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Posts posted by NathanDollinger
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No there is not one, And there probibly wont be one as it dosn't work with the to hospital script!
Its probiblie possible to get it to work but as it stands
Nope =/
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Its under decals and then markers!
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Well the patrol function in LA mod make patrol cars and ambulances behave that way, but as soon as you move them they go back to normal
As for the spawning - it's for a multiplayer game, i just need to know how to create a new 'task force vehicle type' and i can to the rest from there
The LA Patrol Script dosn't make them obay traffic laws to my knowlage! ( Thats why units patroling cause traffic jams )
However im sure its possible. But at this point im not to sure on how to carry it out!
I would look at doing somthing like making the car a civil uint,
Im not sure what command would have to begiven to do it though
or use this some how
const char DUMMY_TL[] = "TLT_RED ";
Object o(barricade);
If (o.EnableTrafficLight(DUMMY_TL));
Game::ExecuteCommand(HALT_VEHICLES, &v, &v);And set it timed some how, Also the Object to barricade my not be set right. But at lest it will give you a direction to look!
I looked around for a minute and didn't see any where to do the task force, But in the SDK stuff i found this
namespace Game
{
ActorList GetActors();
ActorList GetActors(const char *Name_);
ActorList GetActors(ActorType type_);
Actor GetActor(int ID_);
int GetNumActors(ActorType type_);
int GetNumInjuredPersonNotOnTransport();
GameObjectList GetGameObjects();
GameObjectList GetGameObjects(GameObjectType type_);
GameObjectList GetGameObjects(const char *Name_);
GameObjectList GetGameObjectsWithPrefix(const char* Prefix_);
GameObjectList GetSelectedGameObjects();
int GetNumSelectedGameObjects();
bool IsParamedicWithInjuredInSelection(GameObject *Caller_);
PersonList GetParamedics();
PersonList GetDoctors();
PersonList GetFirefighters();
GameObject CreateObject(const char* Prototype_, const char *Name_);
Person CreatePerson(const char *Prototype_, const char *Name_);
Vehicle CreateVehicle(const char* Prototype_, const char *Name_);
void RemoveGameObject(GameObject *obj_);
bool ExecuteCommand(const char *Command_, GameObject *Caller_);
bool ExecuteCommand(const char *Command_, GameObject *Caller_, Actor *Target_);
float MetersToUnits(float Meters_);
float UnitsToMeters(float Units_);
void PrintObjectText(Actor &Obj_, const char *Text_);
bool LoadMap(const char* MapName_);
void ScheduleMissionstart(int Mission_, bool isNewMission_ = false);
void PlayEmitter(const char *File_, const Vector &Pos_);
float GetGameSpeed();
void SetGameSpeed(float Speed_);
float GetLastTickDuration();
float GetRealTime();
float GetTime();
void SetDefaultMessageGroup(const char* Default_);
void ShowHelpText(const char *Text_, float Duration_ = -1.0f);
void ShowHelpTextWindow(const char *Text_, float Duration = -1.0f);
void CloseHelpTextWindow();
bool CollectObstaclesOnPath(const char* path, GameObjectList &list);
bool CollectObstaclesOnTrigger(const char* trigger, GameObjectList &list, unsigned int typefilter_ = ACTOR_VEHICLE|ACTOR_PERSON|ACTOR_OBJECT);
bool CollectObstaclesOnVirtualObject(const char* vobj, GameObjectList &list, unsigned int typefilter_ = ACTOR_VEHICLE|ACTOR_PERSON|ACTOR_OBJECT);
bool IsSquadInTrigger(const char* trigger, unsigned int typefilter_ = ACTOR_PERSON|ACTOR_VEHICLE);
bool IsCivilianInTrigger(const char* trigger, unsigned int typefilter_ = ACTOR_PERSON, bool isInjured_=false);
bool IsSquadInVirtualObject(const char* vobj);
bool IsCivilianInVirtualObject(const char* vobj);
bool IsBurningObjectInVirtualObject(const char* vobj);
void HideObjects(const GameObjectList &list);
void ShowObjects(const GameObjectList &list);
int GetNrObjectsWithFlagSet(int flag_);
bool ExistsObjectWithFlagSet(int flag_);
bool ExistsNormalObjectWithFlagSet(int flag_); //checks only objects with status != FULLBURNED, which arent hidden
bool ExistsFreeLandingStage(bool tfmb_); //
bool ExistsFreeBridgeInstallPoint(); //
bool ExistsFreeTFMB();
bool ExistsFreeFMB();
bool ExistsFreeDLKInstallPosition(); //
bool ExistsEmptyFGRR_TRL();
bool ExistsEmptyFGRR_RL();
bool ExistsCoolableobject();
bool ExistsExtinguishableObject();
bool ExistsDrowningPerson(); //
bool ExistsInjuredPerson(); //
bool ExistsNonInjuredPerson(); //
bool ExistsWoundedSquad();
bool ExistsAccessibleHouse();
bool ExistsFreeRescueDog();
bool ExistsDiveArea(); //
bool ExistsCarWithEnclosedPerson();
bool ExistsCutableObject();
bool ExistsLockedHouse();
bool ExistsFreeHoseConnection();
bool ExistsAskablePerson();
bool ExistsFreeDLK();
bool ExistsRepairableCar();
bool ExistsHouseForJumpad();
bool ExistsInstalledJumppad();
bool ExistsInstalledRoadblock();
bool ExistsFreeVehicle(VehicleType type_, int minFreePassengers, int minFreeTransports);
bool ExistsFreeVehicle(VehicleType type_, VehicleType type2_, int minFreePassengers, int minFreeTransports);
bool ExistsFreeVehicle(VehicleType type_, VehicleType type2_, VehicleType type3_, int minFreePassengers, int minFreeTransports);
bool ExistsFreeVehicle(VehicleType type_, VehicleType type2_, VehicleType type3_, VehicleType type4_, int minFreePassengers, int minFreeTransports);
bool ExistsFreeSquadVehicle(VehicleType type_, int minFreePassengers, int minFreeTransports);
bool ExistsFreeSquadVehicle(VehicleType type_, VehicleType type2_, int minFreePassengers, int minFreeTransports);
bool ExistsFreeSquadVehicle(VehicleType type_, VehicleType type2_, VehicleType type3_, int minFreePassengers, int minFreeTransports);
bool ExistsFreeSquadVehicle(VehicleType type_, VehicleType type2_, VehicleType type3_, VehicleType type4_, int minFreePassengers, int minFreeTransports);
bool ActivateTrigger(const char *name);
bool DeactivateTrigger(const char *name);
bool ActivateWaitingPoint(const char *name_);
bool DeactivateWaitingPoint(const char *name_);
bool IsInTrigger(const char *name, const Vector &Pos_);
void CreateAreaLightsAroundTrigger(const char *name_, const char *nameForLights_, float gap_);
bool ActivateLiquid(const char *name);
bool DeactivateLiquid(const char *name);
bool IsWater(const Vector &Pos_, bool ignoreHeight_ = true);
bool IsSubmergible(const Vector &Pos_);
int GetPhysicsStep();
int GetTick();
bool FindFreePosition(GameObject *obj_, Vector &Pos_, float radius_ = 100.0f);
bool FindAvailablePosition(GameObject *obj_, Vector &Pos_, float radius_ = 50.0f, bool allowHouses_ = true);
bool GetPotentialCollisions(Actor *obj_, ActorList &list_, float radius_, unsigned int typefilter_);
void ExtinguishAllFires();
void ActivateSceneLens(bool active_);
void StopAmbientSound(const char* name_);
void SetAmbientSoundVolumeByName(const char *name_, float volume_);
void SetAmbientSoundVolumeBySound(const char *sound_, float volume_);
void SetObjectsSelectable(bool enable_);
void SetMapBoundsBlockCamera(bool enable_);
void ForceShowContextMenu(bool enable_);
void EnableMultiSelection(bool enable_);
void GetTime(int &hour_, int &minute_, int &second_);
void SetTime(int hour_, int minute_, int second_);
int GetTimeSpeed();
void SetTimeSpeed(int speed_);
float GetGroundHeight(float posx_, float posy_);
float GetFloorHeight(float posx_, float posy_);
void DrawPermanentLine(Vector &start, Vector &end, int R, int G, int B);
Vector GetCommandPos();
GameMode GetGameMode();
bool HasNamePrefix(const char* Name_, const char *Prefix_);
void EnableUpdateMissiononpause(bool enable_);
bool IsFreeplay();
bool IsMultiplayer();
bool IsCampaign();
bool IsMission();
void AddToGroup(GameObject *object_, int group_);
bool RemoveFromGroup(GameObject *object_, int group_);
bool IsInGroup(GameObject *object_, int group_);
}; -
Duh, Read the title blackout
LOL
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And what would bethe point in that? The MP communities that create their own mods and do their own work are doing fine.
Some choose to be exclusive some are open to people coming and going.
To attempt to put people in charge of what other MP groups can do is not going to work.
In my opinion, just leave people to it, the only thing I'd like to see is less hostility between groups, I don't really understand the need for it.
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^ My point exactly and my goal is not to merge groups! I have not intreset in being one big group cause like you said it wont work!
But there is no need for the hostility and we can diffentily be more friendly and have some respect and mutuallity between all the groups!
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As im sure any one that has looked into clans playing Em4 knows. Between the 4 or 5 major groups there are major Diffrences!
However these diffrences are not with out simularity!
We all play or mod EM4!
As some know i am the Deputy Chief at Emergency Operations Command!
I recently met with some heads of other groups in a effort to bring a mutual agrement and understanding to provided a more friendly atmospher between groups and more opurtunity to play!
This in know way requiers mergeing or combinding groups but simply seting a resonable and respectable understanding to provided a better community expirence!
I would like to get feed back on this idea in two forms
First anser the Poll!
Second give any thoughts or ideas you have on this Mutual agrement and how you think it well effect the overall EM4 community!
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My first solution is a simple one!
any thing with // remove!
Let the hole script run in the game! First off this // Means to block the code from runing so if somthing that is requiered for the script to run right may be accidently closed off.
Also Errors are not a bad thing! Read them! Generally they will get you extreamly close to the problem. From there solve one problem at a time!
Once you get the script to call the unit then worry about other things like icons!
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So here is how to make the Police Officers not glitch when they exit the car after chasing a suspect or suspect vehicle!
Tested and WORKS!
Step 1
Open the LAChase.script
Step 2
add
const char DUMMY_EXIT[] = "EmptyCar";
affter
const char DUMMY_ARREST2[] = "DummyArrest2";
Step 3
Find
Vector Pos2 = v.GetPosition();
after add
Game::ExecuteCommand(DUMMY_EXIT, &v, &v);
Save!
No more glitched police officers
Your welcome in advanced!
FIREanRESCUE
Deputy Chief
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you should of fixed the gate issue at the main station before it went private but it still looks awesome!
Sorry.... Join EOC!
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We have updated and made some big changes to our Station 51 mod!
We also have a good member base and would like to invite any one interested in a open minded fun group of people to play with to visit us and fill out a application!
No age restriction! ( Online maturity is expected! )
In the works of putting together a mod team!
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You cant download it intil you send a join request in the fourms and our mod manger is in the process of editing it so if your not going to join leave the site our ill kick you myself and I used Fire&Rescue before I joined your clan.
okay kid!
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Join New York First Responders we have our own type of mod and we will train and we have serious players all we need is a Team Speak server.
And we have a open police chief.
come to http://nyfrem4.webs.com/
2 things I love how the owner of this group Uses my tag Fire&Rescue = Me, And you say u have your own type of mod but the only mod on your website is the original NY Mod ( yes i joined and download it )
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Isn't this FD Command with units & models from New York Mod?
The first set of pictures is FD Command updated ( Private release just for the EOC peoples )
The second is a completely different map and setup
So in short no
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Go for it! ( The Release i mean )
Also any one that still wants the supported version of my mod its available to Emergency Operations Command members as one of our private mods, P.S. The new versions of the traffic issues fixed!
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Try this Station 51 kinda lost its flame but where a good bunch!
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Do to time and other things ( Making this a clan only mod a big one )
I will no longer be updating or supporting this mod on these forum! Sorry
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He asked do you really have to PM you and you said no but its easier to ...... wouldn't it be easier to post the link on the forums then to have to PM you
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no but its easier to. would u like the file?
AAAAAAAAAAAAAA How do you figure that one ?!?!?!?
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You need an 'alarmirings/rufe script' and a ParkAtBase script.
^ Well thats informational ....
The scripts in the LA Mod are as follows
LAfirestation.script
LAfirestationstart.script
LAtofirestation.script
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Will make some, but for the time being:
http://img392.images...09/grid4jt6.png
People try to park at the parking lot beside the entrance of the airport (where the middle red pointer points at). This causes a traffic jam.
http://img233.images...73/grid2rn4.png
At the top, left of the campside (?) is a bus stop. It happened that the bus stopped (half on the road, half on the sidewalk) but did not continue and caused a traffic jam.
http://img265.images...11/grid1gv2.png
The entrance to the highway from the industrial area (upper right) is jamming some times. Larger vehicles seem not be able to get on the highway.
The large fire / crash tender also has this problem.
The same probably counts for the medical bus.
Another thing that crossed my mind: when redirecting vehicles with police, it happens that only the front vehicles turn around. The ones that come next drive up to the officers but stay there. I experienced this only on the highway.
EDIT: one more; if you send medical vehicles to hospital or base they park in a strange way (upper left base from the map). They will park inside when you open the doors from the base but do have problems leaving after that. When keeping the doors closed they will park in front of them which is okay but looks a bit silly. BTW; there are 2 control points (from which you can select vehicles and such) but i guess 1 can be removed (does not work, duplicate).
Are you using the New V1 cause most of what you're talking about is fixed in the new release, Also i have no idea what you're talking about with the medical vehicles ?!?!?!?!
(Edit: I looked at your screen shots, You're running version 0.3 which is why you're having so many bugs. Update to Version 1. Version one hasn't been approved by the mods yet so use the mirror to get the correct version)
Clan IEM
in Multiplayer
Posted
Good luck to you both! And theres more clans then there are EM4 players now!