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dustwaveblitz

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Everything posted by dustwaveblitz

  1. Dyson, excuse me for being so insistent ... In which part is the ability to call or activate an alarm? Have you put a patch or additional map for release? I have seen some maps that are not in the version that I have played for single player or if there a different version for multiple players?
  2. Dyson, i know the top alarms made are 10 or something.. I was just making a joke... Does u or someone else could tell me how i can activate or call for the alarms or i just have to call the engines to the scene manually? And do u release another patch on past days?
  3. Hi all guys... I know i have lost the right to ask but i have to solve a biiiiiiig question that fills my mind... How the hell i call for a 3, 5, 100 or 200 alarm in this game?... Another thing... Have u released another map, patch or something on the lasts days? I repeat, i know i have not met the requested time on MP games; but i have been busy on my shifts-work (actually i am typing this lines on working hour right now, and i work 12x12hours shifts (12 on work, 12 free)). Bye, take care all... To the brilliant minds modelling and molding this mod... My best wishes and continue making great things.
  4. Dude, the sirens on E7 hears like "Get out of my way or i will erase u from earth"...
  5. Sorry to say it... And i know many will shoot at me every time you see me... But, i think it is a sort of "mechanical"; it havent had the spice of a emergency dispatch or call... The dispatcher seems to be awoken at 3am from bed to send a car to an accident full of drunk people. Sooooorry... Thats my feeling
  6. I may want to think my english is rusting day by day... But, i cannot understand what are you looking for... Do you want to know the FF numbert to staff the vehicles? If its that... Here it is. 1 = FF/PM with case 2 = FF/PM's with stretcher 3 = FF/EMT 4 = Battalion Chief 5 = FF HAZMAT 6 = USAR FF 7 = FF/EMT's with stretcher
  7. Hi.... Make reference to this link... Here you will find a very complete tutorial on how to change the units and staff on every station. http://forum.emergency-planet.com/index.php?/topic/14987-replacing-vehicles-and-staffing-in-fire-station/
  8. The stabilize stuff is easy to do... Just add the script command to every PD officer on the editor.
  9. You have to add them the "stabilize" script commmand with the editor.
  10. There is a script already done for foot patrol; but i havent been finally developed because some sort of problem with the path and the speed of patrol. I have the script and tried to use it; my personal problem is that (if i remember, i havent use it for a long time) the police continues on patrol mode (speed) when following a suspect.
  11. Yes... that what i said... Maybe if someone with best scripting skills add on some scenarios a reporter crew... I mean on the big ones; like on the LA Mod original map (i think thats the name) the accident with 9 or 10 casualties on the right middle corner of the map. Or the one on the harbor with hazmat casualties. Thats an idea, just goofing around
  12. As goog1967 said.. It will serve nothing but it will be fun to see on scene a bunch of cameramen and vans (maybe with a script or something that activates on certain scenarios on the map). If i am not wrong, theres 2 TV vans on the game and theres 2 reporters and cameramen as well on the game.
  13. I have found this and it could help you on your quest. "I suggest you use Notepad 2 because it makes editing a lot easier. Just do a google search and it will most likely be the first link. To find each line in the scripts, just use find and type USAR. After editing the line, hit the find again to make sure there are no more lines you need to change. Do not change any vo_usar. Scripts you will be editing: LAFireStationStart.script LAFireStation.script LAToFireStation.script Start script is used for spawning the vehicles at startup, FireStation is used for crew spawning / stationing and ToFireStation is for which gate to pull into and park at. Let’s say you want to replace the USAR with the HES. BACK UP YOUR SCRIPTS BEFORE EDITING!! In all 3 scripts at the top, you will need to add this below the const char OBJ_HAZMAT line: const char OBJ_HES[] = "mod:Prototypes/Vehicles/02 LA Fire Department/heavy_equipment_squad.e4p"; ** Note ** If your replacing the USAR with let’s say the water tender, you will just change the usar_squad.e4p to water_tender.e4p and you will keep all the line edits the same. No other changes need to be made except staffing. LAFireStationStart: Find this line: Vehicle m = Game::CreateVehicle(OBJ_USAR, UNNAMED); Change to this: Vehicle m = Game::CreateVehicle(OBJ_HES, UNNAMED); ** 1 time ** LAFireStation: Find this line: if(StrCompare(v.GetPrototypeFileName(), OBJ_USAR) == 0) Change to this: if(StrCompare(v.GetPrototypeFileName(), OBJ_HES) == 0) ** 3 times ** In LAToFireStation: Find this line: else if(StrCompare(v.GetPrototypeFileName(), OBJ_USAR) == 0) Change to this: else if(StrCompare(v.GetPrototypeFileName(), OBJ_HES) == 0) ** 2 times ** After doing this, add the "tofirestation" command to the heavy equipment squad. Go into the editor and load the mod. When it is done loading, a window will appear in the right hand side that should say Prototypes. In that window, click vehicles tab then scroll down to Brush Truck 8 or something like that and click edit. From the new window that pops up go to "Edit Commands or Commands or something like that". Once again, a new window will appear. In that window you will see on the left all available commands and on the right, the commands it currently has. So what you want to do is scroll down on the left side until you find vcmdtofirestation or something along that line and click on it. After that, you will click on the arrow pointing towards the right to allow the command to be added to the brush truck. After that, just click ok and then exit out of the editor ( It should autosave ). Load the mod and see if it's there and works. TO CHANGE STAFFING: Scripts going to be changed: LAFireStationStart.script LAFireStation.script Once again, Start is used for startup staffing and FireStation is during the game when alarm is sounded which personnel will spawn and go to which vehicle. 1 = FF/PM with case 2 = FF/PM's with stretcher 3 = FF/EMT 4 = Battalion Chief 5 = FF HAZMAT 6 = USAR FF 7 = FF/EMT's with stretcher You will see these numbers below the USAR coding and will look like this: m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 6, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 6, false); I want to add 2 paramedics to my HES so what I will do is change the to a 1. If you want to add anymore than two, just simply copy the m.PushActionWait and the m.PushActionExecuteCommand lines and paste it below the last one. Just like this: m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 6, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 6, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 6, false); Hopefully this all makes sense and helps a lot. I’ll try to add how to edit the scripts so let’s say you want a ladder in each station yet still return to both stations, I’ll show you how to do that. You may find some answers in this topic: http://forum.emergen...-fire-stations/ but feel free to ask here to. "
  14. You have to change the files LABattalionchief and LAFireStationStart scripts both of them with the same changes.
  15. I am using Win7, without this issue... Install problems maybe?
  16. Thats an excellent idea.... I hope u the best to make this to not a happy ending, so to an OUT OF ALL LIMITS one..... Hope see this mod on the "streets" as soon as possible.
  17. I was thinking on that situation because i personally was involved on one (not on US). I added it to your last map on the parking lot of the wallmart containers; but as i didnt know how to script the situation, i deleted it... Good work, hoping to enjoy your new addins and making my works hours more faster playing your mod.
  18. Thoughts? Maybe i am thinking crazy things.... But, u could add a situation or scenario on which there was a chase and some cars get into a building, parking lot or something like that; but not only having the injure suspects, but having some police involve on the situation and get injured or anything like that... Or adding as a consecuence of the chase a shooting amount suspects and police sorry.... thinking crazy things...
  19. I like it .... Are your going to use the same B.Testing crew or another one?
  20. Other thing is that any of the two new cars has sirens... So they are ghost running over the LA City with lightbars...
  21. It continues "miss in action" on the game list of vehicles.... It appears on the right folder (proto, vehicles, pd folder), it appears on the em4 editor; but not on the game itself. Do i have to change a specific unit prototype or something? Other thing.... The vehicles icons doesnt appears on the unit folder either. I am talking only of the Smart and White CHP PD vehicles.
  22. I have installed the add; all the units are present less the 2 new ones... Any ideas?
  23. Sorry.... Both links are broken to me...
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