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Hoppah

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Everything posted by Hoppah

  1. No, there won't be more parking spaces (with the camo net) added. Imo, 10 is enough to maintain a small group of forces.
  2. Imo, limited fuel for all land vehicles may just cause extra frustrations instead of increasing fun and a challenge. Especially, when you're in control of a lot of vehicles. Lets say you're rolling out a convoy of 10 vehicles to deal with a event where you need to react fast and the one of the vehicles in the middle of the convoy runs out of fuel and you have no (money to buy a) fuel tanker vehicle. I'd be pissed too. So for now, it's gonna be limited fuel for helicopters only.
  3. 80-85% I still want to add a couple of extra things and need to do some extensive testing myself to fix major bugs. That will take some time, but the majority of the update is done.
  4. Added limited fuel to helicopters for the US Army mod. Check out the general information topic now! =>

    1. Jennifer93

      Jennifer93

      Good god whats next lol doing the impossible and making it Possible good work man

    2. sgtmatt325

      sgtmatt325

      I know has might sound off topic but i wonder if you can make a limited fuel script for vehicles and the vehicle has to refill at a gas station but if the vehicle runs out of fuel you can call a tow truck with a engineer inside to refill it.

    3. Handsup!

      Handsup!

      Whats next: unit stamina

  5. I released the limited water logic as a seperate demo mod and I believe someone is busy with a submod that includes this. OT: Time for a new update!!! Helicopters are very overpowered in the game, because as long they're airborne nothing can happen to them. So me and MikeyPI came up with some ideas to increase realism as well as a more challenging game. So with some advice from MikeyPI we decided to add limited fuel to all helicopters in the game. This is what it looks like: You can see the totally cool fuel gauge in the lower right screen. Once the helicopter runs out of fuel, it will simply crash down and you will lose the helicopter as well as all of its passengers. Sucks, doesn't it? However, you will be notified if the fuel tank is nearly empty. The helicopters will refuel automatically when they're 'parked' on one of the two helipads at the base. I will probably also add a fuel truck, so you can refuel helicopters which could land before crashing but can't make it back to base anymore. With a fuel tank of about 400 'gallons' the helicopters can remain airborne for 5 to 6 minutes. Due to gameplay balancing aspects, this is not realistic ofcourse, but a limited fuel tank would be redundant in this game if helicopters can remain airborne for 1 hour before it would crash. There's also another little suprise, but that's something you will have to find out in the upcoming update yourself. *meanface I'm still contemplating to add limited fuel to all land vehicles as well, but that will definately not be present in the next update, so no worries. Hoppah
  6. It's not I believe. Didn't I add this to the current EnterHouse script?
  7. Wrote a big update post on the army mod. Check out the General information topic now! :)

  8. It's been a while, because I've been spending a lot of time on the limited water demo mod, but here I am with a big update on the army modification. The new version of the army mod will contain some new vehicles. There will be two new light vehicles, a quad and a light strike vehicle (sometimes referred to as desert patrol vehicle, lpv or lav, or simply dune buggy). *models not made by me. I found them on the internet somewhere and were uncredited. I believe they were originally taken from one of the Battlefield games. And then the MRAP Cougar. The texture still need some detail work, but I wanted to show the progress. *model made by me Another helicopter, the MH-6 Little Bird. As you can see on the screenshot, personnel is seen visible sitting on the outboard benches. The helo comes with a rapid insertion command. *model not made by me. I found it on the internet somewhere and were uncredited. I believe it was originally taken from one of the Battlefield games. With the help of MikeyPI I was able to do a whole new fleet of HMMWV's . We felt it was necessary to replace my HMMWV model, because it was simply too undetailed. MikeyPI originally made the HMMWV for the New York Modification to serve as a LRAD vehicle, but that one is not released to public yet, so with the advice from MikeyPI I made four different versions. Screenshot first: *credits: orginal HMMWV by MikeyPI, edited by me As you can see, the HMMWV is way more detailed than the older HMMWV, because of MikeyPI's great texturing skills. *drool Versions: - M998 HMMWV, which will simply replace the old HMMWV - M997 HMMWV Maxi Ambulance, which will replace the older HMMWV ambulance - M1038 Troop transport, this one will replace the old Transportation Truck which was not realistic (I think that model come from one of the GTA games). This vehicle will be usefull to transport detainees. - HMMWV with Active Denial System (ADS). (pic of the real thing) The M998 has an upgrade to the HMMWV ADS which will work the same as the LRAD on the current old HMMWV, except that the ADS will need to be installed first so it can fold up. Thanks to MikeyPI for the advice on the different versions. Hoppah
  9. It's because that VO is only used to position the truck, not to rotate the truck. A spawned object always faces a certain direction for default (north for example), so that's why all of them face the same direction. You will have to use another VO (or an object) as reference point to turn the vehicles towards. Know what I mean? That's how I do it with all parking scripts, in the LA mod as well as the army mod. EinzZweiHop! Sorry for my English
  10. The pump switch command is already assigned to each vehicle by the editor, so that has nothing to do with this. The logic only adds the water level icon/command. The water logic scripts in your rar file look good to me, although it's hard to find errors. For some reason the game thinks the spawned vehicles are either not valid, smoking or are destroyed. That's when the game deletes the dummy object and the logfile creates the "!WATER, Removed Water Supply Tank of: (null)" line. I'm guessing it thinks the vehicles are not valid for some reason. The only cause I can think of for now is that other scripts are interfering with the water logic functionality. Also, the custom desk gun command in your rar file is still called 'VcmdWaterSwitch' (should be VcmdCannonSwitch) which does not work with v1.2 of the script, because it is set up to recognize 'VcmdCannonSwitch'. You should rename the command in Waterswitch.script and reassign that command to all vehicles with a custom water cannon. Try to fix this first and see if at least the parked vehicles fully work. Both are wrong, you should use the second one with only one equals sign instead of two: StrCompare(v.GetPrototypeFileName(), CONSTANT) != 0You should read this as: if v is NOT equal to CONSTANT then... So it's the opposite of using two equals signs. I suggest you fix this as well and hopefully we can find a fix for the spawning vehicles problem then. No, I didn't forget about that. The guide is about the limited water functionality, not about how steal the water tanker from the mod or how to add new vehicles to mod and which files you have to change to add a new vehicle. Adding that would make the guide way too complex. I added the vital information only, which are the traits the water tanker needs to have (GTF vehicletype, 1 hose connection, 1 supply line connection) to get it to work with my logic. Other than that, it doesn't matter what the water tanker in your mod looks like. Also, the water tanker is not my model. If you want to take it from the demo modification, you may need permission from Freakinmusket anyway. Just like the two FDNY fire engines are MikeyPI's models.
  11. It took a while, but I have finished the updated Mod Implementation Guide. You can find the pdf document as an attachment in the first post: http://forum.emergency-planet.com/index.php?/topic/18262-released-limited-water-supply-logic/?p=258435 The guide is in essential the same as the previous one, but also provides information about the water tanker and the 'pump activation' functionality. Let me know, if there's anything unclear in the guide.
  12. hoppah or any one help me please Some patience my friend. Try out this script The Wye script in the Limited Water Supply Mod can be found in a file called HoseExtensions.script, while the LA Mod version can be found in the file LAWye.script. I'm guessing LAWye.script is the culprit, so make sure to delete that one to prevent double commands. Apparently, the background script to check vehicles doesn't work. Double check the freeplayscripts and make sure there is an object on the map with the name 'water_supply_main'. Also check the logfile after giving it another shot and look for the following line: !WATER, Start DummyCheckWaterSupplyIf that line is not present, the game was not able to initialize the freeplay script in the background. You can't even disconnect the supply line with an unequipped fire fighter and clicking on the vehicle (should show a different icon)? There may be something wrong with the removefirehose.script and/or attachfirehose.script files. I don't know how much you changed for personal use, but I'm guessing something is screwed in there. If you still run into problems, can you rar your scripts and post them here? I may be able to help you faster if I can take a quick look to your files.
  13. About as hard as the older version, you just gotta do a few extra things. I will update the implementation guide this weekend. If you want neither the 'activate pump' functionality or the water tanker functionality, you may want to stick with scripts from v1.1 if they already work fine in your mod. I'm not sure with you mean with the question. You want a second deploy command for the GTF so the fire fighters get a variety of equipment, like the code for the DLK vehicles? The scripts are set up for 1 tanker prototype. If you have two different tanker models in your modification you need to change all the scripts. As long the prototype is the same, you should be able to buy more than 1 tanker in freeplay though.
  14. Since you already wrote something in your signature, I asume you know where to find the 'Edit signature' option on this forum. Lets say you want this awesome image in your signature: You simply need the url to the picture and use the 'img' tags to show them. For this image the code would be [IMG]http://i.imgur.com/XZPREYo.gif[/IMG]explanation: [img] tag to openthen url to picture[/img] tag to close
  15. Always been one of my favorite missions in the LA Mod.
  16. Yes, if there are spawn points on the map, you can change the spawn frequency fairly easy.
  17. Released new version of Limited Water Supply mody.

  18. v1.2 released! Download link can be found on the first page: http://forum.emergency-planet.com/index.php?/topic/18262-released-limited-water-supply-logic/?p=258435 New features: - Water Tanker vehicle (model by Freakinmusket) - Working water tanker functionality (you can supply fire engine's with the water tanker) - Extend hose command for fire fighters - 'Activate engine pump' command (to use hoses from an engine a fire fighter to control the pump panel is required) - New icons - Rapid deployment improvements + ladder vehicle compatibility - Several minor changes and fixes under 'the hood' (VcmdWaterSwitch renamed to VcmdCannonSwitch to prevent confusions with other scripts) Gameplay instructions Water Tanker You can install 1 hose from the water tanker to a fire engine, as well as a supply line from a hydrant to the tanker. The water tanker can not be used to extinguish fires by itself. Activate pumps You cannot use any installed hose from a fire engine if the pumps are not activated. You can activate the pumps of an engine in 3 (yes 3, wtf) different ways: - Use the 'Engine pumps on/off' command (requires a fire fighter in the vehicle). A fire fighter will exit the vehicle and take position at the pump panel. - Use the 'Rapid Deployment' command. Besides the four fire fighters who install their hoses to the fire engine, a fifth fire fighter will exit the vehicle to control the pumps. - Select an fire fighter who is not equipped and click on the engine after the hoses are installed. You can deactivate the pump by simply giving the fire fighter who is controlling the pumps a new command, or to use either the 'Engine pumps on/off' or 'Rapid Deployment' command to deinstall the fire engine. Note: it is not required to activate the pumps to use the deck gun of an engine. Rapid deployment Using 'rapid deploy' from the water tanker only works if the tanker is parked in the vicinity of a fire engine (and a hydrant). Two fire fighters will exit the vehicle and get a hose from the nearest fire engine. The first fire fighter will install a supply line from the tanker to the nearest fire engine. If a hydrant is in the vicinity of the tanker, the second fire fighter will install a supply line from that hydrant to the tanker in order to supply the tanker. 'Rapid undeploy' finds the nearest idle and unequipped fire fighter who will remove any install supply lines running from and to the water tanker. Rapid deployment is also compatible with DLK-vehicletypes (ladders) now. Using 'Rapid deploy', a fire fighter will install a supply line (if a hydrant is close) to the ladder vehicle and enter the basket. The other fire fighters inside the ladder will get a variety of equipment (pneumatic scissors, fire extinguisher, chainsaw, axe, jumppad and fire hose). 'Rapid undeploy' will only deinstall the entire vehicle, which means the fire fighter in the basket will exit the basket, remove the supply line (if present) and enter the vehicle. Important note for modders: Compared to the previous version, a lot has been changed in the new version. Vehicles have new ('PcmdPumpSwitch') and reamed commands ('VcmdCannonSwitch)' and a new child (for the pump controller) too. In case you want to implement the entire functionality to your own modification, please be aware that any vehicle in your mod will probably not be fully compatible with v1.2 anymore. Bugs in v1.2 - The fire fighter who spawns outside to control the pump of a fire engine may not be recognized (script wise) by the vehicle sometimes, resulting in connected firehoses not working. To fix this, simply select the fire fighter and click on the fire engine to activate the pump again. - In a rare occasion, the water tanker may not be recognized by the script, resulting in a water tanker with fire engine traits (1000 gallon tank for example) and not being able to supply other vehicles. Especially after playing freeplay directly after the demo mission may cause this problem. Hope you like this upgrade Hoppah
  19. I suggest you do something else. Instead of editing the current stretcher team. Get a single person model and add the stretcher to that one. Result 1 person + 1 stretcher.
  20. I think I got most of the new features to work in freeplay as well. I still want to give it a few extra tests before the next demo mode can be released. Summarized, the new update will contain the following new features: - Water Tanker vehicle (model by Freakinmusket) - Working water tanker functionality (you can supply fire engine's with the water tanker) - Extend hose command for fire fighters - 'Activate engine pump' command (to use hoses from an engine a fire fighter to control the pump panel is required) - New icons - Rapid deployment improvements + ladder vehicle compatibility - Several minor changes and fixes under 'the hood' (VcmdWaterSwitch renamed to VcmdCannonSwitch to prevent confusions with other scripts) Most of the scripts have been changed intensively for the water tanker functionality and the pump command, so if you have the logic already implemented in your mod, you probably need to do all the personal changes again unfortunately. Hoppah
  21. This demo mod is basically open source. Just like the current version that can be downloaded, I will release a new demo mod with the new features. You can try out or test the demo mod to see how it works. The scripts can be copied to other mods. Implementation in other modifications isn't that hard if you know what you're doing, I've already written a guide how to do that and which files are necessary. Someone else also made a guide with screenshots. H
  22. Yes, I believe the 100.f is for the Fire Plane, but Im not sure since I never really played with those values. Here's a screenshot of the current update I'm working on. You can see the new water tanker (thanks to FreakingMusket for the model!) and its connection to the fire engine. However, the water tanker feature is not finished yet since I've ran into some issues . After I fixed that, I still need to convert the logic for the freeplay version, but shouldn't be too hard. The guy behind the fire engine is the guy who controls the pumps. Without this 'controllor' you will not be able to use the hoses on the engine. Hoppah
  23. That's part of a newer version of the Army Mod which has not been released yet. H
  24. The very first version of the logic was made for the US Army Mod. Decided to do a public release of the limited water with this demo mod as the result. The newest version of the army mod will contain the limited water as well as a ton of other new features.
  25. Yea, it's a very easy fix actually. Open up WaterSupplyFreeplay.script and find the part of the code I copied in the spoiler and add the pointed out exclamation mark (the ! symbol). Thanks! With the screenshots it should be easier to add everything. In regards to the scripting, you may add the scripting part that involves the freeplay scripts in the \Scripts\Missions\ folder, because nothing has changed to that.
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