Guest [SAP]Francis Posted October 5, 2009 Report Share Posted October 5, 2009 Thanks!No problem. Link to comment Share on other sites More sharing options...
Dominic22 Posted October 5, 2009 Report Share Posted October 5, 2009 So, will there be a script that will work for 1.9? Link to comment Share on other sites More sharing options...
Guest xxGTAPRO4LIFExx Posted October 5, 2009 Report Share Posted October 5, 2009 Can someone please explain the steps on how to install this. Please, I really want this. Link to comment Share on other sites More sharing options...
Guest [SAP]Francis Posted October 5, 2009 Report Share Posted October 5, 2009 There you go, GTAPRO.airhorn.wav: Emergency 4\Mods\Los Angeles Mod v1.9\Audio\Fx\sirensCreate a new file in "Emergency 4\Mods\Los Angeles Mod v1.9\Scripts\Game\Command" named "LAHorn.script". Put this code in it:object VcmdHorn : CommandScript{ VcmdHorn() { SetIcon("sirens"); SetCursor("sirens"); SetRestrictions(RESTRICT_SELFEXECUTE); SetPossibleCallers(ACTOR_VEHICLE); } bool CheckPossible(GameObject *Caller) { if (!Caller->IsValid()) return false; return true; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if (!Target->IsValid() || Target->GetID() != Caller->GetID()) return false; return true; } void PushActions(GameObject *Caller, Actor *Target, int childID) { Vehicle v(Caller); int hornsoundID; Vector CarPos = v.GetPosition(); hornsoundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/airhorn.wav", CarPos, false); }};object DummyHasSiren : CommandScript{ DummyHasSiren() { SetGroupID(DummyGroup); } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { return false; } void PushActions(GameObject *Caller, Actor *Target, int childID) { }};Add the command to all the cars you want it to in the editor. The command is "VcmdHorn".Airhorn.wav uploaded:http://jump.fm/LLHYH Link to comment Share on other sites More sharing options...
SleepyLizard Posted October 5, 2009 Report Share Posted October 5, 2009 *EDIT* problem solved! Link to comment Share on other sites More sharing options...
Guest [SAP]Francis Posted October 5, 2009 Report Share Posted October 5, 2009 So, will there be a script that will work for 1.9?It works for 1.9.*EDIT* problem solved!I'm glad you solved your issue. Link to comment Share on other sites More sharing options...
Dominic22 Posted October 6, 2009 Report Share Posted October 6, 2009 It works for 1.9.Sorry. I must have installed it wrong. Thanks. **EDIT** Okay, when I try loading LA Mod 1.9 I get this error Link to comment Share on other sites More sharing options...
Guest xxGTAPRO4LIFExx Posted October 6, 2009 Report Share Posted October 6, 2009 There you go, GTAPRO.airhorn.wav: Emergency 4\Mods\Los Angeles Mod v1.9\Audio\Fx\sirensCreate a new file in "Emergency 4\Mods\Los Angeles Mod v1.9\Scripts\Game\Command" named "LAHorn.script". Put this code in it:object VcmdHorn : CommandScript{ VcmdHorn() { SetIcon("sirens"); SetCursor("sirens"); SetRestrictions(RESTRICT_SELFEXECUTE); SetPossibleCallers(ACTOR_VEHICLE); } bool CheckPossible(GameObject *Caller) { if (!Caller->IsValid()) return false; return true; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if (!Target->IsValid() || Target->GetID() != Caller->GetID()) return false; return true; } void PushActions(GameObject *Caller, Actor *Target, int childID) { Vehicle v(Caller); int hornsoundID; Vector CarPos = v.GetPosition(); hornsoundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/airhorn.wav", CarPos, false); }};object DummyHasSiren : CommandScript{ DummyHasSiren() { SetGroupID(DummyGroup); } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { return false; } void PushActions(GameObject *Caller, Actor *Target, int childID) { }};Add the command to all the cars you want it to in the editor. The command is "VcmdHorn".Airhorn.wav uploaded:http://jump.fm/LLHYHIve already done that sooooo many times and its still not in the game. Is it because I have 911 First Responders and NOT Emergency 4? Heres how Ive been adding it in the editor: First I open editor then I Load The LOS ANGELES MOD 1.9 Then I select a vehicle and place it then I click properties and select the command and hit add command and then ok, then once im done adding it to the vehicles I want I go to Quit. Is this right??? Link to comment Share on other sites More sharing options...
Dominic22 Posted October 6, 2009 Report Share Posted October 6, 2009 Yes, I believe that is correct. Well, when I load 1.9 I get that error that I posted in my last message. Also, I ignored it and went into game and most of the commands are gone and the icon can't even be clicked. I guess we will have to wait for SAP to read this and reply. Link to comment Share on other sites More sharing options...
Guest xxGTAPRO4LIFExx Posted October 6, 2009 Report Share Posted October 6, 2009 Yes, I believe that is correct. Well, when I load 1.9 I get that error that I posted in my last message. Also, I ignored it and went into game and most of the commands are gone and the icon can't even be clicked. I guess we will have to wait for SAP to read this and reply.I figured out the problem but I dont know how to fix it. Ok when ever I take the program folder off of read only, it automatically goes back on. Like I right click on my wizard works folder and I uncheck read only then it asks if I want to apply it to that folder only or that folder and all subfolders, so I click apply to all subfolders and I hit apply then ok but when I open up the properties again it says read only. Any suggestions? Link to comment Share on other sites More sharing options...
Dominic22 Posted October 6, 2009 Report Share Posted October 6, 2009 I'm not sure how to fix it. Sorry. But the error I kept getting I got rid of by using this code int DummyGroup = 22;object VcmdHorn : CommandScript{ VcmdHorn() { SetIcon("sirens"); SetCursor("sirens"); SetRestrictions(RESTRICT_SELFEXECUTE); SetPossibleCallers(ACTOR_VEHICLE); } bool CheckPossible(GameObject *Caller) { if (!Caller->IsValid()) return false; return true; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if (!Target->IsValid() || Target->GetID() != Caller->GetID()) return false; return true; } void PushActions(GameObject *Caller, Actor *Target, int childID) { Vehicle v(Caller); int hornsoundID; Vector CarPos = v.GetPosition(); hornsoundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/airhorn.wav", CarPos, false); //Audio::StopSample(hornsoundID); }};object DummyHasSiren : CommandScript{ DummyHasSiren() { SetGroupID(DummyGroup); } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { return false; } void PushActions(GameObject *Caller, Actor *Target, int childID) { }};The only problem now is getting it to shut off. It stays on. Link to comment Share on other sites More sharing options...
Guest [SAP]Francis Posted October 6, 2009 Report Share Posted October 6, 2009 The code is now completely fixed:object VcmdHorn : CommandScript{ VcmdHorn() { SetIcon("sirenson"); SetCursor("sirens"); SetRestrictions(RESTRICT_SELFEXECUTE); SetPossibleCallers(ACTOR_VEHICLE); } bool CheckPossible(GameObject *Caller) { if (!Caller->IsValid()) return false; return true; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if (!Target->IsValid() || Target->GetID() != Caller->GetID()) return false; return true; } void PushActions(GameObject *Caller, Actor *Target, int childID) { Audio::PlaySample3D("mod:Audio/FX/Sirens/airhorn.wav", Caller->GetPosition(), false); }};Have fun. Link to comment Share on other sites More sharing options...
SleepyLizard Posted October 6, 2009 Report Share Posted October 6, 2009 I figured out the problem but I dont know how to fix it. Ok when ever I take the program folder off of read only, it automatically goes back on. Like I right click on my wizard works folder and I uncheck read only then it asks if I want to apply it to that folder only or that folder and all subfolders, so I click apply to all subfolders and I hit apply then ok but when I open up the properties again it says read only. Any suggestions?U meant to click apply once uve unchecked read only! and tht should save ur settings! Link to comment Share on other sites More sharing options...
Guest xxGTAPRO4LIFExx Posted October 6, 2009 Report Share Posted October 6, 2009 U meant to click apply once uve unchecked read only! and tht should save ur settings!I did, after I Un-Check read only I hit apply then it asks me if I want to apply to all subfolders and I click apply then I click okay but whenever I open the properties again it shows a read onlyI did, after I Un-Check read only I hit apply then it asks me if I want to apply to all subfolders and I click apply then I click okay but whenever I open the properties again it shows a read onlyIs it because its in my program files folder? Please help me!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!1 Link to comment Share on other sites More sharing options...
SleepyLizard Posted October 6, 2009 Report Share Posted October 6, 2009 ok try applying it to the whole of the sixteen tons entertainment folder! Link to comment Share on other sites More sharing options...
Dominic22 Posted October 8, 2009 Report Share Posted October 8, 2009 Well, the script worked. But, the airhorn does not stick with the truck. Like, lets say I hit the button when the truck is leaving the station, the siren stays at the station instead of staying on the truck. How do I fix that? Link to comment Share on other sites More sharing options...
SirMoo Posted October 10, 2009 Report Share Posted October 10, 2009 So it still does not go once then turn off? D= Link to comment Share on other sites More sharing options...
Dominic22 Posted October 11, 2009 Report Share Posted October 11, 2009 Okay, you know how when you turn on the sirens and where ever the truck is the siren is? Well with the airhorn it stays in the place it's activated while the truck is still moving. Link to comment Share on other sites More sharing options...
Guest tjhugentobler Posted October 12, 2009 Report Share Posted October 12, 2009 Hi everyone, I have succesfully added the airhorn to the vehicles, but how would I add the Q-Siren to the fire vehicles? Anyone have an explanation, or a script I can add? Thanks,Taylor Link to comment Share on other sites More sharing options...
Guest [SAP]Francis Posted October 13, 2009 Report Share Posted October 13, 2009 Okay, you know how when you turn on the sirens and where ever the truck is the siren is? Well with the airhorn it stays in the place it's activated while the truck is still moving.You have the wrong script then. Because the script I gave you plays the air horn once, at the vehicle's current location. Link to comment Share on other sites More sharing options...
SirMoo Posted October 13, 2009 Report Share Posted October 13, 2009 You have the wrong script then. Because the script I gave you plays the air horn once, at the vehicle's current location.Below is what I have in my LAHorn.script file. Which is the most recent one you posted. It plays it over and over as well as stays in the spot and not with the vehicle. object VcmdHorn : CommandScript{ VcmdHorn() { SetIcon("sirenson"); SetCursor("sirens"); SetRestrictions(RESTRICT_SELFEXECUTE); SetPossibleCallers(ACTOR_VEHICLE); } bool CheckPossible(GameObject *Caller) { if (!Caller->IsValid()) return false; return true; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if (!Target->IsValid() || Target->GetID() != Caller->GetID()) return false; return true; } void PushActions(GameObject *Caller, Actor *Target, int childID) { Audio::PlaySample3D("mod:Audio/FX/Sirens/airhorn.wav", Caller->GetPosition(), false); }}; Link to comment Share on other sites More sharing options...
Guest [SAP]Francis Posted October 13, 2009 Report Share Posted October 13, 2009 I don't know what is wrong. I have the exact same script and does the job perfectly.. Link to comment Share on other sites More sharing options...
billyfromhill Posted October 13, 2009 Report Share Posted October 13, 2009 Same here. Link to comment Share on other sites More sharing options...
SirMoo Posted October 13, 2009 Report Share Posted October 13, 2009 Mind re uploading your airhorn.wav file. To make sure I'm getting these steps right... add it to the vehicles in the editor and all is go? Does it need to be positioned at a certian location? :\ I'm not really sure at this point. Link to comment Share on other sites More sharing options...
Dominic22 Posted October 13, 2009 Report Share Posted October 13, 2009 Well, how would I go about making it follow the vehicle? Like how the siren does. Link to comment Share on other sites More sharing options...