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timmiej93

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Everything posted by timmiej93

  1. We looked at that option, but the modeler of us two (not me) says he can't do it. Hopefully someone else can help us out.
  2. Good point, but I was thinking about removing it after 30 seconds or so, and making a new car drive out, if that'd even be possible, so clearing the event wouldn't be the problem. I just wouldn't know how to make the VO delete or re-position the car.
  3. Seems logical, yeah. I think it'll be fine unloading into the VO behind the rollback, the VO is big enough to "catch" it. How would I go about making the VO "pick up" the car and place it in the center? I haven't seen much code about such things
  4. Yeah I get that, but when you unload the rollback, the same car as you picked up gets dropped off. Isn't it possible to incorporate this in the script in some way, like the VO "picking up" the car and dropping it in the right position, using the same car?
  5. Hey guys, For some reason, my game keeps using an old version of a script. I've added some new "log-texts" (System::Log("...."); and removed some that were already there, but in the log file there are still just the two old log entries.. Any knowledge on this?
  6. So that would mean that no matter what car is picked up (truck, van, car), the vehicle that will be dropped off at that point will always be a certain car?
  7. Hey guys, Sorry for the vague title, but it was the best I could come up with. What I'm trying to achieve is having a rollback towtruck backup to a dedicated space, and then unload the loaded vehicle, which then should be placed inside a VO. Now I've thought of two methods of achieving this: 1. Unloading directly onto the specific VO from the rollback by editing the unload script. I've tried to achieve this by copying parts from the unload script into the script that is doing all the backing up and such, but that didn't work at all. 2. Unloading like normal (which will drop the car in the VO at least partially), then move (or remove/spawn) the car to the center of the VO. This probably is the easiest, but I couldn't get that to work either. Unfortunately, I so far haven't been able to get either method to work. Could anyone help me with this?
  8. Hey guys, THVFD and myself are working on a Tech Station to add to freeplay maps. This station will have functions that are similar to the LA Mod Fire Station. The only problem we are having now is the gates and their animations. We tried using the default Fire Station gates (from the LA Mod), but those are too narrow. So we stretched them to fit our needs, but (of course?) that disabled the animations, and neither of us has any knowledge about animations. We would love some help on this, even if it's just a pointer in the right direction, a tutorial or anything. But since we're both total nitwits regarding animating, it would be a great help if someone could animate the gate for us, or widen the original FS gate while keeping the original animation. Any tips or help is welcome. Tim
  9. Well, I believe there are separate models for the walls, floor and roof, but I'm not sure, because I haven't been able to open those files, since I don't have a program for it. I don't even know what program would be able to open those files, that's the biggest problem. Oh I just saw Mikey's post. I've tried zmodeler2, but that said the free program wasn't able to import 3vo files because it was the free version
  10. The scripting isn't the problem, that's quite easy, but changing the model is harder, because I don't know what programs to use for editing those. Is the model stored in a 3vo format? I've tried opening it, but I haven't found a program that opens it yet.
  11. Well if that was an option, I would, but you have to add VO's to the map as well. Maybe I'll release scripts that require some personal input before they work and a small tutorial on how to edit the scripts
  12. I think this topic definitely has potential, and all are great ideas. For this one: -During a traffic stop, the officer should have to call in the name to see if the guy is clean I might be able to help, but not for a week or so, and I think other people here could do a way better job then I can
  13. Alright, to finish this topic of once and for all: It's working, thanks to the great support of everyone on this forum! The functionality's are as follows: - 4 extra parking spaces behind the police station, set parking spots for a LAPD SUV, LASD van and 2 CHP chargers. These all spawn on startup, including personnel, just like the firestation. - The 2 parking spaces at the donut store are now set for 2 LAPD crown vics. These also all spawn on startup, including personnel. - The 3 front parking spaces are just for dropping off criminals. So lets call the SUV, van, CHP chargers and LAPD crown vics the "special" cars, all other police vehicles are defaults. When a special car gets the ToPS command it directly goes to it's own set parking space. When one of those special cars has a transport inside, a criminal, it will go to one of the available parking spaces in front of the police station. When no parking space is available, the vehicle will start a patrol and will try going to the police station a minute later again. When there is a free spot, the special vehicle will park there, drop off the criminals, wait about 6 seconds and will then drive to it's own personal set parking space. When a default vehicle gets sent to the station, it will always drive to one of the front 3 parking spaces. This vehicle will also start a patrol and try again when no space is available. When the default vehicle has a criminal in it, it will drop off the criminal and start a patrol after 6 seconds. When it doesn't have transports, it just drives to the police station and starts a patrol 6 seconds later. (I know this is a bit strange, not starting a patrol immediately, but just imagine they have to fill out some paperwork and get some coffee before they hit the road again. Things I'm still thinking about implementing I might make some vehicles start a patrol automatically on startup, so I wouldn't have to start those mysef, but that's for later on. If enough people are interested in such a police station, I might make a tutorial how to do it yourself. But be warned, it's a lot of work, and it isn't easy. Just let me know what you think!
  14. Hey guys, So I'm trying to add a tech station to my map with some flatbeds and an engineers van etc. The scripting in this no problem, I've got that covered myself. The actual problem lies with the model. Now I've found a nice garage that is already included in the mod, and which is an open house, so it's accessible. Now there are a few things I could use some advice / help on: Making the roof visibility toggle-able. I know this should be possible, because the roof gets toggled when a person enters or leaves the building too, I just haven't figured out how yet, but I'm afraid that's hardcoded into the game, so I'd have to figure out something else. Making the gates open. Now this one is a bit trickier. The building has gates, but they're just a solid part of the walls. The best option to get minimal work gates into them would be changing the color of the FS gates, and placing those into the wall, which would have to be cut out. Now like I said, the scripting is no problem, I'll get through that, but the modeling is almost impossible for me, especially since the mod files don't include a 3D model, but just a prototype (or something) as far as I know. So any tips or advice would be a great help . Tim PS. For those interested: The building I'm referring to is the Tirewarehouse 01 (M02) from the LAmod.
  15. Hello Chris, Sorry to bother you again, but I'm running into trouble. I've got a script set up like seen below, but for some reason the game just ignores me when I call the command from the VAN, and it just goes to ChildID 1, straight below this piece of code, instead of ChildID2. Any idea how this can be? Or is it just my misunderstanding? if (StrCompare(v.GetPrototypeFileName(), OBJ_VAN) == 0 || StrCompare(v.GetPrototypeFileName(), OBJ_SUV == 0) || StrCompare(v.GetPrototypeFileName(), OBJ_CRUISER04) == 0 || StrCompare(v.GetPrototypeFileName(), OBJ_CRUISER01) == 0){ v.PushActionExecuteCommand(ACTION_APPEND, CMD_TOPOLICESTATION, Caller, 2, false); Mission::PlayHint("1"); return;}else if (v.GetVehicleType() == VT_POLICE_PHC){ v.PushActionExecuteCommand(ACTION_APPEND, CMD_TOPOLICESTATION, Caller, 3, false); return;}else{ v.PushActionExecuteCommand(ACTION_APPEND, CMD_TOPOLICESTATION, Caller, 1, false);}I'm assuming that after a PushAction to ChildID2, the script continues from there right? So below script (simplified ofcourse) should give everybody treats and just skip blowing up the vehicle right? v.PushActionExecuteCommand(ACTION_APPEND, CMD_TOPOLICESTATION, Caller, 1, false);if(ChildID==0);{ Blow up vehicle}if(ChildID==1);{ Give everybody treats};
  16. I think I get it though . So given Vector (x,y,z); X would be West(+) - East (-) Y would be North (+) - South (-) Z would be stupid, unless you are on a ramp or something
  17. Hey guys, First of all, good explaining on your behalf again Chris, it's really helpful. Second of all, could someone explain to me how those vectors with coordinates work? Vector (-600,0,0); Do the three numbers work according to the normal XYZ format? And what direction would those be then? Tim
  18. Aha. After correcting everything, the cruiser no longer gives an error, but gives the same result as the VAN and SUV, saying L1 == 0, L2 is good. Edit: Something I just noticed, when I get the L1==0 and L2 is good, the vehicles don't move, but the biggest thing: The bluelights stay on. This must have a hint in it somewhere, but I can't figure out how. Edit2: Never mind that dumb notice, that's just a scripting error on my behalf Another thing I found: The to policestation script has a command to set Priority to 110 when transporting criminals, and set it to 0 when not. This should't have anything to do with it, but it raised my suspicion. ------------------ Allright, so I've made some changes to the script to test some things, like changing l1 and l2 to l11 and l12, since l1 was already in use. Here's the new version: Click, or below. Of course, with new scripting, there's new errors: ?(_LAToPoliceStationa8392): Error: Symbol l11 is not defined in current scope ?(_LAToPoliceStationa8392): FILE:mod:/scripts/game/command/LAToPoliceStation.scripta8392 LINE:297?(_LAToPoliceStationa8392): Error: Failed to evaluate l11.GetNumActors()?(_LAToPoliceStationa8392): Possible candidates are...?(_LAToPoliceStationa8392): filename line:size busy function type and name I don't get why symbol l11 wouldn't be defined at that point.. any idea's? --------------------- Breaktrough! The CRUISER01 just parked, in its own parking space, saying l1 and l2 are good! Going to check what's going on! Edit: Well, I'm really stumped. CRUISER01 works fine, every single time, parks like a charm, but the VAN, SUV and CRUISER04 just don't work. They still give an L11 error. The only difference between those point that I can think of, is that the turnto vo's of the CRUISER01 are outside of the "squad" VO that is used in the PSStart script, and the turnto vo's of the other cars are inside their own squad vo. Could this be of any influence? I can barely imagine that it would be, but it's all I can think of. Edit2: So I just ran a test.. That's the problem. The turnto VO's inside the other VO. Not very logical, since the logic states 'more than 0'. Two is more then zero right? But at least I know how to fix it now. Thank god. ---------------------- Alright, some final questions so I can finish this: v.PushActionExecuteCommand(ACTION_APPEND, CMD_TOPOLICESTATION, Caller, 1, false); Above statement should direct to the command ToPoliceStation, ChildID==1 right?
  19. I'm not quite sure I get it right now. You are looking in the script that uses L99 till L96, and not the one with 4 times L99 right? Should it look like this then? else if(StrCompare(v.GetPrototypeFileName(), OBJ_CRUISER04) == 0) { GameObjectlist l97 Game::CollectObstaclesOnVirtualObject(VO_BACK01, l97, ACTOR_VEHICLE); if(l97.GetNumObjects() > 0) { Game::CollectObstaclesOnVirtualObject(VO_BACK02, l99, ACTOR_VEHICLE); if(l99.GetNumObjects() > 0) { v.PushActionExecuteCommand(ACTION_NEWLIST, CMD_PATROL, Caller, 0, false); return; } else { ActorList l1 = Game::GetActors(VO_TT_BACK02); ActorList l2 = Game::GetActors(VO_BACK02); } } else { ActorList l1 = Game::GetActors(VO_TT_BACK01); ActorList l2 = Game::GetActors(VO_BACK01); } } else { Mission::PlayHint(HINT_NOTVALID); return; }
  20. Hmm, weird. I found the one you noticed, and i noticed one missing at 245 too. Added those. For the VAN and SUV, still the same. L1 == 0, L2 is good. Although, for the CRUISER04 I get a different error now. It states: ?(_LAToPoliceStationa8343): Error: Symbol GameObjectlistl97 is not defined in current scope ?(_LAToPoliceStationa8343): FILE:mod:/scripts/game/command/LAToPoliceStation.scripta8343 LINE:245 Now is this getting weirder with every edit or what?
  21. I truly hope we do, this script is starting to bug me. If you have any ideas / suggestions, let me know, I'll be happy to test it out.
  22. I'm sorry mate, you've hit a dead end. The I MADE IT hint plays immediately. I do have to say, I appreciate every bit of effort you put in to this, I wouldn't get any further without you.
  23. I've got another script spawning the vehicles that are assigned to the parking spaces in the correct position. I'm testing it using the VAN, but I believe all other cars give the same result. Let me test ------ So when using the VAN or SUV, I get the error saying L1 is 0, L2 is good. While using the CRUISER04 though, I get an error saying: Error: Symbol l97 is not defined in current scope PS. I slightly modified the script, since all L parameters (gameobjectlists) were l99. New link: Click
  24. Unfortunatly, this suggestion didn't bring up anything either. All the names are correct. It shouldn't matter that I've made the VO's for those parking spaces myself right? It's not like they have to be assigned some value right?
  25. Anyway...now that my theory is confirmed lets try the obvious. Ensure that your VOs are named properly in the editor and that their names are correct in your script. The error is most likely that your VO is named wrong. that's why it's == 0 Shouldn't that limit the error to 1 parking space? Unles it's a structural error though. I'll have a look.
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