Jump to content

Ghost Graphic Designs

European Modding
  • Posts

    888
  • Joined

  • Days Won

    4

Everything posted by Ghost Graphic Designs

  1. Goat Simulator!! I did that one yesterday. Mothaf*ckin' gas station explosion...
  2. 30th October? AWESOME! It's one day after my birthday!
  3. I've been following your work on the NRW modifications forum. I love every single one of your models. Especially this one. Did you ever tried to make one of the new MB Sprinters? Keep it up!
  4. I thought this topic was only about non-north american fire departments...
  5. Vehicle parks faced to the North:vehicles comes from = Vector (0,300,0);vehicle final position faced to = Vector (0,600,0); Vehicle parks faced to the South:vehicles comes from = Vector (0,-300,0);vehicle final position faced to = Vector (0,-600,0); Vehicle parks faced to the East:vehicles comes from = Vector (-300,0,0);vehicle final position faced to = Vector (-600,0,0); Vehicle parks faced to the West:vehicles comes from = Vector (300,0,0);vehicle final position faced to = Vector (600,0,0); This is what I figured out from the readme that the original scripter included in the script pack. Either way, I think that's better for someone to explain it other than me. I'm not good at explaining stuff.
  6. That looks really impressive. Any idea on how the unit callout system will work? Keep up the excelent work, this is one of the very few modifications with good quality that I'm looking forward to.
  7. That's the part of the LA script that I'm trying to replace in this script. Instead of making the vehicle move to their VO and turn to a specific vector, I was looking for a script combo that made the vehicle move to the VO, turn to another VO and did all of the other things in the original script (delete personnel, close the gates, disable all of the lights and be set as non-commandable untill it's called via-dispatcher script). Either way, I think that I might have the solution. Instead of making the vehicle move to the VO and (not) facing the vector, I'll try to replace that part with a line for the vehicle to execute the LaToFireStation.script. Dunno if this works, but it's worth a shot. EDIT: doesn't work, FML.
  8. Hi again. So, I have this parking script and, apparentely the vehicles don't follow the coordinates/vectors given by the script [anfahrpos = Vector (-300,0,0); wendepos = Vector (-600,0,0);] and the units park how they want (both park well sometimes, others not). I don't know the reason why the vectors aren't working, so I'm asking the support/advice of someone who knows what is causing this problem and/or how can I make the vehicles turn to a specific VO (like the Harbor City parking script, for example). I can't use Harbor City's script, because the callout system is different and it has to be this specific parking script. Anyways, here's the script: //////////////////////////////////////////////////////////////////////////////////////////////////////////// Freeplay GoHome - Script v1.3 //// ******************************************** //// //// 1.0| VCmdFPGoHome //// | //// 2.0| DUMMYFPGoHome //// | | //// | |- Zu parkende Einheiten sind durch Kommentarzeilen (//) in Bloecke unterteilt. //// | | Jeder von ihnen kann entfernt werden, ohne dass das Skript unbrauchbar wird. //// | | //// | '- Die mit einem Stern (*) markierten Zeilen muessen angepasst werden. //// | Mehrere Sterne bedeuten lediglich mehrere Anpassungen in einer Zeile. //// | Dabei gilt: Zwei Sterne entsprechen zwei Anpassungen, und so weiter. //// | //// 2.1| DUMMYFPGoHomePersonal //// | //// |- Ausgangspunkte fuer das Fahrzeug-Personal sind durch Kommentarzeilen (//) in Bloecke //// | unterteilt. Jeder von ihnen kann entfernt werden, ohne dass das Skript unbrauchbar //// | wird. //// | //// '- Die mit einem Stern (*) markierten Zeilen muessen angepasst werden. //// Mehrere Sterne bedeuten lediglich mehrere Anpassungen in einer Zeile. //// Dabei gilt: Zwei Sterne entsprechen zwei Anpassungen, und so weiter. //// //// _____________________ //// a-rescue und Magicman mŸssen in der Readme genannt werden & der Kommentar muss so bleiben. //// Sonst freie Nutzung fŸr alle. ////////////////////////////////////////////////////////////////////////////////////////////////////////////const char IMG_ICON[] = "parken"; // Name des Iconsconst char IMG_CURSOR[] = "parken"; // Name des Cursorsconst char DUMMYGOHOME_V[] = "DUMMYFPGoHome2";const char DUMMYGOHOME_P[] = "DUMMYFPGoHomePersonal2";const char COMMANDABLE_TRUE[] = "DUMMYSetCommandableTrue";const char COMMANDABLE_FALSE[] = "DUMMYSetCommandableFalse";const char FREEFORALERT_TRUE[] = "DUMMYFPSetFreeForAlertTrue";const char FREEFORALERT_FALSE[] = "DUMMYFPSetFreeForAlertFalse";const char FREEFORALERT[] = "DUMMYFPIsFreeForAlert";const char INBASE_TRUE[] = "DUMMYFPSetInBaseTrue";const char INBASE_FALSE[] = "DUMMYFPSetInBaseFalse";const char INBASE[] = "DUMMYFPIsInBase";int DummyGroup = "90";// 1.0object VCmdFPGoHome2 : CommandScript{ VCmdFPGoHome2() { SetIcon(IMG_ICON); SetCursor(IMG_CURSOR); SetValidTargets(ACTOR_VEHICLE); SetRestrictions(RESTRICT_SELFEXECUTE); SetPossibleCallers(ACTOR_VEHICLE); SetGroupID(DummyGroup); } bool CheckGroupVisibility(GameObject *Caller) { /*Vehicle v(Caller); PersonList pl = v.GetPassengers(); PersonList tl = v.GetTransports(); if (pl.GetNumPersons() > 0 && tl.GetNumPersons() == 0) return true; return false;*/ return true; } bool CheckPossible(GameObject *Caller) { if (!Caller->IsValid() || Caller->GetType() != ACTOR_VEHICLE) return false; Vehicle v(Caller); PersonList pl = v.GetPassengers(); PersonList tl = v.GetTransports(); if (v.IsValid() && !v.IsDestroyed() /*&& pl.GetNumPersons() > 0*/ && tl.GetNumPersons() == 0) { return true; } return false; } bool CheckTarget(GameObject *Caller, Actor *Target, int ChildID) { if (!Caller->IsValid() || !Target->IsValid() || Caller->GetID() != Target->GetID()) return false; Vehicle v(Caller); PersonList pl = v.GetPassengers(); PersonList tl = v.GetTransports(); if (v.IsValid() && !v.IsDestroyed() /*&& pl.GetNumPersons() > 0*/ && tl.GetNumPersons() == 0) { return true; } return false; } void PushActions(GameObject *Caller, Actor *Target, int childID) { Vehicle v(Caller); if (v.IsBlueLightEnabled()) { v.EnableBlueLights(false); } if (v.HasCommand("DUMMYHasSiren")) { Game::ExecuteCommand("DUMMYDisableSiren", &v, &v); } if (v.HasCommand("DUMMYHasAutoSiren")) { Game::ExecuteCommand("VCmdAutoSirenOff", &v, &v); } v.PushActionWait(ACTION_NEWLIST, 0.1); v.PushActionExecuteCommand(ACTION_APPEND, DUMMYGOHOME_V , &v, 1, true); }};// 2.0object DUMMYFPGoHome2 : CommandScript{ DUMMYFPGoHome2() { SetGroupID(DummyGroup); } bool CheckPossible(GameObject *Caller) { return true; } bool CheckTarget(GameObject *Caller, Actor *Target, int ChildID) { return true; } void PushActions(GameObject *Caller, Actor *Target, int childID) { Vehicle v(Caller); ActorList al; Actor parkplatz; Vector parkpos; Vector anfahrpos; Vector wendepos; PersonList pl;/////// VUCI32 ///////////////////////////////////////////////////////////////////////////////////////////////////////////// if (v.HasName("VUCI32")) // Fahrzeugname { al=Game::GetActors("VUCI32_park"); // Name des virtuellen Objektes wo das Fahrzeug parken soll anfahrpos = Vector (-300,0,0); wendepos = Vector (-600,0,0); } else /////// VLCI31 ///////////////////////////////////////////////////////////////////////////////////////////////////////////// if (v.HasName("VLCI31")) // Fahrzeugname { al=Game::GetActors("VLCI31_park"); // Name des virtuellen Objektes wo das Fahrzeug parken soll anfahrpos = Vector (-300,0,0); wendepos = Vector (-600,0,0); } else//Weitere Fahrzeugblšcke hier einfŸgen { Mission::PlayHint("Fuer dieses Fahrzeug konnte kein Parkplatz gefunden werden! Code 1"); return; } if(al.GetNumActors() > 0) { parkplatz = *al.GetActor(0); parkpos = parkplatz.GetPosition(); } else { Mission::PlayHint("Fuer dieses Fahrzeug konnte kein Parkplatz gefunden werden! Code 2"); return; } bool vready = true; if (v.GetNumPassengers() == 0) { vready = false; } pl = v.GetPassengers(); for(int i=0; i < pl.GetNumPersons(); i++) { if (pl.GetPerson(i)->GetLife() < pl.GetPerson(i)->GetMaxLife()) { vready = false; } } if (vready) { Game::ExecuteCommand(FREEFORALERT_TRUE, &v, &v); } Game::FindFreePosition(&v, parkpos); v.PushActionMove(ACTION_NEWLIST, parkpos+anfahrpos); v.PushActionTurnTo(ACTION_APPEND, parkpos+wendepos); v.PushActionMove(ACTION_APPEND, parkpos); v.PushActionExecuteCommand(ACTION_APPEND, INBASE_TRUE, &v, 1, true); v.PushActionExecuteCommand(ACTION_APPEND, COMMANDABLE_FALSE, &v, 1, true); v.PushActionExecuteCommand(ACTION_APPEND, DUMMYGOHOME_P, &v, 1, true); v.PushActionExecuteCommand(ACTION_APPEND, "CloseGate", Caller, 1, true); }};// 2.1object DUMMYFPGoHomePersonal2 : CommandScript{ DUMMYFPGoHomePersonal2() { SetGroupID(DummyGroup); } bool CheckPossible(GameObject *Caller) { return true; } bool CheckTarget(GameObject *Caller, Actor *Target, int ChildID) { return true; } void PushActions(GameObject *Caller, Actor *Target, int childID) { Vehicle v(Caller); PersonList pl = v.GetPassengers(); for(int i=0; i < pl.GetNumPersons(); i++) { Person p = pl.GetPerson(i); v.RemovePassenger(&p); p.PushActionDeleteOwner(ACTION_NEWLIST); } }};In this case, VLCI 31 and VUCI 32 are the only vehicles that I have at this moment and the rest of script works fine (vehicles disable lights, goes to the VO, gates are closed and the personnel gets out and is deleted). Thanks in advance.
  9. Well... I have a few more skins, if you want them.
  10. Hi again. Do you know how can I disable the fire department units menu? The default one from which you can call the RW, TLF, DLK, etc.
  11. It's for a mod. I'm seeking for an edit of the original freeplay.script in order to when you start the freeplay, all of the emergency vehicles that you've placed on the map don't have bluelights flashing.
  12. Hi. Just wondering if there's any way of making a freeplay script that makes all of the commandable vehicles on map automatically disable their bluelights when the freeplay finishes loading? For example, incorporating this part ( v.EnableBlueLights(false); ) in the freeplay script without having to do it unit by unit. Thanks in advance.
  13. Unpack your V3O files and put in the new name of the texture. F.E.: when you open the V3O files (with your notepad) you'll eventually see something like coroners_van.dds. Edit the "dds" and replace it by "png". Do this in all of the the coroners van models (doors and wheels) and it should probably work. Here's a more detailed tutorial: http://forum.emergency-planet.com/tutorials/article/33-avoiding-the-white-model-of-death/
  14. Makes sense... Thanks for the answers and keep the updates coming, Bma!
  15. Wow. That is awesome! BTW, what is the purpose of sending a Ladder to a car accident? Does it have extrication gear like the US ones? Sent from my iPhone 4 using Tapatalk.
  16. No problem. Just warn him about the permissions and credits, it may not look like but it's a big deal over here. ^^
  17. Just noticed something: You've used one of the custom-made models in the Portuguese Modification without my permission (if anyone doubts this, I can compare both of the models in Zmod2 and they'll be the same). I can surely say this because of the "Jacinto Lda." logo on the front of the truck that you forgot to remove and the fact that there's no handles on the left side of the equipment doors in both models. Next time send me a PM asking for the model and the respective permission and please put my name on the credits/readme (and also include ERS Berlin+Geronimo EKIA for the original parts). Adding some childs and a new lightbar to the model doesn't make it 100% yours, please be more careful next time.
  18. Here in Lisbon we have a fully professional fire department that's the oldest in Portugal, known as R.S.B. Lisboa. Known for being the best FD in Portugal, for their highly trained firefighters and for record response times (in our contry). They have 5 different battalions (companies, actually) that are spread around the city. Each one of those battalions has two fire stations (a bigger station [known as Battalion HQ] and a smaller station) and all of them have atleast 1 urban pumper, 1 light pumper (with command functions, because it transports the watch manager of the station), 1 aerial ladder and one support vehicle (that's used for lockouts and to patrol). Because of the city's diversity, each battalion has vehicles according to their needs: Battalion 1 is the oldest in the city and it's the HQ of the whole FD, so it has lots of administrative and command vehicles (apart from the other "base" vehicles).Battalion 2 operates in a suburban area, so it has a brush truck in the HQ.Battalion 3 has the greatest operacional area, so the HQ has a water tanker and the station has two ambulances (operated by the FD) and an extra engine.Battalion 4 operates in an older area of the city, but they don't have any extra vehicles. Only the HQ of this battalion has two INEM (national EMS) ambulances based on their station, that are operated by the INEM itself).Battalion 5 is known as the Special Operations Battalion. The HQ has about 2 extra fire engines, 1 foam tender, 2 water tenders, 1 tanker, 1 HAZMAT truck, 1 USAR truck and some special vehicles like tow trucks, excavators and a flatbed van. The station houses regular units and 1 or 2 INEM ambulances that use the station as a base for their vehicles.Airport Division that's basically on the airport itself and doesn't make part of battalion. More like a different branch.We also have about 7 volunteer fire departments that serve as logistical support to RSB (in big fires they supply water to the fire engines and work as a backup) and mostly respond to medical emergencies. BAT 1 HQ: BAT 1 Station: BAT 2 HQ: BAT 2 Station: BAT 3 HQ: BAT 3 Station: BAT 4 HQ: BAT 4 Station: SOB HQ: SOB Station: BTW: the newest RSB pumper is in my signature. It's the one from BAT 3 HQ. BAT 1 and SOB also got the same vehicle.
×
×
  • Create New...