EmergencyFan97
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Posts posted by EmergencyFan97
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Downloaded and installed. Quite nice overall, but had major problems getting the engine and brush to park correctly.
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More dirt roads would really give it a rural feel. In my fire district (which is pretty rural. No hydrants makes for a fun challenge), almost all the roads are dirt, with the exception of the state highways and a few major roads. Most rural areas (down here, anyways) consist of a few basic things: Woods, farmland, and dirt roads. I see you've got the farmland, and I presume that to be woods. Add some dirt trails (big enough to fit a pickup/brush truck down) on the map and not much else, and you've got it.
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Yeah, counties can have quite a bit of say in how things are run. For instance, the state of South Carolina is just fine with letting a service operate a 911 ambulance with only one certified EMT on board (and a driver, of course). But in my county, you have to have one ALS provider (defined as AEMT or Paramedic) and one additional EMT of any level to run a 911 ambulance.
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It is illegal to operate an ambulance without an AED/defibrillator in this state. Thank God.
And as to your point, yes and no. Our cardiac monitor is also an AED and manual defibrillator.
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EMTs cannot initiate IVs here.
The skill level of each of the levels of prehospital healthcare provider (in some places up to 5 or 6 levels) varies by state. For instance, here in South Carolina, the state officially recognizes three levels:
Emergency Medical Technician
Emergency Medical Technician-Advanced
Paramedic
The chief difference between the EMT and EMT-A is that an EMT-A can initiate IVs and give a range of drugs. The chief difference between EMT-A and paramedics are that paramedics are able to give a wider range of drugs, including morphine and other narcotics, as well as interpret EKG strips and manually defibrillate.
That being said, many fire departments in the state run first responders, who, depending on the department, may be anywhere from First Responder-certified to Paramedic certified.
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First responder here. South Carolina, USA.
On another note, I watched that documentary "Tell Me or I Will Forget" about South African EMS, and woah. That's all I got to say. Great documentary.
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Image at the top is broken.
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I know a lot of you guys here are real-life firefighters just like me. Recently, a neighboring department lost a 19-year-old volunteer firefighter as a result of a tragic motorcycle accident. Firefighter Noah Creech, of Belvedere Fire Department, was pronounced dead on November 7th 2014. The family asked for funeral donations to made to Belvedere Fire Department, and resultingly, a scholarship has been established in Noah's memory. The funds will be used to send another firefighter(s) to fire classes each year in order to further their education and enable a better, safer firefighter.
http://www.gofundme.com/belvedere7
I personally met Noah just a couple months before he passed in HAZMAT classes. He was a great guy and always had a smile and a joke to break the boredom of the class. He was a good firefighter and a good man. Rest in peace, brother. We've got it from here.
-Cadet Firefighter E. Stone, Badge 1321, Eureka VFD
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DIVE, there's not an English translation, but looking at the pictures and looking at youtube vids can get you most places. PM me if you've got any questions.
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I know this is a bit of a bump, but to clarify, this is ONLY a texture, correct? There is no map to go with it?
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Excellent, thanks.
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I've seen that Mack engine floating around in several mods and I'm curious as to where the model can be found, as it's not in the downloads section here, nor have I seen it anywhere.
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Can you post a video of the two siren mods you made? I don't want to download them without knowing what they sound like.
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I've got an intel i3 processor, 4gb of RAM. Intel graphics as well. The EMS siren consistently fails after a transport to the hospital.
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Had 2 bugs and a CTD occur today while playing, all recorded on video:
First bug is at 35:36, where I discover that Rescue 2 is missing it's skin, even though I had seen it earlier in working order. Second bug is 35:50, where I discover that the MS4000Normal and Critical sirens no longer work for EMS units. CTD does give an error, but I think the CTD was caused by me putting 4 EMS units together w/ lights on, as well as E222/R2/B37 in the screen peripherals.
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What map does this mod use?
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What kind of activity requirements do you guys have?
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The play is excellent, but I have noticed one bug with almost all units. With the sole exception of E222, all trucks are displaying an inability to properly park. B37 goes into the bay and then will not come out no matter what commands are given. R2, L111, and E114 all do not enter their bay when parking.
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We have an armed School Resource Officer on campus whenever school is in-session, as well as a few unarmed security guards.
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OK, thanks for the help on that. And I have no idea if it's been modified, it's from Manchester Mod, not base LA mod.
Edit: I looked through the script, but as I have very minor scripting experience, I'm not sure what's wrong with it. Script in its entirety is found below.
//******************************************************************************************// #Version 2.5#//// Includes: All Changing clothes commands//// - PcmdChangeToFF// - PcmdChangeHazmat// - PcmdChangeToMask// - PcmdGetTrafficVest// - PcmdRemoveTrafficVest// - PcmdGetTacVest// - PcmdRemoveTacVest// - DummyChange//// Original script for Emergency 3 by Rev Bem// Made compatible for Emergency 4 by Hoppah// // Usage of this script in other mods is NOT allowed without permission of Hoppah////******************************************************************************************const char CMD_DOORS[] = "OpenCloseDoor2";const char OBJ_FIREFIGHTER[] = "mod:Prototypes/Persons/02 LA Fire Department/firefighter.e4p";const char OBJ_FFSCBA[] = "mod:Prototypes/Persons/02 LA Fire Department/FFSCBA.e4p";const char OBJ_HAZMAT[] = "mod:Prototypes/Persons/02 LA Fire Department/hazmat.e4p";const char OBJ_OFFICER_M[] = "mod:Prototypes/Persons/03 LA Police/officer.e4p";const char OBJ_OFFICER_CHP[] = "mod:Prototypes/Persons/03 LA Police/trooper.e4p";const char OBJ_TRAFFIC_OFFICER_M[] = "mod:Prototypes/Persons/03 LA Police/officer_vest.e4p";const char OBJ_TRAFFIC_OFFICER_CHP[] = "mod:Prototypes/Persons/03 LA Police/trooper_vest.e4p";const char OBJ_FBI[] = "mod:Prototypes/Persons/07 Government/fbi_agent.e4p";const char OBJ_FBI_TAC[] = "mod:Prototypes/Persons/07 Government/fbi_agent_tac.e4p";const char DUMMY_CHANGE[] = "DummyChange";const char SND_SCBA[] = "mod:Audio/FX/Misc/SCBA.wav";object PcmdChangeToFF : CommandScript{PcmdChangeToFF(){SetCursor("clothes");SetIcon("clothes");//SetGroupID(CGROUP_GETEQUIPMENT);SetPossibleCallers(ACTOR_PERSON);SetValidTargets(ACTOR_VEHICLE | ACTOR_OBJECT);SetRestrictions(RESTRICT_NOTDESTROYED | RESTRICT_NOTBURNING | RESTRICT_HASFIREAXE);SetNeedsCarWithFlagSet(OF_HAS_FIREAXE);}/*bool CheckPossible(GameObject *Caller){if(!Caller->IsValid() || Caller->GetType() != ACTOR_PERSON)return false;Person p(Caller);if (p.IsCarryingPerson() || p.IsLinkedWithPerson() || p.GetFirehoseID()!=0 || p.IsPulling())return false;if (p.IsCurrentAction("EActionTreatPerson"))return false;if (!Game::ExistsNormalObjectWithFlagSet(OF_HAS_FIREAXE))return false;return true;}*/bool CheckTarget(GameObject *Caller, Actor *Target, int childID){if(!Caller->IsValid() || !Target->IsValid() || Caller->GetType() != ACTOR_PERSON)return false;Person p(Caller);if(p.IsValid() && (p.IsCarryingPerson() || p.IsInDLKBasket() || p.IsLinkedWithPerson() || p.GetFirehoseID()!=0 || p.IsPulling() || p.GetEnteredCarID() != -1))return false;if (p.IsCurrentAction("EActionTreatPerson"))return false;Vehicle v(Target);if (v.IsValid() && !v.IsDestroyed() && v.GetVehicleType() == VT_FIREFIGHTERS_RW || v.GetVehicleType() == VT_FIREFIGHTERS_GTF || v.GetVehicleType() == VT_FIREFIGHTERS_DLK || v.GetVehicleType() == VT_FIREFIGHTERS_TLF || v.GetVehicleType() == VT_FIREFIGHTERS_LPF || v.GetVehicleType() == VT_AMBULANCE_ITW || v.GetVehicleType() == VT_AMBULANCE_RTW){return true;}return false;}void PushActions(GameObject *Caller, Actor *Target, int childID){Caller->PushActionMove(ACTION_NEWLIST, Target, TARGET_PASSENGERDOOR);Caller->PushActionTurnTo(ACTION_APPEND, Target);Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_CHANGE, Target, 1, false);}};object PcmdChangeToMask : CommandScript{PcmdChangeToMask(){SetCursor("clothes");SetIcon("clothes");//SetGroupID(CGROUP_GETEQUIPMENT);SetPossibleCallers(ACTOR_PERSON);SetValidTargets(ACTOR_VEHICLE | ACTOR_OBJECT);SetRestrictions(RESTRICT_NOTDESTROYED | RESTRICT_NOTBURNING | RESTRICT_HASFIREAXE);SetNeedsCarWithFlagSet(OF_HAS_FIREAXE);}/*bool CheckPossible(GameObject *Caller){if(!Caller->IsValid() || Caller->GetType() != ACTOR_PERSON)return false;Person p(Caller);if (p.IsCarryingPerson() || p.IsLinkedWithPerson() || p.GetFirehoseID()!=0 || p.IsPulling())return false;if (p.IsCurrentAction("EActionTreatPerson"))return false;if (!Game::ExistsNormalObjectWithFlagSet(OF_HAS_FIREAXE))return false;return true;}*/bool CheckTarget(GameObject *Caller, Actor *Target, int childID){if(!Caller->IsValid() || !Target->IsValid() || Caller->GetType() != ACTOR_PERSON)return false;Person p(Caller);if(p.IsValid() && (p.IsCarryingPerson() || p.IsInDLKBasket() || p.IsLinkedWithPerson() || p.GetFirehoseID()!=0 || p.IsPulling() || p.GetEnteredCarID() != -1))return false;if (p.IsCurrentAction("EActionTreatPerson"))return false;Vehicle v(Target);if (v.IsValid() && !v.IsDestroyed() && v.GetVehicleType() == VT_FIREFIGHTERS_RW || v.GetVehicleType() == VT_FIREFIGHTERS_GTF || v.GetVehicleType() == VT_FIREFIGHTERS_DLK || v.GetVehicleType() == VT_FIREFIGHTERS_TLF || v.GetVehicleType() == VT_FIREFIGHTERS_LPF || v.GetVehicleType() == VT_AMBULANCE_ITW || v.GetVehicleType() == VT_AMBULANCE_RTW){return true;}return false;}void PushActions(GameObject *Caller, Actor *Target, int childID){Caller->PushActionMove(ACTION_NEWLIST, Target, TARGET_PASSENGERDOOR);Caller->PushActionTurnTo(ACTION_APPEND, Target);Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_CHANGE, Target, 2, false);}};object PcmdChangeToHAZMAT : CommandScript{PcmdChangeToHAZMAT(){SetCursor("clothes");SetIcon("clothes");//SetGroupID(CGROUP_GETEQUIPMENT);SetPossibleCallers(ACTOR_PERSON);SetValidTargets(ACTOR_VEHICLE | ACTOR_OBJECT);SetRestrictions(RESTRICT_NOTDESTROYED | RESTRICT_NOTBURNING | RESTRICT_HASFIREAXE);SetNeedsCarWithFlagSet(OF_HAS_FIREAXE);}/*bool CheckPossible(GameObject *Caller){if(!Caller->IsValid() || Caller->GetType() != ACTOR_PERSON)return false;Person p(Caller);if (p.IsCarryingPerson() || p.IsLinkedWithPerson() || p.GetFirehoseID()!=0 || p.IsPulling())return false;if (p.IsCurrentAction("EActionTreatPerson"))return false;if (!Game::ExistsNormalObjectWithFlagSet(OF_HAS_FIREAXE))return false;return true;}*/bool CheckTarget(GameObject *Caller, Actor *Target, int childID){if(!Caller->IsValid() || !Target->IsValid() || Caller->GetType() != ACTOR_PERSON)return false;Person p(Caller);if(p.IsValid() && (p.IsCarryingPerson() || p.IsInDLKBasket() || p.IsLinkedWithPerson() || p.GetFirehoseID()!=0 || p.IsPulling() || p.GetEnteredCarID() != -1))return false;if (p.IsCurrentAction("EActionTreatPerson"))return false;Vehicle v(Target);if (v.IsValid() && !v.IsDestroyed() && v.GetVehicleType() == VT_FIREFIGHTERS_RW || v.GetVehicleType() == VT_FIREFIGHTERS_GTF || v.GetVehicleType() == VT_FIREFIGHTERS_DLK || v.GetVehicleType() == VT_FIREFIGHTERS_TLF || v.GetVehicleType() == VT_FIREFIGHTERS_LPF || v.GetVehicleType() == VT_AMBULANCE_ITW || v.GetVehicleType() == VT_AMBULANCE_RTW){return true;}return false;}void PushActions(GameObject *Caller, Actor *Target, int childID){Caller->PushActionMove(ACTION_NEWLIST, Target, TARGET_PASSENGERDOOR);Caller->PushActionTurnTo(ACTION_APPEND, Target);Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_CHANGE, Target, 2, false);}};object PcmdGetTrafficVest: CommandScript{PcmdGetTrafficVest(){SetCursor("clothes");SetIcon("clothes");SetGroupID(CGROUP_GETEQUIPMENT);SetPossibleCallers(ACTOR_PERSON);SetValidTargets(ACTOR_VEHICLE | ACTOR_OBJECT);SetRestrictions(RESTRICT_NOTDESTROYED | RESTRICT_NOTBURNING | RESTRICT_HASROADBLOCK);SetNeedsCarWithFlagSet(OF_HAS_ROADBLOCK);}/*bool CheckPossible(GameObject *Caller){if(!Caller->IsValid() || Caller->GetType() != ACTOR_PERSON)return false;Person p(Caller);if (p.IsCarryingPerson() || p.IsLinkedWithPerson() || p.GetFirehoseID()!=0 || p.IsPulling())return false;if (p.IsCurrentAction("EActionTreatPerson"))return false;if (!Game::ExistsNormalObjectWithFlagSet(OF_HAS_ROADBLOCK))return false;return true;}*/bool CheckTarget(GameObject *Caller, Actor *Target, int childID){if(!Caller->IsValid() || !Target->IsValid() || Caller->GetType() != ACTOR_PERSON)return false;Person p(Caller);if(p.IsValid() && (p.IsCarryingPerson() || p.IsInDLKBasket() || p.IsLinkedWithPerson() || p.GetFirehoseID()!=0 || p.IsPulling() || p.GetEnteredCarID() != -1))return false;if (p.IsCurrentAction("EActionTreatPerson"))return false;Vehicle v(Target);if (v.IsValid() && !v.IsDestroyed() && v.GetVehicleType() == VT_POLICE_STW || v.GetVehicleType() == VT_POLICE_MTW || v.GetVehicleType() == VT_POLICE_SW || v.GetVehicleType() == VT_POLICE_GTW || v.GetVehicleType() == VT_POLICE_WAW){return true;}return false;}void PushActions(GameObject *Caller, Actor *Target, int childID){Caller->PushActionMove(ACTION_NEWLIST, Target, TARGET_PASSENGERDOOR);Caller->PushActionTurnTo(ACTION_APPEND, Target);Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_CHANGE, Target, 3, false);}};object PcmdRemoveTrafficVest: CommandScript{PcmdRemoveTrafficVest(){SetCursor("clothes");SetIcon("clothes");SetGroupID(CGROUP_GETEQUIPMENT);SetPossibleCallers(ACTOR_PERSON);SetValidTargets(ACTOR_VEHICLE | ACTOR_OBJECT);SetRestrictions(RESTRICT_NOTDESTROYED | RESTRICT_NOTBURNING | RESTRICT_HASROADBLOCK);SetNeedsCarWithFlagSet(OF_HAS_ROADBLOCK);}/*bool CheckPossible(GameObject *Caller){if(!Caller->IsValid() || Caller->GetType() != ACTOR_PERSON)return false;Person p(Caller);if (p.IsCarryingPerson() || p.IsLinkedWithPerson() || p.GetFirehoseID()!=0 || p.IsPulling())return false;if (p.IsCurrentAction("EActionTreatPerson"))return false;if (!Game::ExistsNormalObjectWithFlagSet(OF_HAS_ROADBLOCK))return false;return true;}*/bool CheckTarget(GameObject *Caller, Actor *Target, int childID){if(!Caller->IsValid() || !Target->IsValid() || Caller->GetType() != ACTOR_PERSON)return false;Person p(Caller);if(p.IsValid() && (p.IsCarryingPerson() || p.IsInDLKBasket() || p.IsLinkedWithPerson() || p.GetFirehoseID()!=0 || p.IsPulling() || p.GetEnteredCarID() != -1))return false;if (p.IsCurrentAction("EActionTreatPerson"))return false;Vehicle v(Target);if (v.IsValid() && !v.IsDestroyed() && v.GetVehicleType() == VT_POLICE_STW || v.GetVehicleType() == VT_POLICE_MTW || v.GetVehicleType() == VT_POLICE_SW || v.GetVehicleType() == VT_POLICE_GTW || v.GetVehicleType() == VT_POLICE_WAW){return true;}return false;}void PushActions(GameObject *Caller, Actor *Target, int childID){Caller->PushActionMove(ACTION_NEWLIST, Target, TARGET_PASSENGERDOOR);Caller->PushActionTurnTo(ACTION_APPEND, Target);Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_CHANGE, Target, 4, false);}};object PcmdGetTacVest : CommandScript{PcmdGetTacVest(){SetCursor("clothes");SetIcon("clothes");SetGroupID(CGROUP_GETEQUIPMENT);SetPossibleCallers(ACTOR_PERSON);SetValidTargets(ACTOR_VEHICLE | ACTOR_OBJECT);SetRestrictions(RESTRICT_NOTDESTROYED | RESTRICT_NOTBURNING | RESTRICT_HASROADBLOCK);SetNeedsCarWithFlagSet(OF_HAS_ROADBLOCK);}/*bool CheckPossible(GameObject *Caller){if(!Caller->IsValid() || Caller->GetType() != ACTOR_PERSON)return false;Person p(Caller);if (p.IsCarryingPerson() || p.IsLinkedWithPerson() || p.GetFirehoseID()!=0 || p.IsPulling())return false;if (p.IsCurrentAction("EActionTreatPerson"))return false;if (!Game::ExistsNormalObjectWithFlagSet(OF_HAS_ROADBLOCK))return false;return true;}*/bool CheckTarget(GameObject *Caller, Actor *Target, int childID){if(!Caller->IsValid() || !Target->IsValid() || Caller->GetType() != ACTOR_PERSON)return false;Person p(Caller);if(p.IsValid() && (p.IsCarryingPerson() || p.IsInDLKBasket() || p.IsLinkedWithPerson() || p.GetFirehoseID()!=0 || p.IsPulling() || p.GetEnteredCarID() != -1))return false;if (p.IsCurrentAction("EActionTreatPerson"))return false;Vehicle v(Target);if (v.IsValid() && !v.IsDestroyed() && v.GetVehicleType() == VT_POLICE_STW || v.GetVehicleType() == VT_POLICE_MTW || v.GetVehicleType() == VT_POLICE_SW || v.GetVehicleType() == VT_POLICE_GTW || v.GetVehicleType() == VT_POLICE_WAW){return true;}return false;}void PushActions(GameObject *Caller, Actor *Target, int childID){Caller->PushActionMove(ACTION_NEWLIST, Target, TARGET_PASSENGERDOOR);Caller->PushActionTurnTo(ACTION_APPEND, Target);Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_CHANGE, Target, 5, false);}};object PcmdRemoveTacVest : CommandScript{PcmdRemoveTacVest(){SetCursor("clothes");SetIcon("clothes");SetGroupID(CGROUP_GETEQUIPMENT);SetPossibleCallers(ACTOR_PERSON);SetValidTargets(ACTOR_VEHICLE | ACTOR_OBJECT);SetRestrictions(RESTRICT_NOTDESTROYED | RESTRICT_NOTBURNING | RESTRICT_HASROADBLOCK);SetNeedsCarWithFlagSet(OF_HAS_ROADBLOCK);}/*bool CheckPossible(GameObject *Caller){if(!Caller->IsValid() || Caller->GetType() != ACTOR_PERSON)return false;Person p(Caller);if (p.IsCarryingPerson() || p.IsLinkedWithPerson() || p.GetFirehoseID()!=0 || p.IsPulling())return false;if (p.IsCurrentAction("EActionTreatPerson"))return false;if (!Game::ExistsNormalObjectWithFlagSet(OF_HAS_ROADBLOCK))return false;return true;}*/bool CheckTarget(GameObject *Caller, Actor *Target, int childID){if(!Caller->IsValid() || !Target->IsValid() || Caller->GetType() != ACTOR_PERSON)return false;Person p(Caller);if(p.IsValid() && (p.IsCarryingPerson() || p.IsInDLKBasket() || p.IsLinkedWithPerson() || p.GetFirehoseID()!=0 || p.IsPulling() || p.GetEnteredCarID() != -1))return false;if (p.IsCurrentAction("EActionTreatPerson"))return false;Vehicle v(Target);if (v.IsValid() && !v.IsDestroyed() && v.GetVehicleType() == VT_POLICE_STW || v.GetVehicleType() == VT_POLICE_MTW || v.GetVehicleType() == VT_POLICE_SW || v.GetVehicleType() == VT_POLICE_GTW || v.GetVehicleType() == VT_POLICE_WAW){return true;}return false;}void PushActions(GameObject *Caller, Actor *Target, int childID){Caller->PushActionMove(ACTION_NEWLIST, Target, TARGET_PASSENGERDOOR);Caller->PushActionTurnTo(ACTION_APPEND, Target);Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_CHANGE, Target, 6, false);}};object DummyChange : CommandScript{DummyChange(){}bool CheckTarget(GameObject *Caller, Actor *Target, int childID){}void PushActions(GameObject *Caller, Actor *Target, int childID){Person p(Caller);Vector Pos = p.GetPosition();float r[9];p.GetRotation(r[0], r[1], r[2], r[3], r[4], r[5], r[6], r[7], r[8]);int PlayerID = p.GetPlayerMP();float health = p.GetHealth();p.PushActionSwitchAnim(ACTION_NEWLIST, "useobjmid");p.PushActionWait(ACTION_APPEND, 5.0f);p.SetCommandable(false);Person n;if(childID == 1){if(StrCompare(p.GetPrototypeFileName(), OBJ_FFSCBA) == 0) n = Game::CreatePerson(OBJ_FIREFIGHTER, Target->GetName());if(StrCompare(p.GetPrototypeFileName(), OBJ_HAZMAT) == 0) n = Game::CreatePerson(OBJ_FIREFIGHTER, Target->GetName());}if(childID == 2){Audio::PlaySample3D(SND_SCBA, Pos, false);if(StrCompare(p.GetPrototypeFileName(), OBJ_FIREFIGHTER) == 0) n = Game::CreatePerson(OBJ_FFSCBA, Target->GetName());if(StrCompare(p.GetPrototypeFileName(), OBJ_FIREFIGHTER) == 0) n = Game::CreatePerson(OBJ_HAZMAT, Target->GetName());int Money = Mission::GetMoneyLeft();int NewMoney = Money - 50;Mission::SetMoney(NewMoney);}if(childID == 3){if(StrCompare(p.GetPrototypeFileName(), OBJ_OFFICER_M) == 0) n = Game::CreatePerson(OBJ_TRAFFIC_OFFICER_M, Target->GetName());if(StrCompare(p.GetPrototypeFileName(), OBJ_OFFICER_CHP) == 0) n = Game::CreatePerson(OBJ_TRAFFIC_OFFICER_CHP, Target->GetName());}if(childID == 4){if(StrCompare(p.GetPrototypeFileName(), OBJ_TRAFFIC_OFFICER_M) == 0) n = Game::CreatePerson(OBJ_OFFICER_M, Target->GetName());if(StrCompare(p.GetPrototypeFileName(), OBJ_TRAFFIC_OFFICER_CHP) == 0) n = Game::CreatePerson(OBJ_OFFICER_CHP, Target->GetName());}if(childID == 5){ n = Game::CreatePerson(OBJ_FBI_TAC, Target->GetName());int Money = Mission::GetMoneyLeft();int NewMoney = Money - 200;Mission::SetMoney(NewMoney);}if(childID == 6){ n = Game::CreatePerson(OBJ_FBI, Target->GetName());}if(n.HasCommand("Heal")){n.RemoveCommand("Heal");n.RemoveCommand("RemoveEquipment");n.AssignCommand("PcmdHeal");}p.PushActionDeleteOwner(ACTION_APPEND);n.SetPlayerMP(PlayerID);n.SetHealth(health);n.SetUpgradeLevel(3);n.SetPosition(Pos);n.SetRotation(r[0], r[1], r[2], r[3], r[4], r[5], r[6], r[7], r[8]);n.Hide();n.PushActionWait(ACTION_NEWLIST, 5.f);n.PushActionShowHide(ACTION_APPEND, false); Vehicle v(Target);v.PushActionExecuteCommand(ACTION_APPEND, CMD_DOORS, Caller, 1, false); }};
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OK. And the part I am looking for in LAFireStationStart, is this it?
const char VO_ALS5[] = "fs_als5";
Edit: Also, I am looking to re-insert a changeclothes command to where SCBA FF can change to regular FF. I gave the commands to each person, but they disappear when I execute the command in-game. What am I doing wrong?
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What about physics? I can handle the lights and commands.
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If I wanted to remove a vehicle from a station, how would I go about doing that? Simply delete the box-thingy (prototype?) in the editor? And if I wanted to change the model of a truck, would I simply replace the model with the one of the same name and ensure it had a skin?
Hartsdale Valley mod &on hold, first post more info$
in Mod Development and Concepts
Posted
Will the fire department be volunteer or career? It'd be nice to see a mix, similar to Mayberry, where 1 or 2 trucks are staffed, but the remainder requires volunteers.