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hiddetjuh

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Posts posted by hiddetjuh

  1. At the moment i have an accident with decontaminated stuff. But the problem is, i can't get it down.

    What do i have to do to extinguish this decontaminated stuff?

    Ik heb op dit moment een ongeval gevaarlijke stoffen bij de hamburg mod, alleen het probleem is dat ik deze niet uit krijg.

    Er staat dat ik moet blussen met water, maar ik weet niet wat ik moet blussen.

    De gifwolken zijn namelijk niet te besproeien volgens mij.

  2. no thats not what i mean. i know how to use the truck i just dont know if i need to have the fireman use a hose connected to a pumper or hydrant to spray the water out of the ladder truck

    You don't have to got a firefighter with hose connected. A normal firefighter withouth a hose is good enough.

  3. Not sure if its a HUGE thing, but when the ALS RA (red) is empty, you can click on it to turn on the spotlights, it only shows a red 'do not enter' type sign, the spotlights still work but the icon is missing

    Got the same thing, but i don't care about it.

    EDIT:

    The HAZMAT squad vehicle can set up lightmast when the vehicle is in station(same for USAR squad)

  4. I don't know if this script is right, i want to use it for the gelderland-zuid mod.

    The meaning of this script is to make it possible to get a large lamp from a vehicle and put it down on the ground so it can give licht.

    I am not sure if the spotlight can be placed on the street and if it is possible to pick up the spotlight. If it isn't, please tell me how i can do that.

    //********************************************************************************
    *************************
    //* #Version 1.0#
    //*
    //* Added:
    //* -Take spotlight from vehicle
    //*
    //* Script is made by Hiddetjuh
    //*
    //* This script is only for use at the gelderland-zuid mod. To use this script, you need to have permission from Hiddetjuh
    //* Send me a message at forum.emergency-planet.com to ask permission
    //********************************************************************************
    *************************
    object GetSpotlight : CommandScript
    {
    GetSpotlight()
    {
    SetValidTargets(ACTOR_VEHICLE | ACTOR_OBJECT);
    SetGroupID(CGROUP_GETEQUIPMENT);
    SetRestrictions(RESTRICT_NOTDESTROYED | RESTRICT_NOTBURNING | RESTRICT_HASSPOTLIGHT);
    SetPossibleCallers(ACTOR_PERSON);
    SetNeedsCarWithFlagSet(OF_HAS_SPOTLIGHT);
    }

    /*bool CheckPossible(GameObject *Caller)
    {
    if(!Caller->IsValid() || Caller->GetType() != ACTOR_PERSON)
    return false;
    Person p(Caller);
    if (p.GetEquipment()==EQUIP_SPOTLIGHT || p.IsCarryingPerson()||p.IsLinkedWithPerson()|| p.GetFirehoseID()!=0 || p.IsPulling())
    return false;
    if (!Game::ExistsNormalObjectWithFlagSet(OF_HAS_SPOTLIGHT))
    return false;
    return true;
    }*/

    bool CheckTarget(GameObject *Caller, Actor *Target, int childID)
    {
    if (!Caller->IsValid() || !Target->IsValid() || (Caller->GetID()==Target->GetID()))
    return false;

    GameObject obj(Target);
    if (Caller->GetObjectType()==TYPE_PERSON && Caller->GetEquipment()!=EQUIP_SPOTLIGHT &&
    obj.IsValid() && obj.IsFlagSet(OF_HAS_SPOTLIGHT))
    {
    Person p(Caller);
    if(p.IsValid() && (p.IsCarryingPerson()||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);

    Caller->PushActionMove(ACTION_NEWLIST, TargetPos);
    Caller->PushActionTurnTo(ACTION_APPEND, Target);
    Caller->PushActionGetEquipment(ACTION_APPEND, Target, EQUIP_SPOTLIGHT);
    }
    };

    And my other script(also for the same thing):

    object Spotlight : CommandScript
    {
    GetSpotlight()
    {
    SetValidTargets(ACTOR_VEHICLE | ACTOR_OBJECT);
    SetGroupID(CGROUP_GETEQUIPMENT);
    SetRestrictions(RESTRICT_NOTBURNING | RESTRICT_NOTDESTROYED | RESTRICT_HAS_FIRE_EXTINGHUISER);
    SetPossibleCallers(ACTOR_PERSON);
    SetNeedsCarWithFlagSet(OF_HAS_FIRE_EXTINGHUISER);
    }

    /*bool CheckPossible(GameObject *Caller)
    {
    if(!Caller->IsValid() || Caller->GetType() != ACTOR_PERSON)
    return false;
    Person p(Caller);
    if (p.GetEquipment()==EQUIP_FIRE_EXTINGHUISER || p.IsCarryingPerson()||p.IsLinkedWithPerson()|| p.GetFirehoseID()!=0 || p.IsPulling())
    return false;
    if (!Game::ExistsNormalObjectWithFlagSet(OF_HAS_FIRE_EXTINGUISHER))
    return false;
    return true;
    }*/

    bool CheckTarget(GameObject *Caller, Actor *Target, int childID)
    {
    if (!Caller->IsValid() || !Target->IsValid() || (Caller->GetID()==Target->GetID()))
    return false;

    GameObject obj(Target);
    if (Caller->GetObjectType()==TYPE_PERSON && Caller->GetEquipment()!=EQUIP_FIRE_EXTINGHUISER &&
    obj.IsValid() && obj.IsFlagSet(OF_HAS_FIRE_EXTINGHUISER))
    {
    if (obj.GetType() == ACTOR_VEHICLE)
    {
    Vehicle vec(&obj);
    if (vec.IsDestroyed())
    return false;
    }
    Person p(Caller);
    if(p.IsValid() && (p.IsCarryingPerson()||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);

    Caller->PushActionMove(ACTION_NEWLIST, TargetPos);
    Caller->PushActionTurnTo(ACTION_APPEND, Target);
    Caller->PushActionGetEquipment(ACTION_APPEND, Target, EQUIP_FIRE_EXTINGHUISER);
    }
    };

    Edit: The 2nd script is updated

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