quote Link to comment Share on other sites More sharing options...
The Loot Posted May 30, 2013 Report Share Posted May 30, 2013 Hoppah and my friend managed to dig out the issues I was running into, so I've got the scripts 100% now. I'm assuming adding even more vehicles would be pretty easy, and that sounds like an interesting script. I'm also going to start adding random checks to other scripts like the Call Ambulance and Call Engine buys to get some variety and eliminate the scripts to call specific vehicles and just have them be dispatched if the map vehicles aren't available.Here's the script; it has two commands, slightly different (the second calls a scout and negotiator in a Bear instead of just SWAT in a Bearcat).LACallSWAT.rarNote: Prototype file names may need to be changed. Quote Link to comment Share on other sites More sharing options...
nbrown8568 Posted August 13, 2013 Report Share Posted August 13, 2013 Just looking around the forum and found this. SoulBody had been trying to script this command. This is the script I had been trying to get help with for quite some time.Kudos to you my friend. Quote Link to comment Share on other sites More sharing options...
BeastyBill88 Posted May 1, 2014 Report Share Posted May 1, 2014 So will I be able to add these commands to police officers, the EMS Captain & the Battalion Chief or will it cause issues? Quote Link to comment Share on other sites More sharing options...
Quincy Posted May 11, 2014 Author Report Share Posted May 11, 2014 Limit of 11 "Get Equipment" commands so each prototype cant have more than 11 get equipment or call unit commands without having to edit the script. Quote Link to comment Share on other sites More sharing options...
The Loot Posted May 11, 2014 Report Share Posted May 11, 2014 The way around that that I use is a radio command script to do a prototype replacement that has only the call scripts and one that returns the person to normal. Quote Link to comment Share on other sites More sharing options...
randomperson139 Posted May 12, 2014 Report Share Posted May 12, 2014 The way around that that I use is a radio command script to do a prototype replacement that has only the call scripts and one that returns the person to normal.Any chance you could release this script? Quote Link to comment Share on other sites More sharing options...
The Loot Posted May 15, 2014 Report Share Posted May 15, 2014 Any chance you could release this script? Â Here you go. Quote Link to comment Share on other sites More sharing options...
nbrown8568 Posted January 6, 2016 Report Share Posted January 6, 2016 Just about to test run this script in my mod. Quote Link to comment Share on other sites More sharing options...