Guest tjhugentobler Posted August 14, 2008 Report Share Posted August 14, 2008 airhorn.wav: Emergency 4\Mods\Los Angeles Mod v1.5\Audio\Fx\sirensCreate a new file in "Emergency 4\Mods\Los Angeles Mod v1.5\Scripts\Game\Command" named "LAHorn.script". Put this code in it: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) { }};Add the command to all the cars you want it to in the editor. The command is "VcmdHorn".PS: Everything is fixed and works perfectly.Airhorn.wav uploaded:Does this work for the LA Mod 1.6?? If it does, how do you do it? Link to comment Share on other sites More sharing options...
Guest EMSTEAM Posted August 15, 2008 Report Share Posted August 15, 2008 How do i put it into the scripy file that you need to make it work? Link to comment Share on other sites More sharing options...
tripel7 Posted August 16, 2008 Report Share Posted August 16, 2008 I think that the sirens of Flame-Sim would be perfect next to the airhorn script, Can someone try to get a sound file of that?Gino Link to comment Share on other sites More sharing options...
davidotk Posted August 16, 2008 Report Share Posted August 16, 2008 I think that the sirens of Flame-Sim would be perfect next to the airhorn script, Can someone try to get a sound file of that?GinoI think you would need to contact the creator and ask him ... Link to comment Share on other sites More sharing options...
Atomic Monkey Posted August 16, 2008 Report Share Posted August 16, 2008 Sorry for going a bit off topic here, but is that a Hazmat with a hose? How did you do that?! >_< Link to comment Share on other sites More sharing options...
Newfoundking Posted August 16, 2008 Report Share Posted August 16, 2008 you fill the car with whatever you like, then you click rapid deploy, the first 4 in the vehicle, get hoses, once I had a whole team of paramedics put out a fire... of course, two got to close and burnt to a crisp :lol: Link to comment Share on other sites More sharing options...
Atomic Monkey Posted August 16, 2008 Report Share Posted August 16, 2008 you fill the car with whatever you like, then you click rapid deploy, the first 4 in the vehicle, get hoses, once I had a whole team of paramedics put out a fire... of course, two got to close and burnt to a crisp :lol:Oooo, I'm so trying that out in the next MP game... Link to comment Share on other sites More sharing options...
jab16 Posted June 12, 2009 Report Share Posted June 12, 2009 airhorn.wav: Emergency 4\Mods\Los Angeles Mod v1.5\Audio\Fx\sirensCreate a new file in "Emergency 4\Mods\Los Angeles Mod v1.5\Scripts\Game\Command" named "LAHorn.script". Put this code in it: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) { }};Add the command to all the cars you want it to in the editor. The command is "VcmdHorn".PS: Everything is fixed and works perfectly.Airhorn.wav uploaded:How do you create a new file? Link to comment Share on other sites More sharing options...
bennie900 Posted June 12, 2009 Report Share Posted June 12, 2009 Copy a old one, remove code and replace with that. Link to comment Share on other sites More sharing options...
jab16 Posted June 12, 2009 Report Share Posted June 12, 2009 thanks, oh buy the way good job with the airhorn crown vic guy Link to comment Share on other sites More sharing options...
puppysboy222 Posted June 12, 2009 Report Share Posted June 12, 2009 Hello! I was wondering what the script was for Nyxos Q-Siren? Thanks! Link to comment Share on other sites More sharing options...
jab16 Posted June 12, 2009 Report Share Posted June 12, 2009 how do i put the horn wav into my folder because it is a internet file? Link to comment Share on other sites More sharing options...
bennie900 Posted June 12, 2009 Report Share Posted June 12, 2009 Right click the file or what ever you want to save, click Save Target As... or Save Link As... Then save it like normal. Link to comment Share on other sites More sharing options...
jab16 Posted June 12, 2009 Report Share Posted June 12, 2009 ok let me try itgot it thanks Link to comment Share on other sites More sharing options...
Guest NPD-Traffic Posted June 12, 2009 Report Share Posted June 12, 2009 Very nice i was wondering is thee a way it the sound i chose for airhorn can repeat it self non stop until i shut it off. im going for dual tones i got a manaual electric sirens i wanted to add a EQ2b wail or Q siren for this new commando but it does stop automatically can anyone give me a pointer on how to. Link to comment Share on other sites More sharing options...
Xplorer4x4 Posted June 13, 2009 Report Share Posted June 13, 2009 How do you create a new file?Right click in windows, got to new, choose any file, i usually go with txt file, and rename it something.script and leave the txt part out. Then open it with whatever you use to edit script. I prefer a freeware app called notepad2.Very nice i was wondering is thee a way it the sound i chose for airhorn can repeat it self non stop until i shut it off. im going for dual tones i got a manaual electric sirens i wanted to add a EQ2b wail or Q siren for this new commando but it does stop automatically can anyone give me a pointer on how to.I would look at the autosiren script(that may not be the exact name but you get the idea) and change out the variables to point to your airhorn rather then the siren.Not sure I explained that very well, but do you get the idea? Link to comment Share on other sites More sharing options...
Guest NPD-Traffic Posted June 13, 2009 Report Share Posted June 13, 2009 Right click in windows, got to new, choose any file, i usually go with txt file, and rename it something.script and leave the txt part out. Then open it with whatever you use to edit script. I prefer a freeware app called notepad2.I would look at the autosiren script(that may not be the exact name but you get the idea) and change out the variables to point to your airhorn rather then the siren.Not sure I explained that very well, but do you get the idea?So something like this [left]int DummyGroup = 22;object VcmdHorn : CommandScript{ VcmdHorn() { SetIcon("Dual"); SetCursor("Dual"); 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; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if (!Caller->IsValid() || !Target->IsValid() || Target->GetID() != Caller->GetID()) return false; if (Caller->GetType() == ACTOR_VEHICLE) { return true; } return true; } void PushActions(GameObject *Caller, Actor *Target, int childID) { Caller->RemoveCommand(CMD_Dual_ON); Caller->AssignCommand(CMD_Dual_OFF); }};object Vcmddualoff : CommandScript{ Vcmddualoff() { SetIcon("Dual"); SetCursor("Dual"); SetGroupID(DummyGroup); SetGroupLeader(true); SetRestrictions(RESTRICT_SELFEXECUTE); } bool CheckPossible(GameObject *Caller) { if (!Caller->IsValid()) return false; if (Caller->GetType() == ACTOR_VEHICLE) { return true; } return false; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if (!Caller->IsValid() || !Target->IsValid() || Target->GetID() != Caller->GetID()) return false; if (Caller->GetType() == ACTOR_VEHICLE) { return true; } return true; } void PushActions(GameObject *Caller, Actor *Target, int childID) { Caller->RemoveCommand(CMD_dual_OFF); Caller->AssignCommand(CMD_dual_ON); }};object DummyHasSiren : CommandScript{ DummyHasSiren() { SetGroupID(DummyGroup); } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { return false; } void PushActions(GameObject *Caller, Actor *Target, int childID) { }};Im thinking im wrong but this is what i got when i mixed parts togeather: I suck at scripting Link to comment Share on other sites More sharing options...
Pearl71 Posted June 14, 2009 Report Share Posted June 14, 2009 i did a little toying around.... heres a 30 second airhorn .wav tell me what u think please... or if u want something new let me know and i'll see what i can do also i added a dispatch i made for My fire department..... Positive Feed Back is welcomeairhorn.wavLHFD_BOX_1_01_FIRE.wav Link to comment Share on other sites More sharing options...
Xplorer4x4 Posted June 14, 2009 Report Share Posted June 14, 2009 Nice dispatch pearl. Any chance you could clear it up a bit? The voice is kind of toned out, or did you mean for that? Link to comment Share on other sites More sharing options...
Pearl71 Posted June 14, 2009 Report Share Posted June 14, 2009 Nice dispatch pearl. Any chance you could clear it up a bit? The voice is kind of toned out, or did you mean for that?Thanks! my voice is just that mono tone.... i'll give it another try though.... any requests? lol i can get some LA tones and just add my own dispatch....requests are welcome Link to comment Share on other sites More sharing options...
Guest xxGTAPRO4LIFExx Posted October 4, 2009 Report Share Posted October 4, 2009 airhorn.wav: Emergency 4\Mods\Los Angeles Mod v1.5\Audio\Fx\sirensCreate a new file in "Emergency 4\Mods\Los Angeles Mod v1.5\Scripts\Game\Command" named "LAHorn.script". Put this code in it: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) { }};Add the command to all the cars you want it to in the editor. The command is "VcmdHorn".PS: Everything is fixed and works perfectly.Airhorn.wav uploaded:Ok Ive gone to the editor and added the script, but how do I save it? Link to comment Share on other sites More sharing options...
SleepyLizard Posted October 4, 2009 Report Share Posted October 4, 2009 could someone re upload the sounds for download as i cant download any of the files for the sounds already in this post! And xxGTAPRO4LIFExx you cannot save it as ur em4 folder has the settings of Read only! u need to change tht by right clicking on Emergency4 folder click properties and then uncheck read only and click apply, tht u should solve ur problem, hope it helps! Link to comment Share on other sites More sharing options...
Guest xxGTAPRO4LIFExx Posted October 4, 2009 Report Share Posted October 4, 2009 could someone re upload the sounds for download as i cant download any of the files for the sounds already in this post! And xxGTAPRO4LIFExx you cannot save it as ur em4 folder has the settings of Read only! u need to change tht by right clicking on Emergency4 folder click properties and then uncheck read only and click apply, tht u should solve ur problem, hope it helps!It didnt work, I dont think Im installing it right. Can someone send me their game files with it already installed?could someone re upload the sounds for download as i cant download any of the files for the sounds already in this post! And xxGTAPRO4LIFExx you cannot save it as ur em4 folder has the settings of Read only! u need to change tht by right clicking on Emergency4 folder click properties and then uncheck read only and click apply, tht u should solve ur problem, hope it helps!Right Click and Save Target As Link to comment Share on other sites More sharing options...
Guest [SAP]Francis Posted October 5, 2009 Report Share Posted October 5, 2009 Here it is reuploaded.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 Thanks! Link to comment Share on other sites More sharing options...