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The Loot

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Everything posted by The Loot

  1. Currently using YSB's version of Xplorer's LA submod, and I'm trying to change a few things like the title says. First, I'm looking to make it so that the Foam Tender at FS2 responds to a request for a BLS engine. I'd also like to add commands for the Swift Water Rescue, Heavy Rescue Crane, and the Heavy Equipment Squad (all using the USAR icon and audio), plus the Brush Truck (using BLS engine icon and audio). I'm hoping it's somewhat along the lines of copy-pasting other call lines and changing the vehicle type, but I'm not holding my breath. Any help would be appreciated. Anyone?
  2. Those are the two issues I noticed right away. So far so good otherwise.
  3. Here is 4x4's base submod, and here is YSB's version. I prefer the way it has things set up (6 men per engine, station 2 not missing a building, vehicle differences). I changed the Large Rescue Ambulance back to not having transport slots like 4x4 had it, plus changed stretcher teams to paramedics. I figured out one of my ideas: ignoring patrolling cruisers for backup calls. Find this line: if (aCar->GetPlayerMP() == Caller->GetPlayerMP() && !aCar->IsCurrentAnimation("Getoff") && (aCar->HasCommand(CMD_STANDBY_OFF) || aCar->HasCommand(DUMMY_PATROL) || aCar->IsCollidingWithVirtualObject(VO_PARK01) || aCar->IsCollidingWithVirtualObject(VO_PARK02) || aCar->IsCollidingWithVirtualObject(VO_PARK03) || aCar->IsCollidingWithVirtualObject(VO_PARKLAPP01) || aCar->IsCollidingWithVirtualObject(VO_PARKLAPP02) || aCar->IsCollidingWithVirtualObject(VO_PARKLAPP03) || aCar->IsCollidingWithVirtualObject(VO_PARKLASD01) || aCar->IsCollidingWithVirtualObject(VO_PARKLASD02) || aCar->IsCollidingWithVirtualObject(VO_PARKLASD03))) And replace it with: if (aCar->GetPlayerMP() == Caller->GetPlayerMP() && !aCar->IsCurrentAnimation("Getoff") && (aCar->HasCommand(CMD_STANDBY_OFF) || aCar->IsCollidingWithVirtualObject(VO_PARK01) || aCar->IsCollidingWithVirtualObject(VO_PARK02) || aCar->IsCollidingWithVirtualObject(VO_PARK03) || aCar->IsCollidingWithVirtualObject(VO_PARKLAPP01) || aCar->IsCollidingWithVirtualObject(VO_PARKLAPP02) || aCar->IsCollidingWithVirtualObject(VO_PARKLAPP03) || aCar->IsCollidingWithVirtualObject(VO_PARKLASD01) || aCar->IsCollidingWithVirtualObject(VO_PARKLASD02) || aCar->IsCollidingWithVirtualObject(VO_PARKLASD03)))
  4. I'd definitely be interested in adding new call commands for vehicles. Using YSB's version of 4x4's submod, and I'd like to call the Swift Water Rescue, Heavy Rescue Crane, Brush Truck, Equipment Squad, and the engine out back of Station 2 (Foam Tender, I think). I'm also looking to make it so that calling a police car doesn't affect vehicles on patrol, if possible. Any help on either of these would be appreciated.
  5. Actually, I'm kind of glad they did; it's useful info for me.
  6. Does it work as a 1 car stoplight? Uncontrolled intersections cause some headaches in the LA mod. Though I'm not sure if only having one at an intersection will be as good as just all stoplights, but it's something. Very nice work this is shaping up to be.
  7. It may have to do with the fact that it's based on an outdated version of the mod, so those events may no be in there.
  8. You might be trying the wrong mod. v2.5 is for Emergency 3, and the Emergency 4 version only has it up to v2.1.
  9. Look in your mod (or base game data) folder for "\Specs\fp_params_endless.xml", then find and change "MinDurationBetweenEvents value" to whatever value you like.
  10. I almost had it figured out, but there were a few issues. Now when I send an engine that used to have 4 crew back to the station with 6 crew, only 4 get out. This causes the engine to be dispatched with only a partial crew the next time it's called. Plus it seems that changing the type of crew in the BattalionChief script was causing a crash; it worked when I only copied lines that were already there. Moot point because of the station issue.
  11. I've changed the "unit.xml" for each and FireStation and FireStationstart scripts, and while the initial crews are now what I want them, every time I call one using another unit, or sound the station alarm, they go back to the default setups. Edit: Alarm works, but not dispatching.
  12. EmergencyFan97, thanks for the tip. The initial crews are now what I want them. However, every time I call one using another unit, or sound the station alarm, they go back to the default setups. I've changed the "unit.xml" for each to match the FireStationstart and Firestation scripts, but that didn't help either. Edit: Ok, using the alarm works, but they still don't respond to unit calls with my changed crews. Edit: There's crew settings in the LABattalionChief script that deal with calling vehicles, that might be it. Causing a crash now... Bah, now when I send an engine that used to have 4 crew back to the station with 6 crew, only 4 get out. Plus it seems that changing the type of crew in the BattalionChief script was causing a crash, but at least was dispatching correctly with a new number of ones in there by default.
  13. Anyone have pointers on how to modify the crew sets for alarms and backup dispatches? I'd like to tweak some vehicles in an LA submod.
  14. Anyone have pointers on how to modify the crew sets for alarms and backup dspatches? I'd like to tweak some vehicles for this mod.
  15. So far this is the best version of the LA mod I've found. Is there anyone out there who could make this compatible with "W00ds maps"? The normal LA map is getting boring now.
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