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Guest joffen12

Parking spaces

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Guest joffen12

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 work

can someone point me some tips why they wont work

im at work right now i can upload a picutre of the map and the script and see what is wrong later

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Guest joffen12
//********************************************************************************
**********
// #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);
}
}
};

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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.

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