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Posts posted by NathanDollinger
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I use to be really into this game along time ago. And i created a bunch of mods and did alot of scripting I was hoping to find some of the mods. I found one of them which is the northview mod.
I know i use to do alot of modding with chris07 is he still around?
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Make sure your controllers ( The golf ball ) for the pump guy are actually in a position as to where they can stand over it, Due to the way it works if the firefighter who is "pumping" isn't in the right spot compared to the controller it won't activate.
Also make sure you have named every thing correctly, or even placed the right items in the right places.
Alot of times its the small stuff that gets missed
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No multiplayer, No mods... Sad
Looks neat at first but after reading the details and such don't see much hope for the game after years of Emergency gaming!
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It actually wan't a p
Hello there a small problem with the Ambulance lights working so I did a some modifications if anyone interested here is the zip file.
It actually isn't a problem.... You have to download a light pack as mentioned on the first post!
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I have added the new download links to the main post!
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No this is the version befor I put the water script in.
Due to the mod being multiplayer compatible there is no way to remove the station roofs as it casues issues
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You need narco's light pack I have placed a link on the first post
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Yes one of the light packs is needed will update the post
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Creek Side 2.1.1
Removed due to copyright issue!!!
Unfortunately some can not play by the rules of permission request!
Although i fully support modding and growing as a community.
However this mod was made following guidelines and requesting permission from others
Any releases will be pursued as copyright infringement!
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Hey Hoppah
After i place the script in my mod i gave it to my friends to play and the water supply doesn't work on MP,
How hard will it be for you to make it work for MP
This is simple!
Go under the missions folder in the scripts
Copy the fp_challenge and fp_freeplay
paste
and rename copy's to
mp_challenge and mp_freeplay
and they will work in multiplayer
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Yea, it's a very easy fix actually.
Open up WaterSupplyFreeplay.script and find the part of the code I copied in the spoiler and add the pointed out exclamation mark (the ! symbol).
if (v.GetVehicleType() == VT_FIREFIGHTERS_DLK && v.IsInstalled() && v.IsUplifted() && !v.IsBasketEmpty())
{
PersonList DLKGuy(ROLE_SQUAD);
for(int k = 0; k < DLKGuy.GetNumPersons(); k++)
{
if (DLKGuy.GetPerson(k)->CanUseDLKCannon() && DLKGuy.GetPerson(k)->GetEnteredCarID() == v.GetID())
{
Person p(DLKGuy.GetPerson(k));
if (WaterLevel <= 20)
{
if (p.IsCommandEnabled("Extinguish"))
{
p.EnableCommand("Extinguish", false);
p.EnableCommand("Cool", false);
p.EnableAutoTarget(false);
p.ClearActions();
p.PushActionWait(ACTION_NEWLIST, 4.f);
}
}
else
{
if (!p.IsCommandEnabled("Extinguish"))
{
p.EnableCommand("Extinguish", true);
p.EnableCommand("Cool", true);
p.EnableAutoTarget(true);
}
}
}
}
}
Thanks! With the screenshots it should be easier to add everything. In regards to the scripting, you may add the scripting part that involves the freeplay scripts in the \Scripts\Missions\ folder, because nothing has changed to that.
Thanks!
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Although maybe more realistic, I don't know how to do that. Forcing players to always use 2 fire fighters to control 1 hose would be more annoying than fun too probably.
Okey, I've started to work on the activate pump command.
The rapid deployment issue (can't really call it a bug) sometimes happens. I'd say in 6 out of 10 times, all 4 fire fighters do hook up their hoses. Sometimes one of them can't find the connector indeed. Unfortunately, I can't really fix that and it's not a big issue imo.
In the next version of the demo, only fire fighters with the command "AttachFireHose" will do the rapid deploy. It's fairly easy to change that, but I suggest you wait for updated demo.
There will be a lot of new functionalities in the updated demo mod with a lot of changes to scripts. You will probably have to do the personal changes all over again.
Hoppah
Any chance you could go ahead with the fix for the aerials?
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Ya i put it in and the ladders are still bugging
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Nice try, it does look like a water tanker, but to be honest, that's not the quality that would fit in Emergency 4.
What kind of the bugs/bugging are we talking about?
If you flow water off the ladder until the tank is empty
then you refill the tank and try to select a object to cool or specific area of fire
your are unable to
The ladder still auto targets but the player can not!
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@ Hoppah - Any chance you could point me in the direction to keep the ladder trucks from bugging after there tank goes empty and is refilled?
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We have updated our mods to Version 3!
With working water limit functions, Hydrant hook up and more!
Stop in and talk with us or submit an application!
All mods are for private use by EOC members!
Pictures to come!
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Can't seem to find it.
Is there any 3d-modeller who is willing to do a vehicle like this?
or this?
I doesn't need to be 100% the same, I just want a vehicle like that so I can do the water tanker addition. As long its detailed enough and has an American cab I'm happy.
There are a lot of models out there of tankers ( Google Search )
However some one with modeling knowledge would have to convert them for EM4
And technically the LA mod water tender is a tanker! In the US on the west cost a tender is a tanker and on the east coast a tanker is a tanker!
Reason being on the west cost in large wildland fires the fire fighting air planes are referred to as tankers
It all depends on where you are in the country
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That fixed!
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The name has almost nothing to do with finding the right cannon. Upon installing the cannon the unique vehicle-ID gets assigned as UserData to the cannon, so it should find the correct cannon. I'll take a look into the demo mod soon.
The the bug with the switching prototypes is caused because when you install the supply the person gets hidden and its prototype is copied and respawns. When you remove the supply line that hidden person shows again.
Just for giggles i went and check the Demo Mod and...
Bug 1 also occurs in it!
If engine A flows its deck gun and engine B flows its deck gun 45 seconds later,
Then engine A's tank goes empty engine B's deck gun also gets disabled
If engine A then has a supply line hocked up both deck guns flow again until
engine B's tank goes empty then both deck guns are once again disabled regardless of the water supply being hocked to engine A
If you then put a water supply to engine B both deck guns resume working.
( On a side not this thankfully dose not effect hose connections and handlines)
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Okay so i think i found a bug or two!
Maybe i just messed up something and its a easy fix!
Bug 1
If you have engine A, B, C, and D ( combination engines using waterswitch.script )
And they are all flowing deck guns when engine A runs out of water B,C and D also stop flowing water!
Bug 2
If the tank on the Ladder runs empty and you then hook a supply line to same the ladder is still unable to flow water again
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You're welcome. There's 3 reasons why I switched to a custom water cannon command instead of a custom hose connections command: 1. a disabled water cannon on the engine's by default. 2. the controller guy that spawns on the roof for a more realistic feeling, (although he's only there for aesthectic purposes) 3. easier script implementation (the custom hose connections script in the LA Mod was more complex).
Glad to hear that too.
Apparently, the files provided in the second demo release seem to work smoothly.
I probably won't work on this demo mod for a while, although I will take the following ideas and improvements into consideration for a future update:
1. Enable/disable pumps command. You would need to enable the pumps on each engine (in EM4 jargon: each GTF vehicletype) first, before you can use any hose connection and need to disable the pumps before the engine can move again. The command would require at east one fire fighter to control the pump/engine. The command will probably get 'rapid deployment'-command compatibility too, so one of the fire fighters will enable to pumps and act as a controller.
2. Hose extension command, basically the gated wye logic, but with only 1 hose connection instead of 2 (lol), so you can have longer hoses.
3. Water tanker logic. The tanker could act as a hydrant substitute in areas without hydrants. Beside that, I will definately NOT do an engine to engine supply line command, because a hydrant connected to engine 1 which is connected to engine 2 (so engine 2 gets water from engine 1) is 1. total bullshit in EM4, 2. kinda complex to script and 3. just simply isn't necessary and 4. nobody would probably use it. A simple water tanker with only 1 hose connection which can be used to supply a single engine shouldn't be that hard to script and would give modifications another unique feature.
The only thing I do not like in the demo mod are the provided water level icons (for the freeplay variant). If there's anyone who's willing to make new and better looking icons, feel free to release them. I made mine in Photoshop and I think the .psd file can still be found in the "...\Limited Water Supply Test Mod\Ui\Game\Icons\" folder.
Also, is the pdf guide clear enough, or is it hardly understandable or are there so many textual errors you'd rather kill yourself?
Hophop
The guide is very follow able!
However due to the lack of information on the deck gun side of it, It would be a little easier to follow just removing any reference to it at all as far as the combination trucks!
Side Note - Hoppah would you have any complaints if i did a tutorial guide for the combination engines?
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Yes, I can kind if I want to.
To get the cannon to deactivate you will have to add a little 'fake' animation to the vehicle. Open the main .v3o file of the vehicle (fire_engine1.V3O / fire_engine2.V3O) and add the following at the bottom of the file:
M, activate0, 1M, deactivate0, 1
That's all. The script uses the animation to check if the watercannon is either activated or not. The animation itself doesn't do anything visually, it's just another check.
Hereweard Fyning's WaterSwitch.script seems to look fine.
As for the disappearing attachhose/removehose commands. Open up LAEquipmentCommands.script and delete all lines that involve those 2 commands.
That worked, Hoppah!
Thanks every thing is running smoothly now!
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I'm trying to recreate the restriction of one bomb robot when it comes to calling additional ambulances from off map.
So far, I've added this to the top of the script:
const char NAME_AMBULANCE03[] = "Ambulance03";const char NAME_AMBULANCE04[] = "Ambulance04";const char NAME_AMBULANCE05[] = "Ambulance05";
And then used this as the script for creating a vehicle:
GameObjectList list = Game::GetGameObjects(NAME_AMBULANCE03) if (list.GetNumObjects() > 0) Ambulance03 = false; GameObjectList list = Game::GetGameObjects(NAME_AMBULANCE04) if (list.GetNumObjects() > 0) Ambulance04 = false; GameObjectList list = Game::GetGameObjects(NAME_AMBULANCE05) if (list.GetNumObjects() > 0) Ambulance05 = false;
Here your using NAME_AMBULANCE03 to define your ambulance
Found a few missing semicolons and added braces, so I've got this now.
bool Ambulance03 = true; bool Ambulance04 = true; bool Ambulance05 = true; GameObjectList list = Game::GetGameObjects(PROTO_AMBULANCE03); if (list.GetNumObjects() > 0){Ambulance03 = false;} list = Game::GetGameObjects(PROTO_AMBULANCE04); if (list.GetNumObjects() > 0){Ambulance04 = false;} list = Game::GetGameObjects(PROTO_AMBULANCE05); if (list.GetNumObjects() > 0){Ambulance05 = false;} int Money = Mission::GetMoneyLeft(); if (Money <= 550) {Ambulance04 = false;} else if (Money <= 850) {Ambulance03 = false; Ambulance05 = false;} Vehicle n; if (Ambulance04 == true) {n = Game::CreateVehicle(PROTO_AMBULANCE04, UNNAMED); int NewMoney = Money - 550; } else if (Ambulance05 == true) {n = Game::CreateVehicle(PROTO_AMBULANCE05, UNNAMED); int NewMoney = Money - 850; } else if (Ambulance03 == true) {n = Game::CreateVehicle(PROTO_AMBULANCE03, UNNAMED); int NewMoney = Money - 850; } else {Mission::PlayHint(HINT_NOAMBULANCE); return;}
Problem is that it seems "GameObjectList" check isn't either finding the proto (if that's valid to use there), or isn't setting it to false if it is.
And here your using this PROTO_AMBULANCE05!
Did you change the Objects list to match your script or vise versa? ( PROTO_AMBULANCE00 shout be NAME_AMBULANCE00) Right?
You said the gameobjects list wasn't find the prototypes and this would be a cause of that!
Also const char NAME_AMBULANCE03[] = "Ambulance03"; <- Define the hole path to your ambulance mod:prototypes/vehicles/ambulance/...
There could be one more problem but try that and see what you get!
And i think if the other error is what i think it will be it shouldn't be hard to fix!
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Is it possible to have the LAChangeClothes, LAStretcher, LAGetEMTBag, and such commands automatically find the nearest valid vehicle like the default equipment commands do?
There has to be just a line or two of code to make that possible, right?
(OT: If someone could possibly answer my question here, that'd be great.)
Based off the below code!
GameObject obj(Target); if (Caller->GetObjectType()==TYPE_PERSON && Caller->GetEquipment()!=EQUIP_FIRE_EXTINGUISHER && obj.IsValid() && obj.IsFlagSet(OF_HAS_FIRE_EXTINGUISHER)) { Person p(Caller); if(p.IsValid() && (p.IsCarryingPerson()|| p.HasCommand("HolsterWeapon") || p.IsLinkedWithPerson()|| p.GetFirehoseID()!=0 || p.IsPulling() || p.GetEnteredCarID() != -1)) return false; return true; } return false; } void PushActions(GameObject *Caller, Actor *Target, int childID) { Vector TargetPos = Target->GetTargetPoint(Caller, TARGET_EQUIPMENTDOOR); if (!Caller->IsCommandEnabled("Extinguish")) { Person p(Caller); p.EnableCommand("Extinguish", true); p.EnableCommand("Cool", true); p.EnableAutoTarget(true); } Caller->PushActionMove(ACTION_NEWLIST, TargetPos); Caller->PushActionTurnTo(ACTION_APPEND, Target); Caller->PushActionGetEquipment(ACTION_APPEND, Target, EQUIP_FIRE_EXTINGUISHER); Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_EQUIPMENT, Target, 8, false);
Your looking to do the PushAction parts! of course you will half to define where the person is going to go which i belive would be this part
Vector TargetPos = Target->GetTargetPoint(Caller, TARGET_EQUIPMENTDOOR); if (!Caller->IsCommandEnabled("Extinguish")) { Person p(Caller); p.EnableCommand("Extinguish", true); p.EnableCommand("Cool", true); p.EnableAutoTarget(true); }
So in theory editing and put this in proper line of the scripts related to the items you mentioned would allow you to do what you wish!
( Im sure it would take some tinkering though! )
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all good just curious, was thinking about getting back into the game. Thanks though