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Guest [HUN]Modder

Emergency 4 09' Save Life Mod

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Guest [HUN]Modder

Hi.

This mod is one Emergency 4 mod with Hungarian vehicles.

Download:

[EDIT by Pyrothijs]See this post for the download link [/EDIT]

News in 1.1

kocsik_www.kepfeltoltes.hu_.png

1

2

http://www.youtube.com/watch?v=_TQTlxroWY8...feature=channel

Somebody would be able to help what may be the trouble how it alarm with a script? :nixweiss:

Units:

tn_1Em4Deluxe_2009-01-20_14-36-26-25_www.kepfeltoltes.hu_.jpg

tn_1Em4Deluxe_2009-01-20_14-39-03-65_www.kepfeltoltes.hu_.jpg

tn_1Em4Deluxe_2009-01-20_14-40-34-79_www.kepfeltoltes.hu_.jpg

Banner:

banner_www.kepfeltoltes.hu_.png

[url="http://forum.emergency-planet.com/index.php?showtopic=5246"][img=http://kepfeltoltes.hu/thumb/081217/banner_www.kepfeltoltes.hu_.png][/url]

Edited by pyrothijs
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Guest [HUN]Modder

// Alamierungsscript für den Löschzug der Altstadt

//

// Angepasst an den mG3lite Mod

//

// Script V1.0

//

// Script made by Ritchi

// anpassung dani

// Dieser Kommentar muss erhalten bleiben.

//

////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

object Rufe_Loeschzug_Feuerwehr_City_Feuer_Mittel : CommandScript

{

Rufe_Loeschzug_Feuerwehr_City_Feuer_Mittel()

{

SetValidTargets(ACTOR_FLOOR);

SetIcon("sosi");

SetCursor("moveto");

}

bool CheckTarget(GameObject *Caller, Actor *Target, int childID)

{

Person pd(Caller);

if(pd.HasName("dispatcher"))

return true;

if( Caller->GetID() == Target->GetID() || Target->GetType() == ACTOR_VEHICLE || Target->GetType() == ACTOR_HOUSE || Target->GetType() == ACTOR_OPEN_HOUSE || Target->GetType() == ACTOR_PERSON || Target->GetType() == ACTOR_OBJECT)

return false;

return true;

}

void PushActions(GameObject *Caller, Actor *Target, int childID)

{

GameObjectList l0 = Game::GetGameObjects(TYPE_VEHICLE);

Mission::PlayHint("Figyelem Riasztas! Figyelem Riasztas! 1-es fecskendo,2-es fecskendo, tuzoltasi csaoport, magasmento.");

Audio::PlaySample("mod:audio/fx/riasztas/riasztas.wav");

Vector TargetPos=Game::GetCommandPos();

for(int i=0; i<l0.GetNumObjects(); i++)

{

GameObject *Obj = l0.GetObject(i);

if(Obj->HasCommand("csoport") && !Obj->HasCommand("ich_bin_nicht_frei"))

{

Vehicle v(Obj);

v.EnableBlinker(BLT_NONE);

v.AssignCommand("ich_bin_nicht_frei");

v.EnableBlueLights(false);

Person p1 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "csoport");

v.AddPassenger(&p1);

Person p2 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "csoport");

v.AddPassenger(&p2);

v.PushActionWait(ACTION_NEWLIST, 3);

// EDIT BY SMUNDT:

// ACHTUNG, HIER WIRD DAS TOR GEÖFFNET!!!!

Obj->PushActionExecuteCommand(ACTION_APPEND,"TorOeffnen",Obj,0,false);

v.PushActionWait(ACTION_APPEND, 3);

v.EnableBlueLights(true);

Game::FindFreePosition(Obj, TargetPos, 100);

Obj->PushActionMove(ACTION_APPEND, TargetPos);

}

if(Obj->HasCommand("merci") && !Obj->HasCommand("ich_bin_nicht_frei"))

{

Vehicle v(Obj);

v.EnableBlinker(BLT_NONE);

v.AssignCommand("ich_bin_nicht_frei");

v.EnableBlueLights(false);

Person p1 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci");

v.AddPassenger(&p1);

Person p2 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci");

v.AddPassenger(&p2);

Person p3 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci");

v.AddPassenger(&p3);

Person p4 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci");

v.AddPassenger(&p4);

Person p5 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci");

v.AddPassenger(&p5);

Person p6 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci");

v.AddPassenger(&p6);

v.PushActionWait(ACTION_NEWLIST, 3);

// EDIT BY SMUNDT:

// ACHTUNG, HIER WIRD DAS TOR GEÖFFNET!!!!

Obj->PushActionExecuteCommand(ACTION_APPEND,"TorOeffnen",Obj,0,false);

v.PushActionWait(ACTION_APPEND, 6);

v.EnableBlueLights(true);

Game::FindFreePosition(Obj, TargetPos, 100);

Obj->PushActionMove(ACTION_APPEND, TargetPos);

}

if(Obj->HasCommand("merci1") && !Obj->HasCommand("ich_bin_nicht_frei"))

{

Vehicle v(Obj);

v.EnableBlinker(BLT_NONE);

v.AssignCommand("ich_bin_nicht_frei");

v.EnableBlueLights(false);

Person p1 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci1");

v.AddPassenger(&p1);

Person p2 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci1");

v.AddPassenger(&p2);

Person p3 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci1");

v.AddPassenger(&p3);

Person p4 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci1");

v.AddPassenger(&p4);

Person p5 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci1");

v.AddPassenger(&p5);

Person p6 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci1");

v.AddPassenger(&p6);

v.PushActionWait(ACTION_NEWLIST, 3);

// EDIT BY SMUNDT:

// ACHTUNG, HIER WIRD DAS TOR GEÖFFNET!!!!

Obj->PushActionExecuteCommand(ACTION_APPEND,"TorOeffnen",Obj,0,false);

v.PushActionWait(ACTION_APPEND, 6);

v.EnableBlueLights(true);

Game::FindFreePosition(Obj, TargetPos, 100);

Obj->PushActionMove(ACTION_APPEND, TargetPos);

}

if(Obj->HasCommand("volvo") && !Obj->HasCommand("ich_bin_nicht_frei"))

{

Vehicle v(Obj);

v.EnableBlinker(BLT_NONE);

v.AssignCommand("ich_bin_nicht_frei");

v.EnableBlueLights(false);

Person p1 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "volvo");

v.AddPassenger(&p1);

v.PushActionWait(ACTION_NEWLIST, 3);

// EDIT BY SMUNDT:

// ACHTUNG, HIER WIRD DAS TOR GEÖFFNET!!!!

Obj->PushActionExecuteCommand(ACTION_APPEND,"TorOeffnen",Obj,0,false);

v.PushActionWait(ACTION_APPEND, 6);

v.EnableBlueLights(true);

Game::FindFreePosition(Obj, TargetPos, 100);

Obj->PushActionMove(ACTION_APPEND, TargetPos);

}

}

}

};

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Guest [HUN]Modder

I can not on him to conform because all is in rows!

This is:

// Alamierungsscript für den Löschzug der Altstadt // // Angepasst an den mG3lite Mod // // Script V1.0 // // Script made by Ritchi // anpassung dani // Dieser Kommentar muss erhalten bleiben. // //////////////////////////////////////////////////////////////////////////////////////////////////////////////////// object Rufe_Loeschzug_Feuerwehr_City_Feuer_Mittel : CommandScript { Rufe_Loeschzug_Feuerwehr_City_Feuer_Mittel() { SetValidTargets(ACTOR_FLOOR); SetPossibleCallers(ACTOR_PERSON); SetIcon("sosi"); SetCursor("moveto"); } bool CheckPossible(GameObject *Caller) { if(Caller->GetType() != ACTOR_PERSON) return false; Person pd(Caller); if(!pd.HasName("dispatcher")) return false; return true; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if(Caller->GetID() == Target->GetID() || Target->GetType() != ACTOR_FLOOR) return false; return true; } void PushActions(GameObject *Caller, Actor *Target, int childID) { GameObjectList l0 = Game::GetGameObjects(TYPE_VEHICLE); Mission::PlayHint("Figyelem Riasztas! Figyelem Riasztas! 1-es fecskendo,2-es fecskendo, tuzoltasi csaoport, magasmento."); Audio::PlaySample("mod:audio/fx/riasztas/riasztas.wav"); Vector TargetPos=Game::GetCommandPos(); for(int i=0; iHasCommand("csoport") && !Obj->HasCommand("ich_bin_nicht_frei")) { Vehicle v(Obj); v.EnableBlinker(BLT_NONE); v.AssignCommand("ich_bin_nicht_frei"); v.EnableBlueLights(false); Person p1 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "csoport"); v.AddPassenger(&p1); Person p2 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "csoport"); v.AddPassenger(&p2); v.PushActionWait(ACTION_NEWLIST, 3); // EDIT BY SMUNDT: // ACHTUNG, HIER WIRD DAS TOR GEÖFFNET!!!! Obj->PushActionExecuteCommand(ACTION_APPEND,"TorOeffnen",&Obj,0,false); v.PushActionWait(ACTION_APPEND, 3); v.EnableBlueLights(true); Game::FindFreePosition(Obj, TargetPos, 100); Obj->PushActionMove(ACTION_APPEND, TargetPos); } if(Obj->HasCommand("merci") && !Obj->HasCommand("ich_bin_nicht_frei")) { Vehicle v(Obj); v.EnableBlinker(BLT_NONE); v.AssignCommand("ich_bin_nicht_frei"); v.EnableBlueLights(false); Person p1 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci"); v.AddPassenger(&p1); Person p2 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci"); v.AddPassenger(&p2); Person p3 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci"); v.AddPassenger(&p3); Person p4 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci"); v.AddPassenger(&p4); Person p5 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci"); v.AddPassenger(&p5); Person p6 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci"); v.AddPassenger(&p6); v.PushActionWait(ACTION_NEWLIST, 3); // EDIT BY SMUNDT: // ACHTUNG, HIER WIRD DAS TOR GEÖFFNET!!!! Obj->PushActionExecuteCommand(ACTION_APPEND,"TorOeffnen",&Obj,0,false); v.PushActionWait(ACTION_APPEND, 6); v.EnableBlueLights(true); Game::FindFreePosition(Obj, TargetPos, 100); Obj->PushActionMove(ACTION_APPEND, TargetPos); } if(Obj->HasCommand("merci1") && !Obj->HasCommand("ich_bin_nicht_frei")) { Vehicle v(Obj); v.EnableBlinker(BLT_NONE); v.AssignCommand("ich_bin_nicht_frei"); v.EnableBlueLights(false); Person p1 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci1"); v.AddPassenger(&p1); Person p2 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci1"); v.AddPassenger(&p2); Person p3 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci1"); v.AddPassenger(&p3); Person p4 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci1"); v.AddPassenger(&p4); Person p5 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci1"); v.AddPassenger(&p5); Person p6 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci1"); v.AddPassenger(&p6); v.PushActionWait(ACTION_NEWLIST, 3); // EDIT BY SMUNDT: // ACHTUNG, HIER WIRD DAS TOR GEÖFFNET!!!! Obj->PushActionExecuteCommand(ACTION_APPEND,"TorOeffnen",&Obj,0,false); v.PushActionWait(ACTION_APPEND, 6); v.EnableBlueLights(true); Game::FindFreePosition(Obj, TargetPos, 100); Obj->PushActionMove(ACTION_APPEND, TargetPos); } if(Obj->HasCommand("volvo") && !Obj->HasCommand("ich_bin_nicht_frei")) { Vehicle v(Obj); v.EnableBlinker(BLT_NONE); v.AssignCommand("ich_bin_nicht_frei"); v.EnableBlueLights(false); Person p1 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "volvo"); v.AddPassenger(&p1); v.PushActionWait(ACTION_NEWLIST, 3); // EDIT BY SMUNDT: // ACHTUNG, HIER WIRD DAS TOR GEÖFFNET!!!! Obj->PushActionExecuteCommand(ACTION_APPEND,"TorOeffnen",&Obj,0,false); v.PushActionWait(ACTION_APPEND, 6); v.EnableBlueLights(true); Game::FindFreePosition(Obj, TargetPos, 100); Obj->PushActionMove(ACTION_APPEND, TargetPos); } } } };

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