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Posts posted by paulo ve
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23 hours ago, Caio Francisco said:
Tenho 3 Perguntas 1º vai ter Opção de Patrulha, 2º vai ter policia e civis 3º vai Guarda ter municipal?
But will have the option patrol
civilian police who will have the investigator
Blumenau traffic guard. -
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New Script !!!!
Circular Saw cutting objects !!!
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New Script
fire extinguisher in the bush !!
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Nice, mas será que vai despawn ao longo do tempo? Oterwise se você jogar um tempo, o mapa será cheio de si
Script SchaumNo entanto, modifcado para tlf também usam espuma -
Ele substitui todas as propostas de espuma intoo TLF?
Cool Schaum script script remains the samePossibility of adding liquid TLF two options.Option 1: WaterOption 2: FoamBut the two different scripts acting in concert -
New Script FireTruck HidroQuimico
Thanks Boogie Man for script schaum !!
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help with scripthow to make the nozzle truck according foam.make a foam truck!!object Cool : CommandScript{bool useDLKlogic;Cool(){SetValidTargets(ACTOR_VEHICLE | ACTOR_OBJECT | ACTOR_HOUSE | ACTOR_OPEN_HOUSE);SetRestrictions(RESTRICT_COOLABLE | RESTRICT_NOTBURNING);SetKeepAsCurrentCommand(true);SetPossibleCallers(ACTOR_PERSON | ACTOR_VEHICLE);SetPossibleEquipment(EQUIP_FIRE_EXTINGUISHER | EQUIP_FIREHOSE);SetPossibleExists(CPE_COOLABLE_OBJECTS);SetNeedsConnectedHose(CFN_NEEDED);}/*bool CheckPossible(GameObject *Caller){if(!Caller->IsValid())return false;if (Caller->GetType() == ACTOR_VEHICLE || Caller->GetEquipment()==EQUIP_FIRE_EXTINGUISHER || (Caller->GetEquipment()== EQUIP_FIREHOSE && Caller->GetFirehoseID() != 0))return Game::ExistsCoolableobject();return false;}*/bool CheckTarget(GameObject *Caller, Actor *Target, int childID){if(!Caller->IsValid() || !Target || !Target->IsValid() || Caller->GetID() == Target->GetID())return false;if(Target->GetType() == ACTOR_PERSON)return false;GameObject o(Target);if (!o.IsValid() || o.GetNumActiveFireChilds() == 0)return false;if (o.GetType() == ACTOR_VEHICLE){Vehicle v(Target);if ((v.GetVehicleType() == VT_POLICE_PHC || v.GetVehicleType() == VT_AMBULANCE_RHC) && !v.IsOnGround())return false;}if (Caller->GetType() == ACTOR_PERSON ){Person p(Caller);if (p.GetEquipment() == EQUIP_FIREHOSE && o.GetParentHouseID() > -1)return false;if (p.CanUseDLKCannon()){useDLKlogic = true;if (o.GetNumActiveFireChilds() == 0)return false;if (p.GetEnteredCarTargetID() != -1 && p.GetEnteredCarTargetID() != Target->GetID())return false;if (p.GetEnteredCarID() == Target->GetID())return false;if (!p.CheckDLKExtinguishDistance(Target))return false;if (p.GetEnteredCarTargetID() != -1/* && o.IsBurningInside()*/)return false;else if (p.GetEnteredCarTargetID() == -1 && o.IsBurningOutside())return false;return true;}if (p.GetEnteredCarID() != -1)return false;}useDLKlogic = false;if (Caller->GetType() == ACTOR_VEHICLE || Caller->GetEquipment()==EQUIP_FIRE_EXTINGUISHER || Caller->GetEquipment()== EQUIP_FIREHOSE){if (Caller->GetEquipment() == EQUIP_FIREHOSE && Caller->GetFirehoseID() == 0)return false;return true;}return false;}void PushActions(GameObject *Caller, Actor *Target, int childID){if (!Target)return;if (useDLKlogic){Person p(Caller);if (p.GetEnteredCarTargetID() != -1){Caller->PushActionCannonExtinguish(ACTION_NEWLIST, Target, 100.f, true);}else{Caller->PushActionTurnBase(ACTION_NEWLIST, Target);Caller->PushActionCannonExtinguish(ACTION_APPEND, Target, 100.f, true);}return;}if (Caller->GetType() == ACTOR_VEHICLE){GameObject o(Target);Vehicle v(Caller);if (!v.CheckExtinguishDistance(o)){if (Target->GetType() == ACTOR_VEHICLE)Caller->PushActionMove(ACTION_NEWLIST, Target, TARGET_ENGINE_EXTINGUISH);elseCaller->PushActionMove(ACTION_NEWLIST, Target, TARGET_EXTINGUISH);Caller->PushActionCool(ACTION_APPEND, Target);o.PushActionExecuteCommand(ACTION_APPEND, "Schaum", Target, 1, false);}elseCaller->PushActionCool(ACTION_NEWLIST, Target);o.PushActionExecuteCommand(ACTION_APPEND, "Schaum", Target, 2, false);}else if (Caller->GetType() == ACTOR_PERSON){if (Target->GetType()==ACTOR_VEHICLE){Caller->PushActionMove(ACTION_NEWLIST, Target, TARGET_ENGINE_EXTINGUISH);Vector Pos = Target->GetTargetPoint(Caller, TARGET_ENGINE);Caller->PushActionTurnTo(ACTION_APPEND, Pos);}else{Caller->PushActionMove(ACTION_NEWLIST, Target, TARGET_EXTINGUISH);Caller->PushActionTurnTo(ACTION_APPEND, Target);}}Caller->PushActionCool(ACTION_NEWLIST, Target);Caller->PushActionExecuteCommand(ACTION_APPEND, "Schaum", Target, 1, false);}};object Schaum : CommandScript{Schaum(){SetGroupID(120);}bool CheckTarget(GameObject *Caller, Actor *Target, int childID){return true;}void PushActions(GameObject *Caller, Actor *Target, int childID){Vehicle v(Caller);if (childID == 0){Vector Posi = v.GetPosition();GameObject Schaum = Game::CreateObject("mod:Prototypes/Objects/Schaum/Schaum.e4p", "Bauschaum");Schaum.SetPosition(Posi);Schaum.PushActionSwitchAnim(ACTION_NEWLIST, "open");Schaum.PushActionWait(ACTION_APPEND, 30.0f);Schaum.PushActionExecuteCommand(ACTION_APPEND, "Schaum", Target, 3, false);v.PushActionExecuteCommand(ACTION_APPEND, "Schaum", Target, 2, false);}if(childID == 1){Vehicle v(Caller);GameObject o(Target);Vector Poso = o.GetPosition();GameObject Schaum = Game::CreateObject("mod:Prototypes/Objects/Schaum/Schaum.e4p", "Bauschaum");Schaum.SetPosition(Poso);Schaum.PushActionSwitchAnim(ACTION_NEWLIST, "open");Schaum.PushActionWait(ACTION_APPEND, 30.0f);Schaum.PushActionExecuteCommand(ACTION_APPEND, "Schaum", Target, 3, false);v.PushActionExecuteCommand(ACTION_APPEND, "Schaum", Target, 2, false);}if(childID == 2){v.PushActionCool(ACTION_APPEND, Target);}if(childID == 3){Caller->PushActionSwitchAnim(ACTION_NEWLIST, "close");}}};
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Mod continuesReturning graduallyBut has news.
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The fire department looks awesome, what's next PD or paramedics?
Paramedics and PD and TEC
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Santa Catarina Modification (In Progress)
in Mods
Posted
Nova frota