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Zach1019

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Everything posted by Zach1019

  1. Hey guys I was wondering if anyone has made a call button for the Batallion Chief/EMS Supervisor that calls the brush truck? If not can someone show me how to make a new call button or give me the link to a tutorial?
  2. It looks awesome! Nice job. Keep up the good work.
  3. Does anyone know of any spare vehicles I could use? Like I want to reskin them and use them in my game. Ex: Ford Excursion Ford Expedition Ford pick up truck Chevrolet Tahoe I would appreciate any help finding new vehicles.
  4. Zach1019

    [WIP] San Diego

    I think there should be both the big hospital and the medical center and which ever is closest to the ambulance with the patient then that's the one the ambulance would go to.
  5. Zach1019

    [WIP] San Diego

    You should make a Lifeguard Ambulance inplace of the LAX AMbulance that would be at the Lifeguard Station. I think that there should be a small Medical Center where the ambulances could transport patients to and drop them off but it wouldn't be like the HUGE hospital in LA MOD. Also I think that there should be a small San Diego Beach Police Sub Station not the big one. I think there should be a bank and a robbery that happens there. I don't know if it's possible but I think there should be people in the water and the beach should have Lifeguard Towers just for scenery. I don't know if you need my help with anything but let me know if you do!
  6. Yeah I did make then Virtual Objects in the editor.
  7. Well when I load my mod it gives me a script error and then when I ignore the script error and go to free play the game crashes after about 30 second. I need to fix my scrip so I can use those parking spaces and so it doesn't crash the game. LA TO POLICE STATION Script: //****************************************************************************************** // #Version 1.5# // // Includes: To police station command. // // - VcmdToPoliceStation // // Script by Hoppah // // Usage of this script in other mods is NOT allowed without permission of Hoppah // //****************************************************************************************** const char CMD_SIREN[] = "VcmdSiren"; const char CMD_AUTOSIREN_OFF[] = "VcmdAutoSirenOff"; const char CMD_WARNINGLIGHTS_OFF[] = "VcmdWarningLightsOff"; const char CMD_WARNINGLIGHTS_ON[] = "VcmdWarningLightsOn"; const char CMD_FLOODLIGHTS_OFF[] = "VcmdFloodLightsOff"; const char CMD_FLOODLIGHTS_ON[] = "VcmdFloodLightsOn"; const char CMD_GOHOME[] = "GoHome"; const char CMD_TOPOLICESTATION[] = "VcmdToPoliceStation"; const char CMD_PATROL[] = "VcmdPatrol"; const char CMD_STANDBY_ON[] = "VcmdStandbyOn"; const char CMD_STANDBY_OFF[] = "VcmdStandbyOff"; const char DUMMY_DISABLE[] = "DummyDisableSiren"; const char DUMMY_HASSIREN[] = "DummyHasSiren"; const char DUMMY_GOHOME[] = "DummyGoHome"; const char DUMMY_PATROL[] = "DummyPatrol"; const char OBJ_HELIPAD[] = "policestation_helipad"; const char VO_ENTRY[] = "policestation_entry"; const char VO_ENTRY_HELIPAD[] = "policestation_entry2"; const char VO_TURNTO[] = "policestation_turnto"; const char VO_PARK01[] = "policestation_park01"; const char VO_PARK02[] = "policestation_park02"; const char VO_PARK03[] = "policestation_park03"; const char VO_PARK04[] = "policestation_park04"; const char VO_PARK05[] = "policestation_park05"; const char VO_PARK06[] = "policestation_park06"; const char vo_Park07[] = "policestation_park07"; const char vo_Park08[] = "policestation_park08"; const char vo_Park09[] = "policestation_park09"; const char vo_Park10[] = "policestation_park10"; const char vo_Park11[] = "policestation_park11"; const char vo_Park12[] = "policestation_park12"; const char vo_Park13[] = "policestation_park13"; const char vo_Park14[] = "policestation_park14"; const char vo_Park15[] = "policestation_park15"; const char VO_HELI[] = "policestation_heli"; const char VO_SPAWN[] = "policestation_spawn"; const char SND_TOSTATION[] = "mod:Audio/FX/radio/1019.wav"; const char HINT_HELICOPTER[] = "Another helicopter is blocking the helipad! The helicopter will return to base!"; const char PROTO_CV_LAPD[] = "mod:Prototypes/Vehicles/03 LA Police/cv_lapd.e4p"; int DummyGroup = 32; object VcmdToPoliceStation : CommandScript { VcmdToPoliceStation() { SetCursor("topolicestation"); SetIcon("topolicestation"); SetGroupID(DummyGroup); SetGroupLeader(true); SetRestrictions(RESTRICT_SELFEXECUTE); } bool CheckPossible(GameObject *Caller) { if (!Caller->IsValid()) return false; if (!Game::IsFreeplay() && !Game::IsMultiplayer()) return false; Vehicle v(Caller); if (v.IsCollidingWithVirtualObject(VO_HELI)) return false; ActorList l1 = Game::GetActors(VO_PARK01); if (l1.GetNumActors() == 0) return false; return true; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if (!Caller->IsValid() || !Target->IsValid() || (Caller->GetID() != Target->GetID())) return false; Vehicle v(Caller); SetPriority(0); if (v.GetNumTransported() > 0) SetPriority(110); return true; } void PushActions(GameObject *Caller, Actor *Target, int ChildID) { Vehicle v(Caller); bool Donut = false; ActorList d = Game::GetActors(VO_PARK04); if (StrCompare(v.GetPrototypeFileName(), PROTO_CV_LAPD) == 0 && d.GetNumActors() > 0) Donut = true; if(ChildID == 0) { if (v.GetVehicleType() != VT_POLICE_PHC) { if (v.IsBlueLightEnabled()) v.EnableBlueLights(false); if (v.HasCommand("DummyFollow")) v.RemoveCommand("DummyFollow"); if (v.HasCommand(CMD_STANDBY_OFF)) { v.RemoveCommand(CMD_STANDBY_OFF); v.AssignCommand(CMD_STANDBY_ON); } if (v.HasCommand(CMD_WARNINGLIGHTS_OFF)) { v.EnableBlinker(BLT_NONE); v.RemoveCommand(CMD_WARNINGLIGHTS_OFF); v.AssignCommand(CMD_WARNINGLIGHTS_ON); } if (v.HasCommand(CMD_FLOODLIGHTS_OFF)) { v.EnableSpecialLights(false); v.RemoveCommand(CMD_FLOODLIGHTS_OFF); v.AssignCommand(CMD_FLOODLIGHTS_ON); } if (v.HasObjectPath(NULL)) Game::ExecuteCommand(DUMMY_PATROL, &v, &v); if (v.HasCommand(DUMMY_HASSIREN) && v.HasCommand(CMD_AUTOSIREN_OFF)) Game::ExecuteCommand(DUMMY_DISABLE, &v, &v); bool ParkinglotFound = false; bool ToDonut = false; ActorList l1; if (!ParkinglotFound) { GameObjectList l2; Game::CollectObstaclesOnVirtualObject(VO_PARK01, l2, ACTOR_VEHICLE); if(l2.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK01); ParkinglotFound = true; } } if (!ParkinglotFound) { GameObjectList l3; Game::CollectObstaclesOnVirtualObject(VO_PARK02, l3, ACTOR_VEHICLE); if(l3.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK02); ParkinglotFound = true; } } if (!ParkinglotFound) { GameObjectList l4; Game::CollectObstaclesOnVirtualObject(VO_PARK03, l4, ACTOR_VEHICLE); if(l4.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK03); ParkinglotFound = true; } if (!ParkinglotFound) { GameObjectList l5; Game::CollectObstaclesOnVirtualObject(VO_PARK06, l5, ACTOR_VEHICLE); if(l5.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK06); ParkinglotFound = true; } if (!ParkinglotFound) { GameObjectList l6; Game::CollectObstaclesOnVirtualObject(VO_PARK07, l6, ACTOR_VEHICLE); if(l6.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK07); ParkinglotFound = true; } if (!ParkinglotFound) { GameObjectList l7; Game::CollectObstaclesOnVirtualObject(VO_PARK08, l7, ACTOR_VEHICLE); if(l7.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK08); ParkinglotFound = true; } if (!ParkinglotFound) { GameObjectList l8; Game::CollectObstaclesOnVirtualObject(VO_PARK09, l8, ACTOR_VEHICLE); if(l8.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK09); ParkinglotFound = true; } if (!ParkinglotFound) { GameObjectList l9; Game::CollectObstaclesOnVirtualObject(VO_PARK10, l9, ACTOR_VEHICLE); if(l9.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK10); ParkinglotFound = true; } if (!ParkinglotFound) { GameObjectList l10; Game::CollectObstaclesOnVirtualObject(VO_PARK11, l10, ACTOR_VEHICLE); if(l10.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK11); ParkinglotFound = true; } if (!ParkinglotFound) { GameObjectList l11; Game::CollectObstaclesOnVirtualObject(VO_PARK11, l11, ACTOR_VEHICLE); if(l11.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK12); ParkinglotFound = true; } if (!ParkinglotFound) { GameObjectList l12; Game::CollectObstaclesOnVirtualObject(VO_PARK13, l12, ACTOR_VEHICLE); if(l12.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK13); ParkinglotFound = true; } if (!ParkinglotFound) { GameObjectList l13; Game::CollectObstaclesOnVirtualObject(VO_PARK14, l13, ACTOR_VEHICLE); if(l13.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK14); ParkinglotFound = true; } if (!ParkinglotFound) { GameObjectList l14; Game::CollectObstaclesOnVirtualObject(VO_PARK15, l14, ACTOR_VEHICLE); if(l14.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK15); ParkinglotFound = true; } } if (Donut && !ParkinglotFound) { GameObjectList l15; Game::CollectObstaclesOnVirtualObject(VO_PARK04, l15, ACTOR_VEHICLE); if (!l15.ContainsSquad()) { l1 = Game::GetActors(VO_PARK04); ParkinglotFound = true; ToDonut = true; } } if (Donut && !ParkinglotFound) { GameObjectList l16; Game::CollectObstaclesOnVirtualObject(VO_PARK05, l16, ACTOR_VEHICLE); if (!l16.ContainsSquad()) { l1 = Game::GetActors(VO_PARK05); ParkinglotFound = true; ToDonut = true; } if (!ParkinglotFound) { v.PushActionExecuteCommand(ACTION_NEWLIST, CMD_PATROL, Caller, 0, false); return; } else { Vector PD = l1.GetActor(0)->GetPosition(); Vector PD2 = l1.GetActor(0)->GetPosition() + Vector(280,-280,0); ActorList l8 = Game::GetActors(VO_TURNTO); Vector TurnTo = l8.GetActor(0)->GetPosition(); Game::FindFreePosition(Caller, PD); Audio::PlaySample3D(SND_TOSTATION, v.GetPosition()); if (!ToDonut) { v.PushActionMove(ACTION_NEWLIST, PD); v.PushActionTurnTo(ACTION_APPEND, TurnTo); } else { v.PushActionMove(ACTION_NEWLIST, PD2); v.PushActionTurnTo(ACTION_APPEND, PD + Vector(320,-320,0)); v.PushActionWait(ACTION_APPEND, 0.5f); v.PushActionMove(ACTION_APPEND, PD); } v.PushActionWait(ACTION_APPEND, 1.5f); v.PushActionExecuteCommand(ACTION_APPEND, CMD_TOPOLICESTATION, Caller, 2, false); PersonList transports = v.GetTransports(); if (!ToDonut && transports.GetNumPersons() > 0) v.PushActionExecuteCommand(ACTION_APPEND, CMD_TOPOLICESTATION, Caller, 1, false); } } else { Audio::PlaySample3D(SND_TOSTATION, v.GetPosition()); ActorList l1 = Game::GetActors(OBJ_HELIPAD); if(l1.GetNumActors() > 0) { Actor policestation = *l1.GetActor(0); Vector Policestation = policestation.GetPosition(); } if (Game::IsSquadInVirtualObject(VO_HELI)) { GameObjectList l2; Game::CollectObstaclesOnVirtualObject(VO_HELI, l2, ACTOR_VEHICLE); for (int i = 0; i < l2.GetNumObjects(); i++) { Vehicle m = l2.GetObject(i); m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_GOHOME, &m, 1, false); Mission::PlayHint(HINT_HELICOPTER); } } Game::FindFreePosition(Caller, Policestation); GameObject obj(&policestation); float landingDirection = v.GetValidLandingAngle(&obj, Policestation); v.PushActionFlyTo(ACTION_NEWLIST, Policestation, true, landingDirection); PersonList transports = v.GetTransports(); if (transports.GetNumPersons() > 0) v.PushActionExecuteCommand(ACTION_APPEND, CMD_TOPOLICESTATION, Caller, 1, false); } } if(ChildID == 1) { if (v.GetVehicleType() != VT_POLICE_PHC) { ActorList l1 = Game::GetActors(VO_SPAWN); if (l1.GetNumActors() > 0) Vector TargetPos = l1.GetActor(0)->GetPosition(); PersonList transports = v.GetTransports(); for(int i = 0; i < transports.GetNumPersons(); i++) { transports.GetPerson(i)->PushActionLeaveCar(ACTION_NEWLIST, Caller); if(transports.GetPerson(i)->GetRole() == ROLE_GANGSTER) { transports.GetPerson(i)->SetRole(ROLE_CIVILIAN); transports.GetPerson(i)->SetBehaviour(BEHAVIOUR_CIVILIAN_NORMAL); } transports.GetPerson(i)->PushActionWait(ACTION_APPEND, 0.5f); transports.GetPerson(i)->PushActionMove(ACTION_APPEND, TargetPos, true); transports.GetPerson(i)->PushActionDeleteOwner(ACTION_APPEND); } } else { ActorList l1 = Game::GetActors(VO_ENTRY_HELIPAD); if (l1.GetNumActors() > 0) Vector TargetPos = l1.GetActor(0)->GetPosition(); PersonList transports = v.GetTransports(); for(int i = 0; i < transports.GetNumPersons(); i++) { transports.GetPerson(i)->PushActionLeaveCar(ACTION_NEWLIST, Caller); if(transports.GetPerson(i)->GetRole() == ROLE_GANGSTER) { transports.GetPerson(i)->SetRole(ROLE_CIVILIAN); transports.GetPerson(i)->SetBehaviour(BEHAVIOUR_CIVILIAN_NORMAL); } transports.GetPerson(i)->PushActionWait(ACTION_APPEND, 0.5f); transports.GetPerson(i)->PushActionMove(ACTION_APPEND, TargetPos, true); transports.GetPerson(i)->PushActionDeleteOwner(ACTION_APPEND); } } } if(ChildID == 2) { Vehicle v(Caller); v.EnableBlinker(BLT_NONE); bool ToPoliceStation = false; if (v.IsCollidingWithVirtualObject(VO_PARK01)) return; else ToPoliceStation = true; if (v.IsCollidingWithVirtualObject(VO_PARK02)) return; else ToPoliceStation = true; if (v.IsCollidingWithVirtualObject(VO_PARK03)) return; else ToPoliceStation = true; if (v.IsCollidingWithVirtualObject(VO_PARK04)) return; else ToPoliceStation = true; if (v.IsCollidingWithVirtualObject(VO_PARK05)) return; 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; else ToPoliceStation = true; if (v.IsCollidingWithVirtualobject(vo_Park09)) return; else ToPoliceStation = true; if (v.IsCollidingWithVirtualobject(vo_Park10)) return; ` else ToPoliceStation = true; if (v.IsCollidingWithVirtualobject(vo_Park11)) return; else ToPoliceStation = true; if (v.IsCollidingWithVirtualobject(vo_Park12)) return; else ToPoliceStation = true; if (v.IsCollidingWithVirtualobject(vo_Park13)) return; else ToPoliceStation = true; if (v.IsCollidingWithVirtualobject(vo_Park14)) return; else ToPoliceStation = true; if (v.IsCollidingWithVirtualobject(vo_Park15)) return; else ToPoliceStation = true; if(ToPoliceStation) v.PushActionExecuteCommand(ACTION_NEWLIST, CMD_TOPOLICESTATION, Caller, 0, false); } } }; I followed everything that was said in this topic on how to make new parking spaces and it still doesn't work.
  8. ok I need some help. I have added some more parking spaces to my script and I followed what it says in this topic how to put in new parking spaces. Here's what my script looks like(LA To Police Station script): //****************************************************************************************** // #Version 1.5# // // Includes: To police station command. // // - VcmdToPoliceStation // // Script by Hoppah // // Usage of this script in other mods is NOT allowed without permission of Hoppah // //****************************************************************************************** const char CMD_SIREN[] = "VcmdSiren"; const char CMD_AUTOSIREN_OFF[] = "VcmdAutoSirenOff"; const char CMD_WARNINGLIGHTS_OFF[] = "VcmdWarningLightsOff"; const char CMD_WARNINGLIGHTS_ON[] = "VcmdWarningLightsOn"; const char CMD_FLOODLIGHTS_OFF[] = "VcmdFloodLightsOff"; const char CMD_FLOODLIGHTS_ON[] = "VcmdFloodLightsOn"; const char CMD_GOHOME[] = "GoHome"; const char CMD_TOPOLICESTATION[] = "VcmdToPoliceStation"; const char CMD_PATROL[] = "VcmdPatrol"; const char CMD_STANDBY_ON[] = "VcmdStandbyOn"; const char CMD_STANDBY_OFF[] = "VcmdStandbyOff"; const char DUMMY_DISABLE[] = "DummyDisableSiren"; const char DUMMY_HASSIREN[] = "DummyHasSiren"; const char DUMMY_GOHOME[] = "DummyGoHome"; const char DUMMY_PATROL[] = "DummyPatrol"; const char OBJ_HELIPAD[] = "policestation_helipad"; const char VO_ENTRY[] = "policestation_entry"; const char VO_ENTRY_HELIPAD[] = "policestation_entry2"; const char VO_TURNTO[] = "policestation_turnto"; const char VO_PARK01[] = "policestation_park01"; const char VO_PARK02[] = "policestation_park02"; const char VO_PARK03[] = "policestation_park03"; const char VO_PARK04[] = "policestation_park04"; const char VO_PARK05[] = "policestation_park05"; const char VO_PARK06[] = "policestation_park06"; const char vo_Park07[] = "policestation_park07"; const char vo_Park08[] = "policestation_park08"; const char vo_Park09[] = "policestation_park09"; const char vo_Park10[] = "policestation_park10"; const char vo_Park11[] = "policestation_park11"; const char vo_Park12[] = "policestation_park12"; const char vo_Park13[] = "policestation_park13"; const char vo_Park14[] = "policestation_park14"; const char vo_Park15[] = "policestation_park15"; const char VO_HELI[] = "policestation_heli"; const char VO_SPAWN[] = "policestation_spawn"; const char SND_TOSTATION[] = "mod:Audio/FX/radio/1019.wav"; const char HINT_HELICOPTER[] = "Another helicopter is blocking the helipad! The helicopter will return to base!"; const char PROTO_CV_LAPD[] = "mod:Prototypes/Vehicles/03 LA Police/cv_lapd.e4p"; int DummyGroup = 32; object VcmdToPoliceStation : CommandScript { VcmdToPoliceStation() { SetCursor("topolicestation"); SetIcon("topolicestation"); SetGroupID(DummyGroup); SetGroupLeader(true); SetRestrictions(RESTRICT_SELFEXECUTE); } bool CheckPossible(GameObject *Caller) { if (!Caller->IsValid()) return false; if (!Game::IsFreeplay() && !Game::IsMultiplayer()) return false; Vehicle v(Caller); if (v.IsCollidingWithVirtualObject(VO_HELI)) return false; ActorList l1 = Game::GetActors(VO_PARK01); if (l1.GetNumActors() == 0) return false; return true; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if (!Caller->IsValid() || !Target->IsValid() || (Caller->GetID() != Target->GetID())) return false; Vehicle v(Caller); SetPriority(0); if (v.GetNumTransported() > 0) SetPriority(110); return true; } void PushActions(GameObject *Caller, Actor *Target, int ChildID) { Vehicle v(Caller); bool Donut = false; ActorList d = Game::GetActors(VO_PARK04); if (StrCompare(v.GetPrototypeFileName(), PROTO_CV_LAPD) == 0 && d.GetNumActors() > 0) Donut = true; if(ChildID == 0) { if (v.GetVehicleType() != VT_POLICE_PHC) { if (v.IsBlueLightEnabled()) v.EnableBlueLights(false); if (v.HasCommand("DummyFollow")) v.RemoveCommand("DummyFollow"); if (v.HasCommand(CMD_STANDBY_OFF)) { v.RemoveCommand(CMD_STANDBY_OFF); v.AssignCommand(CMD_STANDBY_ON); } if (v.HasCommand(CMD_WARNINGLIGHTS_OFF)) { v.EnableBlinker(BLT_NONE); v.RemoveCommand(CMD_WARNINGLIGHTS_OFF); v.AssignCommand(CMD_WARNINGLIGHTS_ON); } if (v.HasCommand(CMD_FLOODLIGHTS_OFF)) { v.EnableSpecialLights(false); v.RemoveCommand(CMD_FLOODLIGHTS_OFF); v.AssignCommand(CMD_FLOODLIGHTS_ON); } if (v.HasObjectPath(NULL)) Game::ExecuteCommand(DUMMY_PATROL, &v, &v); if (v.HasCommand(DUMMY_HASSIREN) && v.HasCommand(CMD_AUTOSIREN_OFF)) Game::ExecuteCommand(DUMMY_DISABLE, &v, &v); bool ParkinglotFound = false; bool ToDonut = false; ActorList l1; if (!ParkinglotFound) { GameObjectList l2; Game::CollectObstaclesOnVirtualObject(VO_PARK01, l2, ACTOR_VEHICLE); if(l2.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK01); ParkinglotFound = true; } } if (!ParkinglotFound) { GameObjectList l3; Game::CollectObstaclesOnVirtualObject(VO_PARK02, l3, ACTOR_VEHICLE); if(l3.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK02); ParkinglotFound = true; } } if (!ParkinglotFound) { GameObjectList l4; Game::CollectObstaclesOnVirtualObject(VO_PARK03, l4, ACTOR_VEHICLE); if(l4.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK03); ParkinglotFound = true; } if (!ParkinglotFound) { GameObjectList l5; Game::CollectObstaclesOnVirtualObject(VO_PARK06, l5, ACTOR_VEHICLE); if(l5.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK06); ParkinglotFound = true; } if (!ParkinglotFound) { GameObjectList l6; Game::CollectObstaclesOnVirtualObject(VO_PARK07, l6, ACTOR_VEHICLE); if(l6.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK07); ParkinglotFound = true; } if (!ParkinglotFound) { GameObjectList l7; Game::CollectObstaclesOnVirtualObject(VO_PARK08, l7, ACTOR_VEHICLE); if(l7.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK08); ParkinglotFound = true; } if (!ParkinglotFound) { GameObjectList l8; Game::CollectObstaclesOnVirtualObject(VO_PARK09, l8, ACTOR_VEHICLE); if(l8.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK09); ParkinglotFound = true; } if (!ParkinglotFound) { GameObjectList l9; Game::CollectObstaclesOnVirtualObject(VO_PARK10, l9, ACTOR_VEHICLE); if(l9.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK10); ParkinglotFound = true; } if (!ParkinglotFound) { GameObjectList l10; Game::CollectObstaclesOnVirtualObject(VO_PARK11, l10, ACTOR_VEHICLE); if(l10.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK11); ParkinglotFound = true; } if (!ParkinglotFound) { GameObjectList l11; Game::CollectObstaclesOnVirtualObject(VO_PARK11, l13, ACTOR_VEHICLE); if(l11.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK12); ParkinglotFound = true; } if (!ParkinglotFound) { GameObjectList l12; Game::CollectObstaclesOnVirtualObject(VO_PARK13, l12, ACTOR_VEHICLE); if(l12.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK13); ParkinglotFound = true; } if (!ParkinglotFound) { GameObjectList l13; Game::CollectObstaclesOnVirtualObject(VO_PARK14, l13, ACTOR_VEHICLE); if(l13.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK14); ParkinglotFound = true; } if (!ParkinglotFound) { GameObjectList l14; Game::CollectObstaclesOnVirtualObject(VO_PARK15, l14, ACTOR_VEHICLE); if(l14.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK15); ParkinglotFound = true; } } if (Donut && !ParkinglotFound) { GameObjectList l15; Game::CollectObstaclesOnVirtualObject(VO_PARK04, l15, ACTOR_VEHICLE); if (!l15.ContainsSquad()) { l1 = Game::GetActors(VO_PARK04); ParkinglotFound = true; ToDonut = true; } } if (Donut && !ParkinglotFound) { GameObjectList l16; Game::CollectObstaclesOnVirtualObject(VO_PARK05, l16, ACTOR_VEHICLE); if (!l16.ContainsSquad()) { l1 = Game::GetActors(VO_PARK05); ParkinglotFound = true; ToDonut = true; } if (!ParkinglotFound) { v.PushActionExecuteCommand(ACTION_NEWLIST, CMD_PATROL, Caller, 0, false); return; } else { Vector PD = l1.GetActor(0)->GetPosition(); Vector PD2 = l1.GetActor(0)->GetPosition() + Vector(280,-280,0); ActorList l8 = Game::GetActors(VO_TURNTO); Vector TurnTo = l8.GetActor(0)->GetPosition(); Game::FindFreePosition(Caller, PD); Audio::PlaySample3D(SND_TOSTATION, v.GetPosition()); if (!ToDonut) { v.PushActionMove(ACTION_NEWLIST, PD); v.PushActionTurnTo(ACTION_APPEND, TurnTo); } else { v.PushActionMove(ACTION_NEWLIST, PD2); v.PushActionTurnTo(ACTION_APPEND, PD + Vector(320,-320,0)); v.PushActionWait(ACTION_APPEND, 0.5f); v.PushActionMove(ACTION_APPEND, PD); } v.PushActionWait(ACTION_APPEND, 1.5f); v.PushActionExecuteCommand(ACTION_APPEND, CMD_TOPOLICESTATION, Caller, 2, false); PersonList transports = v.GetTransports(); if (!ToDonut && transports.GetNumPersons() > 0) v.PushActionExecuteCommand(ACTION_APPEND, CMD_TOPOLICESTATION, Caller, 1, false); } } else { Audio::PlaySample3D(SND_TOSTATION, v.GetPosition()); ActorList l1 = Game::GetActors(OBJ_HELIPAD); if(l1.GetNumActors() > 0) { Actor policestation = *l1.GetActor(0); Vector Policestation = policestation.GetPosition(); } if (Game::IsSquadInVirtualObject(VO_HELI)) { GameObjectList l2; Game::CollectObstaclesOnVirtualObject(VO_HELI, l2, ACTOR_VEHICLE); for (int i = 0; i < l2.GetNumObjects(); i++) { Vehicle m = l2.GetObject(i); m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_GOHOME, &m, 1, false); Mission::PlayHint(HINT_HELICOPTER); } } Game::FindFreePosition(Caller, Policestation); GameObject obj(&policestation); float landingDirection = v.GetValidLandingAngle(&obj, Policestation); v.PushActionFlyTo(ACTION_NEWLIST, Policestation, true, landingDirection); PersonList transports = v.GetTransports(); if (transports.GetNumPersons() > 0) v.PushActionExecuteCommand(ACTION_APPEND, CMD_TOPOLICESTATION, Caller, 1, false); } } if(ChildID == 1) { if (v.GetVehicleType() != VT_POLICE_PHC) { ActorList l1 = Game::GetActors(VO_SPAWN); if (l1.GetNumActors() > 0) Vector TargetPos = l1.GetActor(0)->GetPosition(); PersonList transports = v.GetTransports(); for(int i = 0; i < transports.GetNumPersons(); i++) { transports.GetPerson(i)->PushActionLeaveCar(ACTION_NEWLIST, Caller); if(transports.GetPerson(i)->GetRole() == ROLE_GANGSTER) { transports.GetPerson(i)->SetRole(ROLE_CIVILIAN); transports.GetPerson(i)->SetBehaviour(BEHAVIOUR_CIVILIAN_NORMAL); } transports.GetPerson(i)->PushActionWait(ACTION_APPEND, 0.5f); transports.GetPerson(i)->PushActionMove(ACTION_APPEND, TargetPos, true); transports.GetPerson(i)->PushActionDeleteOwner(ACTION_APPEND); } } else { ActorList l1 = Game::GetActors(VO_ENTRY_HELIPAD); if (l1.GetNumActors() > 0) Vector TargetPos = l1.GetActor(0)->GetPosition(); PersonList transports = v.GetTransports(); for(int i = 0; i < transports.GetNumPersons(); i++) { transports.GetPerson(i)->PushActionLeaveCar(ACTION_NEWLIST, Caller); if(transports.GetPerson(i)->GetRole() == ROLE_GANGSTER) { transports.GetPerson(i)->SetRole(ROLE_CIVILIAN); transports.GetPerson(i)->SetBehaviour(BEHAVIOUR_CIVILIAN_NORMAL); } transports.GetPerson(i)->PushActionWait(ACTION_APPEND, 0.5f); transports.GetPerson(i)->PushActionMove(ACTION_APPEND, TargetPos, true); transports.GetPerson(i)->PushActionDeleteOwner(ACTION_APPEND); } } } if(ChildID == 2) { Vehicle v(Caller); v.EnableBlinker(BLT_NONE); bool ToPoliceStation = false; if (v.IsCollidingWithVirtualObject(VO_PARK01)) return; else ToPoliceStation = true; if (v.IsCollidingWithVirtualObject(VO_PARK02)) return; else ToPoliceStation = true; if (v.IsCollidingWithVirtualObject(VO_PARK03)) return; else ToPoliceStation = true; if (v.IsCollidingWithVirtualObject(VO_PARK04)) return; else ToPoliceStation = true; if (v.IsCollidingWithVirtualObject(VO_PARK05)) return; 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; else ToPoliceStation = true; if (v.IsCollidingWithVirtualobject(vo_Park09)) return; else ToPoliceStation = true; if (v.IsCollidingWithVirtualobject(vo_Park10)) return; ` else ToPoliceStation = true; if (v.IsCollidingWithVirtualobject(vo_Park11)) return; else ToPoliceStation = true; if (v.IsCollidingWithVirtualobject(vo_Park12)) return; else ToPoliceStation = true; if (v.IsCollidingWithVirtualobject(vo_Park13)) return; else ToPoliceStation = true; if (v.IsCollidingWithVirtualobject(vo_Park14)) return; else ToPoliceStation = true; if (v.IsCollidingWithVirtualobject(vo_Park15)) return; else ToPoliceStation = true; if(ToPoliceStation) v.PushActionExecuteCommand(ACTION_NEWLIST, CMD_TOPOLICESTATION, Caller, 0, false); } } };
  9. ok I need help unlocking my vehicles to reskin. First I go to the dds file of the vehicle that I want to unlock the skins for. Then I change it to something different like (cv_lapd.dds-------cv_lapdt.v3o). Once I change that I go to the editor and load my mod, unpack the file and close the editor. Last I go to Paint.net and try to open the file it gives me an error message. What did I do wrong? Can someone explain this to me?
  10. Ok I just did it with the sniping tool for windOws 7 but I will use fraPs.
  11. All right I will start on it. How do I change the menu layout placement for it. So I am reskining the LEV to be an Animal Control Unit I need to change it from the Fire Department Layout menu to the Police Department Menu. How do I do that?
  12. I don't know how to make scripts!!! I know how to reskin but not to make new scripts.
  13. So can this vehicle work? Could u make the scripts? Or is the Inpossible to make? Yes I do watch animal cops it's an awesome show.
  14. Yeah. I think that it would be hard to make them do it.
  15. That sounds sweet could there be like a USFS fire engine at the 2 fire stations and when the battalion chief or the EMS supervisor would call for USFS they would spawn from the station, switch their gear, and then man the USFS engine.
  16. Does anyone know how to script or know a tutorial on how to script so I can make the animal control scripts?
  17. Ok I will have to learn how to script. Are there any tutorials on scripting? Would anyone else like to help me?
  18. ok. I want to make this Animal Control Vehicle thing. I want to make it so the animal control units can case animal like a police car can chase cars with the case command. How do I make it to where the animal control units can chase any animal on the street if you click on it? Then when the animal control officer gets out of his vehicle he would chase the animal and basically arrest it...Then the officer could put the animal in his vehicle and take it to the animal shelter. The animal control unit could also pick up any dead animal and take it back to the shelter. Can anyone give me any tips or help with this? Let me know what you think about it?
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