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The Loot

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Everything posted by The Loot

  1. I replicated the spawning and staffing functions for police vehicles a while back in my LA personal, including patrol spawns.
  2. With the experience of my EM4 modding, and my friends foray into coding, I'd say "Welcome to programming in general".
  3. Oh, absolutely. Simply changing the Speed value in the unit.xml file will do fine. Scripting really only comes in if you want to have automatically or manually controlled variable speeds.
  4. That's a pretty slick way of getting a map design figured out.
  5. Well, here it is! I'll just attach it here instead of uploading to the Files section. Make sure you credit Hoppah for the original script and myself for the revision if you include this in a mod release. Features: Step-by-Step Readme. Streamlined scripts needing minimal editing to implement. Method of manual Water Supply activation for all modes, including Freeplay without map editing if manual activation is desired. Mission support without map or mission script editing (Freeplay version of script using manual activation method). Possible Multi-player support (Using manual activation method, UNTESTED). Enjoy! Hoppah's Limited Water Supply Script by The Loot.zip Edit: Forgot to mention adding "cool" and "extinguish" commands to people in the Readme. Edit 2: Redid disabled icon for Activate command. Updated 7/29. Edit 3: Added a few images to readme, tweaked some instructions, added CRITICAL vehicle model edit instructions. Updated 2015/5/20
  6. It was definitely the object being created. I don't think it was the prototype or model, but the fact that it was being created as a Vehicle. I changed it to a different proto, but also changed it to a Game Object, and now it works. Thanks for the logfile idea.
  7. If it's an error that gets thrown when the script is run, you'll have to load the game. If it's thrown when the game loads, you can just remove all other script files but that one and load the editor. I take any unneeded script files out when I'm dealing with the editor.
  8. The real issue is that the transports are not being carried by a paramedic team and are simply inside the vehicle. The hospital script looks for paramedic teams carrying a person, and then makes those exit the vehicle, move to the hospital, and then remove the person. You could simply make the MCU a RTW vehicle instead of an ITW, but you'd have to have stretcher teams enter the vehicle with the person instead of being able to use anyone to just put them in the vehicle.
  9. Has anyone ever gone through and tidied up the lights for these LA models, especially the CVs? There are several little issues, like some Standard lights that should have been Headlights, and a few other things.
  10. EM3 and EM4 are completely separate games, same with the mods for them. Also, support is not given for illegitimately acquired copies.
  11. Simple script to create an object by a person, hide it, and run a command on it. Checks for objects of the same name to see if activation is possible. TheLootWaterSupplyActivate.zip
  12. I don't think I ever messed with it, but the YSB version of Xplorer's submod never gave me the glitch in the first place, I believe.
  13. I took a look at your entercar script, and your vehicle and person protos, and I don't see what causing those issues with the Hazmat firefighters. Really wierd that even the original Hazmat firefighters can't enter the original Hazmat truck. It might be something to do with the "CanEnterDekonP" setting but I don't know how that is controlled.
  14. I'm pretty close to releasing an optimized version of the Water Supply script along with a hopefully easy to understand step-by-step readme. Though I haven't implemented it just yet, I also have an idea on how to make the script optional, and to avoid any need for map editing, and it'll work in missions and hopefully multiplayer, too. I'm sure Hoppah would love to see his script more widely used, and I'd enjoy making it more likely.
  15. Looking good! I'm in need of larger police vehicles; maybe reskins of the Large Ambulance or other trucks can be done? Some new SWAT or detainee transport vehicles would be great.
  16. Speaking of missions, I hope that creating them proves to be a bit easier to get into than E4.
  17. It just names a spawned object "Unnamed", and I don't thin it'd be causing any problems. Names are really only needed if a script looks for an object with a certain name.
  18. Can you upload your EnterCar script for me? And is your brush truck having issues still?
  19. Did you by chance happen to remove the command DriveAwayPerson from your Hazmat guys?
  20. You guys did an awesome job! Love what you did with vehicle parking, even the small touches at the hospital (I had a similar idea, now I might borrow your method)!
  21. A heads up folks! I am working on getting my edited (and hopefully streamlined) Water Supply scripts packaged together with a step-by-step readme (text only for now) so it will be a little easier for teams to add it to their mod without a lot of hassle! All I need is a Go Ahead from Hoppah, and some finishing touches on the readme, and I'll submit it to the downloads section here.
  22. Adding new units comes down to these steps. Units folder. Infotexts and Portraits files in the Lang folder. Portraits and Freeplaybase files in the Specs folder. Model and prototype files. Misc script edits where similar vehicles are defined and mentioned. I did away with most of the script edits by adding Dummy Commands that scripts look for rather than the prototype. This also allows better control over what vehicles have what added equipment available.
  23. A bump, but I think I found what was keeping people with firehoses from entering Open Houses. SetNeedsConnectedHose(CFN_FAIL);I commented out that line and it now works.
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