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Serginho

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Posts posted by Serginho

  1. I do not give up, I keep trying to modify the speed of the units (not vehicles) in freeplay. I have found that in Italian Submod 1.2 and in Helping Peter 0.1, if you press a key (shift), the units can alternate between running or walking.
    I have changed the script "move" from the Italian Submod to the mod I use to test (based in LA mod) with minimal changes because they are very similar, I have changed it in the editor and everything and it does not work.

    I would also like to know if there is any way to make a person go slower when he picks up an object: axe, stretcher ...

     

    Thanks in advance http://www.emergency-planet.com/uploads/emoticons/default_smile.png

    italian submod MOVE.script

  2. 7 hours ago, itchboy said:

    There might have been a problem with the script being unable to locate the roadblock object. I think there's a virtual object you need to move, besides the roadblock. Move the virtual object to the new location and put it right on the same place as the roadblock.

    Yeah, the virtual object was missing. Thanks again Itchboy.

  3. Hi:

    I am trying to "move" the roadblock and the doors of the military base of the US Army Mod to my own mod and when I am testing the roadblock this warning appears: "(_Base6e4d4a): Error: illegal pointer to class object vo 0x0 4" . I click on "omit", I continue playing and the script works more or less well, it goes up and down but without the lights. How can I make it work perfectly?

     

    Thanks in advance.

  4. 13 hours ago, itchboy said:

    Its hardcoded to spawn the case sadly. You can try to remove the auto target script from the engineer so that they dont automatically repair damaged vehicles.

    F**k. 

    Ok, I will try that, thanks again Itchboy. Keep up the good work in Montana! (and others, the scripts that you showed on your Youtube channel are amazing)

     

    Best regards: 

    Sergio

     

  5. 14 hours ago, itchboy said:

    LAGetTHWBag.script has a problem:

    THW_BAG is not recognized in Em4 as a valid code. You need to use "EQUIP_THW_CASE" instead.

    LAEquipmentCommands.script also has a problem.

    You need to define CMD_USE and CMD_REPAIR at the top header of the script so the game knows what commands you want removed.

     

    14 hours ago, amuchalipsis said:

    I did also find an error on line 81 of LAGetTHWBag:

    Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_EQUIPMENT, Target, 9, false);

    This directs to this:

     

      Reveal hidden contents

     

            if(childID == 9) //GetEMTBAG
            {
                Person p(Caller);
                p.SetAutoHealDistance(1000.f);
                if (!Caller->HasCommand(CMD_REMOVEEQUIPMENT))
                    Caller->AssignCommand(CMD_REMOVEEQUIPMENT);
                if (!Caller->HasCommand(CMD_HEAL))
                    Caller->AssignCommand(CMD_HEAL);
                if (Caller->HasCommand(CMD_HEAL2))
                    Caller->RemoveCommand(CMD_HEAL2);
                if (Caller->HasCommand(CMD_USEAXE))
                    Caller->RemoveCommand(CMD_USEAXE);
                if (Caller->HasCommand(CMD_USECHAINSAW))
                    Caller->RemoveCommand(CMD_USECHAINSAW);
                if (Caller->HasCommand(CMD_ATTACHHOSE))
                {
                    Caller->RemoveCommand(CMD_ATTACHHOSE);
                    Caller->RemoveCommand(CMD_REMOVEHOSE);
                }
                if (Caller->HasCommand(CMD_USEJUMPPAD))
                    Caller->RemoveCommand(CMD_USEJUMPPAD);
                if (Caller->HasCommand(CMD_USESHEARS))
                    Caller->RemoveCommand(CMD_USESHEARS);
                if (Caller->HasCommand(CMD_THROW))
                    Caller->RemoveCommand(CMD_THROW);
                if (Caller->HasCommand(CMD_ARREST) && Caller->HasCommand(CMD_EXTINGUISH))
                    Caller->RemoveCommand(CMD_EXTINGUISH);
                if (Caller->HasCommand(CMD_ARREST) && Caller->HasCommand(CMD_COOL))
                    Caller->RemoveCommand(CMD_COOL);
            }

     

    Not to the part you intended to be directed:

     

      Reveal hidden contents

            if(childID == 10) //GetTHWBAG
            {
                Person p(Caller);
                if (!Caller->HasCommand(CMD_REMOVEEQUIPMENT))
                    Caller->AssignCommand(CMD_REMOVEEQUIPMENT);
                if (!Caller->HasCommand(CMD_USE))
                    Caller->AssignCommand(CMD_USE);
                if (!Caller->HasCommand(CMD_REPAIR))
                    Caller->AssignCommand(CMD_REPAIR);
            }

     

    To fix that simply change this 9 to a 10:

            Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_EQUIPMENT, Target, 9, false);

     

    It´s done. Thank you very much Itchboy!  : )

    Y muchas gracias Amuchalipsis, mola encontrarse hispanohablantes por estos lares. 

     

    And one last thing so that the complete subject remains, the engineer can still use the commands "use" and "repair" even if the suitcase has been previously removed, a suitcase comes out of nowhere and the engineer gets to, for example, repair a vehicle. How can I do so that the engineer necessarily needs the suitcase?

  6. 8 hours ago, amuchalipsis said:

    I assume you are playing the LA mod or a submod that's based on LA mod. You can copy and modify the LAGetEMTBag file to make engineers get THW bags. Also, you can take a look at the LAEquipmentCommands file to add/remove the repair command when they get/remove the THW bag.

    Yes, I am playing Norway Mod but it is based on LA mod. Thanks! I forgot to look LAEquipmentCommands. 

    I upload the script so you can tell me if there is something wrong.

    GetTHWBag.script

  7. 12 hours ago, itchboy said:

    You need to remove the "Use" and "repaier" commands from the engineer so he doesnt spawn with the bag.

    Give him a command to get the bag and in that command, the Use, floodlight and repair commands will be assigned to him.

    Removing the bag should have the opposite effect of removing those commands so the engineer loses his abilities.

    Like in the LAPoliceBarricade more or less? When they take the barricade they only have the script to put it and they do not recover the other scripts unit they put it on

  8. Hello

    I am trying to create a script or something so the engineer doesn't get down of the vehicle with his bag or suitcase and you have to take it from the van, something like EMTBag for the doctor. Also, I try to make him have not the installfloodlight script and repair script until I have taken the suitcase. I have basic knowledge about scripting and modding but I have tried a lot and it does not work well.
    Would anyone know how to do that or if there is a mod that already has it?

     

    I'm sorry if I wrote something wrong, I do not speak fluent English and I had to use a bit of a translator.

    Thanks in advance.

  9. Hey

    How I can change the speed, for example, of the coroners so they move slower. I have tried to midify the file campaignprogress.xml in all ways that I found in forums but I cuoldn´t. Can someone tell me step by step, basically, how to make the units walk instead of running? 

    Thank you and sorry if I wrote something wrong, I had to use a bit of the Google translator to write this http://www.emergency-planet.com/uploads/emoticons/default_smile.png

    
     
    
     
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