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jsutton

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Everything posted by jsutton

  1. I will make a new link for everyone. I signed up and was able to obtain the file without being sucked into "give me your information". So here is a new link through Upload Mirrors (click the text). I trust upload mirrors because it lets you choose where to download and it's what Xplorer4x4 used on a lot of his releases.
  2. Before posting, you should read the topic, please! A lot changes happen since it first came out. Links go bad, bugs are found and they are all fixed at some point. I know it's 47 pages but the reason why its so long because it's full of posts such as "Can you post a new link?" Well, the link has been posted a page or two back and it's going to continue to go farther back if there continues to be more posts asking for the link. (Also in big letters at the top of the first post, it shows a link where to download it.) Sorry to sound rude but it gets old being asked in all topics for links or fixes, etc. when it's already been provided. Nobody ever reads the topics because it's just easier to ask and have someone point it out for the member, in my opinion.
  3. There is no submod presently of LA Submod with a third working fire station available for download. Couple other people were working on it as well, but unsure if they had plans of releasing it. Yes, Manhattan Mod has several fire stations in it. I believe all fire stations in New York back their fire trucks into station (no rear gate) so all NY mods will have this feature so it's realistic. So technically, I'm not sure if this qualifies as fixing the third fire station gate problem until someone who knows more about it confirms it. Not sure if you mean Manhattan or the members in this topic. From what I read, it's figured out over 3/4 but not completely 100% ready. I'm interested as well. If there is no updates, it's going to be a project I will start on from what they were discussing on how to do it. As I said above, Manhattan Modders could of figured this out but I'm waiting for a confirmation on it. Not a wrong topic btw. Were talking about third fire stations and mods who could have figured it out such as Manhattan Mod. Yes, they have three fire stations, but as I said, waiting for confirmation if it's solved. More to what I said earlier, I believe Xplorer was having problems with the gate opening and closing when returning to station. In Manhattan Mod, they do not return to station with the back gates opening and closing. They stay closed and act as a object. You can't see them in gameplay but you see the gates in the editor.... If you have knowledge of the scripting and how the VO work, etc. this should make sense unless I'm wrong (which I could be lol). But we at least have two confirmed members who have this functional so can't wait to see it in a video or better in a downloadable map!
  4. Script is far from done. We just have it functional for spawning the police officers and returning two vehicles to station currently. He figured out how to do the spawning and over 3/4 of the scripting. I just fixed the flaws in the scripting and I did all the editor work. Right now, me and him are so busy with life, we can't do any modding or gaming like we want to. We also put this on hold to focus on the returning to station script for multiplayer. So two major projects at once but no time to work on them. All I can give you is a editor screenshot of the station w/ virtual objects and then a screenshot of the layout I made in paint when we planned it out. KeepaChris: I think I have your problem solved. The order and game object lists need to be changed. I haven't tested this so make sure you have a backup made. I'm just looking at the script and picturing it all in my head and this should work. I would test it myself, but don't have much time to trial and error at the moment. What you should do is copy Park01-Park03 codes and paste them in a blank notepad. (assuming Park06 thru Park08 is the VO you created.) Change Park01 to Park06 and the game object list #'s to 5. Change Park02 to Park07 and the game object list #'s to 6. Change Park03 to Park08 and the game object list #'s to 7. Copy them and paste them under the park03 code just before this line: if (Donut && !ParkinglotFound) **Note** The reason you want to do this is, anything after Park03 is suppose to go to the donut shop (which is Park04 / Park05). So you must add Park06-Park08 before the "send to donut shop parking lot" code and then change the game object list #'s so it's in chronological order. (hope it makes sense) Now, after you do that, you need to change the game object lists of: Park04 and Park05 Change Park04 game object list #'s to 8. Change Park05 game object list #'s to 9. At the top of the page, add these three lines under Park05, of course: const char VO_PARK06[] = "policestation_park06"; const char VO_PARK07[] = "policestation_park07"; const char VO_PARK08[] = "policestation_park08"; At the bottom of the page, after "return;" of Park05 hit enter and add this: else ToPoliceStation = true; if (v.IsCollidingWithVirtualObject(VO_PARK06)) return; else ToPoliceStation = true; if (v.IsCollidingWithVirtualObject(VO_PARK07)) return; else ToPoliceStation = true; if (v.IsCollidingWithVirtualObject(VO_PARK08)) return; Ok, I think that is all you need to do. Make sure the ending stays there "else... ToPoliceStation=true;". I'm not sure if Xplorer was working on a Park06 or if it is actually needed for the script. I would assume it has no purpose and can be deleted but let's not do that until you have a working script! Let me know if it works and if not, upload the script so I can see the edited part and make sure there is no errors in it or see if I made a mistake on how to do something. Thanks, jsutton
  5. Me and buddy have been working on this project for a while now. We managed to get the police station to function just like the fire station (spawning officers, patrol cars spawning and returning to station). I'll take a look at the script since it's been a couple months since I even looked at the editor or script.
  6. The patrol icon just puts the vehicle on patrol. The function I think you are wanting to happen is the chase command. Right now, I don't know if anyone has done it or if it's possible to release the dog from the vehicle after the subject.
  7. If you named the extension .dss then that's the problem. It should be .dds.
  8. I'll make a tutorial for you sometime today unless you already have figured it out. Well Justin, A for effort for sure. Of course, LAtoFireStation script is your problem. Anytime you have returning to station issues, this is the script you look at. The way you edited your script, your confusing the script. Right now, your telling the script, you want to send engine02 to station one and you want to send engine04 to station one and station two. The script is only equipped to send one engine to one virtual object so engine04 can't go to two virtual objects. That's why in the engine01 coding, you seen engine01, engine03, engine05. Engine05 was the engine being sent to the second station. You may experience problems returning engine 1 to station as well because your missing a piece for that. So your problem with the script is, you removed engine05 from code. This is a medium fix. I'll have it fixed tomorrow for you unless someone else has already fixed it for you.
  9. Yea, I'm working on moving some NY models to LA models and it's a pain in the a$$. You literally have to change everything and open the model file and change some of the scripts. I followed Hoppah's tutorial on how to add a vehicle to figure out everything I needed to change. If you don't know much about scripting, I wouldn't recommend trying unless you back up your mod.
  10. Not sure if you have it fixed or not, but the only problem I see in your scripts in in the LAToFireStation script at the top, you forgot to add a "p" at the end of the line. Just add that letter at the end so it reads .e4p and should work because I checked everything else and it looked good. Make sure at the bottom it is autosaved. Any changes made will automatically save if it is checked. Only thing I can think of at the moment. In order to even send the ladder back to FS2, you must of made changes to the script. You have a error in your scripts somewhere. Just double check everything you did and make sure they are correct and if you need something to compare it with, crsmedic's script is good except for missing that letter. Just search for Hazmat in the find button and you should be able to compare them and see if you accidentally forgot something. That's complicated and I already made a working script for someone on this in the past. I would look through this forum and see if you can locate me posting it. I will also look in my folder to see if I still have it. Basically, you have to set up the script like engine 1 is in the original LA Mod. Just copy engine 1's script and remove the second engine and change the virtual objects and object names and should work. It was a pain at first when I atttempted it but it was too difficult once I figured it out. Remember, trial and error is the key so just before asking for help, try to find the mistakes or what could be causing the issue you may have with it.
  11. I am taking vehicles from Hoppah's NY mod and placing them into my personal mod. I have added the NYPD Unmarked 1 and 2 squad cars to my mod and for some reason, it crashes when I click on the units in game because in the logfile it says something about a random spawn error? I changed the Unit ID's and made a secondary unit 2 file so they are two seperate units so not sure how the random spawn is integrated in these files. Anyone have any idea because I have the slightest idea on how this random spawn works.
  12. In the same folder as the file you just unpacked.
  13. Ok, here is what I think. The battalion script is a call script which just calls the units. It doesn't control the personnel who is called to the unit because when it calls for let's say the ALS ambulance, the battalion script tells the LAFireStation script that it wants Ambulance01 and will use it's personnel that its assigned to. So pretty much, you would just edit the LAFireStation script instead of the Battalion script. Does that make sense?
  14. I've never been able to figure out the LABattalion script yet so unfortunately I'm no help atm. From a brief look at the script of mine, I think I know what needs to be changed though and I will check it out tomorrow night. If you want people to look at it, I would put it in a .zip folder and upload it.
  15. I've still got your scripts so I will take a look at them and see if I may have made a mistake. Sorry for the late response, I have been real busy and I haven't been able to check the forums as often as I want to. ** I think I have the problem fixed now. I uploaded your scripts again and just replace them if you haven't made any other changes yet. It turns out, I think I accidentally put the wrong "turnto" numbers in the second set of coding but it should be fixed now. If not, let me know. ** I think the error is saying you do not have a object listed at the top of the script. I would advise changing it to OBJ_LEV or OBJ_LET to make it a little easier to work with. At the top, you should have const char OBJ_LET[] = "mod:Prototypes/Vehicles/02 LA Fire Department/light_equipment_squad.e4p"; If that is present, then your problem lays in the coding. If it does, copy the short code and past it in coding brackets when you post them because its a easy fix and we kinda just need to see it to tell you exactly where the mistake lies at. I'm assuming you didn't change the LRA coding from Station One and that is why it wants to do that? Delete the old LRA coding in all 3 scripts so it will quit going to fire station one. If you want it to return to station one and station two, that will require a little more extra work. Norm\'s LA Mod 4x4.zip
  16. Good luck. Post a screen when you get finished with it if you want.
  17. I just eyeball everything so I have no technique. Maybe someone else does on here though. I'm not positive but I think if you wanted to be real precise, there are shapes in Photoshop you can use instead of paintbrushes.
  18. It's really not that difficult. On the BLS ambulance it is the same thing as ambulance04. If you ZOOOM IN where you can just see one view, you will be able to tell where the cab and the box ends at because there is a red line that runs from the cab all the way to the back. It doesn't have to be perfect lines on it and if you can't make a somewhat perfect line then why are you trying to edit it in the first place? I don't think you can reskin an ambulance in Zmodeler. Zmodeler designs the model for all the units. I don't use the program so I don't know anything about it.
  19. Correctly?? ... When you open the ambulance texture you will see from the top left down it goes - left view, right view, top view, front view with extras to the right of the front and then the right top corner is the back view. Not sure how to show you where the front and back starts because if you zoom in to the sides, you should be able to make out where the outlines start.
  20. Alright, here is the file. Engine01 should return to both station 1 and station 2 without a problem. I tested it on my own copy and had no issues. Your LRA and SWR issue should be fixed as well. On the engines, I used the Engine01 script I included with the files so you can see what it looks like and just deleted the engine017 codes. The only 2 files needed to be edited was FireStationStart so you can have the engine be there when you start the game instead of the engine17 and of course the ToFireStation which I showed you what I changed to make it work. Norm\'s LA Mod 4x4.zip
  21. Upload your LAFIreStation, LAToFireStation, and LAFireStationStart scripts in a zip file please. You made changes to your scripts and i don't want to mess them up or overwrite them when I get done with your script. I think you may of misspelled something or forgot to add a quotation / semi colon. At the top of the script it should read this: const char OBJ_USAR[] = "mod:Prototypes/Vehicles/02 LA Fire Department/water_tender.e4p"; If that is correct, just repeat what you did to make sure everything looks right.
  22. 1) no double posting please, just edit the first one. It helps free up space on each page. 2) I'll make the script then I want to test it a few times before I give it to you. So it will prob be Friday until I get the script to you. (I work 2 jobs and also have some personal business to attend tomorrow night or I would have it done by tomorrow.)
  23. That's going to be a tricky one. I'll look in to it tomorrow and see if I can get you a working script.
  24. Ok, I’m going to attempt to finish Hoppah’s Tutorial on how to edit the fire station scripts. I’ll first show you how to edit he vehicles then I will show you how to edit the staffing. Moderators: If I'm breaking rules or if you would like to pin it or whatever, please PM me. I suggest you use Notepad 2 for editing these scripts. I find it much easier to use but any editing program will really work. A lot of information is on this topic as well if you would take a look at that so we don't have to many duplicate questions - http://forum.emergen...fire-stations/. You can ask in either topics and someone will hopefully get back to you soon. Replacing Vehicles in Fire Station tutorial in text format - Replacing Vehicle in Fire Station.txt How to make the ladder return to either fire station - How to make 2 spots for the HES in the USAR's bay - How to make the LRA return to both FS1 and FS2 - How to make Engine01 to return to FS1 or FS2 -
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