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DWP

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Everything posted by DWP

  1. Hey guys. I've been working on making it so that FF's can change into hazmat gear. I finally got that to work by copying the script for the "PCMDChangetoMask" and changing the children and vehicles, but I have it so that it uses a separate button than the "Change Clothes" commands. Unfortunately, even though I've moved the button to the Icons folder, it just shows up as a red X. The script works, but ideally, I'd like to change the Change clothes command so that if I hover over a HAZMAT vehicle, it changes the FF's to Hazmat, and if I hover over any other fire vehicle, they change to SCBA. I'm using the LAChangeClothes script: object PcmdChangeToABCD : CommandScript{ PcmdChangeToABCD() { SetCursor("hazmat"); SetIcon("hazmat_install_over"); //SetGroupID(CGROUP_GETEQUIPMENT); SetPossibleCallers(ACTOR_PERSON); SetValidTargets(ACTOR_VEHICLE | ACTOR_OBJECT); SetRestrictions(RESTRICT_NOTDESTROYED | RESTRICT_NOTBURNING | RESTRICT_HASFIREAXE); SetNeedsCarWithFlagSet(OF_HAS_FIREAXE); } /*bool CheckPossible(GameObject *Caller) { if(!Caller->IsValid() || Caller->GetType() != ACTOR_PERSON) return false; Person p(Caller); if (p.IsCarryingPerson() || p.IsLinkedWithPerson() || p.GetFirehoseID()!=0 || p.IsPulling()) return false; if (p.IsCurrentAction("EActionTreatPerson")) return false; if (!Game::ExistsNormalObjectWithFlagSet(OF_HAS_FIREAXE)) return false; return true; }*/ bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if(!Caller->IsValid() || !Target->IsValid() || Caller->GetType() != ACTOR_PERSON) return false; Person p(Caller); if(p.IsValid() && (p.IsCarryingPerson() || p.IsInDLKBasket() || p.IsLinkedWithPerson() || p.GetFirehoseID()!=0 || p.IsPulling() || p.GetEnteredCarID() != -1)) return false; if (p.IsCurrentAction("EActionTreatPerson")) return false; Vehicle v(Target); if (v.IsValid() && !v.IsDestroyed() && v.GetVehicleType() == VT_FIREFIGHTERS_DEKONP) { return true; } return false; } void PushActions(GameObject *Caller, Actor *Target, int childID) { Caller->PushActionMove(ACTION_NEWLIST, Target, TARGET_PASSENGERDOOR); Caller->PushActionTurnTo(ACTION_APPEND, Target); Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_CHANGE, Target, 7, false); }};object PcmdChangeToMask : CommandScript{ PcmdChangeToMask() { SetCursor("clothes"); SetIcon("clothes"); //SetGroupID(CGROUP_GETEQUIPMENT); SetPossibleCallers(ACTOR_PERSON); SetValidTargets(ACTOR_VEHICLE | ACTOR_OBJECT); SetRestrictions(RESTRICT_NOTDESTROYED | RESTRICT_NOTBURNING | RESTRICT_HASFIREAXE); SetNeedsCarWithFlagSet(OF_HAS_FIREAXE); } /*bool CheckPossible(GameObject *Caller) { if(!Caller->IsValid() || Caller->GetType() != ACTOR_PERSON) return false; Person p(Caller); if (p.IsCarryingPerson() || p.IsLinkedWithPerson() || p.GetFirehoseID()!=0 || p.IsPulling()) return false; if (p.IsCurrentAction("EActionTreatPerson")) return false; if (!Game::ExistsNormalObjectWithFlagSet(OF_HAS_FIREAXE)) return false; return true; }*/ bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if(!Caller->IsValid() || !Target->IsValid() || Caller->GetType() != ACTOR_PERSON) return false; Person p(Caller); if(p.IsValid() && (p.IsCarryingPerson() || p.IsInDLKBasket() || p.IsLinkedWithPerson() || p.GetFirehoseID()!=0 || p.IsPulling() || p.GetEnteredCarID() != -1)) return false; if (p.IsCurrentAction("EActionTreatPerson")) return false; Vehicle v(Target); if (v.IsValid() && !v.IsDestroyed() && v.GetVehicleType() == VT_FIREFIGHTERS_RW || v.GetVehicleType() == VT_FIREFIGHTERS_GTF || v.GetVehicleType() == VT_FIREFIGHTERS_DLK || v.GetVehicleType() == VT_FIREFIGHTERS_TLF || v.GetVehicleType() == VT_FIREFIGHTERS_LPF || v.GetVehicleType() == VT_AMBULANCE_ITW || v.GetVehicleType() == VT_AMBULANCE_RTW) { return true; } return false; } void PushActions(GameObject *Caller, Actor *Target, int childID) { Caller->PushActionMove(ACTION_NEWLIST, Target, TARGET_PASSENGERDOOR); Caller->PushActionTurnTo(ACTION_APPEND, Target); Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_CHANGE, Target, 2, false); }};Any help combining these two scripts into one would be greately appreciated. SECOND ISSUE: Every fireboat I've ever seen has more than 1 water cannon. I'd like to add a second water cannon to the rear of the boat, but it doesn't show up and doesn't want to work. Any suggestions?
  2. I'm trying to modify the ABCD firefighters and FF/EMT's so that they can change clothes back and forth. I've got a script that I modified from the pmcdChangeToMask script from the LAChangeClothes file, but when I tell the FF/EMT to change to ABCD or ABCD to change back to FF/EMT, the unit (firefighter) disappears. I'm relatively new to scripting, so I'm at a total loss. I'd like to make it so that they can only change at either the Water Tender or HAZMAT truck. Also, I can't figure out how to make it so the ABCD firefighters can get into the tender. Any help is appreciated! Here's what I've got: object PcmdChangeToFF : CommandScript { PcmdChangeToFF() { SetCursor("clothes"); SetIcon("clothes"); //SetGroupID(CGROUP_GETEQUIPMENT); SetPossibleCallers(ACTOR_PERSON); SetValidTargets(ACTOR_VEHICLE | ACTOR_OBJECT); SetRestrictions(RESTRICT_NOTDESTROYED | RESTRICT_NOTBURNING | RESTRICT_HASFIREAXE); SetNeedsCarWithFlagSet(OF_HAS_FIREAXE); } /*bool CheckPossible(GameObject *Caller) { if(!Caller->IsValid() || Caller->GetType() != ACTOR_PERSON) return false; Person p(Caller); if (p.IsCarryingPerson() || p.IsLinkedWithPerson() || p.GetFirehoseID()!=0 || p.IsPulling()) return false; if (p.IsCurrentAction("EActionTreatPerson")) return false; if (!Game::ExistsNormalObjectWithFlagSet(OF_HAS_FIREAXE)) return false; return true; }*/ bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if(!Caller->IsValid() || !Target->IsValid() || Caller->GetType() != ACTOR_PERSON) return false; Person p(Caller); if(p.IsValid() && (p.IsCarryingPerson() || p.IsInDLKBasket() || p.IsLinkedWithPerson() || p.GetFirehoseID()!=0 || p.IsPulling() || p.GetEnteredCarID() != -1)) return false; if (p.IsCurrentAction("EActionTreatPerson")) return false; Vehicle v(Target); if (v.IsValid() && !v.IsDestroyed() && v.GetVehicleType() == VT_FIREFIGHTERS_RW || v.GetVehicleType() == VT_FIREFIGHTERS_GTF || v.GetVehicleType() == VT_FIREFIGHTERS_DLK || v.GetVehicleType() == VT_FIREFIGHTERS_TLF || v.GetVehicleType() == VT_FIREFIGHTERS_LPF || v.GetVehicleType() == VT_AMBULANCE_ITW || v.GetVehicleType() == VT_AMBULANCE_RTW) { return true; } return false; } void PushActions(GameObject *Caller, Actor *Target, int childID) { Caller->PushActionmove(ACTION_NEWLIST, Target, TARGET_PASSENGERDOOR); Caller->PushActionTurnTo(ACTION_APPEND, Target); Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_CHANGE, Target, 1, false); } }; object PcmdChangeToABCD : CommandScript { PcmdChangeToABCD() { SetCursor("clothes"); SetIcon("clothes"); //SetGroupID(CGROUP_GETEQUIPMENT); SetPossibleCallers(ACTOR_PERSON); SetValidTargets(ACTOR_VEHICLE | ACTOR_OBJECT); SetRestrictions(RESTRICT_NOTDESTROYED | RESTRICT_NOTBURNING | RESTRICT_HASFIREAXE); SetNeedsCarWithFlagSet(OF_HAS_FIREAXE); } /*bool CheckPossible(GameObject *Caller) { if(!Caller->IsValid() || Caller->GetType() != ACTOR_PERSON) return false; Person p(Caller); if (p.IsCarryingPerson() || p.IsLinkedWithPerson() || p.GetFirehoseID()!=0 || p.IsPulling()) return false; if (p.IsCurrentAction("EActionTreatPerson")) return false; if (!Game::ExistsNormalObjectWithFlagSet(OF_HAS_FIREAXE)) return false; return true; }*/ bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if(!Caller->IsValid() || !Target->IsValid() || Caller->GetType() != ACTOR_PERSON) return false; Person p(Caller); if(p.IsValid() && (p.IsCarryingPerson() || p.IsInDLKBasket() || p.IsLinkedWithPerson() || p.GetFirehoseID()!=0 || p.IsPulling() || p.GetEnteredCarID() != -1)) return false; if (p.IsCurrentAction("EActionTreatPerson")) return false; Vehicle v(Target); if (v.IsValid() && !v.IsDestroyed() && v.GetVehicleType() == VT_FIREFIGHTERS_TLF || v.GetVehicleType() == VT_FIREFIGHTERS_DeKon-P) { return true; } return false; } void PushActions(GameObject *Caller, Actor *Target, int childID) { Caller->PushActionmove(ACTION_NEWLIST, Target, TARGET_PASSENGERDOOR); Caller->PushActionTurnTo(ACTION_APPEND, Target); Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_CHANGE, Target, 5, false); } }; object PcmdChangeToMask : CommandScript { PcmdChangeToMask() { SetCursor("clothes"); SetIcon("clothes"); //SetGroupID(CGROUP_GETEQUIPMENT); SetPossibleCallers(ACTOR_PERSON); SetValidTargets(ACTOR_VEHICLE | ACTOR_OBJECT); SetRestrictions(RESTRICT_NOTDESTROYED | RESTRICT_NOTBURNING | RESTRICT_HASFIREAXE); SetNeedsCarWithFlagSet(OF_HAS_FIREAXE); } /*bool CheckPossible(GameObject *Caller) { if(!Caller->IsValid() || Caller->GetType() != ACTOR_PERSON) return false; Person p(Caller); if (p.IsCarryingPerson() || p.IsLinkedWithPerson() || p.GetFirehoseID()!=0 || p.IsPulling()) return false; if (p.IsCurrentAction("EActionTreatPerson")) return false; if (!Game::ExistsNormalObjectWithFlagSet(OF_HAS_FIREAXE)) return false; return true; }*/ bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if(!Caller->IsValid() || !Target->IsValid() || Caller->GetType() != ACTOR_PERSON) return false; Person p(Caller); if(p.IsValid() && (p.IsCarryingPerson() || p.IsInDLKBasket() || p.IsLinkedWithPerson() || p.GetFirehoseID()!=0 || p.IsPulling() || p.GetEnteredCarID() != -1)) return false; if (p.IsCurrentAction("EActionTreatPerson")) return false; Vehicle v(Target); if (v.IsValid() && !v.IsDestroyed() && v.GetVehicleType() == VT_FIREFIGHTERS_RW || v.GetVehicleType() == VT_FIREFIGHTERS_GTF || v.GetVehicleType() == VT_FIREFIGHTERS_DLK || v.GetVehicleType() == VT_FIREFIGHTERS_TLF || v.GetVehicleType() == VT_FIREFIGHTERS_LPF || v.GetVehicleType() == VT_AMBULANCE_ITW || v.GetVehicleType() == VT_AMBULANCE_RTW) { return true; } return false; } void PushActions(GameObject *Caller, Actor *Target, int childID) { Caller->PushActionmove(ACTION_NEWLIST, Target, TARGET_PASSENGERDOOR); Caller->PushActionTurnTo(ACTION_APPEND, Target); Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_CHANGE, Target, 2, false); } };
  3. Has it? I've gotten some rather large updates on it lately.
  4. Okay, I have a couple of questions. First of all, this is an awesome mod; it's a bit different to me, as an American, trying to get used to all the units (I skipped the regular game and went right to LA and NY mods). First of all, I've had a couple of calls I can't clear: an animal in the roadway (which I shot with police, but couldn't get the body to disappear), and a fallen tree. I lifted it with the crane, tried to get a tow truck, all to no avail. How to I solve these incidents? Also, do the units stay in the stations, or do they go off the map? Response times are pretty bad
  5. DWP

    Buffalo, NY Submod (WIP)

    Buffalo resident. There was a guy from Ft. Erie (Can.) that was doing a buffalo mod, he had quite a bit of stuff... maybe he'd let you use his work? Alternately, I can get you pictures of anything you need here in the area.
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