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timmiej93

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Everything posted by timmiej93

  1. Yeah i do actually speak a little german, so i'll have a look. Btw are you sure the link is correct?? I get a topic about the winterberg mod where they translate german into english You actually figured it out in the LA Mod 2.02?? If so, PLEASE post the fix here or somewhere
  2. Ok... not quite sure what to make of this, but i want the truck to go to the hospital automatically, empy out all its patients and return to the firestation....
  3. Ok. I have some vehicles spawning outside of FS2. Everything works fine, untill you let them return to FS. The trucks that "reverse" into position, stand a little to far forward. And the USFS engine stands in a weird angle: I also have some trucks that are able to drive in from behind (sorry for the paint action, but i didn't feel like starting the game again) These will return to firestation, line up behind the VO where they should park, and then say there is no room available in the FS.... Help on any of these problems would be grate.
  4. Hey.. I have a MCU spawning on my freeplay map, but when i use it now, i have to send it to HQ and get a new one. I would like it to go to the hospital just like the normal ambulances. Now i was just looking at the ToHospital script, but i don't really get it, so help would be nice. I can imagine that this problem would occur: - There are only 3 guys with a stretcher, and (in my case) 12 injured people. This means that the Stretcher dudes have to get back to the MCU more than once. Help would be nice. Tim
  5. ok Do you have te winterberg mod at the moment?? If you do have it could you please send me that script?? i'll have a look into it then
  6. Ok. Lately i'm getting pretty annoyed by the pollice cars on patrol ignoring traffic lights. They cause a lot of traffic jams, which just uhm... Sucks. I'll need to have a look into the scripts for patroling and for the traffic lights (if there is one). Every bit of help, even suggestions would be helpfull. Tim
  7. yeah i did. I actually said that on the other topic: Adding a TEC station with rollback dropoff point but you couldn't know.
  8. Ok update: I tried a butload of things too make this thing work, but it still doens't. i tried this: and this: With Rollback2 being the rollback2.e4p prototype. (if you look at the big.dds picture of rollback2 you see a loaded rollback) I don't know if the loadup.script script works for the rollback too, but i've been looking through that and i didn't find change to rollback2.e4p or something like that anywhere. I don't know how this works with loadup and dropoff, but it would be great if it could be decoded. Ps sorry for the people who get a double mail here, but i just wanna make sure that everyone knows. Pps. I know about the bb code, but it gave me trouble here so i couldnt use it.[/font][/color][color=#383838][font=verdana, tahoma, arial, sans-serif]Pppps. Yes, the trucks are in the VO_SQUAD01[/font][/color]
  9. Ok update: I tried a butload of things too make this thing work, but it still doens't. i tried this: if(v.IsCollidingWithVirtualObject(VO_SQUAD02)) && (StrCompare(v.GetPrototypeFileName(), OJB_ROLLBACK) == 0) { v.ChangePrototype("mod:Prototypes/Vehicles/04 LA Tec/rollback.e4p"); } and this: if(v.IsCollidingWithVirtualObject(VO_SQUAD02)) && (StrCompare(v.GetPrototypeFileName(), OJB_ROLLBACK2) == 0) { v.ChangePrototype("mod:Prototypes/Vehicles/04 LA Tec/rollback.e4p"); } With Rollback2 being the rollback2.e4p prototype. (if you look at the big.dds picture of rollback2 you see a loaded rollback) I don't know if the loadup.script script works for the rollback too, but i've been looking through that and i didn't find change to rollback2.e4p or something like that anywhere. I don't know how this works with loadup and dropoff, but it would be great if it could be decoded.
  10. Pff.. Doesn't work Is there a script that loads the truck?? I'll have a look at that one and see if that helps
  11. Yeah i had that with the firetrucks and rapiddeployment too.. Nah, dont really need that this is just an exercise for the real deal, adding the tec station with the dropoff point.
  12. but it's working.... the only thing i would like right now is that if a rollback has a car on transport, that it would change to a unloaded rollback when it enters the Alley. I'm getting help on that on an other topic: Adding a TEC station with rollback dropoff point.
  13. Ok thnx, I've got it on PasteBin... Or just the Spoiler: Btw here's a screen of the situation:
  14. Huh?? Snap t f nie English: Huh?? Not quite getting it...
  15. Ok update: I now have 3 rollbacks standing in the alley behind FS2, and they're all working fine so far. But now i would like to have a loaded rollback (if i'm correct: rollback2.e4p) change to a unloaded rollback (rollback.e4p). Doesn't have to be pretty,,, Yet. Tim
  16. I managed to pull it off now. only added a VO where gate b would be, but didn't change anything in the scripts i'm glad all is working now
  17. Yeah i did that the second time, but not the first time its all a big learning curve (A)
  18. I'll keep on trying then, maybe i should ad a VO for the gate behind the trucks?? Ok i'll edit the paths and keep you updated. Btw what time is it now where you live?? Here its 4 past 2 pm
  19. As the title says, i added 3 rollbacks to the alley behind FS2. Allmost everything works perfectly, except for returning to the FS It gets completely stuck at the VO that normally is behind gate #B. I have no idea how this happnes, cuz i copied the script for ambulance 02... Tim -edit- And i would like to know how i can make the alley a prohibbited area for people walking around?? Do i have to edit paths or jus make a VO over the alley that isnt freely accesible??
  20. Ok i'll make 3 injured of it then maybe that'll work. But my question now is: is it possible for the MCU??
  21. yeah that would be my guess too, because i actually changed all child ID 3's to number 1's. Thnx again
  22. Hey I was wondering why the Rescue Helo has 6 transports, but only one passenger... (6 guys to work with and 1 injured guy) so i changed the max number of injured to 6. Now that all works fine.... Exept: I can only put as many injured people in the helo as i have FF/PM's with stretchers, because it works like a normal ambulance. I would like it to work like a MCU (mass casualty unit). There you can tell the guys with the stretchers to drop off the injured people in the truck and continue on what you want them to. And now the second part: If i have 6 injured people, can i still have it to fly to the hospital and drop off all six, since there are only 3 (random number) guys with a stretcher?? This second part is extra interresting for me, because i am planning on spawning a MCU outside of FS2, and i would like that to drive to the hospital too. Tim
  23. Ok - Completely installed the complete mod on my desktop. - Compared all the four scripts. - Found out that some child ID's had been changed. - Changed them back. Working fine now, thanx
  24. pff i'm always editing the scripts (i should have said this in the initial post). i allso don't get a error when i hit the doors up command, so the logfile is useless.
  25. lately my firestation doors wont open on startup or on command. I had this problem before, but the trucks were able to drive through them. But when you use the Batallion chief or EMS supervisor to call a truck, they can get through (not entirely sure if the gates stayed closed when calling). After you have called them even once with the battalion chief or supervisor, they aren't able to drive through anymore. Does anyone else have the same problem??
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