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The Loot

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Everything posted by The Loot

  1. The way around that that I use is a radio command script to do a prototype replacement that has only the call scripts and one that returns the person to normal.
  2. Side effect of how Hoppah has the hidden mechanics set up. The supply connect action hides and clones the person you use to make the connection. It could be remedied with a few lines to get the new person prototype and change the hidden one before it gets shown again.
  3. I don't believe the supervisors have a use past role-playing in this mod. If you knew how to script, getting the call scripts to work for standby and stationed units wouldn't be too hard, though.
  4. There's also a "portraits.xml" in the Specs folder that should be changed, too.
  5. I know that in freeplay if they aren't in certain spots, the grenades bounce off the building. Try surrounding the building with SWAT guys before telling them to throw, and maybe one will get inside, though the mission may not allow it to work correctly.
  6. Sounds like an error in the xml file. Double-check that you didn't leave out any brackets or quotes, and that the persons' unit name is correct.
  7. Ah, I didn't think of using "GetFreePassengers" when I did it; I just ended up putting space and personnel for every vehicle. I did this for pretty much all the vehicle commands that made sense.
  8. Add this to the DummyCallCrew script in LAFireStation else if (ChildID == 8) Person p = Game::CreatePerson("mod:Prototypes/Persons/01 LA Ambulance/ems_paramedic_captain.e4p", "Unnamed");
  9. I missed that same Ladder/Tiller issue later on in the LAToFS script. Here's the fixed, hopefully final, script. LAToFireStation.rar
  10. Yep. If an action isn't set up as a PushAction, and you want it to go in a sequence, create a dummy command with the action you want and then place it in a PushAction. I ended up using that a lot with Headlights and Special Lights.
  11. You had duplicated constants for the Ladder prototype in your scripts. I made sure to replace all HAZMAT references with Ladder and removed any duplicates. You also had Ladder and the Tiller in the same spot in LAToFireStation, before the replaced HAZMAT lines, so it would still try to send the ladder to FS1 instead, so I fixed that. Hopefully the issue will be sorted out. LA2.1 Script.rar
  12. Caller = What the command is being activated on. Caller is the the thing executing the command (Person/Vehicle/Object), and can also be Target if there is a separate object being affected. 0 = ChildID (0 is default and is used even when there aren't different Child sections) False = Probably refers to repetition, but I'm not sure.
  13. If there is a place on the map that'll work, vehicle bays would be great. I assume that actual station doesn't park outside.
  14. W00Ds maps, eh? I'll check this out for a change of pace from the LA mod map, even if it means coming back from all my changes. Sounds like you came up with a lot of ideas I ended up having with my personal submod based on YSBs. I got all my police vehicles spawning at start, complete with the same staffing functions as fire vehicles (except for turning on or off auto-staffing which I might add), and three patrolling vehicles. Beats having to manually send everything out for sure, and gave me the delays in call command dispatching that I wanted.
  15. From the looks of it, it's getting a distance value, comparing that to a location (the position of a vehicle), and then adding that position and the distance together for another location value used for the vehicle to move to. I've changed it so that different vehicle spots will pull out of the station further or closer, which fixes the 3rd ambulance from getting stuck in FS1, and keeping the vehicles from moving too far out in the road before their push move.
  16. It's also possible that the vehicle you chose just doesn't agree with the event. I think that fixed a few issues I had with some, but it could be the things Chris mentioned, too.
  17. Let's see, have you... Changed the texture filename in the new model fileChanged the prototype to point to the new model file
  18. If it's run by a script, yes, but I don't know if there's a way to delay vehicles from the dispatch menu.
  19. Make sure to make a new copy of the VMO file, also. I've had the crashing issues several times, and that always fixed it.
  20. I've made a whole bunch of changes to the LA submod I use, but I've run into some problems I need help diagnosing. Rescue Helicopters pickup commands not working, both injured and non-injured, in EM4 missions: I haven't touched any related scripts, nor modified the vehicles. The passenger is removed, the pickup and stretcher animations play, and the winch sound plays, but the passenger does not appear, not does the person get picked up.Wrong motorboat being created from SWR truck in some missions (EM4 Dam Burst Mission, but not LA Police Chase Accident): The dam missions gave me the original EM4 boat, but the SWR boat created fine in the LA mission.Some of my units are walking slowly in missions. Other units unaffected. (Possible cause by not setting up upgrade levels correctly. Have not retested.)SWR boat not deploying in freeplay, and the call script fails to run properly for the vehicle. Every other call script and vehicle works fine.
  21. Don't know what it is. Adblock off, NoScript off, PeerBlock off, and all that shows is the filename, and nothing loads when I click. Your user icon is also dead, but that may be from the disk loss still. Managed to click both buttons and get the context menu. Using View Image worked. Must be those redirects that hosting site has.
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