TheAxeMan33 Posted June 15, 2016 Report Share Posted June 15, 2016 Spoiler //****************************************************************************************** // #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_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_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 HINT_PD[] = "No more spots are available, starting patrol of sector."; 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) { v.PushActionExecuteCommand(ACTION_NEWLIST, CMD_PATROL, Caller, 0, false); Mission::PlayHint(HINT_PD); 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); 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; if(ToPoliceStation) v.PushActionExecuteCommand(ACTION_NEWLIST, CMD_TOPOLICESTATION, Caller, 0, false); } } }; I've been trying to get additional parking spots to work, because I find that the map is too big for me to keep track of my PD, as they always tend to create horrible traffic jams during big fire operations. I added the proper Virtual Objects into both freeplay maps, named them properly, added const char variables, etc. Park04-Park06 are the ones I added, Park01-Park03 were left unchanged and still work. The game seems to not recognize that there are more spots, I added in a hint system exactly like the helicopter one for when there is a heli on the pad already, and it's giving me the message that all spots are taken for Park04-Park06, but no objects are inside the objects or such. Any help would be much appreciated. Quote Link to comment Share on other sites More sharing options...
itchboy Posted June 15, 2016 Report Share Posted June 15, 2016 On the added two spots, this line is repeating. if (l4.GetNumObjects() == 0) The new spots dont work because you are pointing to the wrong GameObjectList variable. l4 in this case refers to park #3 so it ends up registering as full for 4, 5 and 6, even if they are empty. Simply assign the GetNumObject lines of the added spots to the correct list variables. l5, l6 and l7 in your case. 1 Quote Link to comment Share on other sites More sharing options...