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The Loot

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Posts posted by The Loot

  1. One last thing I can think of trying is going back to the original Tiller file and try having this in the Tiller section in the StationStart script: 

    if (m.HasCommand("DummyTillerCheck"))
    {
    	m.PushActionExecuteCommand(ACTION_NEWLIST, "DummyTillerCheck", &m, 0, false);
    	m.PushActionExecuteCommand(ACTION_APPEND, "DummyTiller", &m, 3, false);
    }

    That second command is used to position the trailer when parking in the station, hopefully it would position it properly on spawn. If that doesn't fix the issues, I'm not really sure and sorry I couldn't be more help.

  2. Actually, are those sounds supposed to be something repeating that follows the vehicle, or just something that just plays once when you execute the command?

    If the latter, the whole soundID thing is unnecessary in the first place. You can actually just replace 

    if(StrCompare(Caller->GetPrototypeFileName(), PROTO_UMH) == 0)
    {
    	soundID = Audio::PlaySample3D(SND_TOCHUMH, Caller->GetPosition());
    	v.AttachSound(soundID);
    }

    with 

    if(StrCompare(Caller->GetPrototypeFileName(), PROTO_UMH) == 0)
    	Audio::PlaySample3D(SND_TOCHUMH, Caller->GetPosition());

    and so forth with all the other protos.

    If the former, like sirens, that's a larger process.

  3. It looks like the cab isn't being told to set rotation into position like the other vehicles in the start script, does it place properly itself? Maybe that causes the improper trailer position on spawn.

    Try adding m.SetRotation(gate3); after m.SetPosition(Tiller); and see if that fixes it with the original Tiller commands.

  4. Looking at your script file again, looks like you also changed line 371, from

    float dx = 250.f, dy = 0.f, dz = 0.f;

    to

    float dx = 0.f, dy = 0.f, dz = 0.f;

    Maybe that's causing the issue?

    Could you upload your LAFireStationStart.script file?

    I'm actually not sure exactly how the original LA Mod deals with spawning the Tiller in the station at start. Looks like there's the script that checks for vehicles at the map fire vehicle spawn to either add or delete the trailer, but nothing else seems implemented, as far as I can see. The Tiller isn't even set to spawn by default, just the Tower, and while the instructions say to change the prototype referenced there, there's nothing that would spawn the trailer.

  5. Yes, actually. A line in each vehicle spawn script can do it.

    Find the last "PushActionShowHide" command before the Lights/Sirens/Move commands, and insert a "PushActionWait" in front of it, like so:

    n.PushActionTurnTo(ACTION_APPEND,Rotate);
    n.PushActionWait(ACTION_APPEND,5.0f);
    n.PushActionShowHide(ACTION_APPEND,false);

    The numerical value is time in seconds you want to delay the vehicle appearing and carrying out further actions.

  6. When I saw Alex's video, I was really surprised at a sudden public release of this. Dusted off the ol' game to give her a try. Great quality!

    Traffic can be an issue, with vehicles getting stuck at intersections for unknown reasons (but probably the usual traffic light glitches).

    Treatment system is nice, but needing to RTFM outside the game makes it difficult.

    Script error. Context: After manually sending ranger to a scene, dispatched two more, and error occurred on second attempt.

    !Buy park ranger car
    ?(_LACallPatrolCar833e8): Error: Symbol n is not defined in current scope 
    ?(_LACallPatrolCar833e8):  FILE:mod:/scripts/game/command/LACallPatrolCar.script833e8 LINE:495
    ?(_LACallPatrolCar833e8): Error: Failed to evaluate n.SetSpeed(12.0f)
    ?(_LACallPatrolCar833e8): Possible candidates are...
    ?(_LACallPatrolCar833e8): filename       line:size busy function type and name  
    ?(_LACallPatrolCar833e8): 
    ?(_LACallPatrolCar833e8): !!!Dictionary position rewound... 
    ?(_LACallPatrolCar833e8): !!!Error recovered!!!

     

    • Upvote 1
  7. 12 hours ago, Tamir said:

    A script that you can tell the LACoFD equipment truck to go to the hospital for BLS escort. Example: call comes in about a heart attack, you send BLS and the equipment squad, one paramedic in the ambu and one in the squad, you send them both to the hospital, let the ambu drop off the patient and put back the paramedic in the squad. the script will send the squad to the hospital and wait for 1-3 minutes.

    I'd say it's a possibility.

     

    • Like 1
  8. On 2/8/2022 at 4:01 PM, hill12 said:

    Is the thing to change the years or the thing where you can have access to a dispatch screen to dispatch units

    I think the mod currently uses the same vehicle dispatching methods as the original LA mod: police officers can call patrol cars and air unit, and fire captains can call some fire and medical units, and then everything else uses the base game menus. 

  9. Quick idea is to check that the map object is named correctly, and that it has no flags/properties that would allow it to be interacted with in any way (I had a flag set that would allow a crane to pick up an object I used when I first added Limited Water to my personal mod).

    Can also try these lines

    GameObjectList spawnerList("SCSpawner");
    if (spawnerList.GetNumObjects()>0)
    {
      GameObject Obj=spawnerList.GetObject(0);
      Game::ExecuteCommand("SpawnVehicles",&Obj);
      System::Log("Freeplay: Vehicle Spawns Started");
    } 
    else
      System::Error("Freeplay: Vehicle Spawner Not Found");

     

  10. 12 hours ago, 2Bells Gaming said:

    I could be wrong, but to verify I'm learning things properly and to assist anyone in their learning, would this need to be defined in the beginning of the script, where the other variables would be defined?

    Wherever you find a PushAction used.

    You can likely find a ACTION_NEWLIST PushAction somewhere in the script, and then you can add the PushActionExecuteCommand line as an ACTION_APPEND like the example.

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