andrew2007 Posted November 8, 2009 Report Share Posted November 8, 2009 Hey Everyone,Over the past few days i've been looking at adding parking and additional units at various locations.Below is where the units are (or are to be) located, and they are in the parking spaces.FS1: HES, Water Tender, Brush PatrolFS2: LES, Brush Patrol, Large AmbulancePolice Station: Bomb Squad, Motorbikes, Unmarked Car, SUV (Plus 3 Extra Parking Spots - 06,07,08 - Which are working)Hospital: EMS Supervisor, CoronersThe VOs are as follows:[i]FS1[/i] vo_hesa - HES vo_watertender - Water Tender fs_brusha - Brush Patrol [i]FS2[/i] fs_lesb - LES fs_brushb - Brush Patrol fs_lgamba - Lg. AmbulanceI'm yet to add the VOs for the other things, but they will be as follows:[i]Police[/i] policestation_mbike1 - motorbike policestation_mbike2 - motorbike policestation_suv - suv policestation_umkd - unmarked car policestation_bomb - bomb squad [i]Hospital[/i] hopsital_emscap - ems supervisor hospital_coroners - coronersThe problem i am encountering is spawning, and having crews actually enter the vehicles.The LES at FS2 spawns, but the units come from FS1, and the Brush Batrol at FS1 works fine, but everything else i am having issues with.I've edited some of the scripts:LAFireStation.script - http://andrew2007.pastebin.com/f57668cd1LAFireStationStart.script - http://andrew2007.pastebin.com/m51cafc82LAToPoliceStation.script - http://andrew2007.pastebin.com/m4ec93726I would be appreciative of any assistance that you can offer, and if you have any questions for me, please ask!Thanks again! Quote Link to comment Share on other sites More sharing options...
alaganga Posted December 1, 2009 Report Share Posted December 1, 2009 did you ever finish this? it seems interesting. if you did can i have a link to download it? Quote Link to comment Share on other sites More sharing options...
kyle308 Posted December 1, 2009 Report Share Posted December 1, 2009 why not just down load the shane green V1.9.2 submod. its practically the same thing as what you are doing. Quote Link to comment Share on other sites More sharing options...
Guest Swat Force Posted December 4, 2009 Report Share Posted December 4, 2009 Well... not exactly, in Shanes submod there aren't the additional units. and he wants some of the additional units on the parkingplaces. Quote Link to comment Share on other sites More sharing options...
andrew2007 Posted December 4, 2009 Author Report Share Posted December 4, 2009 It's fine, I've got it all sorted anyway Quote Link to comment Share on other sites More sharing options...
DMC Posted December 4, 2009 Report Share Posted December 4, 2009 You could always try this it works fine if you read it well:Dhttp://www.emergency-forum.de/index.php?pa...ents#post217126DMC Quote Link to comment Share on other sites More sharing options...
bmxchamp4 Posted October 9, 2011 Report Share Posted October 9, 2011 Hello all. This thread has long been inactive, but for anyone esle who may have this problem, You need to create another Squad VO. This is the virtual object that contains the vehicles and spawn and moveto VOs. And then in the LAFireStation script in the DummyCallCrew command, you need to add the code in. Also make sure you specify the new spawn and moveto AND the squad VOs at the top of the page withconst char VO_SPAWN04[] = "fs_spawn04";const char VO_MOVETO03[] = "fs_moveto03";const char VO_SQUAD03[] = "fs_squad03";and DON'T forget about the OBJsconst char OBJ_PO[] = "mod:Prototypes/Persons/03 LA Police/lapd_officer_m.e4p";const char OBJ_SWATOFFICER[] = "mod:Prototypes/Persons/03 LA Police/lapd_swat.e4p";const char OBJ_SCOUTOFFICER[] = "mod:Prototypes/Persons/03 LA Police/scout.e4p";const char OBJ_BOMBSQUAD[] = "mod:Prototypes/Persons/03 LA Police/lapd_bomb_squad.e4p"; ETC. ETC.Then you want to make sure you specify your ChildIDs so that when you go to Auto Staff the vehicles, you AND the game know which person is associated with what number.IEPersonList passengers = v.GetPassengers(); if (ChildID == 1) { Person p = Game::CreatePerson(OBJ_PM, UNNAMED); p.SetEquipment(EQUIP_EMERGENCY_CASE); } else if (ChildID == 2) Person p = Game::CreatePerson(OBJ_PM_STRETCHER, UNNAMED); else if (ChildID == 3) Person p = Game::CreatePerson(OBJ_EMT, UNNAMED); else if (ChildID == 4) Person p = Game::CreatePerson(OBJ_CHIEF, UNNAMED); else if (ChildID == 5) Person p = Game::CreatePerson(OBJ_HAZMAT, UNNAMED); else if (ChildID == 6) Person p = Game::CreatePerson(OBJ_USARFF, UNNAMED); else if (ChildID == 7) Person p = Game::CreatePerson(OBJ_EMT_STRETCHER, UNNAMED); else if (ChildID == 8) Person p = Game::CreatePerson(OBJ_PO, UNNAMED); else if (ChildID == 9) Person p = Game::CreatePerson(OBJ_SWATOFFICER, UNNAMED); else if (ChildID == 10) Person p = Game::CreatePerson(OBJ_SCOUTOFFICER, UNNAMED); else if (ChildID == 11) Person p = Game::CreatePerson(OBJ_BOMBSQUAD); else return;Ok so NOOOWWW you can go back up to your DummyCallCrew command and add in your code:(mine is for the police station)else if(v.IsCollidingWithVirtualObject(VO_SQUAD03)) { ActorList l1 = Game::GetActors(VO_SPAWN04); if(l1.GetNumActors() > 0) Vector Spawn = l1.GetActor(0)->GetPosition(); GameObjectList l2 = Game::GetGameObjects(NAME_POLICESTATION); for(int i=0; i < l2.GetNumObjects(); i++) { GameObject *obj = l2.GetObject(i); if (!obj->IsSpecialLightEnabled()) { obj->EnableSpecialLights(true); obj->PushActionWait(ACTION_NEWLIST, 16.0f); obj->PushActionExecuteCommand(ACTION_APPEND, DUMMY_ALARM, Caller, 1, false); Vector AlarmSnd = obj->GetPosition(); int soundID = Audio::PlaySample3D(SND_ALARM, AlarmSnd, true); obj->SetUserData(soundID); obj->AttachSound(soundID); } } }And voila! now all you have to do is edit the LAFireStationStart script to auto staff whatever vehicles you may have over there and it works perfectly! Quote Link to comment Share on other sites More sharing options...