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Posts posted by FireFightersKid
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I've got a problem with my mod.
I've downloaded the expanded freeplaymap v1.4 and put it in my own mod. But when i have a fire, the fire spread rapidly.
And if I send to the fire my firetrucks then they explode..
How can I fix this?
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Ow man, i'm love this mod! ;-)
Keep up the good work!
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Does anybody know where I can find a easy script that the roof of my firestation disappears and appears when I click the command?
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Nice one!
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Preview Antwerpen Mod
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The site has alot of North American members and most probably prefer N.American style of units as you would expect the opposite for our European members.
Regardless,it's a skinning contest, not a what countries emergency vehicle is more popular contest...the best skin no matter what country it's from, will and should win.
Yeah, ok that's the truth, but you know, just like me, that an ordaniry fire truck from belgium will never win from one of the american trucks. They should say for the contest a subject and place. Then we got all the same.
Example: fire truck from iraq or ambulance from china
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Haha.
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ERS Berlin has such a script but the Winterberg also.
I prefer the ERS Berlin script because he has less bugs.
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Got a question..
Does non-american vehicles have a chance too?
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Ambulance truck from Fire Department Torhout (Belgium)
This is my entry
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Ok, now it works, but the problem i've got now is that the boat doens't get into the water anymore. In the superstructs from the truck there are 3 boats, FMB, FMB1 and FMB2. How can I fix it?
Problem solved. Thanks!
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Ok, so if I understand it, in the original emergency 4 the .e4p is in the map of Prototypes/Fire Department, my .e4p is under the map Prototypes/02Brandweer.
That should fix the problem? I'm gonne try this now
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I've made a fire truck with a boat on it. A custom TFMB and a custom FMB.
But, if I spawn the truck ingame, then is it my custom TFMB but the original/standard emergency 4 motor boat on it..
Could somebody help me?
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I think I've found it, it's something with the coordinates. But how can I know the coordinates from my virtual object?
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oh ok but I know forsure that is has to do with the order of the numbers, maybe someone else will know and can answer both of our questions
Ok, but thanks for your try!
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I don't think this will work, because for my ladder truck it was already 0 and 1 in the front and 2 and 3 in the back. But he still parks not as it must be.
This is the go to station command script.
//////////////////////////////////////////////////////////////////////////////////////////////////////////
// Freeplay GoHome - Script v1.3 //
// ******************************************** //
// //
// 1.0| VCmdFPGoHome //
// | //
// 2.0| DUMMYFPGoHome //
// | | //
// | |- Zu parkende Einheiten sind durch Kommentarzeilen (//) in Bloecke unterteilt. //
// | | Jeder von ihnen kann entfernt werden, ohne dass das Skript unbrauchbar wird. //
// | | //
// | '- Die mit einem Stern (*) markierten Zeilen muessen angepasst werden. //
// | Mehrere Sterne bedeuten lediglich mehrere Anpassungen in einer Zeile. //
// | Dabei gilt: Zwei Sterne entsprechen zwei Anpassungen, und so weiter. //
// | //
// 2.1| DUMMYFPGoHomePersonal //
// | //
// |- Ausgangspunkte fuer das Fahrzeug-Personal sind durch Kommentarzeilen (//) in Bloecke //
// | unterteilt. Jeder von ihnen kann entfernt werden, ohne dass das Skript unbrauchbar //
// | wird. //
// | //
// '- Die mit einem Stern (*) markierten Zeilen muessen angepasst werden. //
// Mehrere Sterne bedeuten lediglich mehrere Anpassungen in einer Zeile. //
// Dabei gilt: Zwei Sterne entsprechen zwei Anpassungen, und so weiter. //
// //
// _____________________ //
// a-rescue und Magicman mŸssen in der Readme genannt werden & der Kommentar muss so bleiben. //
// Sonst freie Nutzung fŸr alle. //
//////////////////////////////////////////////////////////////////////////////////////////////////////////
const char IMG_ICON[] = "gohome"; // Name des Icons
const char IMG_CURSOR[] = "gohome"; // Name des Cursors
const char DUMMYGOHOME_V[] = "DUMMYFPGoHome2";
const char DUMMYGOHOME_P[] = "DUMMYFPGoHomePersonal2";
const char COMMANDABLE_TRUE[] = "DUMMYSetCommandableTrue";
const char COMMANDABLE_FALSE[] = "DUMMYSetCommandableFalse";
const char FREEFORALERT_TRUE[] = "DUMMYFPSetFreeForAlertTrue";
const char FREEFORALERT_FALSE[] = "DUMMYFPSetFreeForAlertFalse";
const char FREEFORALERT[] = "DUMMYFPIsFreeForAlert";
const char INBASE_TRUE[] = "DUMMYFPSetInBaseTrue";
const char INBASE_FALSE[] = "DUMMYFPSetInBaseFalse";
const char INBASE[] = "DUMMYFPIsInBase";
int DummyGroup = "90";
// 1.0
object VCmdFPGoHome2 : CommandScript
{
VCmdFPGoHome2()
{
SetIcon(IMG_ICON);
SetCursor(IMG_CURSOR);
SetValidTargets(ACTOR_VEHICLE);
SetRestrictions(RESTRICT_SELFEXECUTE);
SetPossibleCallers(ACTOR_VEHICLE);
SetGroupID(DummyGroup);
}
bool CheckGroupVisibility(GameObject *Caller)
{
/*Vehicle v(Caller);
PersonList pl = v.GetPassengers();
PersonList tl = v.GetTransports();
if (pl.GetNumPersons() > 0 && tl.GetNumPersons() == 0)
return true;
return false;*/
return true;
}
bool CheckPossible(GameObject *Caller)
{
if (!Caller->IsValid() || Caller->GetType() != ACTOR_VEHICLE)
return false;
Vehicle v(Caller);
PersonList pl = v.GetPassengers();
PersonList tl = v.GetTransports();
if (v.IsValid() && !v.IsDestroyed() /*&& pl.GetNumPersons() > 0*/ && tl.GetNumPersons() == 0)
{
return true;
}
return false;
}
bool CheckTarget(GameObject *Caller, Actor *Target, int ChildID)
{
if (!Caller->IsValid() || !Target->IsValid() || Caller->GetID() != Target->GetID())
return false;
Vehicle v(Caller);
PersonList pl = v.GetPassengers();
PersonList tl = v.GetTransports();
if (v.IsValid() && !v.IsDestroyed() /*&& pl.GetNumPersons() > 0*/ && tl.GetNumPersons() == 0)
{
return true;
}
return false;
}
void PushActions(GameObject *Caller, Actor *Target, int childID)
{
Vehicle v(Caller);
if (v.IsBlueLightEnabled())
{
v.EnableBlueLights(false);
}
if (v.HasCommand("DUMMYHasSiren"))
{
Game::ExecuteCommand("DUMMYDisableSiren", &v, &v);
}
if (v.HasCommand("DUMMYHasAutoSiren"))
{
Game::ExecuteCommand("VCmdAutoSirenOff", &v, &v);
}
v.PushActionWait(ACTION_NEWLIST, 0.1);
v.PushActionExecuteCommand(ACTION_APPEND, DUMMYGOHOME_V , &v, 1, true);
}
};
// 2.0
object DUMMYFPGoHome2 : CommandScript
{
DUMMYFPGoHome2()
{
SetGroupID(DummyGroup);
}
bool CheckPossible(GameObject *Caller)
{
return true;
}
bool CheckTarget(GameObject *Caller, Actor *Target, int ChildID)
{
return true;
}
void PushActions(GameObject *Caller, Actor *Target, int childID)
{
Vehicle v(Caller);
ActorList al;
Actor parkplatz;
Vector parkpos;
Vector anfahrpos;
Vector wendepos;
PersonList pl;
/////// gwtv /////////////////////////////////////////////////////////////////////////////////////////////////////////////
if (v.HasName("snip")) // Fahrzeugname
{
al=Game::GetActors("snip_p"); // Name des virtuellen Objektes wo das Fahrzeug parken soll
anfahrpos = Vector (0,-300,0); // siehe parken.txt
wendepos = Vector (0,-600,0); // siehe parken.txt
}
else
/////// kdowv /////////////////////////////////////////////////////////////////////////////////////////////////////////////
if (v.HasName("amb1")) // Fahrzeugname
{
al=Game::GetActors("amb1_p"); // Name des virtuellen Objektes wo das Fahrzeug parken soll
anfahrpos = Vector (0,-300,0); // siehe parken.txt
wendepos = Vector (0,-600,0); // siehe parken.txt
}
else
/////// lfv /////////////////////////////////////////////////////////////////////////////////////////////////////////////
if (v.HasName("a1")) // Fahrzeugname
{
al=Game::GetActors("a1_p"); // Name des virtuellen Objektes wo das Fahrzeug parken soll
anfahrpos = Vector (0,-300,0); // siehe parken.txt
wendepos = Vector (0,-600,0); // siehe parken.txt
}
else
/////// dlkv /////////////////////////////////////////////////////////////////////////////////////////////////////////////
if (v.HasName("l1")) // Fahrzeugname
{
al=Game::GetActors("l1_p"); // Name des virtuellen Objektes wo das Fahrzeug parken soll
anfahrpos = Vector (0,-300,0); // siehe parken.txt
wendepos = Vector (0,-600,0); // siehe parken.txt
}
else
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//Weitere Fahrzeugblšcke hier einfŸgen
{
Mission::PlayHint("Fuer dieses Fahrzeug konnte kein Parkplatz gefunden werden! Code 1");
return;
}
if(al.GetNumActors() > 0)
{
parkplatz = *al.GetActor(0);
parkpos = parkplatz.GetPosition();
}
else
{
Mission::PlayHint("Fuer dieses Fahrzeug konnte kein Parkplatz gefunden werden! Code 2");
return;
}
bool vready = true;
if (v.GetNumPassengers() == 0)
{
vready = false;
}
pl = v.GetPassengers();
for(int i=0; i < pl.GetNumPersons(); i++)
{
if (pl.GetPerson(i)->GetLife() < pl.GetPerson(i)->GetMaxLife())
{
vready = false;
}
}
if (vready)
{
Game::ExecuteCommand(FREEFORALERT_TRUE, &v, &v);
}
Game::FindFreePosition(&v, parkpos);
v.PushActionmove(ACTION_NEWLIST, parkpos+anfahrpos);
v.PushActionTurnTo(ACTION_APPEND, parkpos+wendepos);
v.PushActionmove(ACTION_APPEND, parkpos);
v.PushActionExecuteCommand(ACTION_APPEND, INBASE_TRUE, &v, 1, true);
v.PushActionExecuteCommand(ACTION_APPEND, COMMANDABLE_FALSE, &v, 1, true);
v.PushActionExecuteCommand(ACTION_APPEND, DUMMYGOHOME_P, &v, 1, true);
v.PushActionExecuteCommand(ACTION_APPEND, "CloseGate", Caller, 1, true);
}
};
// 2.1
object DUMMYFPGoHomePersonal2 : CommandScript
{
DUMMYFPGoHomePersonal2()
{
SetGroupID(DummyGroup);
}
bool CheckPossible(GameObject *Caller)
{
return true;
}
bool CheckTarget(GameObject *Caller, Actor *Target, int ChildID)
{
return true;
}
void PushActions(GameObject *Caller, Actor *Target, int childID)
{
Vehicle v(Caller);
PersonList pl = v.GetPassengers();
for(int i=0; i < pl.GetNumPersons(); i++)
{
Person p = pl.GetPerson(i);
v.RemovePassenger(&p);
p.PushActionDeleteOwner(ACTION_NEWLIST);
}
}
};
What do they mean with:
Game::FindFreePosition(&v, parkpos);
v.PushActionmove(ACTION_NEWLIST, parkpos+anfahrpos);
v.PushActionTurnTo(ACTION_APPEND, parkpos+wendepos);
v.PushActionmove(ACTION_APPEND, parkpos);
v.PushActionExecuteCommand(ACTION_APPEND, INBASE_TRUE, &v, 1, true);
v.PushActionExecuteCommand(ACTION_APPEND, COMMANDABLE_FALSE, &v, 1, true);
v.PushActionExecuteCommand(ACTION_APPEND, DUMMYGOHOME_P, &v, 1, true);
v.PushActionExecuteCommand(ACTION_APPEND, "CloseGate", Caller, 1, true);
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Ok, thanks, I will let you know something
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Ok, so maybe if the number 0 and 1 on the front and the 2 and 3 at the rear?
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Ok, now I have stations in my map. But the problem now is, when i send them to the base, they often park backwards in the station. With the rear at the gate. But I want them with the front at the gate.
How can i fix this? I work with the scripts of the Vierheim modification
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Could somebody help me with making firestations in my map?
I know I need script, but I don't no which one.
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How can I make a decontamination unit?
I've already tried it, but it doesn't really work..
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But what should be the problem?
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I've made an decontamination unit in my mod.
But if i've got an fire with toxic gas then i cannot decontaminate my firefighter with a civil person.
But if i send my firefighter alone in the decontamination truck then he is decontaminate.
How can i make this possible?
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Hehe now I understood
Haha, lol, next time, look under the photo
Fire
in Modding Related Support
Posted
Thank you for the fast response!