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FireBeast24

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Posts posted by FireBeast24

  1. On 6/23/2020 at 3:37 PM, FireBeast24 said:

    Hi there,

    I'm trying to add more people into the mod. But everyone that I add walks at a very slow pace. Does anyone know how to fix this?

    I am trying to use the mp5 script from the LA mod. If the prototype for the person was one copied from the US Army mod then they will run, but once they have equipped the mp5 then they walk

    I’m still struggling to get the people to run. Any help would be greatly appreciated

  2. Hi there,

    I'm trying to add more people into the mod. But everyone that I add walks at a very slow pace. Does anyone know how to fix this?

    I am trying to use the mp5 script from the LA mod. If the prototype for the person was one copied from the US Army mod then they will run, but once they have equipped the mp5 then they walk

  3. Hello,

    Looking for help with a script I've just found.

    Quote

    // ParkAtBase-Script (c) a-rescue | its not allowed to remove this line

    const char IMG[] = "gowache";
    int DummyGroup = "90";
    const char AlarmSound[] = "mod:Audio/Sounds/park.wav";

    object ParkAtBase : CommandScript
    {
    ParkAtBase()
    {
    SetIcon(IMG);
    SetCursor(IMG);
    SetValidTargets(ACTOR_VEHICLE);
    SetRestrictions(RESTRICT_SELFEXECUTE);
    SetPossibleCallers(ACTOR_VEHICLE);
    SetGroupID(DummyGroup);
    }

    bool CheckGroupVisibility(GameObject *Caller)
    {
    return true;
    }

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

    Vehicle v(Caller);

    if (v.IsValid() && !v.IsDestroyed())
    {
    return true;
    }

    PersonList pl = v.GetPassengers();
    for(int i=0; i < pl.GetNumPersons(); i++)
    {
        Person p = pl.GetPerson(i);
        if(!p.IsCarryingPerson())
        {
            return true;
        }
        else
        {
            return false;
        }
    }

    return false;
    }

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

    Vehicle v(Caller);

    if (v.IsValid() && !v.IsDestroyed())
    {
    return true;
    }

    return false;
    }

        void PushActions(GameObject *Caller, Actor *Target, int childID)
        {
            Vehicle v(Caller);
            
            if (v.HasCommand("VcmdWarningLightsOn"))
            {
                Game::ExecuteCommand("VCmdWarningLightsOff", &v, &v);
            }
            
            if (v.HasCommand("DUMMY_HASBELICHTING"))
            {
                 v.EnableSpecialLights(false);
                 v.RemoveCommand(DUMMY_HASBELICHTING);
            }
            
            if (v.IsBlueLightEnabled())
            {
                Game::ExecuteCommand("VCmdBlueLightsOff", &v, &v);
            }
            
            if (v.HasCommand("DUMMYHasSiren"))
            {
                Game::ExecuteCommand("DUMMYDisableSiren", &v, &v);
            }
            
            if (v.HasCommand("DUMMYHasAutoSiren"))
            {
                Game::ExecuteCommand("VCmdAutoSirenOff", &v, &v);
            }
                    if(v.IsInstalled())
                {            
                return;        // Wenn DLK aufgebaut ist, oder ein Schlauch am Fahrzeug angeschlossen ist!
                }    


            Vehicle v(Caller);
            ActorList al;
            Actor parkplatz;
            Vector parkpos;
            Vector anfahrpos;
            Vector wendepos;
            PersonList pl;
    {
    Audio::PlaySample(AlarmSound);
    }

    // car detection, parking place detection and approach and turn settings

    /////// Car1 ///////////////////////////////////////////////////////////////////////////////////////////////////////////
    if (v.HasName("Car1"))     // * car-name
    {
    al=Game::GetActors("Car1"); // * parking place name (virtual object)
    anfahrpos = Vector (0,300,0);
    wendepos  = Vector (0,600,0);
    v.EnableBlueLights(false);
    v.SetSpeed(12.5f);
    }
    else
    /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    {
    Mission::PlayHint("Can't find the parking place for this car - Coordinates");
    return;
    }

    // Parking position detection

    if(al.GetNumActors() > 0)
    {
    parkplatz = *al.GetActor(0);
    parkpos = parkplatz.GetPosition();
    }
    else
    {
    Mission::PlayHint("Can't find the parking place for this car - Virtual object");
    return;
    }

    // Parking
    Game::FindFreePosition(&v, parkpos);
    if (v.HasName("lifeliner1"))     
    {
    GameObject obje(Target);
    float VUmc = v.GetValidLandingAngle(&obje, parkpos);
    Caller->PushActionFlyTo(ACTION_NEWLIST, parkpos, true, VUmc);
    }
    else
    {
    v.PushActionMove(ACTION_NEWLIST, parkpos+anfahrpos);
    v.PushActionTurnTo(ACTION_APPEND, parkpos+wendepos);
    v.PushActionMove(ACTION_APPEND, parkpos);
    }

    v.RemoveCommand("DummyBeschikbaar");
    v.PushActionExecuteCommand(ACTION_APPEND, "VcmdDelete", Caller, 1, true);
    v.PushActionExecuteCommand(ACTION_APPEND, "Beschikbaar", Caller, 0, false);
    //v.PushActionExecuteCommand(ACTION_APPEND, "Beschikbaar", Caller, 0, false);

    }
    };

    I have named the vehicle "Car1", placed a virtual object called "Car1" and have assigned the command "ParkatBase" to the vehicle.

    But the vehicle doesn't drive to the virtual object, it just parks wherever it is on the map. 

     

    What have I missed?

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