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Pottyscotty

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Everything posted by Pottyscotty

  1. When turning the light on you'd need something like 'v.SetChildEnabled("MagneticLight", true);' and turning off ''v.SetChildEnabled("MagneticLight", false);' If you can't work it out I can give it a try and see if it works.
  2. It was an absolute pleasure to test and I hope it helped toward what was, already, a great modification. Thank you so much for your continued hard work on it too.
  3. Quite honestly if you read the terms of service you agreed to when you joined, you would know the answer to that is no. Mod's looking great guys, can't wait to see more! The lighting is looking especially nice.
  4. Iveco Daily. Definitely a model for it since I had started it at some point. It's a personnel carrier to take additional firefighters to incidents if needed (for example if it was a long lasting incident then crews would have to be replaced to allow them to rest, so the next shift would take these down from the station [since they can't really remove the appliances from the fireground of course]). They are also used to tow the trailers in the picture, SWR boats and the ArgoCats. Although I believe these responsibilities belong to the Ford Rangers now.
  5. Yup, it's very useful to know when you really can't be bothered with them! :-P I believe it's something to do with the fact that it's an added game event that makes it do that, I'm not sure.
  6. They can be setup to sometimes be a fire, I have done so in my current mod. That and they are optional, so if you ignore it then no more shall spawn.
  7. What it does, like when using the feature on vehicles, is places a dummy object down which turns the traffic around. Then the only thing that removes that dummy is turning it off, moving it'll do nothing. I think I know a way it can be fixed but I'd have to look into it.
  8. Ah yeah forgot about that one haha, yes the Disco is a TFU too.
  9. The Audi dosen't because it's a TFU and not ARV. So it'll be sent to incidents or operations and not called from the road. I'm unsure of what the other unmarked vehicle's role is meant to be because I didn't add it.
  10. I have still have the skin and model for a SRU and ARV BTP Vito if you consider it. But as you said I don't think they're actually used outside of London.
  11. They have a dark green Skoda Octavia for RPU, can't find the pictures though.
  12. Scout model from default EM4, skin by me then the edits you did. Happy to see the Air Ambulance RRV!
  13. A double post is when you make a post then make another post directly below that (like you just did basically). If you need to add to what you had to say there is an edit button at the bottom left of all your posts that allow you to edit it in. There is no way of deleting posts without an admin doing so however if an admin sees them they will normally merge them for you.
  14. Page before this and a few times on the Sussex Submod I think.
  15. Ahh yeah I know the place. Always wanted to go there. Also, just so you know double posting isn't actually allowed on the forum, you can get into trouble for doing so especially since when you signed up you agreed that you read and will follow the terms of the site. It also takes up unnecessary room on this topic, making it harder for people to find or read things.
  16. I believe that Kent HEMS actually sits at one of our hospitals (Medway possibly) when on standby, same as London's Air Ambulance. It is then moved to a hanger during the night. Then you have the second Air Ambulance I added (KSS) which covers a larger area and is used as a spare or if a second helicopter is needed (Like at a mass casualty major incident where one may not be enough). I think KSS also has night-flight capability, which Kent's helicopter does not. I think when I switched the map, the original plan was to have Kent's Air Ambulance at the hospital pad, then Kent, Surrey, Sussex Air Ambulance at either the Airport or the helipad ontop of the SECAmb building.
  17. He helped develop the previous versions, I believe it is only Mintcake working on it now.
  18. A friend and I would like to know why this script is causing crashing (While loading the mod in-game or editor) since neither of us can see anything wrong. There is no error showing and nothing appearing in the log. Some parts have been blanked by request or for other reasons but they have been double checked (and are the sort of things which would generate errors if wrong anyway). //******************************************* // add CCactivate to first models // add CCdeactivate to changed models // // // Original script created by ---- // Made for Pottyscotty's ---- // // Usage of this Script in other mods is not allowed without permission of ---- // //******************************************* // prototypes of command centers one for activated and one for not active const char CCTYPE1[] = "mod:Prototypes/Vehicles/--/--.e4p"; const char CCTYPE1ACTIVATED[] = "mod:Prototypes/Vehicles/--/--.e4p"; const char CCTYPE2[] = "mod:Prototypes/Vehicles/--/--.e4p"; const char CCTYPE2ACTIVATED[] = "mod:Prototypes/Vehicles/--/--.e4p"; //prototype names const char CCTYPE1name[] = "--_--"; const char CCTYPE1ACTIVATEDname[] = "--_--_1"; const char CCTYPE2name[] = "--_--"; const char CCTYPE2ACTIVATEDname[] = "--_--_1"; // commands const char CC_ACTIVATE[] = "CCActivate"; const char CC_DEACTIVATE[] = "CCDeactivate"; const char SND_TOGGLE[] = "mod:Audio/FX/Lights/Toggle.wav"; object CCActivate : CommandScript { CCActivate() { SetIcon("ENTER VALUE"); SetCursor("ENTER VALUE"); SetPossibleCallers(ACTOR_VEHICLE); SetRestrictions(RESTRICT_SELFEXECUTE); } bool CheckTarget(GameObject *Caller, Actor *Target, int ChildID) { } void PushActions(GameObject *Caller, Actor *Target, int ChildID) { Vehicle v(Caller); Vector Position = v.GetPosition(); float r[9]; v.GetRotation(r[0], r[1], r[2], r[3], r[4], r[5], r[6], r[7], r[8]); v.PushActionWait(ACTION_NEWLIST, 0.1f); v.SetCommandable(false); Vehicle NEWV; // first type of cc if(StrCompare(v.GetPrototypeFileName() ,CCTYPE1name) == 0){ NEWV = Game::CreateVehicle(CCTYPE1ACTIVATED, Target->GetName()); } // second type of cc if(StrCompare(v.GetPrototypeFileName() ,CCTYPE2name) == 0){ NEWV = Game::CreateVehicle(CCTYPE2ACTIVATED, Target->GetName()); } v.PushActionDeleteOwner(ACTION_APPEND); NEWV.SetPosition(Position); NEWV.SetRotation(r[0], r[1], r[2], r[3], r[4], r[5], r[6], r[7], r[8]); Audio::PlaySample3D(SND_TOGGLE, NEWV.GetPosition()); NEWV.EnableTrafficLight(TLT_YELLOW); NEWV.Hide(); NEWV.PushActionWait(ACTION_NEWLIST, 0.1f); NEWV.PushActionShowHide(ACTION_APPEND, false); } }; object CCDeactivate : CommandScript { CCDeactivate() { SetIcon("ENTER VALUE"); SetCursor("ENTER VALUE"); SetPossibleCallers(ACTOR_VEHICLE); SetRestrictions(RESTRICT_SELFEXECUTE); } bool CheckTarget(GameObject *Caller, Actor *Target, int ChildID) { } void PushActions(GameObject *Caller, Actor *Target, int ChildID) { Vehicle v(Caller); Vector Position = v.GetPosition(); float r[9]; v.GetRotation(r[0], r[1], r[2], r[3], r[4], r[5], r[6], r[7], r[8]); v.PushActionWait(ACTION_APPEND, 0.1f); v.SetCommandable(false); Vehicle NEWV; // first type of cc if(StrCompare(v.GetPrototypeFileName() ,CCTYPE1ACTIVATEDname) == 0){ NEWV = Game::CreateVehicle(CCTYPE1, Target->GetName()); // second type of cc if(StrCompare(v.GetPrototypeFileName() ,CCTYPE2ACTIVATEDname) == 0){ NEWV = Game::CreateVehicle(CCTYPE2, Target->GetName()); } v.PushActionDeleteOwner(ACTION_APPEND); NEWV.SetPosition(Position); NEWV.SetRotation(r[0], r[1], r[2], r[3], r[4], r[5], r[6], r[7], r[8]); NEWV.EnableTrafficLight(TLT_NONE); NEWV.Hide(); NEWV.PushActionWait(ACTION_NEWLIST, 0.1f); NEWV.PushActionShowHide(ACTION_APPEND, false); } };
  19. Simply be patient, good things come to those who wait.
  20. Yup pretty much : D Although I only think that because of something I tried a very long time ago. So I could have done something wrong,
  21. Unfortunately it won't use some of the folders if you replicate them in a mod folder. I think the only ones it accepts is Audio, Emitters, Lang, Maps, Models, Prototypes, Save, Scripts, Specs, Textures and Units.
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