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rafaelmfernandez

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Everything posted by rafaelmfernandez

  1. 13:55hrs 1616 Lewis Avenue Multiple Callers Reporting Fire Blowing out the Windows on the 3rd Floor E222 E214 L111 L123 B037 RS02 13:59hrs L111 10-84 "Tower Ladder 111 To Brooklyn 10-75 Fire Blowing out the Windows" E235 L102 B057 MERV1 Added on 10-75 14:01hrs B037 10-84 "B037 to Brooklyn All Hands on Arrival. TL111 going into Operation" SQ252 D15 RAC 2 Added on A/H 14:03hrs "B037 To Brooklyn we have people out on the fire escapes, L123 is Assisting transmit the 2nd Alarm" E277 L112 added to 2nd Alarm 14:05hrs Progress report: Building is a 50x50 7Stry OMD Fire is in the walls of the 2nd Floor w/ extension to Exposure 4 3rd Floor. 2L/S/O DWH 14:10hrs "Div 15 to Brooklyn, Requesting the 3rd Alarm" E217 E227 L175 Added to 3rd Alarm 14:13hrs "Div 15 to Brooklyn Primaries on the fire floor are negative, still DWH" 14:25hrs "Div 15 to Brooklyn all visible fire has been knocked down, truck companies are checking for extensions. PWH" 14:33hrs "Div 15 to Brooklyn were Under Control at this time" Duration 38 Minutes. Terms: L/S/O - Lines Stretched and in Operation A/H - All Hands PD - Private Dwelling DWH - Doubtful will Hold PWH - Probably will Hold
  2. I have the following in the mod to try and make this work. I always have this issue. 1. LATiller script 2. Start up script with the Tiller lines 3. Spawn_check VO by spawn point 4. LATrailerLogic script 6. The rig has a soccer ball as the trailer_coupling 7. The commands needed are all assigned to the rig. Here is my startup script, I have a feeling this is the issue. // Freeplay-Start (Grundgeruest + Einstellungs-Codeblock fŸr Fahrzeuge und Personal) by a-rescue/*void Update(){ GameObjectList GOL; GameObject *fz1; GOL = Game::GetGameObject("fire_station1_controlpanel") GOL = *fz1.GetObject(0); Vehicle v(fz1); Vector FahrzeugPos = v.GetPosition() if(Game::IsInTrigger("SoSi_1", FahrzeugPos)) { if(!v.HasCommand("DUMMYHasSiren") && v.HasCommand("DUMMYWillAutoSoSi")) { v.PushActionExecuteCommand(ACTION_NEWLIST, "Sirene1", Caller, 0, false); } } else { if(v.HasCommand("DUMMYHasSiren") && v.HasCommand("DUMMYWillAutoSoSi")) { v.PushActionExecuteCommand(ACTION_NEWLIST, "Sirene1", Caller, 0, false); } };*/void Start(){ GameObjectList l2("spawn_check"); if (l2.GetNumObjects() > 0) { GameObject obj = l2.GetObject(0); Game::ExecuteCommand("VcmdTillerCheck", &obj); obj.SetSelectable(false); } else System::Error("Spawn_check not found!"); // Grüne Schatten deaktivieren System::SetEnv("e4_doocclusion", 0); Camera::SetMinCamZ(100.0f); Camera::SetMaxCamZ(9900.0f); Camera::SetMinCamPitch(10.0f); Camera::SetMaxCamPitch(74.0f); GameObjectList l1; GameObject *o1; GameObjectList gol = Game::GetGameObjects("tree3"); // Hier den Namen, des Objektes das neutral auf der Map steht, siehe 3. GameObject *go; go = *gol.GetObject(0); Game::ExecuteCommand("UpdateBMA", go); GameObjectList l1("water_supply_main"); if(l1.GetNumObjects() > 0) { GameObject Obj = l1.GetObject(0); Game::ExecuteCommand("DummyCheckWaterSupply", &Obj); Game::ExecuteCommand("Vcmdflashinglights", &Obj); System::Log("WATER, Start DummyCheckWaterSupply"); } else System::Log("WATER, Can not find object with name: water_supply_main"); Game::ExecuteCommand("VcmdFlashingLights", &Obj);//// <BLOCK> //////////////////////////////////////////////////////////////////////////////////////////// l1 = Game::GetGameObjects("L102"); //Fahrzeugname if(l1.GetNumObjects() == 0) { Mission::PlayHint("Fahrzeug befindet sich nicht auf der Karte!"); } else { o1 = *l1.GetObject(0); Vehicle v(o1); v.SetSpeed(13.0f); //Fahrzeuggeschwindigkeit v.EnableBlueLights(false); v.EnableBreakLights(false); v.EnableSpecialLights(false); v.EnableHeadLights(false); if (Game::IsMultiplayer()) { o1->SetPlayerMP(1); } }//// <BLOCK> //////////////////////////////////////////////////////////////////////////////////////////// l1 = Game::GetGameObjects("L123"); //Fahrzeugname if(l1.GetNumObjects() == 0) { Mission::PlayHint("Fahrzeug befindet sich nicht auf der Karte!"); } else { o1 = *l1.GetObject(0); Vehicle v(o1); v.SetSpeed(13.0f); //Fahrzeuggeschwindigkeit v.EnableBlueLights(false); v.EnableBreakLights(false); v.EnableSpecialLights(false); v.EnableHeadLights(false); if (Game::IsMultiplayer()) { o1->SetPlayerMP(1); } }//// <BLOCK> //////////////////////////////////////////////////////////////////////////////////////////// l1 = Game::GetGameObjects("B37"); //Fahrzeugname if(l1.GetNumObjects() == 0) { Mission::PlayHint("Fahrzeug befindet sich nicht auf der Karte!"); } else { o1 = *l1.GetObject(0); Vehicle v(o1); v.SetSpeed(13.0f); //Fahrzeuggeschwindigkeit v.EnableBlueLights(false); v.EnableBreakLights(false); v.EnableSpecialLights(false); v.EnableHeadLights(false); if (Game::IsMultiplayer()) { o1->SetPlayerMP(1); } }//// <BLOCK> //////////////////////////////////////////////////////////////////////////////////////////// l1 = Game::GetGameObjects("B57"); //Fahrzeugname if(l1.GetNumObjects() == 0) { Mission::PlayHint("Fahrzeug befindet sich nicht auf der Karte!"); } else { o1 = *l1.GetObject(0); Vehicle v(o1); v.SetSpeed(13.0f); //Fahrzeuggeschwindigkeit v.EnableBlueLights(false); v.EnableBreakLights(false); v.EnableSpecialLights(false); v.EnableHeadLights(false); if (Game::IsMultiplayer()) { o1->SetPlayerMP(1); } }//// <BLOCK> //////////////////////////////////////////////////////////////////////////////////////////// l1 = Game::GetGameObjects("D15"); //Fahrzeugname if(l1.GetNumObjects() == 0) { Mission::PlayHint("Fahrzeug befindet sich nicht auf der Karte!"); } else { o1 = *l1.GetObject(0); Vehicle v(o1); v.SetSpeed(13.0f); //Fahrzeuggeschwindigkeit v.EnableBlueLights(false); v.EnableBreakLights(false); v.EnableSpecialLights(false); v.EnableHeadLights(false); if (Game::IsMultiplayer()) { o1->SetPlayerMP(1); } }//// <BLOCK> //////////////////////////////////////////////////////////////////////////////////////////// l1 = Game::GetGameObjects("E217"); //Fahrzeugname if(l1.GetNumObjects() == 0) { Mission::PlayHint("Fahrzeug befindet sich nicht auf der Karte!"); } else { o1 = *l1.GetObject(0); Vehicle v(o1); v.SetSpeed(13.0f); //Fahrzeuggeschwindigkeit v.EnableBlueLights(false); v.EnableBreakLights(false); v.EnableSpecialLights(false); v.EnableHeadLights(false); if (Game::IsMultiplayer()) { o1->SetPlayerMP(1); } }//// <BLOCK> //////////////////////////////////////////////////////////////////////////////////////////// l1 = Game::GetGameObjects("E222"); //Fahrzeugname if(l1.GetNumObjects() == 0) { Mission::PlayHint("Fahrzeug befindet sich nicht auf der Karte!"); } else { o1 = *l1.GetObject(0); Vehicle v(o1); v.SetSpeed(13.0f); //Fahrzeuggeschwindigkeit v.EnableBlueLights(false); v.EnableBreakLights(false); v.EnableSpecialLights(false); v.EnableHeadLights(false); if (Game::IsMultiplayer()) { o1->SetPlayerMP(1); } }//// <BLOCK> //////////////////////////////////////////////////////////////////////////////////////////// l1 = Game::GetGameObjects("E227"); //Fahrzeugname if(l1.GetNumObjects() == 0) { Mission::PlayHint("Fahrzeug befindet sich nicht auf der Karte!"); } else { o1 = *l1.GetObject(0); Vehicle v(o1); v.SetSpeed(13.0f); //Fahrzeuggeschwindigkeit v.EnableBlueLights(false); v.EnableBreakLights(false); v.EnableSpecialLights(false); v.EnableHeadLights(false); if (Game::IsMultiplayer()) { o1->SetPlayerMP(1); } }//// <BLOCK> //////////////////////////////////////////////////////////////////////////////////////////// l1 = Game::GetGameObjects("E234"); //Fahrzeugname if(l1.GetNumObjects() == 0) { Mission::PlayHint("Fahrzeug befindet sich nicht auf der Karte!"); } else { o1 = *l1.GetObject(0); Vehicle v(o1); v.SetSpeed(13.0f); //Fahrzeuggeschwindigkeit v.EnableBlueLights(false); v.EnableBreakLights(false); v.EnableSpecialLights(false); v.EnableHeadLights(false); if (Game::IsMultiplayer()) { o1->SetPlayerMP(1); } }//// <BLOCK> //////////////////////////////////////////////////////////////////////////////////////////// l1 = Game::GetGameObjects("E235"); //Fahrzeugname if(l1.GetNumObjects() == 0) { Mission::PlayHint("Fahrzeug befindet sich nicht auf der Karte!"); } else { o1 = *l1.GetObject(0); Vehicle v(o1); v.SetSpeed(13.0f); //Fahrzeuggeschwindigkeit v.EnableBlueLights(false); v.EnableBreakLights(false); v.EnableSpecialLights(false); v.EnableHeadLights(false); if (Game::IsMultiplayer()) { o1->SetPlayerMP(1); } }//// <BLOCK> /////////////////////////////////////////////////////////////////////////////////////////////Weitere Fahrzeugblšcke hier einfŸgen GameObject *ofz; GameObjectList lfz; lfz=Game::GetGameObjects("fire_station_controlpanel"); //Name des 1. Dispo if(lfz.GetNumObjects() > 0) { ofz = *lfz.GetObject(0); Game::AddToGroup(ofz,0); Audio::PlaySample("mod:Audio/FX/Funk/Hier Leitstelle.wav"); Mission::PlayHint("Welcome to Stillwater, the city that always sleeps!"); } else System::Log("STARTSCRIPT - FEHLER: Disponent wurde nicht gefunden ! ! ! !");};bool OnLoad(){ Start(); Process::Kill(); return true;}
  3. I do all my modelling and mapping in Blender, when exporting there should be an option to export uv maps and materials with it.
  4. Nope no idea lol, I want to add a couple of restrictions and other push actions.1. Be able to right click a building to install. 2. In multiplayer there is a weird issue if you install it while there are guys inside of it, it disappears so I wanna add a restriction for that. 3. I want to have a push action So that the engine is on when you install and uninstall it. And if the bucket is up remove the ability to uninstall the tower ladder. Most complicated of all the tower ladder requires a line from a hydrant so when it's installed in order to get water flowing you need to have a water supply but I want to add a restriction that if you have a line connected to the rig then you cannot uninstall and install or else the rig gets stuck on the floating hose lll. Other than that script works great
  5. Brooklyn Borough of Fire Modification THE FOLLOWING WAS A FIRE IN A MULTIPLAYER GAME Address: 899 Macon St Bet. Lewis and Marcus Garvey Box 2102 15:35hrs Multiple Callers report thick black smoke from a 3rd Floor Window, other Caller report his apartment is on fire. 15:39hrs - Bat. 37 - 10-75 - Fire in the 3rd floor of a 20x60 attached 4 story PD. E214 Placing down Manifold DWH 15:42 - Bat.37 All Hands going to work - Fire in the walls on the 3rd Floor - 1L/S/O Searches are negative - DWH 15:55 - Div. 15 - Main Body of fire knocked down, Trucks checking for extensions. PWH 16:00 - Div. 15 - Under Control Duration of incident: 25 Minutes Initial Units: E222 E214 L111 B037 RS02 10-75 Units: L123 L102 MERV 2 E235 (Didn't Arrive) A/H Units: S252 D015 Terms: L/S/O - Lines Stretched and in Operation A/H - All Hands PD - Private Dwelling DWH - Doubtful will Hold PWH - Probably will Hold
  6. I will from now on be debuting the mod with photos of fire scenes, such as the following: THE FOLLOWING WAS A FIRE IN A MULTIPLAYER GAME Address: 899 Macon St Bet. Lewis and Marcus Garvey Box 2102 15:35hrs Multiple Callers report thick black smoke from a 3rd Floor Window, other Caller report his apartment is on fire. 15:39hrs - Bat. 37 - 10-75 - Fire in the 3rd floor of a 20x60 attached 4 story PD. E214 Placing down Manifold DWH 15:42 - Bat.37 All Hands going to work - Fire in the walls on the 3rd Floor - 1L/S/O Searches are negative - DWH 15:55 - Div. 15 - Main Body of fire knocked down, Trucks checking for extensions. PWH 16:00 - Div. 15 - Under Control Duration of incident: 25 Minutes Initial Units: E222 E214 L111 B037 RS02 10-75 Units: L123 L102 MERV 2 E235 (Didn't Arrive) A/H Units: S252 D015 Terms: L/S/O - Lines Stretched and in Operation A/H - All Hands PD - Private Dwelling DWH - Doubtful will Hold PWH - Probably will Hold
  7. Only developers who know what they are doing will probably be able to put this to use.
  8. The Script is done and solid now, It is not final though for my mod but it is useable for others, enjoy. The code is on the first thread, here it is in action.
  9. Tested it in game, no change on the push action other than everyone in the rig dissapears. So I say we go back to before the edits (code in start of thread), where we managed to get the rig to 180 but all the childs were stuck in the center.
  10. Removed, oops please dont show anyone SPOILER ALERT lol
  11. I updated the script in the start of the thread, this is now the result on the push action no idea why, when I move the rig though everything goes back to normal. Any Ideas? The Model itself rotates but the childs are all jammed in the center of the object.
  12. Would you mind putting those lines into the script and reporsting it? That's where it gets me, I don't know exactly how to fit in other lines that well, I'm learning lol
  13. I DID NO SUCH THING!!! HOW DARE THOU MAKETH FALSE ACCUSATION! lol
  14. Hoppah, please check your PM from me, I have also started this thread if you wouldn't mind an input. Mariuswww has managed to get tankers to work in his mod Stillwater, connecting the tanker to engines and ladders for water supply, Now I would just like to figure out if we can make Engines act as tankers as well so Hydrant>Engine>Engine or Hydrant>Engine>Tower Ladder now that Tower Ladders will hopefully be coming through. Be great if Mr. H stopped by sometime! Were @ 64.154.38.226:9494
  15. This requires you to model a Tower Ladder (Normal Version) and then a Tower Ladder that has its jacks down and ready to go. Now this script works pretty well but there are a couple of bugs I have to work on to make it perfect. //******************************************************************************************// #Version 0.1a# BROOKLYN MODIFICATION TOWER LADDER SCRIPT//// Includes: All TowerLadder Commands//// - LadderInstall// - LadderUninstall//// Script by Rafael Based off of Hoppah's Crane and Tow Script// // Usage of this script in other mods is NOT allowed without CREDITS to Rafael & Hoppah////******************************************************************************************const char CMD_TOWERINSTALL[] = "LadderInstall";const char CMD_TOWERDEINSTALL[] = "LadderUninstall";const char CMD_MCU_DEINSTALL[] = "VcmdMCUDeinstall";const char CMD_AUTOSIREN_OFF[] = "VcmdAutoSirenOff";const char CMD_AUTOSIREN_ON[] = "VcmdAutoSirenOn";const char PROTO_TOWER_LADDER[] = "mod:Prototypes/Vehicles/02 LA Fire Department/fdny_ladder_12.e4p";const char PROTO_TOWER_LADDER2] = "mod:Prototypes/Vehicles/02 LA Fire Department/fdny_ladder_35.e4p";const char PROTO_TOWER_LADDERDEP[] = "mod:Prototypes/Vehicles/02 LA Fire Department/usfs_enginerev2.e4p";const char PROTO_TOWER_LADDER2DEP[] = "mod:Prototypes/Vehicles/02 LA Fire Department/usfs_enginerev.e4p";const char DUMMY_LIGHTS[] = "DummyLights";const char DUMMY_PATROL[] = "DummyPatrol";const char VO_FS01[] = "fs1";const char VO_FS02[] = "fs2";const char DUMMY_DISABLE[] = "DummyDisableSiren";const char DUMMY_HASSIREN[] = "DummyHasSiren";const char CMD_AUTOSIREN_OFF[] = "VcmdAutoSirenOff";int DummyGroup = 27;object LadderInstall : CommandScript{ LadderInstall() { SetIcon("install"); SetCursor("install"); SetGroupID(DummyGroup); SetGroupLeader(true); SetRestrictions(RESTRICT_SELFEXECUTE); SetPriority(100); } bool CheckPossible(GameObject *Caller) { if (!Caller->IsValid()) return false; if (Caller->GetType() == ACTOR_VEHICLE) { Vehicle v(Caller); if (v.IsCollidingWithVirtualObject(VO_FS01) || v.IsCollidingWithVirtualObject(VO_FS02)) return false; return true; } return false; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if (!Caller->IsValid() || !Target->IsValid() || Target->GetID() != Caller->GetID()) return false; if (Caller->GetType() == ACTOR_VEHICLE) { return true; } return true; } void PushActions(GameObject *Caller, Actor *Target, int childID) { Vehicle v(Caller); if (childID == 0) { 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]); Vehicle m = Game::CreateVehicle(PROTO_TOWER_LADDERDEP, "unnamed"); m.SetUserData(v.GetID()); m.SetPlayerMP(v.GetPlayerMP()); m.SetPosition(Pos); Math::EulerToMatrix(180.0f, 0.f, 0.f, childr); Math::MultiplyMatrices(childr, r); m.SetRotation(childr[0], childr[1], childr[2], childr[3], childr[4], childr[5], childr[6], childr[7], childr[8]); m.UpdatePlacement(); PersonList passengers = v.GetPassengers(); for(int i = 0; i < passengers.GetNumPersons(); i++) { v.RemovePassenger(&passengers.GetPerson(i)); m.AddPassenger(&passengers.GetPerson(i)); } if (!v.IsBlueLightEnabled()) m.EnableBlueLights(false); if (v.HasCommand(CMD_AUTOSIREN_OFF)) m.AssignCommand(CMD_AUTOSIREN_OFF); else m.AssignCommand(CMD_AUTOSIREN_ON); v.RemoveCommand(CMD_TOWERINSTALL); v.AssignCommand(CMD_TOWERDEINSTALL); v.SetCommandable(false); v.PushActionExecuteCommand(ACTION_APPEND, "LadderInstall", Caller, 1, false); v.PushActionDeleteOwner(ACTION_NEWLIST); } if (childID == 1) { v.SetCommandable(true); } } };object LadderUninstall : CommandScript{ LadderUninstall() { SetIcon("deinstall"); SetCursor("deinstall"); SetGroupID(DummyGroup); SetGroupLeader(true); SetRestrictions(RESTRICT_SELFEXECUTE); SetPriority(100); } bool CheckPossible(GameObject *Caller) { if (!Caller->IsValid()) return false; if (Caller->GetType() == ACTOR_VEHICLE) { return true; } return false; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if (!Caller->IsValid() || !Target->IsValid() || Target->GetID() != Caller->GetID()) return false; if (Caller->GetType() == ACTOR_VEHICLE) { return true; } return true; } void PushActions(GameObject *Caller, Actor *Target, int childID) { Vehicle v(Caller); if (childID == 0) { 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]); Vehicle m = Game::CreateVehicle(PROTO_TOWER_LADDER, "unnamed"); m.SetUserData(v.GetID()); m.SetPlayerMP(v.GetPlayerMP()); m.SetPosition(Pos); Math::EulerToMatrix(180.0f, 0.f, 0.f, childr); Math::MultiplyMatrices(childr, r); m.SetRotation(childr[0], childr[1], childr[2], childr[3], childr[4], childr[5], childr[6], childr[7], childr[8]); m.UpdatePlacement(); PersonList passengers = v.GetPassengers(); for(int i = 0; i < passengers.GetNumPersons(); i++) { v.RemovePassenger(&passengers.GetPerson(i)); m.AddPassenger(&passengers.GetPerson(i)); } if (!v.IsBlueLightEnabled()) m.EnableBlueLights(false); if (v.HasCommand(CMD_AUTOSIREN_OFF)) m.AssignCommand(CMD_AUTOSIREN_OFF); else m.AssignCommand(CMD_AUTOSIREN_ON); v.RemoveCommand(CMD_TOWERINSTALL); v.AssignCommand(CMD_TOWERDEINSTALL); v.SetCommandable(false); v.PushActionExecuteCommand(ACTION_APPEND, "LadderInstall", Caller, 1, false); v.PushActionDeleteOwner(ACTION_NEWLIST); } if (childID == 1) { v.SetCommandable(true); } } };
  16. No worries, I understand. That map looks crazy good, do you guys plan on doing a normal map as well or just snow?
  17. Yes, unfortunately there really is no way to make tillers work perfectly as they're not part of the base game but Hoppah did and incredible job making them work as much as they do, so it's either buggy tiller or no tiller at all
  18. E235 operating at an EMS Run & E277 E332 and L175 ( YES TILLERS ARE BACK ) Taking up from a Fire Alarm
  19. Mod is looking great really is, I have nothing but good things to say about it, but PLEASE stop referring your mod to ours. We both put countless hours of work and quality (same or even more) into our mods but you don't see us going around saying our mod has more blah than the RCMP mod and is taking longer to make than the RCMP Mod etc. We have 4 years (FOUR YEARS) of work under our belt and we have delivered and obviously gotten better over time. We just have different ways of managing our times. Also a friendly recommendation, start gathering testers with low spec PCs because it's gonna come back to bite you in the ass when you find out a lot may not be able to run it! Especially the HQ lights. Other than that looks great I don't want you to take this post offensively but just understand that one thing you should NEVER do as a modder is compare your mods to other mods. I counted at least twice that you compared your mod to ours saying yours had more to deliver (which it may) but don't go out promoting your mod off of that statement. Me and Dyson are a 2 Man team along with Mariuswww since v3 throughout the 4 years of the Manhattan Mod so we would appreciate it if you and your "small team" of 5 people didn't blame your slow development on being busy (which is completely fine) AND trying to get better quality than our mod. Please and thank you. - Rafael Fernandez, you know who I am
  20. Engine 222 "Triple Duece" and Battalion 37/NYPD 81ST Precinct Progress is chuggin' along
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