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The Loot

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Posts posted by The Loot

  1. This is an amazing mod, absolutly love it, I have only had 2 little problems with it, one, is about the fire engine at the smaller station, I can not get it to return to the station, it says there is no room for it(I tried replacing it with other fire vehicles, but they didn't work either) The other problem is about the traffic lights, they seem to change too quickly sometimes so there can be huge lines of traffic, and I am not sure where the file that controls the traffic lights is, but both problems aren't really major, there not too hard to ignore. Other than, loving the mod so far!

    Those are the two issues I noticed right away. So far so good otherwise.

  2. That would be cool. I don't have that Submod. Do you know where I can find it? I don't even know how to make new ones. We need someone like a scripter who knows how to make those.

    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)))

  3. 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.

  4. Hey guys! Heres a very quick little video of something I threw together in the last hour I have been home...finally.

    I made a newer version of the stop sign. I also added one with L.E.D.s on it. Expect to see little cool things like this around the modification.

    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.

  5. 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.

  6. 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.

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