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Xplorer4x4

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Everything posted by Xplorer4x4

  1. http://forum.emergency-planet.com/index.php?showtopic=8302 Might want to resize that banner.
  2. I would be more apt to store a the water tender or crash tender here, but with FS1 so close as it is, Im not sure that will happen. I may look into seeing what apertures is housed near the port aside from fire boats and see if anything sparks my interested. Thanks. Hoppah is very busy I am sure. I am just grateful enough he helps me out on little bits of scripting help. I dont know that I will clone the FS control panel or not. I was thinking more or less along the lines of just an initial staffing of the units and should you need more you will have to call from of the map. I may look into spawning a port cop or two at the port station later today more then likley, as well as see what I can do about the extra parking at FS 2 since they wont park right when there spawned, only when they return to the station. Thanks for all your feedback and suggestions people. Fell free to keep them coming.
  3. Hey Jon the code was actually right. I had named a VO wrong. Thanks all the same.
  4. Well it wasnt clear Nothing really, zombies appear, send your officers to kill or arrest them and your done. By default it only happens when it is Oct 31st in real life but that can be changed. Sabatuer is sabotage. Nothing out of the ordinary really. A criminal has to be arrested and a fire put out some times I believe.. Its like a fire, it cane be caused by a short circuit or exploding gas pipe but its still a fire. Yes they can.
  5. I have no idea then. Just experiment. Good ideas. I may see if I cant come up with some sort of way to make this work.
  6. Well as much as I love Windows 7, as much as I do not regret the switch, I cant see much being accomplished on my birthday(the 22nd ) as its the release date, but i think with in 2-3 months most of the major bugs will be fixed.
  7. Yes Well, let me put it this way as the answer is yes and no. All the police units are operational as you can dispatch them if you want, however, at current, there really more eye candy as they do not have officers in them. Theres is no way to do that with out a script. I may look into such a script but first I need to fix the parking for the heavy rescue crane at station 1, and the EMS Captin/Brush at FS2.
  8. ^and a search thread section in the bottom left right after the last post people seem to miss. Doesnt apply here but just saying. cosres, you do realize theres a image/link so you dont have to quote a post every single time you reply.
  9. Xplorer4x4

    Help!

    Since you cant be bothered to actually provide useful information, I give up.
  10. Isnt short circuit a deluxe event and hail storm a regular event? I have had hail storms on the new map and it doesnt have any deluxe events on there that i know of.
  11. Xplorer4x4

    Help!

    If your not going to both with detailed responses explaining what your doing, its hard to help you. What do you mean, "it doesnt start?" the mod, the installed doesnt finish. Need details.
  12. Xplorer4x4

    Help!

    So in the LA Mod installer when it asks for location, click browse and find the location where em4 gold is installed, although it should find it automatically.
  13. Search this forum guys. Theres been atleast two topics about turning down traffic in the last week.
  14. Xplorer4x4

    Help!

    Welcome to the forums. In order to help you we need more information on what you have done to install the mod, and which game you have.911:First Responder, Emergency 4, or EM4 Deluxe?
  15. Hey Jon thanks for the reply, sadly its not that simple. Well it is, but now I have a script error. I have checked the opening and closing of brackets, checked the new lines against similar lines of code from right above it in the script, and everything seems fine. The new SQUAD Vo and spawn VO are in place on the map, but it throws me an error about the line p.SetPosition(Spawn); EDIT: Got it fixed.
  16. This isnt a bug report topic, but the gated wye is bugged. Its rather rare in my experience, but it does happen. I rarely see a need for it though unless I am using a brush truck for support on a major fire. At current there is no fix. As for the accident south of the hospital Hoppah hasnt acknowledged weather this is a bug or supposed to be like that, but none the less, it seems like a bug. Either way it does spread like crazy. If you get it under control quickly its not to bad but at times I have had about 3 or 4 light forces and a few engines on scene. Even has USAR assist once as it happen to be in the area. You could always go into the editor and check out why it explodes so quick and adjust whatever needs to be adjusted or removed. I never noticed it but your right, so far the only thing i have found inside buildings is hostage situations with no hostage.
  17. I dont understand how making the VO would make a difference if there spawning at fs1. Anyways I added a new span point at FS2. I defined it at the top of the script: const char VO_SPAWNFS2[] = "fs_spawnFS2"; const char VO_SQUADFS2[] = "fs_squadFS2"; When I use this bit of code below it throws out a script error when I start freeplay. The error references this line p.SetPosition(Spawn); And heres the new DummyCallCrew section. object DummyCallCrew : CommandScript { DummyCallCrew() { SetGroupID(DummyGroup); } bool CheckGroupVisibility(GameObject *Caller) { return false; } bool CheckPossible(GameObject *Caller) { return false; } void PushActions(GameObject *Caller, Actor *Target, int ChildID) { Vehicle v(Caller); if(v.IsCollidingWithVirtualObject(VO_SQUAD01)) { ActorList l1 = Game::GetActors(VO_SPAWN01); if(l1.GetNumActors() > 0) Vector Spawn = l1.GetActor(0)->GetPosition(); GameObjectList l2 = Game::GetGameObjects(NAME_FIRESTATION); for(int i=0; i < l2.GetNumObjects(); i++) { GameObject *obj = l2.GetObject(i); if (!obj->IsSpecialLightEnabled()) { obj->EnableSpecialLights(true); obj->PushActionWait(ACTION_NEWLIST, 16.0f); obj->PushActionExecuteCommand(ACTION_APPEND, DUMMY_ALARM, Caller, 1, false); Vector AlarmSnd = obj->GetPosition(); int soundID = Audio::PlaySample3D(SND_ALARM, AlarmSnd, true); obj->SetUserData(soundID); obj->AttachSound(soundID); } } } else if(v.IsCollidingWithVirtualObject(VO_SQUAD02)) { ActorList l1 = Game::GetActors(VO_SPAWN03); if(l1.GetNumActors() > 0) Vector Spawn = l1.GetActor(0)->GetPosition(); GameObjectList l2 = Game::GetGameObjects(NAME_FIRESTATION2); for(int i=0; i < l2.GetNumObjects(); i++) { GameObject *obj = l2.GetObject(i); if (!obj->IsSpecialLightEnabled()) { obj->EnableSpecialLights(true); obj->PushActionWait(ACTION_NEWLIST, 16.0f); obj->PushActionExecuteCommand(ACTION_APPEND, DUMMY_ALARM, Caller, 1, false); Vector AlarmSnd = obj->GetPosition(); int soundID = Audio::PlaySample3D(SND_ALARM, AlarmSnd, true); obj->SetUserData(soundID); obj->AttachSound(soundID); } } } else if(v.IsCollidingWithVirtualObject(VO_SQUADFS2)) { ActorList l1 = Game::GetActors(VO_SPAWNFS2); if(l1.GetNumActors() > 0) Vector Spawn = l1.GetActor(0)->GetPosition(); GameObjectList l2 = Game::GetGameObjects(NAME_FIRESTATION2); for(int i=0; i < l2.GetNumObjects(); i++) { GameObject *obj = l2.GetObject(i); if (!obj->IsSpecialLightEnabled()) { obj->EnableSpecialLights(true); obj->PushActionWait(ACTION_NEWLIST, 16.0f); obj->PushActionExecuteCommand(ACTION_APPEND, DUMMY_ALARM, Caller, 1, false); Vector AlarmSnd = obj->GetPosition(); int soundID = Audio::PlaySample3D(SND_ALARM, AlarmSnd, true); obj->SetUserData(soundID); obj->AttachSound(soundID); } } } else { ActorList l1 = Game::GetActors(VO_SPAWN02); if(l1.GetNumActors() > 0) Vector Spawn = l1.GetActor(0)->GetPosition(); } PersonList passengers = v.GetPassengers(); if (ChildID == 1) { Person p = Game::CreatePerson(OBJ_PM, UNNAMED); p.SetEquipment(EQUIP_EMERGENCY_CASE); } else if (ChildID == 2) Person p = Game::CreatePerson(OBJ_PM_STRETCHER, UNNAMED); else if (ChildID == 3) Person p = Game::CreatePerson(OBJ_EMT, UNNAMED); else if (ChildID == 4) Person p = Game::CreatePerson(OBJ_CHIEF, UNNAMED); else if (ChildID == 5) Person p = Game::CreatePerson(OBJ_HAZMAT, UNNAMED); else if (ChildID == 6) Person p = Game::CreatePerson(OBJ_USARFF, UNNAMED); else if (ChildID == 7) Person p = Game::CreatePerson(OBJ_EMT_STRETCHER, UNNAMED); else if (ChildID == 8) Person p = Game::CreatePerson(OBJ_EMS_CAPTAIN, UNNAMED); else return; p.SetUpgradeLevel(3); Game::FindFreePosition(&p, Spawn, 250); p.SetPosition(Spawn); p.PushActionMove(ACTION_NEWLIST, &v, TARGET_ANY); p.PushActionTurnTo(ACTION_APPEND, &v); p.PushActionEnterCar(ACTION_APPEND, &v); } };
  18. Billys right. It was in beta and now it is in RTM(Release to Manufacturer stage) and I am actually using the RTM which I have had only 1 bug which is you can not right click on recycle bin. Not a big deal as I can run ccleaner to clean out the recycle bin, but a bit annoying. Other wise bug free on my end.
  19. Indeed. Perl had the idea of replacing the Hazmat truck with Tower 1. I realize there hazmat events but I have yet to have any and given that there so uncommon I felt having a second major fire fighting unit at station 2 was of more use the a Hazmat truck that might be used once every 2 weeks. Plus this gives me a set of Jaws at station 2 for traffic accidents. Other fire station changes in progress include moving ALS Engines in Station 1 to the Bay 1. Moving BLS Engines to Bay 2. EMS Supervisor 1 and HES parked in rear of FS1. EMS Supervisor 2 and Brush parked in rear of FS2. I have also created LASD Search and Rescue Deputies which are LASD Deputies with the stabilize command added, and since there is a lack of available equipment that would likley be held on board in real life, I have added the Jaws of Life to the Hummer. I may work on scripting some standby parking spots for police units as well.
  20. Well I cant get worse then Emergency 1 lol so it cant be all that bad.
  21. I never realized the Q had its own pedal like that. Interesting. Oh and as for Jingle Bells and such, meh you gotta have fun. So long as its not a major disturbance, and you werent playing something like 2Pac(or something with alot of wearing and so forth) over the PA then I dont see the harm so long as you obliged to turn it down when needed and such.
  22. I dont see the charger in it at all. Looks like a stretched out Impala to me. On a side note, the car looks good, but its a disgrace to caprices of the past imo. Well the plan is to sell them off as civilian cars after the police and such agencies are done, and surley a civilian model will come into existent sooner or later. More pics here including an "LAPD" unit http://www.themotorreport.com.au/gallery/?...amp;image=18445
  23. Some times I will set up traffic flares and have an officer stand infront of them because, as just said, they dont redirect, and the stop traffic command is pretty much useless. Oh and they take to much time to set up usually.
  24. Use winamp or something to check out the info of other siren wav files. As billy said, make sure its in mono format.
  25. No I meant what did you have to do in the editor to fix hazmat parking as I have the same problem in station 1 with my BLS engine. Thats how it would be in real life. Well close enough anyways.
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