Guest joffen12 Posted October 29, 2009 Report Share Posted October 29, 2009 I added some more parking spaces at the donut shop on hops new map for my own use but i have a problem the cars will not park there i added some VO just like hops with numbers on them, 1 thru 6 and added them to the gotopolicestation script but will not workcan someone point me some tips why they wont workim at work right now i can upload a picutre of the map and the script and see what is wrong later Quote Link to comment Share on other sites More sharing options...
Xplorer4x4 Posted October 29, 2009 Report Share Posted October 29, 2009 Upload the script. I have a feeling I know what the problem is but I cant be asked to go through my script right now to look up one script. Quote Link to comment Share on other sites More sharing options...
Guest joffen12 Posted October 29, 2009 Report Share Posted October 29, 2009 //******************************************************************************************// #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_PARK07[] = "policestation_park07";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 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 (Donut && !ParkinglotFound) { GameObjectList l5; Game::CollectObstaclesOnVirtualObject(VO_PARK04, l5, ACTOR_VEHICLE); if (!l5.ContainsSquad()) { l1 = Game::GetActors(VO_PARK04); ParkinglotFound = true; ToDonut = true; } } if (Donut && !ParkinglotFound) { GameObjectList l6; Game::CollectObstaclesOnVirtualObject(VO_PARK05, l6, ACTOR_VEHICLE); if (!l6.ContainsSquad()) { l1 = Game::GetActors(VO_PARK05); ParkinglotFound = true; ToDonut = true; } } if (!ParkinglotFound) { GameObjectList l7; Game::CollectObstaclesOnVirtualObject(VO_PARK06, l7, ACTOR_VEHICLE); if(l7.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK06); ParkinglotFound = true; } } if (!ParkinglotFound) { v.PushActionExecuteCommand(ACTION_NEWLIST, CMD_PATROL, Caller, 0, false); 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; else ToPoliceStation = true; if (v.IsCollidingWithVirtualObject(VO_PARK07)) return; else ToPoliceStation = true; if(ToPoliceStation) v.PushActionExecuteCommand(ACTION_NEWLIST, CMD_TOPOLICESTATION, Caller, 0, false); } }}; Quote Link to comment Share on other sites More sharing options...
Guest joffen12 Posted October 29, 2009 Report Share Posted October 29, 2009 Here is script file the police car trys to part in normal spots but not mine and just patrolsLAToPoliceStation.rar Quote Link to comment Share on other sites More sharing options...
Xplorer4x4 Posted October 30, 2009 Report Share Posted October 30, 2009 Find:if (Donut && !ParkinglotFound){GameObjectList l6;Game::CollectObstaclesOnVirtualObject(VO_PARK05, l6, ACTOR_VEHICLE);if (!l6.ContainsSquad()){l1 = Game::GetActors(VO_PARK05);ParkinglotFound = true;ToDonut = true;}}if (!ParkinglotFound){GameObjectList l7;Game::CollectObstaclesOnVirtualObject(VO_PARK06, l7, ACTOR_VEHICLE);if(l7.GetNumObjects() == 0){l1 = Game::GetActors(VO_PARK06);ParkinglotFound = true;Replace it with this:if (Donut && !ParkinglotFound){GameObjectList l6;Game::CollectObstaclesOnVirtualObject(VO_PARK05, l6, ACTOR_VEHICLE);if (!l6.ContainsSquad()){l1 = Game::GetActors(VO_PARK05);ParkinglotFound = true;ToDonut = true;}}if (Donut && !ParkinglotFound){GameObjectList l7;Game::CollectObstaclesOnVirtualObject(VO_PARK06, l7, ACTOR_VEHICLE);if(l7.GetNumObjects() == 0){l1 = Game::GetActors(VO_PARK06);ParkinglotFound = true;You were very close. Im not 100% sure thats all that wrong but at glance thats all i saw. Quote Link to comment Share on other sites More sharing options...
Guest joffen12 Posted November 1, 2009 Report Share Posted November 1, 2009 i fixed my script rechecked the VO is on map and it is but still will not park.uploaded my fixed script again in a rarLAToPoliceStation.rar Quote Link to comment Share on other sites More sharing options...