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Hoppah

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Posts posted by Hoppah

  1. Dear forumbuddy's,

    As some of you may have read in the US Army Mod topic, I have made a script that limits water supply for fire engine's. A functionality that's been widely requested on the forums here to make the game more realistic. Due to the popularity of this functionality, I decided to make a demo using the logic from the US Army Mod and two FDNY Engine's taken from the New York City Mod made by Mikey_PI and associates.

     

     

    post-4-0-43790300-1376500677_thumb.jpgpost-4-0-43790300-1376500677_thumb.jpg

     

    The first screenshot shows the functionality in the demo mission. The second screenshot shows the functionality in a freeplay mode.

     

     

    Can I use this logic in my mod?

    Yes, the entire idea of this demo is to distribute it, so you may copy the entire script and interface objects to your mod and release it for public. I'd appreciate if you'd credit me (Hoppah) for the logic though. Consult the attached file 'Limited Water Supply Logic - Mod Implementation Guide.pdf' for further instructions or take some time to read the topic for further details regarding implementation.

     

     

    Bugs

     

    - The fire fighter who spawns outside to control the pump of a fire engine may not be recognized by the vehicle sometimes, resulting in connected firehoses not working. To fix this, simply select the fire fighter and click on the fire engine to activate the pump again.

    - In a rare occasion, the water tanker may not be recognized by the script, resulting in a water tanker with fire engine traits (1000 gallon tank for example) and not being able to supply other vehicles. Especially after playing freeplay directly after the demo mission may cause this problem.

     

     

    Credits

    Mikey_PI: FNDY Fire Engine models and FDNY Fire Fighter textures

    Freakinmusket: Water Tanker model

    Hoppah: All Interface changes and limited water supply logic/scripts

     

    Note: I am aware other mod-creators have made a similar logic before. No interface elements nor script codes in this modification were taken from other modifications. The entire logic is made by myself, so I could alter it to my own wishes and make a public release without any problematic copyright claims.

     

    Feedback would be appreciated!

    Limited_Water_Supply_Test_Mod-v1-2-by_Hoppah.rar

    Limited Water Supply Logic - Mod Implementation Guide v1.2.pdf

    Hoppah

    Em4Deluxe 2013-09-03 22-41-06-51.jpg

    • Upvote 2
  2. Very nice, are you going to make this scrip available for other modders or keep it to yourself for a while?

     

    I may release some kind of test mod for the interested people. :) However, it's not like you can just copy and paste the code in any other mod. The script is designed for specific vehicles in the US Army Mod (1 TFFT, 2 local fire trucks) and is integrated in the missionscript. Unless you have experience in scripting it would be damn hard to use this in other mods. 

  3. Or possibly the addition of dump tanks maybe? (Deployed from the TFFT, obviously)

     

    Well I like the idea, but fighting fires isn't really a big part of this mod, so I'll leave it like this for now. I added this because I wanted to try this functionality out myself and it seems to work fine. It does make my mod even more unique and more challenging in case you do gotta fight a fire. Once I'm sure the limited water supply works flawlessly, I may take a look at other stuff which take use of this functionality or the base of it too. Another idea would be limited oxygen tanks for the fire fighters with SCBA gear or even limited fuel tanks for ALL playable vehicles.

  4. Okey, before I'm going to post new information about vehicles first something else.

     

    I've succesfully added a limited water supply function to the mod, which means the local fire truck and the TFFT have a functional water tank which can run empty so you will not be able to put out fires with them anymore.

     

    Screenshot:

    post-4-0-89885700-1376438446.jpg

     

    As you can see, there is an information panel which shows the current tank volume of the TFFT in gallons. When using the hose connections and/or the water cannons the watertank of the TFFT will empty in a few minutes. Using more hoses or even a combination of hoses ánd the water cannon will empty the tank much faster ofcourse. However, you can connect a hydrant to the trucks which will serve as water supply to fill the water tank again. It works pretty smooth so far, but I still need to test it more extensively.

     

    Information about new vehicles will follow soon!

     

    Hoppah

  5. Hi, this vehicle is the same as Darryl's model, provincie on hood, not politie.

     

    politie-Desktop-Resolutie.jpg

     

    Dutch:

    Omdat dat een oude foto is. Politieregio 'Zuid-Holland-Zuid' bestaat namelijk niet meer. De provincie heeft trouwens nooit op voertuigen gestaan, wel de politieregio. Sinds 2012/2013 is er de nationale politie en zijn de 25 regiokorpsen opgegaan in één landelijke eenheid waaronder weer tien regionale eenheden vallen. Daarmee is de aanduiding op de voertuigen dus ook veranderd en staat er blijkbaar alleen nog maar 'politie' op de motorkap (zie hier voor een voorbeeld). De oude politieregio 'Zuid-Holland-Zuid' valt nu onder de regionale eenheid 'Rotterdam-Rijnmond'.

     

    English:

    Nice car

  6. A new update with some cool information.

     

    First of all, there will be at least one new event in the next update. The new event is a mortar attack on the base and you will have to act quick to stop them. The rounds can hurt your soldiers and vehicles, but they aren't very accurate. Seconds before an impact, smoke will appear to warn you.

     

    Second, new vehicles!

     

    The Blackhawk will now come with a command to upgrade it (for some $$$ ofcourse) to a Medivac. The Medivac can carry 2 patients and is also able to extract injured persons while airborne (like the engi helo in the orginal game). That brings the total amount of patients it can carry at once to 3. Pretty cool, isn't it? I've also added a second helopad to base on the map and helicopters will automatically empty its transports (detainees or injured persons) when they have returned to the base.

     

    post-4-0-72089900-1375653022_thumb.jpg

     

    I've also added a new ground vehicle, the M1126 Stryker*!

     

    post-4-0-89700100-1375653036_thumb.jpg

     

    Just like the Blackhawk this vehicle comes with an upgrade command, so you can upgrade it to a M1133 Medical Evacuation Vehicle (MEV). The normal Stryker has about the same traits as the transportation truck, it's just armoured. The cannon on top of it will not be usable in the mod (yet). The Stryker MEV can transport up to 4 injured persons and is basically a bigger armoured ambulance. The MEV comes with equipment to set up a medical aid post. Medics are able to set the post up. The aid post will heal all nearby hurt soldiers (see pic below). The more medics you put inside the post, the faster it will heal the soldiers.

     

    post-4-0-97011300-1375653033_thumb.jpg

     

    That's it for today. I hope everyone likes the new additions.

     

    * Credits: original Stryker model is from the Battlefield-series and modified for this game

  7. If the vehicletype is TLF or LPF it must have a water cannon. Just like the DLK (Ladder vehicle) and GTF (hose conn vehicle) it has superchilds which must be added to the prototype. It's one of the hardcoded limits of the game. Without the childs -> crash. If you don't want a water cannon on your vehicle make sure the vehicletype is one that doesn't need a watercannon such as the RW.

  8. When using something such as "p.RemoveCommand", is there a way to remove ALL commands, or will they have to be done individually? Well, found a work around by creating new prototypes instead of worrying about removing and adding all the commands.

     

    Also, when deleting a prototype and replacing it with a new one, is there a way to make the new one automatically selected? Dug around in the US Army mod and found out the way. Thanks, Hoppah!

     

    And another, how do you arrange the order in which commands are displayed? Order in editor, apparently. I swore it hadn't worked before.

     

    Well, seems I answered all my questions. If anyone's interested in my methods, ask away.

     

    I'm pretty sure you can also order commands by using the SetGroupID(?); code, but I never really bothered with it personnaly.

  9. I'm back from my 3-week vacation in the US!

     

    Apparently it's been relatively quiet in this forum, but I'm happily surprised with all the suggestions people made. I will definately take some of them in consideration. My nr 1 priority for the mod will be fixing a couple of more bugs which were reported in the bug report topic. I've also been busy with a couple of new features for a new version/update. More information will be released later. :)

     

    Hoppah

  10. So have you ever been woken up by a raid?

     

     

    Today actually.

     

    I was sleeping really calm, dreaming about things I do not want to share. It felt like a good night for the first time in 10 months. Suddenly, the extremely loud air raid alarm woke me up. At first I was in panic. Did WW3 just start? Or did I wake up in 1940? I looked outside and saw no airplanes nor smoke or explosions, just some birds and cats that panicked too, and the lawn that hasn't been mown in 5 weeks. Wtf was going on? Then I realized it's the first monday of the month again, when the air raid alarm gets tested at 12 noon. Welcome to the Netherlands. After 5 minutes, my heartrate was down to a normal level again and I made some coffee to begin my vacation.

     

    Hoppah 

  11. I've released the first update of the US Army Mod. The patch updates the mod to version 0.5 and contains the following changes:

    - Updates mod version to 0.5

    - Several textual fixes
    - Fixed issue with Engineer with Bomb Suit getting uncommandable when he gets injured while he is scouting for mines. Note that the Engineer with Bomb Suit is always carrying his laptop now
    - Fixed issue with deploying the HAZMAT tent 
    - Fixed CTD in 'High value terrorist supposedly hiding!'-event
    - Fixed issue with vehicles getting stuck in or on the tunnel
    - Local fire truck can no longer be send to the local fire station while its floodlights are on 
    - Upon activating the water cannon of the local fire truck, a fire fighter will appear on the roof of the truck as controller
    - Newly bought HMMWV Ambulance will now spawn with 2 transport and 2 passenger seats
    - Both the local fire truck and TFFT gets deinstalled correctly now when they get destroyed while the hose connections or the water cannon(s) are active
    - Added F-22 Raptor model to replace the F-15 Strike Eagle on the map
    - Medics should always get the medic case from the closest ambulance now
    - Fixed error with rapid deployment and activating the water cannons of fire trucks, resulting in trucks getting invisible

     

    The update can be acquired from the Download page of the US Army Mod. The patch is an executable file and requires a valid installation of the US Army Mod v0.4b. Just follow the steps in the menu and make sure the installation location in the menu is pointed at the game's folder (not the Mods folder!). The patch is installed succesfully when the INGAME loading screen and instructions panel (upon start) mention version is 0.5. I don't think the patch is savegame compatible, but I haven't tested that. Note, due to a lack of time I wasn't able to test all the fixes extensively myself. Always use the bug report thread to report ingame problems. :)

     

    Hoppah

  12. Are you blind?

    Can you finaly stop flooding about that?

    That's not a very kind comment and I gave you a warning for it.

    There are indeed some issues regarding uploading. I could only upload the US Army mod with FireFox and it took 30 minutes to upload a little over 50 MB's. What basically happens is that the upload speed starts fast and then drops to about 2 kb/s or something. So uploading works fine for small files, but larger files are definately problematic. Hopefully, it can be fixed. If not, just try to find a different host.

  13. I've found all 6 of them!

    post-15287-0-56729400-1371483246_thumb.j

    Now what do I win? :P

    A playable [click spoiler to open]:

    m1a1-tankinmo.jpg

    I realized that some of the goldbars are indeed too difficult to find. Although it's more fun to find them yourselves, I may post a guide to find all 6 goldbars soon.

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