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Ghost Graphic Designs

European Modding
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Posts posted by Ghost Graphic Designs

  1. It's good to see a different mod here. No offense, but I'm getting tired of watching people care about the same modifications, over and over and over again. I needed a breath of fresh air, and here it is: one of the very few mods that I enjoy.

     

    Keep it up.

  2. Very nice. Did you model that from nothing?

    Nope. It's an unlocked GTA:IV model. Everyone can use these models if you credit the original authors (in this case Lt. Caine, I think...).

     

    Thanks for feedback, everyone! It's great to be back. :)

  3. It's been a long time! Today I bring new updates! :D

     

     

    Liberty City Medical Response - ALS Ambulance

    W5hFcD6.png

    yBDn0ST.png

     

    Code+Blue Co.76 - BLS Ambulance

    qk96m0j.png

    fMf6A5O.png

    On the next days I'll bring you guys some new police cars and a plan of the modification's reorganization. :)

  4. NO - I jast wanted

    Yes - I just wanted 

     

     

     

    I'm starting to get tired of your attitude.

     

    He's making his own Czech mod and you're not letting him work in peace just because the mods are from the same country. It's OK to give him suggestions and ideas, but if you're here to disrupt the hard work of another modder, it'll be better for you to leave this topic and quit that arrogant attitude. And stop advertising your mods everywhere: we don't need that here. 

  5. Lovely!

    Handsup!, I want to get a Canon or Nikon.So, I can start doing nature time lapses. My state has many wonderful things to shoot: Waterfalls, Swamps, Beaches, Forest, Light houses, mountains, ect.

     

     

    The planes a bit low is it not haha take it that's by the airport?

     

     

    Wow, that's actually a damn good capture!

    By the way:

    Canon: Video

    Nikon: Low Light

    Thanks. :)

     

    Yep, the picture was taken from Bela Vista Park and the airport was at my right side (kind of).

    4fDDVnx.png

    This explains it better. :P

  6. Sup. 

     

    I'm trying to make a not-so-simple alarm script like most of the german mods and like the Copenhagen Mod (once again lol). The script is based on a person prototype that has the command to call the units. When you click on "Call Light Pumper" it will play an alarm sound, spawn the personnel, open the respective gates and send the vehicle to the scene and I'll need the opposite for the units to return to the station, delete the personnel and close the gates. I'll need these options, if possible (and with different alarm sounds for each option):

    • Fire Engine + Light Pumper + Ladder Truck + Ambulance (the ambo comes from outside of the map)
    • Fire Engine + Light Pumper
    • Fire Engine
    • Ladder Truck + Light Pumper
    • Light Pumper
    • Battalion Chief
    • Light Equipment Vehicle (only lights)
    • Ambulance
    • 2x Fire Engine + Light Pumper + Ladder Truck + Ambulance + Command Unit (all come from outside of the map)

    Are these ideas possible? I've seen some german scripts and I really dunno where to start. I can edit scripts and change some simple stuff, but other than that I really don't have lots of experience in scripting.

     

    PS: I'm not asking someone to make a script for me. I'm just asking for some guidelines to know what I have to do and which lines I need to edit.

     

    Here's the script I'm trying to edit

    /**************************************************

    ** Berufsfeuerwehr-Alarmierungsscript by Wingman **
    ** Das Alarmierungsscript ist stark vereinfacht, **
    ** sodass auch anfänger es verstehen sollten. **
    ** Regeln entnehmen sie der Readme, bei der zu **
    ** beachten ist das sie aktuell ist. Auch **
    ** mündlich oder schriftlich ausgesprochene **
    ** Verbote gelten. -Wingman- **
    **************************************************/

    const char *Startpunkt = "VOName"; // Hier der Name des Virtuellen Objektes an dem die Personen starten sollen
    const char *Fahrzeugname = "Fahrzeug"; // Hier den Namen des Fahrzeuges, in dem die Personen einsteigen sollen
    const char *PersonenProto1 = "mod:Prototypes/Persons/Fire Department/firefighternorm_upgrade2.e4p"; // Hier den Pfad zu einem Prototypen von denen Personen erstellt werden soll
    const char *PersonenProto2 = "mod:Prototypes/Persons/Fire Department/firefighterabc_upgraded2.e4p"; // Hier den Pfad zu einem Prototypen von denen Personen erstellt werden soll. Falls nicht benötigt frei lassen
    const char *PersonenProto3 = "mod:Prototypes/Persons/Fire Department/firefightermask_upgraded2.e4p"; // Hier den Pfad zu einem Prototypen von denen Personen erstellt werden soll. Falls nicht benötigt frei lassen
    int AnzahlProto1 = 3; // Hier die Anzahl der Personen die vonm Prototyp 1 erstellt werden soll. Wenn keine erstellt werden sollen einfach eine 0.
    int AnzahlProto2 = 2; // Hier die Anzahl der Personen die vonm Prototyp 2 erstellt werden soll. Wenn keine erstellt werden sollen einfach eine 0.
    int AnzahlProto3 = 1; // Hier die Anzahl der Personen die vonm Prototyp 3 erstellt werden soll. Wenn keine erstellt werden sollen einfach eine 0.
    int ZurEst = 0; // Hier kannst du einstellen ob das Fahrzeug direkt zur Einsatzstelle fahren soll oder ob es vom user gesteuert wird. 0 = Direkt. 1 = User.
    int SoSiAn = 0; //Hier kannst du einstellen ob das Fahrzeug ein Sondersignal einschalten soll. Hierzu wird ein zusätzliches Script benötigt. 0 = An. 1 = Aus.
    const char *SoSiScript = "VCmdSiren"; // Hier muss der Name des Commandscripts vom SoSi-Script rein. Falls vorhanden.
    float WarteZeit = 5.f; //Hier kannst du die Wartezeit einstellen bis die Personen erscheinen und zu den fahrzeugen laufen.
    Vector EPos;
    const char *SoundPfad = "mod:Audio/Alarm.wav"; // Hier den Sound der bei der Alarmierung abgespielt werden soll. Falls keiner einfach frei lassen.
    int TorAuf = 1; // Hier stellen sie ein ob ein tor geöffnet werden soll. 0 = auf. 1 = Nichts.
    const char *TorName = "GateFZ1"; // Hier den Namen des Tores, das geöffnet werden soll.
    const char *TorAniName = "open"; // Hier den Namen der Animation von dem Tor.

    object AlarmFahrzeug1 : CommandScript
    {
    AlarmFahrzeug1()
    {
    SetIcon("IconName"); // Hier den Icon Namen
    SetCursor("CursorName"); // Hier den Cursorname
    if (ZurEst == 0)
    SetValidTargets(ACTOR_STREET || ACTOR_FLOOR);
    else
    SetActivationByLeftClick(true);
    }

    bool CheckPossible(GameObject *Caller)
    {
    GameObjectList gol;
    gol = Game::GetGameObjects(Fahrzeugname);
    GameObject *go;
    go = *gol.GetObject(0);
    Vehicle v(go);
    if (v.HasCommand("DUMMYFPSetFreeForAlertFalse"))
    return false;
    return true;
    }

    bool CheckTarget(GameObject *Caller, Actor *Target, int ChildID)
    {
    return true;
    }

    void PushActions(GameObject *Caller, Actor *Target, int childID)
    {
    GameObjectList gol;
    gol = Game::GetGameObjects(Fahrzeugname);
    GameObject *go;
    go = *gol.GetObject(0);
    Vehicle v(go);
    ActorList al = Game::GetActors(Startpunkt);
    Actor a = *al.GetActor(0);
    Vector SP = a.GetPosition();
    EPos = Game::GetCommandPos();
    v.AssignCommand("DUMMYFPSetFreeForAlertFalse");
    v.SetMaxPassengers((AnzahlProto1 + AnzahlProto2 + AnzahlProto3));
    Audio::PlaySample(SoundPfad);

    if (TorAuf == 0)
    {
    GameObjectList gol = Game::GetGameObjects(TorName);
    GameObject *go1;
    go1 = *gol.GetObject(0);
    go1->PushActionSwitchAnim(ACTION_APPEND, TorAniName);
    }

    for (int i = 0; i < AnzahlProto1 || i < AnzahlProto2 || i < AnzahlProto3; i++)
    {
    if (i < AnzahlProto1)
    {
    Person p = Game::CreatePerson(PersonenProto1,"Unnamed");
    p.PushActionShowHide(ACTION_NEWLIST, true);
    p.SetRole(ROLE_SQUAD);
    p.SetUpgradeLevel(3);
    p.PushActionWait(ACTION_APPEND, WarteZeit);
    Game::FindFreePosition(&p, SP, 100.f);
    p.SetPosition(SP);
    p.PushActionShowHide(ACTION_APPEND, false);
    p.PushActionMove(ACTION_APPEND, v.GetPosition());
    p.PushActionEnterCar(ACTION_APPEND, &v);
    p.PushActionExecuteCommand(ACTION_APPEND, "FahrenAlarmFahrzeug1", &v, 0, false);
    }

    if (i < AnzahlProto2)
    {
    Person p = Game::CreatePerson(PersonenProto2,"Unnamed");
    p.PushActionShowHide(ACTION_NEWLIST, true);
    p.SetRole(ROLE_SQUAD);
    p.SetUpgradeLevel(3);
    p.PushActionWait(ACTION_APPEND, WarteZeit);
    Game::FindFreePosition(&p, SP, 100.f);
    p.SetPosition(SP);
    p.PushActionShowHide(ACTION_APPEND, false);
    p.PushActionMove(ACTION_APPEND, v.GetPosition());
    p.PushActionEnterCar(ACTION_APPEND, &v);
    p.PushActionExecuteCommand(ACTION_APPEND, "FahrenAlarmFahrzeug1", &v, 0, false);
    }

    if (i < AnzahlProto3)
    {
    Person p = Game::CreatePerson(PersonenProto3,"Unnamed");
    p.PushActionShowHide(ACTION_NEWLIST, true);
    p.SetRole(ROLE_SQUAD);
    p.SetUpgradeLevel(3);
    p.PushActionWait(ACTION_APPEND, WarteZeit);
    Game::FindFreePosition(&p, SP, 100.f);
    p.SetPosition(SP);
    p.PushActionShowHide(ACTION_APPEND, false);
    p.PushActionMove(ACTION_APPEND, v.GetPosition());
    p.PushActionEnterCar(ACTION_APPEND, &v);
    p.PushActionExecuteCommand(ACTION_APPEND, "FahrenAlarmFahrzeug1", &v, 0, false);
    }
    }
    }
    };

    object FahrenAlarmFahrzeug1 : CommandScript
    {
    FahrenAlarmFahrzeug1()
    {
    SetIcon("IconName");
    SetCursor("CursorName");
    }

    bool CheckPossible(GameObject *Caller)
    {
    return true;
    }

    bool CheckTarget(GameObject *Caller, Actor *Target, int ChildID)
    {
    return true;
    }

    void PushActions(GameObject *Caller, Actor *Target, int childID)
    {
    Person p(Caller);
    Vehicle v(Target);

    if (v.GetNumPassengers() == (AnzahlProto1 + AnzahlProto2 + AnzahlProto3))
    {
    if (ZurEst == 0)
    v.PushActionMove(ACTION_APPEND, EPos);

    if (SoSiAn == 0)
    v.PushActionExecuteCommand(ACTION_INSERT, SoSiScript, &v, 0, false);
    }
    }
    };

     

    Thanks in advance, guys. :)

  7. Its currently being worked on but I don't think he has anything to show at the moment (feel free to prove me wrong GGD :happy: ) He is dividing his efforts between this mod and the Portuguese mod.

     

     

    Hey welcome to the site :) now I was talking to the mod developer last night about this and he said work will resume in the summer :) (sorry if this was ment to be a secret ghost)

    You're both correct. :) No problem, Gunswat... I would tell people sooner or later ^^

  8. That's a cute little brush truck. Looking good GGD.

    I notice that your truck only says "bombeiros" on it. Do you just have one "fire service" in Portugal or do you just not see the need to make distinctions? In America any unit would have the city/department on as well...

    This is a generic modification, so it's kinda hard to recreate one of the hundreds of different cities with FD. All of the vehicles in the modification have "Volunteer Fire Dept." to generalize. In case one of the vehicles has no city written on the livery, they will have a special ID code somewhere where people can see it.

    1997 - the fire department ID number (this one is fictional)

    VLCI - the vehicle type

    01 - the individual vehicle number

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