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james23222000

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Posts posted by james23222000

  1. Station 2: Engine 1

    Station 1: Engine 2, Truck 3, Battalion 1,

    PD: Supervisor 3, Patrol 1 & 2

    Due to respond to a reported structure fire well in progress. Reportably started by an electrical fault.

    Em42008-11-3016-43-11-28.jpg

    Engine 1 is first to arrive and confirms that the fire is well in progress. Engine 1 takes command and sets up in a defensive manner until more units arrive. Shortly after, supervisor 3 arrives on scene and takes charge of the PD side.

    Em42008-11-3016-43-54-75.jpg

    Battalion 1 ETA: 1 min

    Patrol 2 ETA: 4 mins

    Truck 3 and Patrol 1 ETA: 3 mins

    Em42008-11-3016-45-34-45.jpg

    Engine 2 ETA: 6 Mins

    Em42008-11-3016-46-01-07.jpg

    Battalion 1 arrives on scene and immediately takes command. Battalion chief radios all units due to double their efforts to get through traffic as the fire has a risk of spreading.

    Em42008-11-3016-45-49-31.jpg

    Truck 3 and Patrol 1 arrive on scene.

    Truck 3 sets up its aerial ladder towards the fire. Patrol 1 sets up barricades to prevent traffic and civillians coming through.

    Patrol 2 arrives and shuts off the bridge to traffic and civillians.

    Engine 2 arrives on scene and immediately sets up to combat the fire.

    Em42008-11-3016-48-05-68.jpg

    Em42008-11-3016-48-25-67.jpg

    The fire is become more difficult to bring under control. To aid the firemen, engine 1 and engine 2 set up their water monitors to help bring the fire under control.

    Em42008-11-3016-49-41-59.jpg

    30 mins later: Fire is brought under control, all surrounding tree and brush fires are now out

    -

    15 mins later: Fire is out, damping down and clear up process begins.

    -

    15 mins later: all units leave the scene and road is reopened, With the exception of the police supervisor and the fire investigation unit.

  2. ?ERROR: VulpineĀ® Vision requires support for the ARB_multitexture extension! Please make sure you have the latest video drivers installed for your 3D card.

    This is what the Emergency 4 engine has said in the logfile. This is what you probably need to do to get your game to work.

    Regards

    James

  3. Hoppah,

    May I use your LAWye script. I will be changing it around a bit to make a different acript but all the main components I need are already included in that script.

    :) . It may be released with a mod or on its own but I will let you know how I plan to release it

    Regards

    James

  4. maybe you can better make at solo commands, like attack civillian, search wounded, stop civilian. then you can find the bug by value and not by the hole script

    Thats how this script works. It only does part of the command at a time as if each childID is a single command script.

    Still need help.

    Regards

    James

  5. yeah, and by the la mod (1.7) even with the backup calls

    You can't add new groups I don't think.

    But you can add it to that news group by when you see this:

    object EnterCar : CommandScript
    {
    ;

    EnterCar()
    {
    SetValidTargets(ACTOR_VEHICLE);
    SetRestrictions(RESTRICT_NOTDESTROYED);
    SetNeedsConnectedHose(CFN_FAIL);
    SetPriority(200);
    SetSelfClickActivation(true);
    }

    adding

    SetGroupID(CGROUP_USE);

    Regards

    James

  6. I'm a very bad scripter so I only checked punctuation and such. That all seams fine to me. Did found this:

    [cod]if(!p.IsValid() || !t.IsValid() || p.GetEnteredCarID() != -1)

    return false;

    I'm not sure if -1 is a valid value, but it's the only thing I could think of.

    greetz,

    That is valid. If it wasn't, the script wouldn't work at all, but thanks anyway :)

    Still looking for help

    Regards

    James

  7. Just to leave my thoughts on this whole copyright things, I think it is rather stupid because, as Mikey said, they may well have got permission for some, if not all the items they used had they have just asked :mad22: .

    I would have let people use the mission script I created for the England Mod, but I am not going to anymore :( , its going to be closed and copyrighted to prevent any of this.

    @ Hoppah: Go as far as you need to to drill into peoples' brains that they just can't take stuff like that and expect to get away with it :police::mug: .

    Regards

    James

  8. all of my codec pask are unistalled, no mobile software and the latest graphics drivers from Nvidia

    Can I ask where you bought it from. Because your game can't find the beginning video, soundtracks or awards.

    !VVideoPlayer::PlayVideo(): file 'base:/Video/take2.mpg' not found
    ?Could not load campaign data
    ?Could not load awards.xml
    ?Could not open mod:Audio/Soundtracks/soundtracks.xml
    ?UIPage: Could not load 'base:UI/Game/IngamePage.xml'
    ?UIDialog: Could not load 'base:UI/Game/popupdialog.xml'
    ?UIDialog: Could not load 'base:UI/Game/ChatWindow/ChatWindow.xml'
    !WARNING: global listener object is still registered! Unregister listener before destroying object!

  9. My logfile tells me that the script only works upto childID 1. I have looked over and over agin for the problem but can't find anything. Does anyone have any ideas as to why it might not be working.

    // Script created by james23222000
    // DO NOT USE IN ANY OTHER MOD WITHOUT DIRECT PERMISSION FROM JAMES23222000

    object SendK9 : CommandScript
    {
    SendK9()
    {
    SetValidTargets(ACTOR_PERSON);
    SetPossibleCallers(ACTOR_PERSON);
    SetPriority(500);
    SetIcon("senddog");
    SetCursor("arrest");
    SetPossibleExists(CPE_NONIJURED_PERSON);
    SetRestrictions(RESTRICT_NOTARRESTED | RESTRICT_NOTINJURED);
    }

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

    return true;
    }
    bool CheckGroupVisibility(GameObject *Caller)
    {
    if(!Caller->IsValid() || Caller->GetType() != ACTOR_PERSON)
    return false;
    Person p(Caller);
    return p.IsLinkedWithPerson();
    }

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

    if(!Target->IsValid() || Target->GetType() != ACTOR_PERSON)
    return false;

    Person p(Caller);
    Person tp(Target);
    Person t = p.GetArrested();

    if(!p.IsValid() || !t.IsValid() || p.GetEnteredCarID() != -1)
    return false;

    if(p.GetID()== Target->GetID() || Target->GetID()== t.GetID())
    return true;

    if(!t.HasAnimation("bark"))
    return false;

    return true;
    }

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

    if (childID == 0)
    {
    Person p(Caller);
    Person tp(Target);
    Person t = p.GetArrested();
    Caller->PushActionTurnTo(ACTION_NEWLIST, Target);
    Caller->PushActionRelease(ACTION_NEWLIST);
    Caller->PushActionSwitchAnim(ACTION_APPEND,"senddog");
    Caller->PushActionWait(ACTION_APPEND,2);
    Caller->PushActionSwitchAnim(ACTION_APPEND,"Idle");
    tp.PushActionTurnTo(ACTION_NEWLIST, &t);
    System::Log("SendK9, childID == 0");
    t.PushActionExecuteCommand(ACTION_APPEND, "SendK9", NULL, 1, false);
    }

    if (childID == 1) //Go to target
    {
    Person p(Caller);
    Person tp(Target);
    Person t = p.GetArrested();
    t.PushActionMove(ACTION_NEWLIST, Target, TARGET_FOLLOW);
    t.PushActionWait(ACTION_APPEND, 0.5f);
    t.PushActionExecuteCommand(ACTION_APPEND, "SendK9", NULL, 2, false);
    System::Log("SendK9, childID == 1");
    }
    if (childID == 2) //Dog Attack
    {

    Person p(Caller);
    Person tp(Target);
    Person t = p.GetArrested();
    t.PushActionSwitchAnim(ACTION_APPEND, "attack");
    t.PushActionWait(ACTION_APPEND, 3.0f);
    tp.PushActionSwitchAnim(ACTION_APPEND, "fistfight01");
    tp.PushActionWait(ACTION_APPEND, 1.5f);
    t.PushActionExecuteCommand(ACTION_APPEND, "SendK9", NULL, 4, false);
    tp.PushActionExecuteCommand(ACTION_APPEND, "SendK9", NULL, 3, false);
    System::Log("SendK9, childID == 2");
    }
    if (childID == 3) //Injure Person
    {
    Person p(Caller);
    Person tp(Target);
    Person t = p.GetArrested();
    tp.Injure(INJUREREASON_ENERGY, true);
    System::Log("SendK9, childID == 3");
    }
    if (childID ==4) //Dog barks
    {

    Person p(Caller);
    Person tp(Target);
    Person t = p.GetArrested();
    t.PushActionSwitchAnim(ACTION_APPEND, "idle");
    t.PushActionWait(ACTION_APPEND, 1.5f);
    t.PushActionSwitchAnim(ACTION_APPEND, "bark");
    t.PushActionExecuteCommand(ACTION_APPEND, "SendK9", NULL, 5, false);
    System::Log("SendK9, childID == 4");
    }
    if (childID == 5) //Rescue leader calls dog
    {

    Person p(Caller);
    Person tp(Target);
    Person t = p.GetArrested();
    Caller->PushActionMove(ACTION_NEWLIST, Target, TARGET_FOLLOW);
    Caller->PushActionCallDog(ACTION_NEWLIST, &t);
    System::Log("SendK9, childID == 5");
    }
    }
    };

    Regards

    James

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