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SleepyLizard

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Posts posted by SleepyLizard

  1. Thanks Dyson and the Team, its a fun mod! will be better once the bugs are ironed out! Great work!

    I found one thing that i found funny, when i use repid deployment for the Engine In FS2, they run to the middle of the map with the hoses then back to where ever the station is. Found it quite funny. Could just be me tho, havent played it since last night!

    Enjoy your Christmas Dyson and your Team.

  2. Ok, in the LAfireStation script, you need to add this

                GameObjectList l7;
    Game::CollectObstaclesOnVirtualObject(VO_USAR, l7, ACTOR_VEHICLE);
    if(l7.GetNumObjects() > 0)
    {
    Vehicle m = l7.GetObject(0);
    PersonList passengers = m.GetPassengers();
    if (passengers.GetNumPersons() == 0)
    {
    m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 1, false);
    m.PushActionWait(ACTION_APPEND, 0.5f);
    m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);

    again, but the VO should be VO_USAR2 (unless you have changed the named of the vurtual object in editor)

    Also in LAFireStationStart script, you added the second HES, but the vurtual object is the same as the other one, i think you need to change it to VO_USAR2

    In the LAReturnToFIreStation script,

                        ParkinglotFound = true;
    ActorList l1 = Game::GetActors(VO_USAR);
    ActorList l2 = Game::GetActors(VO_USAR02);

    Should be:

                        ParkinglotFound = true;
    ActorList l1 = Game::GetActors(VO_USAR);
    ActorList l2 = Game::GetActors(VO_TURNTO2);

    And below that,

                        ActorList l1 = Game::GetActors(VO_USAR);
    ActorList l2 = Game::GetActors(VO_TURNTO2);
    ParkinglotFound = true;

    should be

              ActorList l1 = Game::GetActors(VO_USAR2);
    ActorList l2 = Game::GetActors(VO_TURNTO2);
    ParkinglotFound = true;

    That was just a quick glance, if you confused have a look at the code for the engines, its very similar to what you want to achieve. i think your just getting your virtual objects confused!

  3. Have you named the gate correctly and connected it with this peice of the code jsut up from the bit you posted?

      
    GameObjectList gate03a = Game::GetGameObjects(NAME_GATE03A);
    for(int i=0; i < gate03a.GetNumObjects(); i++)
    GameObject *gate3 = gate03a.GetObject(i);

    If you want, either attach or post the hole code and ill have a look thro it if you want.(you can pm me it if you want to instead of posting it here!)

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