Jump to content

paulo ve

Members
  • Posts

    213
  • Joined

  • Last visited

  • Days Won

    8

Everything posted by paulo ve

  1. Help! I would put the animation (useaxe) instead of the current So that continues as erasing Extinguish. Help for possible new script.!!Scout for wildfires object Extinguish : CommandScript{bool useDLKlogic; Extinguish(){SetValidTargets(ACTOR_OBJECT | ACTOR_VEHICLE | ACTOR_HOUSE | ACTOR_OPEN_HOUSE);SetRestrictions(RESTRICT_BURNING);SetKeepAsCurrentCommand(true);SetPossibleCallers(ACTOR_PERSON | ACTOR_VEHICLE);SetPossibleEquipment(EQUIP_FIRE_EXTINGUISHER | EQUIP_FIREHOSE);SetPossibleExists(CPE_EXTINGUISHABLE_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::ExistsExtinguishableObject();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.IsBurning() || o.GetNumActiveFireChilds() == 0)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.GetEnteredCarTargetID() != -1 && !o.IsBurningInside())return false;else if (p.GetEnteredCarTargetID() == -1 && !o.IsBurningOutside())return false; if (!p.CheckDLKExtinguishDistance(Target))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 (useDLKlogic){Person p(Caller);if (p.GetEnteredCarTargetID() == -1){Caller->PushActionTurnBase(ACTION_NEWLIST, Target);Caller->PushActionCannonExtinguish(ACTION_APPEND, Target, 25.f, false);}elseCaller->PushActionCannonExtinguish(ACTION_NEWLIST, Target, 25.f, false);return;} if (Caller->GetType() == ACTOR_VEHICLE){Vehicle v(Caller);float Energy;if(v.GetVehicleType()==VT_FIREFIGHTERS_TLF)Energy = 25.0f;elseif(v.GetVehicleType()==VT_FIREFIGHTERS_FLB)Energy = 30.0f;elseif(v.GetVehicleType()==VT_FIREFIGHTERS_LPF)Energy = 25.0f;elseEnergy = 70.0f; GameObject o(Target);if (v.IsCurrentAnimation("activate")){int UnitID = v.GetID(); GameObjectList l1 = Game::GetGameObjectsWithPrefix("engine_water_cannon");for(int i = 0; i < l1.GetNumObjects(); i++){if (l1.GetObject(i)->GetType() == ACTOR_VEHICLE){Vehicle obj(l1.GetObject(i));if (obj.GetUserData() == UnitID && obj.CheckExtinguishDistance(o) && obj.GetVehicleType()==VT_FIREFIGHTERS_TLF)obj.PushActionExtinguish(ACTION_NEWLIST, Target, 30.0f);}}} else if (!v.CheckExtinguishDistance(o)){if (v.HasCommand("VcmdRotateLightmast"))return;Caller->PushActionMove(ACTION_NEWLIST, Target, TARGET_EXTINGUISH);Caller->PushActionExtinguish(ACTION_APPEND, Target, Energy);}elseCaller->PushActionExtinguish(ACTION_NEWLIST, Target, Energy);}else{if (Target->GetType()==ACTOR_VEHICLE){Caller->PushActionMove(ACTION_NEWLIST, Target, TARGET_ENGINE_EXTINGUISH);Vector TargetPos = Target->GetTargetPoint(Caller, TARGET_ENGINE);Caller->PushActionTurnTo(ACTION_APPEND, TargetPos);}else{Caller->PushActionMove(ACTION_NEWLIST, Target, TARGET_EXTINGUISH_PERSON);Vector TargetPos = Target->GetTargetPoint(Caller, TARGET_FLAME_EFFECT);Caller->PushActionTurnTo(ACTION_APPEND, TargetPos);} float Energy = (Caller->GetEquipment()==EQUIP_FIREHOSE) ? 20.0f : 12.5f;Caller->PushActionExtinguish(ACTION_APPEND, Target, Energy);}} };
  2. This mod! ERS Beta Sicherung Script is called GAIA
  3. the problem that the editor crashes!
  4. The publisher could not! Own is there any editor for that?
  5. Is there any program to unlock this kind of script? ÓÀ7 R ,?ÈìxÚ¬SMsÚ0<Ãÿáå’1’Ü›¡3ŠQ]µŽíȆa¨5•df2%ÿ½²e¾ ½õæ·ZíÛ}z~|Tn˜ÖU¹VBÉ+®!¸‡„«…TkVæ|ËÕŒkÍ•¥õº½®œý๤×>/×–7Os%6¦×ýÝëvÜ™×·ŸuÙI¹™°BÌ3¦–ÜhùYL§ ¦iõŸZF"µ³‚ã_•Ø¬yi<ü:&É4Š#|AòYQpõ%j›+‘!KíQœf”ø™ÕÉHômLñvpŠ"ZWpH¢ïxÔˆ~Ô¹;3)ðW<ÿ¹wálÍc7;géÙNPË6^‹7æļ›ÍÑÍ8¼>ìvP—>Sê]”Kwéˆ'«w-rŠuU°:.™íkoÖ}:ÅM¥JX°Bó¦AUñÖxç̹{+¾€r#Ü9Æ Di _‰bNFg2ž#drÀýç³d{0à†Œ,4‚kv„,Ë<Ø"5Ìp[ßÁ=fš¡Ûg /(¼šõ$­×HPY´ 4ñEÄ^…Û[¸vš¾ŽÑéÛn¥˜CRéj×æN¨ÿB,W†çf‡­ E]Az°ûÌWl+d¥œçgüMH<¦æÔ'"úâV´n³Ÿí1Æ‹Üòú!q4ð[HÒl {ûvïœM¿Äa¿9£— íŸÜj $ÁÑè(ÑdrS´köñô ÿÿ
  6. yes Will have on freeplay, the script was modified in the game he adapts inifinito too!
  7. Hoppah E melhor!! Modificado Novo Script tapete
  8. new Script Calle included in Freeplay and missions!!! Video
  9. to put the animation he continues with the original animation as the script! I would put the animation (Caller-> PushActionSwitchAnim (ACTION_APPEND, "kneeldown") object UseShears : CommandScript{UseShears(){SetValidTargets(ACTOR_VEHICLE);SetRestrictions(RESTRICT_NOTDESTROYED);SetPossibleCallers(ACTOR_PERSON);SetPossibleEquipment(EQUIP_SHEARS);SetPossibleExists(CPE_CAR_W_ENCLOSED_PERSON);} /*bool CheckPossible(GameObject *Caller){if(!Caller->IsValid() || Caller->GetType() != ACTOR_PERSON || Caller->GetEquipment()!=EQUIP_SHEARS)return false;return Game::ExistsCarWithEnclosedPerson();}*/ bool CheckTarget(GameObject *Caller, Actor *Target, int childID){if(!Caller->IsValid() || !Target->IsValid() || (Caller->GetID()==Target->GetID()) || Target->GetType() != ACTOR_VEHICLE)return false; if (Caller->GetType() != ACTOR_PERSON)return false;Person p(Caller);if(p.GetEnteredCarID() != -1)return false; Vehicle veh(Target); //if (veh.IsPhysicsSimulationEnabled() && !veh.IsPhysicsFreezed())// return false; bool quiet = true;if (veh.IsPhysicsSimulationEnabled() && !veh.IsPhysicsFreezed()){Vector lin, ang;veh.GetPhysicsLinearVelocity(0, lin);veh.GetPhysicsLinearVelocity(0, ang);if (lin.GetLen() > 8.0f && ang.GetLen() > 0.2f)quiet = false;} if (!quiet && !veh.HasName("fgrr_signal"))return false; if (Caller->GetEquipment()==EQUIP_SHEARS && veh.IsValid() && veh.HasEnclosedPerson() && !veh.IsInsideWater()&& !veh.IsCarried())return true; return false;} void PushActions(GameObject *Caller, Actor *Target, int childID){Vehicle veh(Target);Vector TargetPos = veh.GetTargetPoint(Caller, TARGET_SHEARSDOOR); Caller->PushActionMove(ACTION_NEWLIST, TargetPos); Caller->PushActionSwitchAnim(ACTION_APPEND, "kneeldown");Caller->PushActionTurnTo(ACTION_APPEND, Target);Caller->PushActionUseEquipment(ACTION_APPEND, Target, childID, 6.0f); }};
  10. Trying to edit a script for skydiving, places with difficult access or until the forest fires in order to send a group to rescue! To DropDriver using the script. The object appears to fall in the water, so I tried to edit that part which has an error. const char OBJ_DIVER[] = "mod:Prototypes/Persons/Fire Department/diver.e4p"; object VcmdDropDiverFire : CommandScript{Vector TargetPos; VcmdDropDiverFire(){SetCursor("dive");SetIcon("dive");//SetValidTargets(ACTOR_FLOOR | ACTOR_LIQUID | ACTOR_VIRTUAL);SetHighlightingEnabled(false);SetDeselectCaller(false);SetSelfClickActivation(false);SetRestrictions(RESTRICT_SELFEXECUTE);//SetPriority(0);} bool CheckPossible(GameObject *Caller) {if(!Caller->IsValid() || Caller->GetType() != ACTOR_VEHICLE)return false; Vehicle v(Caller); PersonList l = v.GetPassengers();for(int i=0; i<l.GetNumPersons(); i++)if (l.GetPerson(i)->HasCommand("Dive"))return true; if(v.HasCommand("FlyTo") && !v.IsOnGround())return false; TargetPos = v.GetPosition();if (!Game::IsOnGround(TargetPos)) return false; return false; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) {if (!Caller->IsValid() || !Target->IsValid() || Target->GetID() != Caller->GetID())return false; if(Caller->GetID() != Target->GetID())TargetPos = Game::GetCommandPos();elseTargetPos = Caller->GetPosition();if (Game::IsOnGroundr(TargetPos)) return true; return false; } void PushActions(GameObject *Caller, Actor *Target, int childID){if (childID == 0){Vehicle v(Caller);TargetPos = Game::GetCommandPos();if (Caller->GetID() != Target->GetID())v.PushActionFlyTo(ACTION_NEWLIST, TargetPos, false, -1.0f);elsev.PushActionWait(ACTION_NEWLIST, 0.1f);v.PushActionExecuteCommand(ACTION_APPEND, "VcmdDropDiverFire", Target, 2, false);v.PushActionWait(ACTION_APPEND, 0.6f);v.PushActionExecuteCommand(ACTION_APPEND, "VcmdDropDiverFire", Target, 1, false); v.PushActionWait(ACTION_APPEND, 1.5f);v.PushActionExecuteCommand(ACTION_APPEND, "VcmdDropDiverFire", Target, 3, false);}if (childID == 1){Vehicle v(Caller);int Pcnt = 0;PersonList l = v.GetPassengers();for(int i = 0; i < l.GetNumPersons(); i++){Person p = l.GetPerson(i);if (Pcnt == 0 && p.HasCommand("Dive")){Pcnt++; Vector Pos = v.GetPosition();float r[9];float childr[9];v.GetRotation(r[0], r[1], r[2], r[3], r[4], r[5], r[6], r[7], r[8]);float dx = 0.f, dy = -110.f, dz = 0.f;Math::RotateVector(dx, dy, dz, r);Math::EulerToMatrix(0.0f, 0.f, 0.f, childr);Math::MultiplyMatrices(childr, r);Pos = Pos + Vector(dx, dy, 0);v.RemovePassenger(&p);p.SetPosition(Pos);p.SetRotation(childr[0], childr[1], childr[2], childr[3], childr[4], childr[5], childr[6], childr[7], childr[8]);p.UpdatePlacement(); Person d = Game::CreatePerson(OBJ_DIVER, "Unnamed");d.SetPlacement(PLACEMENT_NONE);d.SetSelectable(false);d.SetCommandable(false);d.SetPosition(Pos);d.SetAnimation("jump02");d.PushActionMoveToPoint(ACTION_NEWLIST, &p, 73.0f);d.PushActionExecuteCommand(ACTION_APPEND, "VcmdDropDiverFire", &p, 5, false);p.Hide();}}}if (childID == 2){Vehicle v(Caller);v.SetCommandable(false);v.PlayAnimOpenDoor(DAT_SPECIAL, 0.6f, Caller);}if (childID == 3){Vehicle v(Caller);v.SetCommandable(true);v.PlayAnimCloseDoor(DAT_SPECIAL, 0.6f, Caller);}if (childID == 4){Person p(Caller);p.DisablePhysicsSimulation();p.SetPlacement(PLACEMENT_CUSTOM_PLACEMENT);}if (childID == 5){Person d(Caller);Person p(Target);d.PushActionDeleteOwner(ACTION_NEWLIST);p.Show();} }}; ???
  11. Santa Catarina will continue planning another mod option, but nothing certain yet!
  12. Yes http://www.cbmerj.rj.gov.br/index.php?option=com_content&view=article&id=276:viat Vehicles
  13. when no new information, but I have a new car that I am planning for a new mod!
  14. error and SetGroupID (windegroup 1);??
  15. error not pull the car!Help Scritp. object gf_winde : CommandScript{gf_winde(){SetIcon("winde");SetCursor("winde");SetGroupID(windegroup);SetGroupLeader(true);} bool CheckGroupVisibility(GameObject *Caller) {bool ok=Caller->IsChildEnabled("winde");return ok;} bool CheckTarget(GameObject *Caller, Actor *Target, int childID){Vehicle o(Target);bool ok=(o.IsFlagSet(OF_RECOVERABLE) && Caller->GetID()!=Target->GetID());if (Target->GetType()==ACTOR_VEHICLE)ok=ok && !o.HasEnclosedPerson();return ok;} void PushActions(GameObject *Caller, Actor *Target, int childID){gf_tec::winde_installieren (Caller, Target, childID);}}; object gf_winde_stop : CommandScript{ Actor a; gf_winde_stop(){SetIcon("winde_stop");SetCursor("winde_stop");SetGroupID(windegroup);SetGroupLeader(false);SetPriority(100);} bool CheckGroupVisibility(GameObject *Caller) {bool ok=!Caller->IsChildEnabled("winde");if (ok) {a=Game::GetActor(Caller->GetUserData());Vehicle v(&a);ok=v.IsMoving() && v.IsPulling();}return ok;} bool CheckTarget(GameObject *Caller, Actor *Target, int childID){bool ok=true; // Target->GetID()!=Caller->GetID();return ok;} void PushActions(GameObject *Caller, Actor *Target, int childID){Vehicle v(&a);v.PushActionWait (ACTION_NEWLIST,0.1); }}; object gf_winde_pull : CommandScript{ Actor a; gf_winde_pull(){SetIcon("winde_zug");SetCursor("winde_zug");SetGroupID(windegroup);SetGroupLeader(false);SetPriority(100);} bool CheckGroupVisibility(GameObject *Caller) {bool ok=!Caller->IsChildEnabled("winde");if (ok) {a=Game::GetActor(Caller->GetUserData());Vehicle v(&a);ok=!v.IsMoving() && v.IsPulling();}return ok;} bool CheckTarget(GameObject *Caller, Actor *Target, int childID){bool ok=Target->GetID()!=Caller->GetID();return ok;} void PushActions(GameObject *Caller, Actor *Target, int childID){gf_tec::rausziehen (Caller,Target);}}; object gf_winde_weg : CommandScript{ gf_winde_weg(){SetIcon("winde");SetCursor("winde");SetGroupID(windegroup+1);SetGroupLeader(false);SetPriority(100);SetRestrictions(RESTRICT_SELFEXECUTE);} bool CheckGroupVisibility(GameObject *Caller) {bool ok=!Caller->IsChildEnabled("winde");if (ok) {Actor a=Game::GetActor(Caller->GetUserData());Vehicle v(&a);ok=!v.IsMoving() && v.IsPulling();}return ok;} bool CheckTarget(GameObject *Caller, Actor *Target, int childID){bool ok=Caller->GetID()==Target->GetID();return ok;} void PushActions(GameObject *Caller, Actor *Target, int childID){ gf_tec::winde_abbauen (Caller);}};
  16. the mod is not complete yet this!to much to pack!!
×
×
  • Create New...