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Xplorer4x4

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  1. 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?
  2. 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.
  3. 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.
  4. 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); } };
  5. 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.
  6. 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.
  7. Well I cant get worse then Emergency 1 lol so it cant be all that bad.
  8. 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.
  9. 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
  10. 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.
  11. Use winamp or something to check out the info of other siren wav files. As billy said, make sure its in mono format.
  12. 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.
  13. Are you sure? The port has a invisible barrier so it shouldnt happen. Where id it happen at? As for hose connections, I believe the game is hard coded only to allow 4, any more and you will get a ctd.
  14. Not tested but try traffic_1_1_3 - north traffic_1_1_3 - south traffic_1_2_3 - east traffic_1_2_3 - west but if you have traffic turning this may cause problems. For example, north bound traffic tried to turn left while south bound traffic is trying to go straight, your asking for pile ups, but if you get it just right you might be able to work it out.
  15. According to your computer...as in windows updates? http://support.gateway.com/support/drivers...sp?cmpid=topnav Thats may help you in finding out if you have the latest drivers, or atleast what type of video card you have. I think you have an Intel video processor rather then a video card but cant quite tell by the dxdiag but maybe I missed something. If it is an Intel chip then Intel may have a newer driver.
  16. nvidia drivers up to date?
  17. I think thats a great idea. Maybe a screen shot of the dispatch center in the main menu from EM2.
  18. Then change there spawn point and no more problems
  19. No problem, I hope to combine the 2 floodlight scripts to allow the truck spot lights to rotate as well but havent accomplished this yet.
  20. I didnt mention changing it so I was wondering why he chose that vehicle type I am guessing SW is like personnel carrier? Only one way to find out, if it doesnt you can easily change it right back. I will try this out here in a bit and report back should no one report back sooner.
  21. I was thinking the exact same thing but I suppose I can see where he is coming from. We have 3 hospitals. Only one(St Marys is a Level 1 trauma center I believe, while another (Deaconess Cross Point) has an ER but alot of specialty practices such as a Women's Hospital and Children's Hospital in partnership with Riley's Children Hospital. Needles to say those 2 have a much larger campus then the other 1 which is Deaconess Hospital(Deac has 2 campuses). In fact I would say the campus of the major 2(St Marys and Cross Point) is 3-4 times the size of the regular Deaconess campus.
  22. Hoppah, what was required to fix the hazmat parking issue in fs2?
  23. How do i choose the spawn locations for firefighters/crews. I have additional units parked outside my stations. In particular I have a brush and ems supervisor parked outside station 2. The EMS supervisor spawns at Fire Station 2 and runs to his car fine, but the FFs for the brush truck spawn at station 1 and run all the way to station 2. So how do I set the spawn location?
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