Jump to content

Soldjaboy

Members
  • Posts

    537
  • Joined

  • Last visited

Posts posted by Soldjaboy

  1. For me, after about 10 minutes of game play, whenever I send an ambulance to the hospital or a police car to the station, and they have people in them, they will not go in, the paramedics just stand there and the suspect just stands next to the cruiser. Can someone help me?

    PS:GREAT MAP! :cheers-mate:

    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.

  2. @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?

  3. 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.

×
×
  • Create New...