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Script doesn't appear [Limited Water]

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Hi people.

 

I started a mini-modification by copying all of the limited water mod files into a new folder (my own modification). I'm using the default prototypes that are in the limited water mod (FDNY engines and tanker) and added a new vehicle via-cloning of the Engine 01.

 

The problem is that when I add the script to make the vehicles return to the station, only the tanker shows it (the icon) in the freeplay and is able to return to the parking spot. The cloned unit and the Engine 01 (original name from the limited water logic) have all of the scripts working correctly (I added 3 new scripts for lights an they work fine) except for the ToVLCI / ToVUCI, which are the scripts for the vehicles to return to the station.

 

The limited water supply logic works fine on all of the units, but I can't really see what is going on with the parking script, I already changed it twice and it still doesn't show.

 

Any ideas on what I'm doing wrong here?

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Sorry. 

 

 

This is the new one that I tried only for the Light Pumper (cloned) and Fire Engine (default Engine 01 from the limited water supply logic) it works with other units, though:

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_TOFD[] = "VcmdToVUCI";
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[] = "vuci_turn";
const char VO_VUCI[] = "vuci";
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_VUCI[] = "mod:Prototypes/Vehicles/02 LA Fire Department/fire_engine1.e4p";

int DummyGroup = 32;

object VcmdToVUCI : CommandScript
{
VcmdToVUCI()
{
SetCursor("tofirestation");
SetIcon("tofirestation");
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_VUCI);
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_VUCI);
if (StrCompare(v.GetPrototypeFileName(), PROTO_VUCI) == 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_VUCI, l2, ACTOR_VEHICLE);
if(l2.GetNumObjects() == 0)
{
l1 = Game::GetActors(VO_VUCI);
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_TOFD, Caller, 2, false);
PersonList transports = v.GetTransports();
if (!ToDonut && transports.GetNumPersons() > 0)
v.PushActionExecuteCommand(ACTION_APPEND, CMD_TOFD, 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, Hospital);
v.PushActionFlyTo(ACTION_NEWLIST, Policestation, true, landingDirection);
PersonList transports = v.GetTransports();
if (transports.GetNumPersons() > 0)
v.PushActionExecuteCommand(ACTION_APPEND, CMD_TOFD, 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_VUCI))
return;
else
ToFD = true;

if(ToFD)
v.PushActionExecuteCommand(ACTION_NEWLIST, CMD_TOFD, Caller, 0, false);
}
}
};

 

And this is the first one that I tried and works with the Water Tanker, Ambulance and two more units that don't have the limited water logic implemented:

const char CMD_SIREN[] = "VcmdSiren";
const char CMD_AUTOSIREN_OFF[] = "VcmdAutoSirenOff";
const char CMD_WARNINGLIGHTS[] = "VcmdWarningLightsOn";
const char DUMMY_WARNINGLIGHTS[] = "DummyHasWarningLights";
const char CMD_FLOODLIGHTS_OFF[] = "VcmdFloodLightsOff";
const char CMD_FLOODLIGHTS_ON[] = "VcmdFloodLightsOn";
const char CMD_GETTILLER[] = "VcmdGetTiller";
const char CMD_FLASHINGLIGHTS[] = "VcmdFlashingLights";
const char CMD_GOHOME[] = "GoHome";
const char CMD_TOHOSPITAL[] = "VcmdToHospital";
const char CMD_TOFIRESTATION[] = "RSBToFireStation";
const char CMD_PATROL[] = "VcmdPatrol";
const char CMD_STANDBY_ON[] = "VcmdStandbyOn";
const char CMD_STANDBY_OFF[] = "VcmdStandbyOff";
const char CMD_GETTILLER[] = "VcmdGetTiller";
const char DUMMY_TILLERGOHOME[] = "DummyTillerGoHome";
const char DUMMY_DISABLE[] = "DummyDisableSiren";
const char DUMMY_HASSIREN[] = "DummyHasSiren";
const char DUMMY_PATROL[] = "DummyPatrol";
const char DUMMY_GATES[] = "DummyGates";
const char DUMMY_FIRESTATION[] = "DummyAtFireStation";
const char DUMMY_CHECKPARKED[] = "DummyCheckParked";
const char DUMMY_ISTRAILED[] = "DummyIsTrailed";
const char DUMMY_VCALLED[] = "DummyVehicleCalled";
const char DUMMY_HOSESON[] = "DummyHosesAreOn";
const char DUMMY_TILLER[] = "DummyTiller";
const char DUMMY_HASLIGHTS[] = "DummyHasLights";
const char DUMMY_ENABLE[] = "DummyEnableLights";
const char DUMMY_DISABLE[] = "DummyDisableLights";


//FIRE THINGS HERE WE GO

// FIRE VO's and EP4s

const char OBJ_ENGINE01[] = "mod:Prototypes/Vehicles/02 Fire Department/engine01.e4p";
const char OBJ_LADDER01[] = "mod:Prototypes/Vehicles/Fire Department/dlk.e4p";

const char OBJ_ENGINE02[] = "mod:Prototypes/Vehicles/02 Fire Department/vlci.e4p";
const char OBJ_RESCUE02[] = "mod:Prototypes/Vehicles/02 Fire Department/veci.e4p";

const char OBJ_ENGINE03[] = "mod:Prototypes/Vehicles/02 Fire Department/water_tanker.e4p";
const char OBJ_SQUAD03[] = "mod:Prototypes/Vehicles/02 Fire Department/ac.e4p";

const char OBJ_ENGINE04[] = "mod:Prototypes/Vehicles/Fire Department/rw2.e4p";
const char OBJ_LADDER04[] = "mod:Prototypes/Vehicles/02 LA Fire Department/ladder4.e4p";

const char OBJ_ENGINE05[] = "mod:Prototypes/Vehicles/02 LA Fire Department/engine5.e4p";

const char OBJ_FOAM05[] = "mod:Prototypes/Vehicles/02 LA Fire Department/foam5.e4p";
const char OBJ_FOAM06[] = "mod:Prototypes/Vehicles/02 LA Fire Department/foam6.e4p";
const char OBJ_HAZMAT06[] = "mod:Prototypes/Vehicles/02 LA Fire Department/hazmat6.e4p";

const char OBJ_HAZMAT07[] = "mod:Prototypes/Vehicles/02 LA Fire Department/hazmat7.e4p";
const char OBJ_FOAM07[] = "mod:Prototypes/Vehicles/02 LA Fire Department/foam7.e4p";
const char OBJ_FOAM08[] = "mod:Prototypes/Vehicles/02 LA Fire Department/foam8.e4p";

const char OBJ_BAT01[] = "mod:Prototypes/Vehicles/02 LA Fire Department/battalion_chief_vehicle.e4p";
const char OBJ_BAT02[] = "mod:Prototypes/Vehicles/01 LA Ambulance/cv_ems.e4p";
const char OBJ_CRANE[] = "mod:Prototypes/Vehicles/04 LA Tec/crane.e4p";

const char VO_B1[] = "s_fire_b1_park";
const char VO_B1PAD[] = "s_fire_b1_pad";
const char VO_B1TURN[] = "s_fire_b1_turn";

const char VO_B2[] = "s_fire_b2_park";
const char VO_B2PAD[] = "s_fire_b2_pad";
const char VO_B2TURN[] = "s_fire_b2_turn";

const char VO_C2[] = "s_fire_c2_park";
const char VO_C2PAD[] = "s_fire_c2_pad";
const char VO_C2TURN[] = "s_fire_c2_turn";

const char VO_E1[] = "s_fire_e1_park";
const char VO_E1PAD[] = "s_fire_e1_pad";
const char VO_E1TURN[] = "s_fire_e1_turn";
const char VO_L1[] = "s_fire_l1_park";
const char VO_L1PAD[] = "s_fire_l1_pad";
const char VO_L1TURN[] = "s_fire_l1_turn";

const char VO_E2[] = "s_fire_e2_park";
const char VO_E2PAD[] = "s_fire_e2_pad";
const char VO_E2TURN[] = "s_fire_e2_turn";
const char VO_R2[] = "s_fire_r2_park";
const char VO_R2PAD[] = "s_fire_r2_pad";
const char VO_R2TURN[] = "s_fire_r2_turn";

const char VO_E3[] = "s_fire_e3_park";
const char VO_E3PAD[] = "s_fire_e3_pad";
const char VO_E3TURN[] = "s_fire_e3_turn";
const char VO_S3[] = "s_fire_s3_park";
const char VO_S3PAD[] = "s_fire_s3_pad";
const char VO_S3TURN[] = "s_fire_s3_turn";

const char VO_E4[] = "s_fire_e4_park";
const char VO_E4PAD[] = "s_fire_e4_pad";
const char VO_E4TURN[] = "s_fire_e4_turn";
const char VO_L4[] = "s_fire_l4_park";
const char VO_L4PAD[] = "s_fire_l4_pad";
const char VO_L4TURN[] = "s_fire_l4_turn";

const char VO_E5[] = "s_fire_e5_park";
const char VO_E5PAD[] = "s_fire_e5_pad";
const char VO_E5TURN[] = "s_fire_e5_turn";

const char VO_F5[] = "s_fire_f5_park";
const char VO_F5PAD[] = "s_fire_f5_pad";
const char VO_F5TURN[] = "s_fire_f5_turn";
const char VO_F6[] = "s_fire_f6_park";
const char VO_F6PAD[] = "s_fire_f6_pad";
const char VO_F6TURN[] = "s_fire_f6_turn";
const char VO_H6[] = "s_fire_h6_park";
const char VO_H6PAD[] = "s_fire_h6_pad";
const char VO_H6TURN[] = "s_fire_h6_turn";

const char VO_H7[] = "s_fire_h7_park";
const char VO_H7PAD[] = "s_fire_h7_pad";
const char VO_H7TURN[] = "s_fire_h7_turn";
const char VO_F7[] = "s_fire_f7_park";
const char VO_F7PAD[] = "s_fire_f7_pad";
const char VO_F7TURN[] = "s_fire_f7_turn";
const char VO_F8[] = "s_fire_f8_park";
const char VO_F8PAD[] = "s_fire_f8_pad";
const char VO_F8TURN[] = "s_fire_f8_turn";


// MEDIC VO's and EP4s
const char OBJ_MEDIC01[] = "mod:Prototypes/Vehicles/Ambulance/rsb_absc31.e4p";
const char OBJ_MEDIC02[] = "mod:Prototypes/Vehicles/01 LA Ambulance/medic02.e4p";
const char OBJ_MEDIC03[] = "mod:Prototypes/Vehicles/01 LA Ambulance/medic03.e4p";
const char OBJ_MEDIC04[] = "mod:Prototypes/Vehicles/01 LA Ambulance/medic04.e4p";
const char OBJ_MEDIC05[] = "mod:Prototypes/Vehicles/01 LA Ambulance/medic05.e4p";
const char OBJ_MEDIC06[] = "mod:Prototypes/Vehicles/01 LA Ambulance/medic06.e4p";

const char VO_MEDIC01[] = "s_medic_1_park";
const char VO_MEDIC02[] = "s_medic_2_park";
const char VO_MEDIC03[] = "s_medic_3_park";
const char VO_MEDIC04[] = "s_medic_4_park";
const char VO_MEDIC05[] = "s_medic_5_park";
const char VO_MEDIC06[] = "s_medic_6_park";

const char VO_MEDICPAD01[] = "s_medic_1_pad";
const char VO_MEDICPAD02[] = "s_medic_2_pad";
const char VO_MEDICPAD03[] = "s_medic_3_pad";
const char VO_MEDICPAD04[] = "s_medic_4_pad";
const char VO_MEDICPAD05[] = "s_medic_5_pad";
const char VO_MEDICPAD06[] = "s_medic_6_pad";

const char VO_TURNTO1[] = "s_medic_1_turn";
const char VO_TURNTO2[] = "s_medic_2_turn";
const char VO_TURNTO3[] = "s_medic_3_turn";
const char VO_TURNTO4[] = "s_medic_4_turn";
const char VO_TURNTO5[] = "s_medic_5_turn";
const char VO_TURNTO6[] = "s_medic_6_turn";

//POLICE STUFF!!! AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

const char OBJ_PATROL1[] = "mod:Prototypes/Vehicles/03 LA Police/dodge_charger_lapd.e4p";
const char OBJ_PATROL2[] = "mod:Prototypes/Vehicles/03 LA Police/cv_lapd_slicktop.e4p";
const char OBJ_PATROL3[] = "mod:Prototypes/Vehicles/03 LA Police/suv_lapd.e4p";
const char OBJ_PATROL4[] = "mod:Prototypes/Vehicles/03 LA Police/bpat_dodge_charger.e4p";
const char OBJ_PATROL5[] = "mod:Prototypes/Vehicles/03 LA Police/cv_lapd.e4p";
const char OBJ_PATROL6[] = "mod:Prototypes/Vehicles/03 LA Police/lapd_impala.e4p";

const char VO_P1[] = "p1_park";
const char VO_P1PAD[] = "p1_pad";
const char VO_P1TURN[] = "p1_turn";

const char VO_P2[] = "p2_park";
const char VO_P2PAD[] = "p2_pad";
const char VO_P2TURN[] = "p2_turn";

const char VO_P3[] = "p3_park";
const char VO_P3PAD[] = "p3_pad";
const char VO_P3TURN[] = "p3_turn";

const char VO_P4[] = "p4_park";
const char VO_P4PAD[] = "p4_pad";
const char VO_P4TURN[] = "p4_turn";

const char VO_P5[] = "p5_park";
const char VO_P5PAD[] = "p5_pad";
const char VO_P5TURN[] = "p5_turn";

const char VO_P6[] = "p6_park";
const char VO_P6PAD[] = "p6_pad";
const char VO_P6TURN[] = "p6_turn";

const char SND_TOSTATION[] = "mod:Audio/FX/radio/1019.wav";
const char HINT_NOTVALID[] = "This vehicle doesn't belong in the fire station!";
const char HINT_NOSPACE[] = "No space at the fire station, vehicle returns to base!";
const char HINT_NOSPACE_AMBULANCE[] = "No space at the fire station, vehicle starts a patrol!";
const char HINT_TRANSPORTS[] = "The ambulance has transports, it will go to the hospital first!";

int DummyGroup = 32;

object RSBToFireStation : CommandScript
{
RSBToFireStation()
{
SetCursor("tofirestation");
SetIcon("tofirestation");
SetGroupID(DummyGroup);
SetGroupLeader(true);
SetRestrictions(RESTRICT_SELFEXECUTE);
}

bool CheckPossible(GameObject *Caller)
{
if (!Caller->IsValid())
return false;

Vehicle v(Caller);
if (v.HasCommand(DUMMY_ISTRAILED) && !v.HasCommand(CMD_GETTILLER)) || v.HasCommand(DUMMY_HOSESON) || v.IsInstalled())
return false;

if (!v.HasCommand("MoveTo"))
return false;

if (v.HasCommand(CMD_FLOODLIGHTS_OFF))
return false;

return true;
}

bool CheckTarget(GameObject *Caller, Actor *Target, int childID)
{
if (!Caller->IsValid() || !Target->IsValid() || (Caller->GetID() != Target->GetID()))
return false;

return true;
}

void PushActions(GameObject *Caller, Actor *Target, int ChildID)
{
Vector Pos = Caller->GetPosition();

Vehicle v(Caller);
if (v.GetVehicleType() == VT_AMBULANCE_RTW && v.GetNumTransported() > 0)
{
v.PushActionExecuteCommand(ACTION_NEWLIST, CMD_TOHOSPITAL, Caller, 0, false);
Mission::PlayHint(HINT_TRANSPORTS);
return;
}
if (v.IsBlueLightEnabled())
Game::ExecuteCommand(CMD_FLASHINGLIGHTS, &v, &v);
if (v.HasCommand(DUMMY_TILLERGOHOME))
v.RemoveCommand(DUMMY_TILLERGOHOME);
if (v.HasCommand(CMD_STANDBY_OFF))
{
v.RemoveCommand(CMD_STANDBY_OFF);
v.AssignCommand(CMD_STANDBY_ON);
}
if (v.HasCommand(DUMMY_WARNINGLIGHTS))
{
v.EnableBlinker(BLT_NONE);
v.RemoveCommand(DUMMY_WARNINGLIGHTS);
v.AssignCommand(CMD_WARNINGLIGHTS);
}
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);
if(StrCompare(v.GetPrototypeFileName(), OBJ_ENGINE01) == 0)
{
GameObjectList l4;
Game::CollectObstaclesOnVirtualObject(VO_E1, l4, ACTOR_VEHICLE);
if(l4.GetNumObjects() > 0)
{
Mission::PlayHint(HINT_NOSPACE);
v.PushActionReturnToBase(ACTION_NEWLIST);
return;
} else
{
{
ActorList l1 = Game::GetActors(VO_E1PAD);
ActorList l2 = Game::GetActors(VO_E1TURN);
ActorList l3 = Game::GetActors(VO_E1);
}
}
}
else if(StrCompare(v.GetPrototypeFileName(), OBJ_LADDER01) == 0)
{
GameObjectList l4;
Game::CollectObstaclesOnVirtualObject(VO_L1, l4, ACTOR_VEHICLE);
if(l4.GetNumObjects() > 0)
{
Mission::PlayHint(HINT_NOSPACE);
v.PushActionReturnToBase(ACTION_NEWLIST);
return;
} else
{
{
ActorList l1 = Game::GetActors(VO_L1PAD);
ActorList l2 = Game::GetActors(VO_L1TURN);
ActorList l3 = Game::GetActors(VO_L1);
}
}
}
else if(StrCompare(v.GetPrototypeFileName(), OBJ_ENGINE02) == 0)
{
GameObjectList l4;
Game::CollectObstaclesOnVirtualObject(VO_E2, l4, ACTOR_VEHICLE);
if(l4.GetNumObjects() > 0)
{
Mission::PlayHint(HINT_NOSPACE);
v.PushActionReturnToBase(ACTION_NEWLIST);
return;
} else
{
{
ActorList l1 = Game::GetActors(VO_E2PAD);
ActorList l2 = Game::GetActors(VO_E2TURN);
ActorList l3 = Game::GetActors(VO_E2);
}
}
}
else if(StrCompare(v.GetPrototypeFileName(), OBJ_RESCUE02) == 0)
{
GameObjectList l4;
Game::CollectObstaclesOnVirtualObject(VO_R2, l4, ACTOR_VEHICLE);
if(l4.GetNumObjects() > 0)
{
Mission::PlayHint(HINT_NOSPACE);
v.PushActionReturnToBase(ACTION_NEWLIST);
return;
} else
{
{
ActorList l1 = Game::GetActors(VO_R2PAD);
ActorList l2 = Game::GetActors(VO_R2TURN);
ActorList l3 = Game::GetActors(VO_R2);
}
}
}
else if(StrCompare(v.GetPrototypeFileName(), OBJ_ENGINE03) == 0)
{
GameObjectList l4;
Game::CollectObstaclesOnVirtualObject(VO_E3, l4, ACTOR_VEHICLE);
if(l4.GetNumObjects() > 0)
{
Mission::PlayHint(HINT_NOSPACE);
v.PushActionReturnToBase(ACTION_NEWLIST);
return;
} else
{
{
ActorList l1 = Game::GetActors(VO_E3PAD);
ActorList l2 = Game::GetActors(VO_E3TURN);
ActorList l3 = Game::GetActors(VO_E3);
}
}
}
else if(StrCompare(v.GetPrototypeFileName(), OBJ_SQUAD03) == 0)
{
GameObjectList l4;
Game::CollectObstaclesOnVirtualObject(VO_S3, l4, ACTOR_VEHICLE);
if(l4.GetNumObjects() > 0)
{
Mission::PlayHint(HINT_NOSPACE);
v.PushActionReturnToBase(ACTION_NEWLIST);
return;
} else
{
{
ActorList l1 = Game::GetActors(VO_S3PAD);
ActorList l2 = Game::GetActors(VO_S3TURN);
ActorList l3 = Game::GetActors(VO_S3);
}
}
}
else if(StrCompare(v.GetPrototypeFileName(), OBJ_ENGINE04) == 0)
{
GameObjectList l4;
Game::CollectObstaclesOnVirtualObject(VO_E4, l4, ACTOR_VEHICLE);
if(l4.GetNumObjects() > 0)
{
Mission::PlayHint(HINT_NOSPACE);
v.PushActionReturnToBase(ACTION_NEWLIST);
return;
} else
{
{
ActorList l1 = Game::GetActors(VO_E4PAD);
ActorList l2 = Game::GetActors(VO_E4TURN);
ActorList l3 = Game::GetActors(VO_E4);
}
}
}
else if(StrCompare(v.GetPrototypeFileName(), OBJ_LADDER04) == 0)
{
GameObjectList l4;
Game::CollectObstaclesOnVirtualObject(VO_L4, l4, ACTOR_VEHICLE);
if(l4.GetNumObjects() > 0)
{
Mission::PlayHint(HINT_NOSPACE);
v.PushActionReturnToBase(ACTION_NEWLIST);
return;
} else
{
{
ActorList l1 = Game::GetActors(VO_L4PAD);
ActorList l2 = Game::GetActors(VO_L4TURN);
ActorList l3 = Game::GetActors(VO_L4);
}
}
}
else if(StrCompare(v.GetPrototypeFileName(), OBJ_ENGINE05) == 0)
{
GameObjectList l4;
Game::CollectObstaclesOnVirtualObject(VO_E5, l4, ACTOR_VEHICLE);
if(l4.GetNumObjects() > 0)
{
Mission::PlayHint(HINT_NOSPACE);
v.PushActionReturnToBase(ACTION_NEWLIST);
return;
} else
{
{
ActorList l1 = Game::GetActors(VO_E5PAD);
ActorList l2 = Game::GetActors(VO_E5TURN);
ActorList l3 = Game::GetActors(VO_E5);
}
}
}
else if(StrCompare(v.GetPrototypeFileName(), OBJ_FOAM05) == 0)
{
GameObjectList l4;
Game::CollectObstaclesOnVirtualObject(VO_F5, l4, ACTOR_VEHICLE);
if(l4.GetNumObjects() > 0)
{
Mission::PlayHint(HINT_NOSPACE);
v.PushActionReturnToBase(ACTION_NEWLIST);
return;
} else
{
{
ActorList l1 = Game::GetActors(VO_F5PAD);
ActorList l2 = Game::GetActors(VO_F5TURN);
ActorList l3 = Game::GetActors(VO_F5);
}
}
}
else if(StrCompare(v.GetPrototypeFileName(), OBJ_FOAM06) == 0)
{
GameObjectList l4;
Game::CollectObstaclesOnVirtualObject(VO_F6, l4, ACTOR_VEHICLE);
if(l4.GetNumObjects() > 0)
{
Mission::PlayHint(HINT_NOSPACE);
v.PushActionReturnToBase(ACTION_NEWLIST);
return;
} else
{
{
ActorList l1 = Game::GetActors(VO_F6PAD);
ActorList l2 = Game::GetActors(VO_F6TURN);
ActorList l3 = Game::GetActors(VO_F6);
}
}
}
else if(StrCompare(v.GetPrototypeFileName(), OBJ_HAZMAT06) == 0)
{
GameObjectList l4;
Game::CollectObstaclesOnVirtualObject(VO_H6, l4, ACTOR_VEHICLE);
if(l4.GetNumObjects() > 0)
{
Mission::PlayHint(HINT_NOSPACE);
v.PushActionReturnToBase(ACTION_NEWLIST);
return;
} else
{
{
ActorList l1 = Game::GetActors(VO_H6PAD);
ActorList l2 = Game::GetActors(VO_H6TURN);
ActorList l3 = Game::GetActors(VO_H6);
}
}
}
else if(StrCompare(v.GetPrototypeFileName(), OBJ_HAZMAT07) == 0)
{
GameObjectList l4;
Game::CollectObstaclesOnVirtualObject(VO_H7, l4, ACTOR_VEHICLE);
if(l4.GetNumObjects() > 0)
{
Mission::PlayHint(HINT_NOSPACE);
v.PushActionReturnToBase(ACTION_NEWLIST);
return;
} else
{
{
ActorList l1 = Game::GetActors(VO_H7PAD);
ActorList l2 = Game::GetActors(VO_H7TURN);
ActorList l3 = Game::GetActors(VO_H7);
}
}
}
else if(StrCompare(v.GetPrototypeFileName(), OBJ_FOAM07) == 0)
{
GameObjectList l4;
Game::CollectObstaclesOnVirtualObject(VO_F7, l4, ACTOR_VEHICLE);
if(l4.GetNumObjects() > 0)
{
Mission::PlayHint(HINT_NOSPACE);
v.PushActionReturnToBase(ACTION_NEWLIST);
return;
} else
{
{
ActorList l1 = Game::GetActors(VO_F7PAD);
ActorList l2 = Game::GetActors(VO_F7TURN);
ActorList l3 = Game::GetActors(VO_F7);
}
}
}
else if(StrCompare(v.GetPrototypeFileName(), OBJ_FOAM08) == 0)
{
GameObjectList l4;
Game::CollectObstaclesOnVirtualObject(VO_F8, l4, ACTOR_VEHICLE);
if(l4.GetNumObjects() > 0)
{
Mission::PlayHint(HINT_NOSPACE);
v.PushActionReturnToBase(ACTION_NEWLIST);
return;
} else
{
{
ActorList l1 = Game::GetActors(VO_F8PAD);
ActorList l2 = Game::GetActors(VO_F8TURN);
ActorList l3 = Game::GetActors(VO_F8);
}
}
}




// MMMMMMMMMMMMMMEEEEEEEEEDDDDDDDDDIIIIIIIIIICCCCCCCCCSSSSSSSSS




else if(StrCompare(v.GetPrototypeFileName(), OBJ_MEDIC01) ==0)
{
GameObjectList l4;
Game::CollectObstaclesOnVirtualObject(VO_MEDIC01, l4, ACTOR_VEHICLE);
if(l4.GetNumObjects() > 0)
{
Mission::PlayHint(HINT_NOSPACE);
v.PushActionReturnToBase(ACTION_NEWLIST);
return;
} else
{
ActorList l1 = Game::GetActors(VO_MEDICPAD01);
ActorList l2 = Game::GetActors(VO_TURNTO1);
ActorList l3 = Game::GetActors(VO_MEDIC01);
}
}
else if(StrCompare(v.GetPrototypeFileName(), OBJ_MEDIC02) ==0)
{
GameObjectList l4;
Game::CollectObstaclesOnVirtualObject(VO_MEDIC02, l4, ACTOR_VEHICLE);
if(l4.GetNumObjects() > 0)
{
Mission::PlayHint(HINT_NOSPACE);
v.PushActionReturnToBase(ACTION_NEWLIST);
return;
} else
{
ActorList l1 = Game::GetActors(VO_MEDICPAD02);
ActorList l2 = Game::GetActors(VO_TURNTO2);
ActorList l3 = Game::GetActors(VO_MEDIC02);
}
}
else if(StrCompare(v.GetPrototypeFileName(), OBJ_MEDIC03) ==0)
{
GameObjectList l4;
Game::CollectObstaclesOnVirtualObject(VO_MEDIC03, l4, ACTOR_VEHICLE);
if(l4.GetNumObjects() > 0)
{
Mission::PlayHint(HINT_NOSPACE);
v.PushActionReturnToBase(ACTION_NEWLIST);
return;
} else
{
ActorList l1 = Game::GetActors(VO_MEDICPAD03);
ActorList l2 = Game::GetActors(VO_TURNTO3);
ActorList l3 = Game::GetActors(VO_MEDIC03);
}
}
else if(StrCompare(v.GetPrototypeFileName(), OBJ_MEDIC04) ==0)
{
GameObjectList l4;
Game::CollectObstaclesOnVirtualObject(VO_MEDIC04, l4, ACTOR_VEHICLE);
if(l4.GetNumObjects() > 0)
{
Mission::PlayHint(HINT_NOSPACE);
v.PushActionReturnToBase(ACTION_NEWLIST);
return;
} else
{
ActorList l1 = Game::GetActors(VO_MEDICPAD04);
ActorList l2 = Game::GetActors(VO_TURNTO4);
ActorList l3 = Game::GetActors(VO_MEDIC04);
}
}
else if(StrCompare(v.GetPrototypeFileName(), OBJ_MEDIC05) ==0)
{
GameObjectList l4;
Game::CollectObstaclesOnVirtualObject(VO_MEDIC05, l4, ACTOR_VEHICLE);
if(l4.GetNumObjects() > 0)
{
Mission::PlayHint(HINT_NOSPACE);
v.PushActionReturnToBase(ACTION_NEWLIST);
return;
} else
{
ActorList l1 = Game::GetActors(VO_MEDICPAD05);
ActorList l2 = Game::GetActors(VO_TURNTO5);
ActorList l3 = Game::GetActors(VO_MEDIC05);
}
}
else if(StrCompare(v.GetPrototypeFileName(), OBJ_MEDIC06) ==0)
{
GameObjectList l4;
Game::CollectObstaclesOnVirtualObject(VO_MEDIC06, l4, ACTOR_VEHICLE);
if(l4.GetNumObjects() > 0)
{
Mission::PlayHint(HINT_NOSPACE);
v.PushActionReturnToBase(ACTION_NEWLIST);
return;
} else
{
ActorList l1 = Game::GetActors(VO_MEDICPAD06);
ActorList l2 = Game::GetActors(VO_TURNTO6);
ActorList l3 = Game::GetActors(VO_MEDIC06);
}
}
else if(StrCompare(v.GetPrototypeFileName(), OBJ_PATROL1) == 0)
{
GameObjectList l4;
Game::CollectObstaclesOnVirtualObject(VO_P1, l4, ACTOR_VEHICLE);
if(l4.GetNumObjects() > 0)
{
Mission::PlayHint(HINT_NOSPACE);
v.PushActionReturnToBase(ACTION_NEWLIST);
return;
} else
{
{
ActorList l1 = Game::GetActors(VO_P1PAD);
ActorList l2 = Game::GetActors(VO_P1TURN);
ActorList l3 = Game::GetActors(VO_P1);
}
}
}
else if(StrCompare(v.GetPrototypeFileName(), OBJ_PATROL2) == 0)
{
GameObjectList l4;
Game::CollectObstaclesOnVirtualObject(VO_P2, l4, ACTOR_VEHICLE);
if(l4.GetNumObjects() > 0)
{
Mission::PlayHint(HINT_NOSPACE);
v.PushActionReturnToBase(ACTION_NEWLIST);
return;
} else
{
{
ActorList l1 = Game::GetActors(VO_P2PAD);
ActorList l2 = Game::GetActors(VO_P2TURN);
ActorList l3 = Game::GetActors(VO_P2);
}
}
}
else if(StrCompare(v.GetPrototypeFileName(), OBJ_PATROL3) == 0)
{
GameObjectList l4;
Game::CollectObstaclesOnVirtualObject(VO_P3, l4, ACTOR_VEHICLE);
if(l4.GetNumObjects() > 0)
{
Mission::PlayHint(HINT_NOSPACE);
v.PushActionReturnToBase(ACTION_NEWLIST);
return;
} else
{
{
ActorList l1 = Game::GetActors(VO_P3PAD);
ActorList l2 = Game::GetActors(VO_P3TURN);
ActorList l3 = Game::GetActors(VO_P3);
}
}
}
else if(StrCompare(v.GetPrototypeFileName(), OBJ_PATROL4) == 0)
{
GameObjectList l4;
Game::CollectObstaclesOnVirtualObject(VO_P4, l4, ACTOR_VEHICLE);
if(l4.GetNumObjects() > 0)
{
Mission::PlayHint(HINT_NOSPACE);
v.PushActionReturnToBase(ACTION_NEWLIST);
return;
} else
{
{
ActorList l1 = Game::GetActors(VO_P4PAD);
ActorList l2 = Game::GetActors(VO_P4TURN);
ActorList l3 = Game::GetActors(VO_P4);
}
}
}
else if(StrCompare(v.GetPrototypeFileName(), OBJ_PATROL5) == 0)
{
GameObjectList l4;
Game::CollectObstaclesOnVirtualObject(VO_P5, l4, ACTOR_VEHICLE);
if(l4.GetNumObjects() > 0)
{
Mission::PlayHint(HINT_NOSPACE);
v.PushActionReturnToBase(ACTION_NEWLIST);
return;
} else
{
{
ActorList l1 = Game::GetActors(VO_P5PAD);
ActorList l2 = Game::GetActors(VO_P5TURN);
ActorList l3 = Game::GetActors(VO_P5);
}
}
}
else if(StrCompare(v.GetPrototypeFileName(), OBJ_PATROL6) == 0)
{
GameObjectList l4;
Game::CollectObstaclesOnVirtualObject(VO_P6, l4, ACTOR_VEHICLE);
if(l4.GetNumObjects() > 0)
{
Mission::PlayHint(HINT_NOSPACE);
v.PushActionReturnToBase(ACTION_NEWLIST);
return;
} else
{
{
ActorList l1 = Game::GetActors(VO_P6PAD);
ActorList l2 = Game::GetActors(VO_P6TURN);
ActorList l3 = Game::GetActors(VO_P6);
}
}
}
else if(StrCompare(v.GetPrototypeFileName(), OBJ_BAT01) == 0)
{
GameObjectList l4;
Game::CollectObstaclesOnVirtualObject(VO_B1, l4, ACTOR_VEHICLE);
if(l4.GetNumObjects() > 0)
{
Mission::PlayHint(HINT_NOSPACE);
v.PushActionReturnToBase(ACTION_NEWLIST);
return;
} else
{
{
ActorList l1 = Game::GetActors(VO_B1PAD);
ActorList l2 = Game::GetActors(VO_B1TURN);
ActorList l3 = Game::GetActors(VO_B1);
}
}
}
else if(StrCompare(v.GetPrototypeFileName(), OBJ_BAT02) == 0)
{
GameObjectList l4;
Game::CollectObstaclesOnVirtualObject(VO_B2, l4, ACTOR_VEHICLE);
if(l4.GetNumObjects() > 0)
{
Mission::PlayHint(HINT_NOSPACE);
v.PushActionReturnToBase(ACTION_NEWLIST);
return;
} else
{
{
ActorList l1 = Game::GetActors(VO_B2PAD);
ActorList l2 = Game::GetActors(VO_B2TURN);
ActorList l3 = Game::GetActors(VO_B2);
}
}
}
else if(StrCompare(v.GetPrototypeFileName(), OBJ_CRANE) == 0)
{
GameObjectList l4;
Game::CollectObstaclesOnVirtualObject(VO_C2, l4, ACTOR_VEHICLE);
if(l4.GetNumObjects() > 0)
{
Mission::PlayHint(HINT_NOSPACE);
v.PushActionReturnToBase(ACTION_NEWLIST);
return;
} else
{
{
ActorList l1 = Game::GetActors(VO_C2PAD);
ActorList l2 = Game::GetActors(VO_C2TURN);
ActorList l3 = Game::GetActors(VO_C2);
}
}
}
else
{
Mission::PlayHint(HINT_NOTVALID);
return;
}

if(l1.GetNumActors() > 0)
Vector Pad = l1.GetActor(0)->GetPosition();

if(l2.GetNumActors() > 0)
Vector TurnTo = l2.GetActor(0)->GetPosition();

if(l3.GetNumActors() > 0)
Vector Park = l3.GetActor(0)->GetPosition();



Audio::PlaySample3D(SND_TOSTATION, Caller->GetPosition());

v.PushActionMove(ACTION_NEWLIST, Pad);
v.PushActionTurnTo(ACTION_APPEND, TurnTo);
v.PushActionWait(ACTION_APPEND, 1.0f);
v.PushActionWait(ACTION_APPEND, 1.0f);
v.PushActionMove(ACTION_APPEND, Park);
v.PushActionTurnTo(ACTION_APPEND, TurnTo);
v.PushActionWait(ACTION_APPEND, 1.0f);
if (v.HasCommand(DUMMY_WARNINGLIGHTS))
{
v.EnableBlinker(BLT_NONE);
v.RemoveCommand(DUMMY_WARNINGLIGHTS);
v.AssignCommand(CMD_WARNINGLIGHTS);
} else
v.EnableBlinker(BLT_NONE);
}
};

object DummyEngine : CommandScript
{
DummyEngine()
{
SetGroupID(DummyGroup);
}

bool CheckTarget(GameObject *Caller, Actor *Target, int ChildID)
{
}

void PushActions(GameObject *Caller, Actor *Target, int ChildID)
{
}
};

 

The first script is from SG's submod and the second one is from Harbor City mod.

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