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Soldjaboy

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Everything posted by Soldjaboy

  1. CFD, on your lighting....Do you use custom sprites or is everything provided on the editor? I love the work you do, man.
  2. Yeah man. I'm on the edge of my seat, waiting on the police update. They really look good. Also, CFD, cudos on the lights.
  3. Thanks for the correction, man. I actually looked into it more after posting and saw that I was mistaken
  4. Goog, if I may make a suggestion. You may want to align the light bar with the center post of the car. I don't believe LAFD places the lightbars that far up. I could be wrong, though.
  5. The redlight and bluelight coronas are pretty good. I wish there was a better white corona and green corona
  6. Hell, Xplorer. I think it's just great that you made w00d's map compatible with the newest LA Mod. I was working on that a while back, but I just ran out of time to do it. I hate that the models are holding the release back, though
  7. Okay, so now I'm confused. After reading all of this, which parameter file does freeplay use? fp_params_endless.xml or freeplayparameters.xml?
  8. That is strange. Oh well, I don't think it is a big enough to waste too much time over....
  9. I have this problem as well. Anywhere in the map he is very slow to return to the station. I don't have any submods installed either.
  10. Okay, I've been working on the floor map recently. Expect an update by Tuesday or Wednesday. There won't be any big changes to the floor map besides some work on the striping and maybe some improvements around the stations. I'll muster up some screenshots soon and show them off.
  11. Yes and is currently being tweaked by myself and GB.
  12. I'll look into it tomorrow. I've noticed it happen a couple of times. The BLS problem is fixed. The virtual object is too close to the fence. So, I just deleted the fence and will commence to doing a little cosmetic surgery tomorrow.
  13. Back from my break. So has anyone made any fixes to the map yet? GB, I'm going to shoot you a PM and we can both get started on fixing this map if you would like.
  14. I think the virtual object used to open the back gate is too close to the fence.
  15. w00d, if you'd like, i have some editting experience and would love to work on the map and see if i can't iron out some of the bugs.
  16. Make a copy of your LAFireStationstart.script file and open the original one up with wordpad and replace all of the text with the one i posted.
  17. i wish there was a script generator that was in english. my understanding for the german language is a tad bit non-existent.
  18. taylor, when you download the map from the first thread, there should be three files. dfreeplay.e4m dfreeplay.dds freeplaySE.eft okay, rename "dfreeplay.e4m" and "dfreeplay.dds" to "freeplay.e4m" and "freeplay.dds". BACK UP YOUR FILES BEFORE ANYTHING. leave freeplaySE.eft as is. This should get you up and running.
  19. @Texas_DPS Here is your requested code. WARNING: PLEASE BACK UP YOUR ORIGINAL FILES. ALSO ALL CREDIT FOR THIS SCRIPT GOES TO IT'S CREATOR, HOPPAH. This is only a fix for w00d's map. //******************************************************************************** ********** // #Version 1.0# // // Includes: Start command de spawn vehicles. // // - VcmdStart // // Script by Hoppah // // Usage of this script in other mods is NOT allowed without permission of Hoppah // //******************************************************************************** ********** const char NAME_FIRESTATION[] = "fire_station"; const char NAME_FIRESTATION_ROOF[] = "fire_station_roof"; const char NAME_FIRESTATION2[] = "fire_station2"; const char NAME_FIRESTATION2_ROOF[] = "fire_station2_roof"; const char NAME_CONTROLPANEL[] = "fire_station_controlpanel"; const char NAME_CONTROLPANEL2[] = "fire_station_controlpanel2"; const char OBJ_AMBULANCE01[] = "mod:Prototypes/Vehicles/01 LA Ambulance/ambulance01.e4p"; const char OBJ_AMBULANCE02[] = "mod:Prototypes/Vehicles/01 LA Ambulance/ambulance02.e4p"; const char OBJ_BATTALION[] = "mod:Prototypes/Vehicles/02 LA Fire Department/battalion_chief_vehicle.e4p"; const char OBJ_USAR[] = "mod:Prototypes/Vehicles/02 LA Fire Department/usar_squad.e4p"; const char OBJ_LADDER[] = "mod:Prototypes/Vehicles/02 LA Fire Department/aerial_ladder.e4p"; const char OBJ_ENGINE01[] = "mod:Prototypes/Vehicles/02 LA Fire Department/fire_engine1.e4p"; const char OBJ_ENGINE02[] = "mod:Prototypes/Vehicles/02 LA Fire Department/fire_engine2.e4p"; const char OBJ_HAZMATSQUAD[] = "mod:Prototypes/Vehicles/02 LA Fire Department/hazmat_squad.e4p"; const char DUMMY_GATES[] = "DummyGates"; const char DUMMY_ALARM[] = "DummyDisableAlarm"; const char DUMMY_CALLCREW[] = "DummyCallCrew"; const char VO_BATTALION[] = "fs_battalion"; const char VO_AMBULANCE01[] = "fs_ambulance01"; const char VO_AMBULANCE02[] = "fs_ambulance02"; const char VO_AMBULANCE04[] = "fs_ambulance04"; const char VO_USAR[] = "fs_usar"; const char VO_LADDER[] = "fs_ladder"; const char VO_ENGINE01[] = "fs_engine01"; const char VO_ENGINE02[] = "fs_engine02"; const char VO_ENGINE05[] = "fs_engine05"; const char VO_HAZMAT[] = "fs_hazmat"; const char NAME_GATE01A[] = "fs_gate01a"; const char NAME_GATE02A[] = "fs_gate02a"; const char NAME_GATE03A[] = "fs_gate03a"; const char NAME_GATE04A[] = "fs_gate04a"; const char NAME_GATE05A[] = "fs_gate05a"; const char NAME_GATE06A[] = "fs_gate06a"; const char NAME_GATE07A[] = "fs_gate07a"; const char NAME_GATE08A[] = "fs_gate08a"; const char SND_ALARM[] = "mod:Audio/FX/Misc/fire_alarm.wav"; const char UNNAMED[] = "Unnamed"; object VcmdStart : CommandScript { VcmdStart() { } bool CheckPossible(GameObject *Caller) { return true; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { return true; } void PushActions(GameObject *Caller, Actor *Target, int ChildID) { GameObjectList l1 = Game::GetGameObjects(NAME_FIRESTATION); for(int i=0; i < l1.GetNumObjects(); i++) { GameObject *obj = l1.GetObject(i); if (!obj->IsSpecialLightEnabled()) { obj->EnableSpecialLights(true); Vector AlarmSnd = obj->GetPosition(); int soundID = Audio::PlaySample3D(SND_ALARM, AlarmSnd, true); obj->SetUserData(soundID); obj->AttachSound(soundID); } } GameObjectList l2 = Game::GetGameObjects(NAME_FIRESTATION2); for(int i=0; i < l2.GetNumObjects(); i++) { GameObject *obj = l2.GetObject(i); if (!obj->IsSpecialLightEnabled()) { obj->EnableSpecialLights(true); Vector AlarmSnd = obj->GetPosition(); int soundID = Audio::PlaySample3D(SND_ALARM, AlarmSnd, true); obj->SetUserData(soundID); obj->AttachSound(soundID); } } GameObjectList l3 = Game::GetGameObjects(NAME_CONTROLPANEL); for(int i=0; i < l3.GetNumObjects(); i++) { GameObject *obj = l3.GetObject(i); obj->AssignCommand(DUMMY_ALARM); obj->PushActionWait(ACTION_NEWLIST, 1.5f); obj->PushActionExecuteCommand(ACTION_APPEND, DUMMY_GATES, Caller, 1, false); obj->PushActionWait(ACTION_APPEND, 16.0f); obj->PushActionExecuteCommand(ACTION_APPEND, DUMMY_ALARM, Caller, 1, false); } GameObjectList l4 = Game::GetGameObjects(NAME_CONTROLPANEL2); for(int i=0; i < l4.GetNumObjects(); i++) { GameObject *obj = l4.GetObject(i); obj->AssignCommand(DUMMY_ALARM); obj->PushActionWait(ACTION_NEWLIST, 1.5f); obj->PushActionExecuteCommand(ACTION_APPEND, DUMMY_GATES, Caller, 3, false); obj->PushActionWait(ACTION_APPEND, 16.0f); obj->PushActionExecuteCommand(ACTION_APPEND, DUMMY_ALARM, Caller, 1, false); } GameObjectList l5 = Game::GetGameObjects(NAME_FIRESTATION_ROOF); for(int i=0; i < l5.GetNumObjects(); i++) { GameObject *obj = l5.GetObject(i); if(obj->GetUserData() == 0) { obj->Hide(); obj->SetUserData(1); } } GameObjectList l51 = Game::GetGameObjects(NAME_FIRESTATION2_ROOF); for(int i=0; i < l51.GetNumObjects(); i++) { GameObject *obj = l51.GetObject(i); if(obj->GetUserData() == 0) { obj->Hide(); obj->SetUserData(1); } } ActorList l6 = Game::GetActors(VO_BATTALION); for(int i=0; i < l6.GetNumActors(); i++) { Vector Battalion = l6.GetActor(0)->GetPosition(); Vehicle m = Game::CreateVehicle(OBJ_BATTALION, UNNAMED); m.EnableBlueLights(false); m.SetPosition(Battalion); m.UpdatePlacement(); m.SetMaxPassengers(2); m.SetSpeed(12.0f); m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 4, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); } ActorList l7 = Game::GetActors(VO_AMBULANCE01); for(int i=0; i < l7.GetNumActors(); i++) { GameObjectList gate01a = Game::GetGameObjects(NAME_GATE01A); for(int i=0; i < gate01a.GetNumObjects(); i++) GameObject *gate = gate01a.GetObject(i); Vector Ambulance01 = l7.GetActor(0)->GetPosition(); Vehicle m = Game::CreateVehicle(OBJ_AMBULANCE02, UNNAMED); m.EnableBlueLights(false); m.SetPosition(Ambulance01); m.SetRotation(gate); m.UpdatePlacement(); m.SetMaxPassengers(2); m.SetMaxTransports(1); m.SetSpeed(12.0f); m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 1, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 2, false); } ActorList l8 = Game::GetActors(VO_AMBULANCE02); for(int i=0; i < l8.GetNumActors(); i++) { GameObjectList gate01a = Game::GetGameObjects(NAME_GATE01A); for(int i=0; i < gate01a.GetNumObjects(); i++) GameObject *gate = gate01a.GetObject(i); Vector Ambulance02 = l8.GetActor(0)->GetPosition(); Vehicle m = Game::CreateVehicle(OBJ_AMBULANCE02, UNNAMED); m.EnableBlueLights(false); m.SetPosition(Ambulance02); m.SetRotation(gate); m.UpdatePlacement(); m.SetMaxPassengers(2); m.SetMaxTransports(1); m.SetSpeed(12.0f); m.PushActionWait(ACTION_NEWLIST, 1.0f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 2, false); } ActorList l9 = Game::GetActors(VO_LADDER); for(int i=0; i < l9.GetNumActors(); i++) { GameObjectList gate03a = Game::GetGameObjects(NAME_GATE03A); for(int i=0; i < gate03a.GetNumObjects(); i++) GameObject *gate = gate03a.GetObject(i); Vector Ladder = l9.GetActor(0)->GetPosition(); Vehicle m = Game::CreateVehicle(OBJ_LADDER, UNNAMED); m.EnableBlueLights(false); m.SetPosition(Ladder); m.SetRotation(gate); m.UpdatePlacement(); m.SetMaxPassengers(6); m.SetSpeed(9.0f); m.PushActionWait(ACTION_NEWLIST, 1.4f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); } ActorList l10 = Game::GetActors(VO_ENGINE01); for(int i=0; i < l10.GetNumActors(); i++) { GameObjectList gate04a = Game::GetGameObjects(NAME_GATE04A); for(int i=0; i < gate04a.GetNumObjects(); i++) GameObject *gate = gate04a.GetObject(i); Vector Engine01 = l10.GetActor(0)->GetPosition(); Vehicle m = Game::CreateVehicle(OBJ_ENGINE01, UNNAMED); m.EnableBlueLights(false); m.SetPosition(Engine01); m.SetRotation(gate); m.UpdatePlacement(); m.SetMaxPassengers(6); m.SetSpeed(9.0f); m.PushActionWait(ACTION_NEWLIST, 3.0f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); m.PushActionWait(ACTION_APPEND, 1.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); } ActorList l11 = Game::GetActors(VO_ENGINE02); for(int i=0; i < l11.GetNumActors(); i++) { GameObjectList gate05a = Game::GetGameObjects(NAME_GATE05A); for(int i=0; i < gate05a.GetNumObjects(); i++) GameObject *gate = gate05a.GetObject(i); Vector Engine02 = l11.GetActor(0)->GetPosition(); Vehicle m = Game::CreateVehicle(OBJ_ENGINE02, UNNAMED); m.EnableBlueLights(false); m.SetPosition(Engine02); m.SetRotation(gate); m.UpdatePlacement(); m.SetMaxPassengers(6); m.SetSpeed(9.0f); m.PushActionWait(ACTION_NEWLIST, 3.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); m.PushActionWait(ACTION_APPEND, 1.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); } ActorList l12 = Game::GetActors(VO_USAR); for(int i=0; i < l12.GetNumActors(); i++) { GameObjectList gate02a = Game::GetGameObjects(NAME_GATE02A); for(int i=0; i < gate02a.GetNumObjects(); i++) GameObject *gate = gate02a.GetObject(i); Vector Usar = l12.GetActor(0)->GetPosition(); Vehicle m = Game::CreateVehicle(OBJ_USAR, UNNAMED); m.EnableBlueLights(false); m.SetPosition(Usar); m.SetRotation(gate); m.UpdatePlacement(); m.SetMaxPassengers(4); m.SetSpeed(9.0f); m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 6, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 6, false); } ActorList l13 = Game::GetActors(VO_AMBULANCE04); for(int i=0; i < l13.GetNumActors(); i++) { GameObjectList gate08a = Game::GetGameObjects(NAME_GATE08A); for(int i=0; i < gate08a.GetNumObjects(); i++) GameObject *gate = gate08a.GetObject(i); Vector Ambulance04 = l13.GetActor(0)->GetPosition(); Vehicle m = Game::CreateVehicle(OBJ_AMBULANCE01, UNNAMED); m.EnableBlueLights(false); m.SetPosition(Ambulance04); m.SetRotation(gate); m.UpdatePlacement(); m.SetMaxPassengers(2); m.SetMaxTransports(1); m.SetSpeed(12.0f); m.PushActionWait(ACTION_NEWLIST, 4.5f); //m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); //m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 7, false); } ActorList l14 = Game::GetActors(VO_ENGINE05); for(int i=0; i < l14.GetNumActors(); i++) { GameObjectList gate07a = Game::GetGameObjects(NAME_GATE07A); for(int i=0; i < gate07a.GetNumObjects(); i++) GameObject *gate = gate07a.GetObject(i); Vector Engine04 = l14.GetActor(0)->GetPosition(); Vehicle m = Game::CreateVehicle(OBJ_ENGINE01, UNNAMED); m.EnableBlueLights(false); m.SetPosition(Engine04); m.SetRotation(gate); m.UpdatePlacement(); m.SetMaxPassengers(6); m.SetSpeed(9.0f); m.PushActionWait(ACTION_NEWLIST, 4.0f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false); m.PushActionWait(ACTION_APPEND, 1.0f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false); m.PushActionWait(ACTION_APPEND, 1.0f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); m.PushActionWait(ACTION_APPEND, 1.0f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); } ActorList l15 = Game::GetActors(VO_HAZMAT); for(int i=0; i < l15.GetNumActors(); i++) { GameObjectList gate06a = Game::GetGameObjects(NAME_GATE06A); for(int i=0; i < gate06a.GetNumObjects(); i++) GameObject *gate = gate06a.GetObject(i); Vector Hazmat = l15.GetActor(0)->GetPosition(); Vehicle m = Game::CreateVehicle(OBJ_HAZMATSQUAD, UNNAMED); m.EnableBlueLights(false); m.SetPosition(Hazmat); m.SetRotation(gate); m.UpdatePlacement(); m.SetMaxPassengers(4); m.SetMaxTransports(2); m.SetSpeed(8.0f); m.PushActionWait(ACTION_NEWLIST, 1.0f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 5, false); m.PushActionWait(ACTION_APPEND, 1.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 5, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 5, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 5, false); } System::Log("Fire stations activated!"); } }; As far as uploading the fixed version of the map, how would I do so?
  20. When I get back home from work, I will upload the script. @jab lol! It's a pain in the arse when you get a violent crime and one of those floaters is the criminal.....
  21. I went through and made sure the civil paths (people walking) were not running into any buildings. I cleared that up, and then I noticed the same problem again with people standing still and forming huge crowds everywhere. WELP! Solved that as well. Check by all of the subway stations on that map. I'll post a screenshot here soon when i find out which one exactly it is. But, there are two civil paths that go underground because the terrain isn't even beside the subway. Easy way to fix this is to find the waypoint on the path and hold ALT and left click to adjust the waypoint's altitude. Everything seems to be working semi-normal. I still have traffic jams every once in a while, but that is at my own doing by decreasing the interval at some of the spawns. Makes for a little fun, though, so no complaints. ALL IN ALL w00d, I give you an "A" on a map that you didn't complete It's pretty functionable and I like some of the accidents. Very good job.
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