Fr33z3x
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Posts posted by Fr33z3x
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1 hour ago, itchboy said:
Please post the authors/credits for that model, and any content that you include in this submod.
Corrected. Sorry for this.
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Hi everybody!
I create a french submod with a "Bayern Submod" base. Modification based on french emergency.
Sorry for my bad english .
First vehicule : an urban fire truck.
Chassis : Renault Truck D16
Credits :
Vehicule Model by DrShooter234456, Leitstelle-Nord-Ost, Florian Heinsberg, Waegi, xaviberlin, Chidea, Carli96, Eagle's Eye
Model texture by me
Lightbar model by Kai Hahn
Coils by CSP Mod
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This is my script :
//******************************************************************************************
// #Version 1.3#
//
// Includes: Hospital command for ambulances.
//
// - VcmdToHospital
// - DummyAtHospital
// - DummyGoHome
//
// Script by Hoppah
//
// Usage of this script in other mods is NOT allowed without permission of Hoppah
//
//******************************************************************************************
const char CMD_SIREN[] = "VcmdSiren";
const char CMD_AUTOSIREN_OFF[] = "VcmdAutoSirenOff";
const char CMD_WARNINGLIGHTS_OFF[] = "VcmdWarningLightsOff";
const char CMD_WARNINGLIGHTS_ON[] = "VcmdWarningLightsOn";
const char CMD_FLOODLIGHTS_OFF[] = "VcmdFloodLightsOff";
const char CMD_FLOODLIGHTS_ON[] = "VcmdFloodLightsOn";
const char CMD_TOFIRESTATION[] = "VcmdToFireStation";
const char CMD_GOHOME[] = "GoHome";
const char CMD_STANDBY_ON[] = "VcmdStandbyOn";
const char CMD_STANDBY_OFF[] = "VcmdStandbyOff";
const char DUMMY_DISABLE[] = "DummyDisableSiren";
const char DUMMY_HASSIREN[] = "DummyHasSiren";
const char DUMMY_HOSPITAL[] = "DummyAtHospital";
const char DUMMY_PATROL[] = "DummyPatrol";
const char DUMMY_GOHOME[] = "DummyGoHome";
const char OBJ_HELIPAD[] = "hospital_helipad";
const char VO_ENTRANCE[] = "hospital_entrance"; (Hi create this VO)
const char VO_ENTRY[] = "hospital_entry"; (Hi create this VO)
const char VO_ENTRY_HELIPAD[] = "hospital_entry2";
const char VO_HELI[] = "hospital_heli";
const char VO_SQUAD01[] = "fs_squad01";
const char VO_SQUAD02[] = "fs_squad02";
const char HINT_NOTRANSPORTS[] = "No transports!";
const char SND_TOSTATION[] = "mod:Audio/FX/radio/1019.wav";
const char HINT_HELICOPTER[] = "Another helicopter is blocking the helipad! The helicopter will return to base!";
int DummyGroup = 33;
object VcmdToHospital : CommandScript (Hi add this command in my ambulance)
{
VcmdToHospital()
{
SetCursor("tohospital");
SetIcon("tohospital");
SetGroupID(DummyGroup);
SetGroupLeader(true);
SetRestrictions(RESTRICT_SELFEXECUTE);
}
bool CheckPossible(GameObject *Caller)
{
if (!Caller->IsValid())
return false;
if (!Game::IsFreeplay() && !Game::IsMultiplayer())
return false;
ActorList l1 = Game::GetActors(VO_ENTRANCE);
if (l1.GetNumActors() == 0)
return false;
Vehicle v(Caller);
if (v.IsCollidingWithVirtualObject(VO_SQUAD01) || v.IsCollidingWithVirtualObject(VO_SQUAD02))
return false;
if (v.IsCollidingWithVirtualObject(VO_ENTRANCE))
return false;
if (v.IsCollidingWithVirtualObject(VO_HELI))
return false;
return true;
}
bool CheckTarget(GameObject *Caller, Actor *Target, int childID)
{
if (!Caller->IsValid() || !Target->IsValid() || (Caller->GetID() != Target->GetID()))
return false;
Vehicle v(Caller);
SetPriority(0);
if (v.GetNumTransported() > 0)
SetPriority(115);
return true;
}
void PushActions(GameObject *Caller, Actor *Target, int ChildID)
{
Vehicle v(Caller);
if (v.GetVehicleType() == VT_AMBULANCE_RTW)
{
ActorList l1 = Game::GetActors(VO_ENTRANCE);
if (l1.GetNumActors() > 0)
{
Vector Hospital = l1.GetActor(0)->GetPosition();
Game::FindFreePosition(Caller, Hospital);
}
if (v.HasCommand(CMD_STANDBY_OFF))
{
v.RemoveCommand(CMD_STANDBY_OFF);
v.AssignCommand(CMD_STANDBY_ON);
}
if (v.HasCommand(CMD_WARNINGLIGHTS_OFF))
{
v.EnableBlinker(BLT_NONE);
v.RemoveCommand(CMD_WARNINGLIGHTS_OFF);
v.AssignCommand(CMD_WARNINGLIGHTS_ON);
}
if (v.HasCommand(CMD_FLOODLIGHTS_OFF))
{
v.EnableSpecialLights(false);
v.RemoveCommand(CMD_FLOODLIGHTS_OFF);
v.AssignCommand(CMD_FLOODLIGHTS_ON);
}
if (v.HasObjectPath(NULL))
Game::ExecuteCommand(DUMMY_PATROL, &v, &v);
if (v.IsBlueLightEnabled())
v.EnableBlueLights(false);
PersonList transports = v.GetTransports();
if (transports.GetNumPersons() > 0)
{
if (!v.HasCommand(DUMMY_HASSIREN) && v.HasCommand(CMD_AUTOSIREN_OFF))
Game::ExecuteCommand(CMD_SIREN, &v, &v);
}
if (transports.GetNumPersons() > 0)
{
Caller->PushActionMove(ACTION_NEWLIST, Hospital);
if (v.HasCommand(DUMMY_HASSIREN) && v.HasCommand(CMD_AUTOSIREN_OFF))
Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_DISABLE, Caller, 2, false);
Caller->PushActionWait(ACTION_APPEND, 1.0f);
Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_HOSPITAL, Caller, 0, false);
} else
{
Mission::PlayHint(HINT_NOTRANSPORTS);
return;
}
} else
{
Audio::PlaySample3D(SND_TOSTATION, Caller->GetPosition());
ActorList l1 = Game::GetActors(OBJ_HELIPAD);
if(l1.GetNumActors() > 0)
{
Actor hospital = *l1.GetActor(0);
Vector Hospital = hospital.GetPosition();
}
if (Game::IsSquadInVirtualObject(VO_HELI))
{
GameObjectList l2;
Game::CollectObstaclesOnVirtualObject(VO_HELI, l2, ACTOR_VEHICLE);
for (int i = 0; i < l2.GetNumObjects(); i++)
{
Vehicle m = l2.GetObject(i);
m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_GOHOME, &m, 1, false);
Mission::PlayHint(HINT_HELICOPTER);
}
}
Game::FindFreePosition(Caller, Hospital);
GameObject obj(&hospital);
float landingDirection = v.GetValidLandingAngle(&obj, Hospital);
Caller->PushActionFlyTo(ACTION_NEWLIST, Hospital, true, landingDirection);
Caller->PushActionWait(ACTION_APPEND, 1.0f);
PersonList transports = v.GetTransports();
if (transports.GetNumPersons() > 0)
Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_HOSPITAL, Caller, 0, false);
}
}
};
object DummyAtHospital : CommandScript
{
DummyAtHospital()
{
SetGroupID(DummyGroup);
}
bool CheckTarget(GameObject *Caller, Actor *Target, int ChildID)
{
}
void PushActions(GameObject *Caller, Actor *Target, int ChildID)
{
Vehicle v(Target);
v.PushActionWait(ACTION_NEWLIST, 1.0f);
if (v.GetVehicleType() == VT_AMBULANCE_RTW)
{
ActorList l1 = Game::GetActors(VO_ENTRY);
if (l1.GetNumActors() > 0)
Vector TargetPos = l1.GetActor(0)->GetPosition();
} else
{
ActorList l1 = Game::GetActors(VO_ENTRY_HELIPAD);
if (l1.GetNumActors() > 0)
Vector TargetPos = l1.GetActor(0)->GetPosition();
}
PersonList transports = v.GetTransports();
PersonList passengers;
passengers = v.GetPassengers();
for(int i=0; i<passengers.GetNumPersons(); i++)
{
Person p (passengers.GetPerson(i));
if (p.IsParamedicTeam() && p.IsCarryingPerson())
{
p.PushActionLeaveCar(ACTION_NEWLIST, Target);
p.PushActionMove(ACTION_APPEND, TargetPos, true);
p.PushActionPutInBase(ACTION_APPEND);
p.PushActionWait(ACTION_APPEND, 3.0f);
p.PushActionMove(ACTION_APPEND, &v, TARGET_REARDOOR);
p.PushActionTurnTo(ACTION_APPEND, &v);
p.PushActionEnterCar(ACTION_APPEND, &v);
p.PushActionWait(ACTION_APPEND, 1.0f);
if (v.GetVehicleType() == VT_AMBULANCE_RTW)
p.PushActionExecuteCommand(ACTION_APPEND, DUMMY_GOHOME, &v, 2, false);
}
}
}
};
object DummyGoHome : CommandScript
{
DummyGoHome()
{
SetGroupID(20);
}
bool CheckTarget(GameObject *Caller, Actor *Target, int ChildID)
{
}
void PushActions(GameObject *Caller, Actor *Target, int ChildID)
{
if(ChildID == 1)
{
Vehicle v(Target);
Game::ExecuteCommand(CMD_GOHOME, &v, &v);
}
if(ChildID == 2)
{
Vehicle v(Target);
Game::ExecuteCommand(CMD_TOFIRESTATION, &v, &v);
}
}
}; -
Thank's !
I test with LA mod hospital but now when i click in "vcmd hospital". Ambulance don't move...
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I everybody,
I have a problem witch "to hospital script". I install this. I create virtual objects. (hosp_entry, hosp_entrance and hosp_park1,2,3)
I add command "vcmd to hospital" at my ambulance in my personnal mod.
But in game, my ambulance go to hospital entrance but my paramadic don't come to hospital_entry
Help me please(Sorry for my bad english)
Thank's
[FRANCE] Bayern Submod Modification
in Conceptual Modifications
Posted
Hello
Today a big firetruck
A foam tank truck made in France
Renault Premium Lander
Model vehicule : Chidea, BASTIAN, skaihof
Textur : Me