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saxguitar

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Everything posted by saxguitar

  1. I'm working on my scripting skills, so I may be ble to help in the future. Have you worked on any ladder companies yet?
  2. I'm having graphics issues with this map, any ideas??
  3. Does that mean you are making it so cars dont explode, because that always seemed very unrealistic. Just as a suggestion you could make it that when the car normally would blow up the occupant would die or it could be counted as a missed call.
  4. They all look great, especially the trucks which ad another realism point. Kepp up the good work
  5. Where can i get sketchup pro..and is it free. If its free could i please et link
  6. I think its a good idea, but your gomnna have to mess around with editor and try out some different stuff
  7. Finally it works, it only hangs out a little bit, but it shouldn't cause any issues...will it?? How would I change where vehicles start though, like say I wanted engine 2 in FS1 to be where USAR is and USAR to be where it is, but not change it in FS 2??
  8. Heres what I tried const char OBJ_HAZMATSQUAD[] = "mod:Prototypes/Vehicles/02 LA Fire Department/hazmat_squad.e4p"; to const char OBJ_HAZMATSQUAD[] = "mod:Prototypes/Vehicles/02 LA Fire Department/aerial_ladder.e4p"; I also added to FF/Paramedic guys to the ladder which worked fine, but I dont think thats interferring or anything //******************************************************************************** ********** // #Version 1.0# // // Includes: Start command de spawn vehicles. // // - VcmdStart // // Script by Hoppah // // Usage of this script in other mods is NOT allowed without permission of Hoppah // //******************************************************************************** ********** const char NAME_FIRESTATION[] = "fire_station"; const char NAME_FIRESTATION_ROOF[] = "fire_station_roof"; const char NAME_FIRESTATION2[] = "fire_station2"; const char NAME_FIRESTATION2_ROOF[] = "fire_station2_roof"; const char NAME_CONTROLPANEL[] = "fire_station_controlpanel"; const char NAME_CONTROLPANEL2[] = "fire_station_controlpanel2"; const char OBJ_AMBULANCE01[] = "mod:Prototypes/Vehicles/01 LA Ambulance/ambulance01.e4p"; const char OBJ_AMBULANCE02[] = "mod:Prototypes/Vehicles/01 LA Ambulance/ambulance02.e4p"; const char OBJ_BATTALION[] = "mod:Prototypes/Vehicles/02 LA Fire Department/battalion_chief_vehicle.e4p"; const char OBJ_BRUSH[] = "mod:Prototypes/Vehicles/02 LA Fire Department/brush_truck.e4p"; const char OBJ_HES[] = "mod:Prototypes/Vehicles/02 LA Fire Department/heavy_equipment_squad.e4p"; const char OBJ_USAR[] = "mod:Prototypes/Vehicles/02 LA Fire Department/usar_squad.e4p"; const char OBJ_LADDER[] = "mod:Prototypes/Vehicles/02 LA Fire Department/aerial_ladder.e4p"; const char OBJ_ENGINE01[] = "mod:Prototypes/Vehicles/02 LA Fire Department/fire_engine1.e4p"; const char OBJ_ENGINE02[] = "mod:Prototypes/Vehicles/02 LA Fire Department/fire_engine2.e4p"; const char OBJ_HAZMATSQUAD[] = "mod:Prototypes/Vehicles/02 LA Fire Department/hazmat_squad.e4p"; const char DUMMY_GATES[] = "DummyGates"; const char DUMMY_ALARM[] = "DummyDisableAlarm"; const char DUMMY_CALLCREW[] = "DummyCallCrew"; const char VO_BATTALION[] = "fs_battalion"; const char VO_BRUSH[] = "fs_brush"; const char VO_HES[] = "fs_hes"; const char VO_AMBULANCE01[] = "fs_ambulance01"; const char VO_AMBULANCE02[] = "fs_ambulance02"; const char VO_AMBULANCE04[] = "fs_ambulance04"; const char VO_USAR[] = "fs_usar"; const char VO_LADDER[] = "fs_ladder"; const char VO_ENGINE01[] = "fs_engine01"; const char VO_ENGINE02[] = "fs_engine02"; const char VO_ENGINE05[] = "fs_engine05"; const char VO_HAZMAT[] = "fs_hazmat"; const char NAME_GATE06A[] = "fs_gate06a"; const char NAME_GATE07A[] = "fs_gate07a"; const char NAME_GATE08A[] = "fs_gate08a"; const char SND_ALARM[] = "mod:Audio/FX/Misc/fire_alarm.wav"; const char UNNAMED[] = "Unnamed"; object VcmdStart : CommandScript { VcmdStart() { } bool CheckPossible(GameObject *Caller) { return true; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { return true; } void PushActions(GameObject *Caller, Actor *Target, int ChildID) { GameObjectList l1 = Game::GetGameObjects(NAME_FIRESTATION); for(int i=0; i < l1.GetNumObjects(); i++) { GameObject *obj = l1.GetObject(i); if (!obj->IsSpecialLightEnabled()) { obj->EnableSpecialLights(true); Vector AlarmSnd = obj->GetPosition(); int soundID = Audio::PlaySample3D(SND_ALARM, AlarmSnd, true); obj->SetUserData(soundID); obj->AttachSound(soundID); } } GameObjectList l2 = Game::GetGameObjects(NAME_FIRESTATION2); for(int i=0; i < l2.GetNumObjects(); i++) { GameObject *obj = l2.GetObject(i); if (!obj->IsSpecialLightEnabled()) { obj->EnableSpecialLights(true); Vector AlarmSnd = obj->GetPosition(); int soundID = Audio::PlaySample3D(SND_ALARM, AlarmSnd, true); obj->SetUserData(soundID); obj->AttachSound(soundID); } } GameObjectList l3 = Game::GetGameObjects(NAME_CONTROLPANEL); for(int i=0; i < l3.GetNumObjects(); i++) { GameObject *obj = l3.GetObject(i); obj->AssignCommand(DUMMY_ALARM); obj->PushActionWait(ACTION_NEWLIST, 1.5f); obj->PushActionExecuteCommand(ACTION_APPEND, DUMMY_GATES, Caller, 1, false); obj->PushActionWait(ACTION_APPEND, 16.0f); obj->PushActionExecuteCommand(ACTION_APPEND, DUMMY_ALARM, Caller, 1, false); } GameObjectList l4 = Game::GetGameObjects(NAME_CONTROLPANEL2); for(int i=0; i < l4.GetNumObjects(); i++) { GameObject *obj = l4.GetObject(i); obj->AssignCommand(DUMMY_ALARM); obj->PushActionWait(ACTION_NEWLIST, 1.5f); obj->PushActionExecuteCommand(ACTION_APPEND, DUMMY_GATES, Caller, 3, false); obj->PushActionWait(ACTION_APPEND, 16.0f); obj->PushActionExecuteCommand(ACTION_APPEND, DUMMY_ALARM, Caller, 1, false); } GameObjectList l5 = Game::GetGameObjects(NAME_FIRESTATION_ROOF); for(int i=0; i < l5.GetNumObjects(); i++) { GameObject *obj = l5.GetObject(i); if(obj->GetUserData() == 0) { obj->Hide(); obj->SetUserData(1); } } GameObjectList l51 = Game::GetGameObjects(NAME_FIRESTATION2_ROOF); for(int i=0; i < l51.GetNumObjects(); i++) { GameObject *obj = l51.GetObject(i); if(obj->GetUserData() == 0) { obj->Hide(); obj->SetUserData(1); } } ActorList l6 = Game::GetActors(VO_BATTALION); for(int i=0; i < l6.GetNumActors(); i++) { Vector Battalion = l6.GetActor(0)->GetPosition(); Vehicle m = Game::CreateVehicle(OBJ_BATTALION, UNNAMED); m.EnableBlueLights(false); m.SetPosition(Battalion); m.UpdatePlacement(); m.SetMaxPassengers(2); m.SetSpeed(12.0f); m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 4, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); } ActorList l7 = Game::GetActors(VO_AMBULANCE01); for(int i=0; i < l7.GetNumActors(); i++) { Vector Ambulance01 = l7.GetActor(0)->GetPosition(); Vehicle m = Game::CreateVehicle(OBJ_AMBULANCE02, UNNAMED); m.EnableBlueLights(false); m.SetPosition(Ambulance01); m.UpdatePlacement(); m.SetMaxPassengers(2); m.SetMaxTransports(1); m.SetSpeed(12.0f); m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 1, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 2, false); } ActorList l8 = Game::GetActors(VO_AMBULANCE02); for(int i=0; i < l8.GetNumActors(); i++) { Vector Ambulance02 = l8.GetActor(0)->GetPosition(); Vehicle m = Game::CreateVehicle(OBJ_AMBULANCE02, UNNAMED); m.EnableBlueLights(false); m.SetPosition(Ambulance02); m.UpdatePlacement(); m.SetMaxPassengers(2); m.SetMaxTransports(1); m.SetSpeed(12.0f); m.PushActionWait(ACTION_NEWLIST, 1.0f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 2, false); } ActorList l9 = Game::GetActors(VO_LADDER); for(int i=0; i < l9.GetNumActors(); i++) { Vector Ladder = l9.GetActor(0)->GetPosition(); Vehicle m = Game::CreateVehicle(OBJ_LADDER, UNNAMED); m.EnableBlueLights(false); m.SetPosition(Ladder); m.UpdatePlacement(); m.SetMaxPassengers(6); m.SetSpeed(9.0f); m.PushActionWait(ACTION_NEWLIST, 1.4f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false); } ActorList l10 = Game::GetActors(VO_ENGINE01); for(int i=0; i < l10.GetNumActors(); i++) { Vector Engine01 = l10.GetActor(0)->GetPosition(); Vehicle m = Game::CreateVehicle(OBJ_ENGINE01, UNNAMED); m.EnableBlueLights(false); m.SetPosition(Engine01); m.UpdatePlacement(); m.SetMaxPassengers(6); m.SetSpeed(9.0f); m.PushActionWait(ACTION_NEWLIST, 3.0f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); m.PushActionWait(ACTION_APPEND, 1.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); } ActorList l11 = Game::GetActors(VO_ENGINE02); for(int i=0; i < l11.GetNumActors(); i++) { Vector Engine02 = l11.GetActor(0)->GetPosition(); Vehicle m = Game::CreateVehicle(OBJ_ENGINE02, UNNAMED); m.EnableBlueLights(false); m.SetPosition(Engine02); m.UpdatePlacement(); m.SetMaxPassengers(6); m.SetSpeed(9.0f); m.PushActionWait(ACTION_NEWLIST, 3.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); m.PushActionWait(ACTION_APPEND, 1.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); } ActorList l12 = Game::GetActors(VO_USAR); for(int i=0; i < l12.GetNumActors(); i++) { Vector Usar = l12.GetActor(0)->GetPosition(); Vehicle m = Game::CreateVehicle(OBJ_USAR, UNNAMED); m.EnableBlueLights(false); m.SetPosition(Usar); m.UpdatePlacement(); m.SetMaxPassengers(4); m.SetSpeed(9.0f); m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 6, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 6, false); } ActorList l13 = Game::GetActors(VO_AMBULANCE04); for(int i=0; i < l13.GetNumActors(); i++) { GameObjectList gate08a = Game::GetGameObjects(NAME_GATE08A); for(int i=0; i < gate08a.GetNumObjects(); i++) GameObject *gate = gate08a.GetObject(i); Vector Ambulance04 = l13.GetActor(0)->GetPosition(); Vehicle m = Game::CreateVehicle(OBJ_AMBULANCE01, UNNAMED); m.EnableBlueLights(false); m.SetPosition(Ambulance04); m.SetRotation(gate); m.UpdatePlacement(); m.SetMaxPassengers(2); m.SetMaxTransports(1); m.SetSpeed(12.0f); m.PushActionWait(ACTION_NEWLIST, 4.5f); //m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); //m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 7, false); } ActorList l14 = Game::GetActors(VO_ENGINE05); for(int i=0; i < l14.GetNumActors(); i++) { GameObjectList gate07a = Game::GetGameObjects(NAME_GATE07A); for(int i=0; i < gate07a.GetNumObjects(); i++) GameObject *gate = gate07a.GetObject(i); Vector Engine04 = l14.GetActor(0)->GetPosition(); Vehicle m = Game::CreateVehicle(OBJ_ENGINE01, UNNAMED); m.EnableBlueLights(false); m.SetPosition(Engine04); m.SetRotation(gate); m.UpdatePlacement(); m.SetMaxPassengers(6); m.SetSpeed(9.0f); m.PushActionWait(ACTION_NEWLIST, 4.0f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false); m.PushActionWait(ACTION_APPEND, 1.0f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false); m.PushActionWait(ACTION_APPEND, 1.0f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); m.PushActionWait(ACTION_APPEND, 1.0f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); } ActorList l15 = Game::GetActors(VO_HAZMAT); for(int i=0; i < l15.GetNumActors(); i++) { GameObjectList gate06a = Game::GetGameObjects(NAME_GATE06A); for(int i=0; i < gate06a.GetNumObjects(); i++) GameObject *gate = gate06a.GetObject(i); Vector Hazmat = l15.GetActor(0)->GetPosition(); Vehicle m = Game::CreateVehicle(OBJ_HAZMATSQUAD, UNNAMED); m.EnableBlueLights(false); m.SetPosition(Hazmat); m.SetRotation(gate); m.UpdatePlacement(); m.SetMaxPassengers(4); m.SetMaxTransports(2); m.SetSpeed(8.0f); m.PushActionWait(ACTION_NEWLIST, 1.0f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 5, false); m.PushActionWait(ACTION_APPEND, 1.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 5, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 5, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 5, false); } ActorList l16 = Game::GetActors(VO_BRUSH); for(int i=0; i < l16.GetNumActors(); i++) { Vector Brush = l16.GetActor(0)->GetPosition(); Vehicle m = Game::CreateVehicle(OBJ_BRUSH, UNNAMED); m.EnableBlueLights(false); m.SetPosition(Brush); m.UpdatePlacement(); m.SetMaxPassengers(2); m.SetSpeed(12.0f); m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 3, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); } ActorList l17 = Game::GetActors(VO_HES); for(int i=0; i < l17.GetNumActors(); i++) { Vector Hes = l17.GetActor(0)->GetPosition(); Vehicle m = Game::CreateVehicle(OBJ_HES, UNNAMED); m.EnableBlueLights(false); m.SetPosition(Hes); m.UpdatePlacement(); m.SetMaxPassengers(4); m.SetSpeed(12.0f); m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 1, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false); } System::Log("Fire stations activated!"); } };
  9. Could you possibly send me the script through a private message if allowed please?? B/C I tried it again and it still is not working for me
  10. There, I'm trying to get better at scripting and such so excuse my many questions and mistakes. Now what specifically are the virtual objects I should change back? In the picture you can notice that the second ladder is there, and gets staffed as i set it, but station 2 has the empty bay where the ladder should be
  11. How do I put it in the script box???? and specifically what should i change?
  12. It should it is the same size as the hazmat vehicle..how do i put the script into a code box thing?
  13. I've been trying to replace the hazmat vehicle in station 2 with a ladder truck, and I think I've done a good portion of it right. But when i go to start the game this is what comes up...look at the attached picture if it works. He is the LAFireStationStart script //******************************************************************************** ********** // #Version 1.0# // // Includes: Start command de spawn vehicles. // // - VcmdStart // // Script by Hoppah // // Usage of this script in other mods is NOT allowed without permission of Hoppah // //******************************************************************************** ********** const char NAME_FIRESTATION[] = "fire_station"; const char NAME_FIRESTATION_ROOF[] = "fire_station_roof"; const char NAME_FIRESTATION2[] = "fire_station2"; const char NAME_FIRESTATION2_ROOF[] = "fire_station2_roof"; const char NAME_CONTROLPANEL[] = "fire_station_controlpanel"; const char NAME_CONTROLPANEL2[] = "fire_station_controlpanel2"; const char OBJ_AMBULANCE01[] = "mod:Prototypes/Vehicles/01 LA Ambulance/ambulance01.e4p"; const char OBJ_AMBULANCE02[] = "mod:Prototypes/Vehicles/01 LA Ambulance/ambulance02.e4p"; const char OBJ_BATTALION[] = "mod:Prototypes/Vehicles/02 LA Fire Department/battalion_chief_vehicle.e4p"; const char OBJ_BRUSH[] = "mod:Prototypes/Vehicles/02 LA Fire Department/brush_truck.e4p"; const char OBJ_HES[] = "mod:Prototypes/Vehicles/02 LA Fire Department/heavy_equipment_squad.e4p"; const char OBJ_USAR[] = "mod:Prototypes/Vehicles/02 LA Fire Department/usar_squad.e4p"; const char OBJ_LADDER[] = "mod:Prototypes/Vehicles/02 LA Fire Department/aerial_ladder.e4p"; const char OBJ_ENGINE01[] = "mod:Prototypes/Vehicles/02 LA Fire Department/fire_engine1.e4p"; const char OBJ_ENGINE02[] = "mod:Prototypes/Vehicles/02 LA Fire Department/fire_engine2.e4p"; const char OBJ_HAZMATSQUAD[] = "mod:Prototypes/Vehicles/02 LA Fire Department/hazmat_squad.e4p"; const char DUMMY_GATES[] = "DummyGates"; const char DUMMY_ALARM[] = "DummyDisableAlarm"; const char DUMMY_CALLCREW[] = "DummyCallCrew"; const char VO_BATTALION[] = "fs_battalion"; const char VO_BRUSH[] = "fs_brush"; const char VO_HES[] = "fs_hes"; const char VO_AMBULANCE01[] = "fs_ambulance01"; const char VO_AMBULANCE02[] = "fs_ambulance02"; const char VO_AMBULANCE04[] = "fs_ambulance04"; const char VO_USAR[] = "fs_usar"; const char VO_LADDER[] = "fs_ladder"; const char VO_ENGINE01[] = "fs_engine01"; const char VO_ENGINE02[] = "fs_engine02"; const char VO_ENGINE05[] = "fs_engine05"; const char VO_HAZMAT[] = "fs_hazmat"; const char NAME_GATE06A[] = "fs_gate06a"; const char NAME_GATE07A[] = "fs_gate07a"; const char NAME_GATE08A[] = "fs_gate08a"; const char SND_ALARM[] = "mod:Audio/FX/Misc/fire_alarm.wav"; const char UNNAMED[] = "Unnamed"; object VcmdStart : CommandScript { VcmdStart() { } bool CheckPossible(GameObject *Caller) { return true; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { return true; } void PushActions(GameObject *Caller, Actor *Target, int ChildID) { GameObjectList l1 = Game::GetGameObjects(NAME_FIRESTATION); for(int i=0; i < l1.GetNumObjects(); i++) { GameObject *obj = l1.GetObject(i); if (!obj->IsSpecialLightEnabled()) { obj->EnableSpecialLights(true); Vector AlarmSnd = obj->GetPosition(); int soundID = Audio::PlaySample3D(SND_ALARM, AlarmSnd, true); obj->SetUserData(soundID); obj->AttachSound(soundID); } } GameObjectList l2 = Game::GetGameObjects(NAME_FIRESTATION2); for(int i=0; i < l2.GetNumObjects(); i++) { GameObject *obj = l2.GetObject(i); if (!obj->IsSpecialLightEnabled()) { obj->EnableSpecialLights(true); Vector AlarmSnd = obj->GetPosition(); int soundID = Audio::PlaySample3D(SND_ALARM, AlarmSnd, true); obj->SetUserData(soundID); obj->AttachSound(soundID); } } GameObjectList l3 = Game::GetGameObjects(NAME_CONTROLPANEL); for(int i=0; i < l3.GetNumObjects(); i++) { GameObject *obj = l3.GetObject(i); obj->AssignCommand(DUMMY_ALARM); obj->PushActionWait(ACTION_NEWLIST, 1.5f); obj->PushActionExecuteCommand(ACTION_APPEND, DUMMY_GATES, Caller, 1, false); obj->PushActionWait(ACTION_APPEND, 16.0f); obj->PushActionExecuteCommand(ACTION_APPEND, DUMMY_ALARM, Caller, 1, false); } GameObjectList l4 = Game::GetGameObjects(NAME_CONTROLPANEL2); for(int i=0; i < l4.GetNumObjects(); i++) { GameObject *obj = l4.GetObject(i); obj->AssignCommand(DUMMY_ALARM); obj->PushActionWait(ACTION_NEWLIST, 1.5f); obj->PushActionExecuteCommand(ACTION_APPEND, DUMMY_GATES, Caller, 3, false); obj->PushActionWait(ACTION_APPEND, 16.0f); obj->PushActionExecuteCommand(ACTION_APPEND, DUMMY_ALARM, Caller, 1, false); } GameObjectList l5 = Game::GetGameObjects(NAME_FIRESTATION_ROOF); for(int i=0; i < l5.GetNumObjects(); i++) { GameObject *obj = l5.GetObject(i); if(obj->GetUserData() == 0) { obj->Hide(); obj->SetUserData(1); } } GameObjectList l51 = Game::GetGameObjects(NAME_FIRESTATION2_ROOF); for(int i=0; i < l51.GetNumObjects(); i++) { GameObject *obj = l51.GetObject(i); if(obj->GetUserData() == 0) { obj->Hide(); obj->SetUserData(1); } } ActorList l6 = Game::GetActors(VO_BATTALION); for(int i=0; i < l6.GetNumActors(); i++) { Vector Battalion = l6.GetActor(0)->GetPosition(); Vehicle m = Game::CreateVehicle(OBJ_BATTALION, UNNAMED); m.EnableBlueLights(false); m.SetPosition(Battalion); m.UpdatePlacement(); m.SetMaxPassengers(2); m.SetSpeed(12.0f); m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 4, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); } ActorList l7 = Game::GetActors(VO_AMBULANCE01); for(int i=0; i < l7.GetNumActors(); i++) { Vector Ambulance01 = l7.GetActor(0)->GetPosition(); Vehicle m = Game::CreateVehicle(OBJ_AMBULANCE02, UNNAMED); m.EnableBlueLights(false); m.SetPosition(Ambulance01); m.UpdatePlacement(); m.SetMaxPassengers(2); m.SetMaxTransports(1); m.SetSpeed(12.0f); m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 1, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 2, false); } ActorList l8 = Game::GetActors(VO_AMBULANCE02); for(int i=0; i < l8.GetNumActors(); i++) { Vector Ambulance02 = l8.GetActor(0)->GetPosition(); Vehicle m = Game::CreateVehicle(OBJ_AMBULANCE02, UNNAMED); m.EnableBlueLights(false); m.SetPosition(Ambulance02); m.UpdatePlacement(); m.SetMaxPassengers(2); m.SetMaxTransports(1); m.SetSpeed(12.0f); m.PushActionWait(ACTION_NEWLIST, 1.0f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 2, false); } ActorList l9 = Game::GetActors(VO_LADDER); for(int i=0; i < l9.GetNumActors(); i++) { Vector Ladder = l9.GetActor(0)->GetPosition(); Vehicle m = Game::CreateVehicle(OBJ_LADDER, UNNAMED); m.EnableBlueLights(false); m.SetPosition(Ladder); m.UpdatePlacement(); m.SetMaxPassengers(6); m.SetSpeed(9.0f); m.PushActionWait(ACTION_NEWLIST, 1.4f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false); m.PushActionWait(ACTION_APPEND, 0.5f); } ActorList l10 = Game::GetActors(VO_ENGINE01); for(int i=0; i < l10.GetNumActors(); i++) { Vector Engine01 = l10.GetActor(0)->GetPosition(); Vehicle m = Game::CreateVehicle(OBJ_ENGINE01, UNNAMED); m.EnableBlueLights(false); m.SetPosition(Engine01); m.UpdatePlacement(); m.SetMaxPassengers(6); m.SetSpeed(9.0f); m.PushActionWait(ACTION_NEWLIST, 3.0f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); m.PushActionWait(ACTION_APPEND, 1.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); } ActorList l11 = Game::GetActors(VO_ENGINE02); for(int i=0; i < l11.GetNumActors(); i++) { Vector Engine02 = l11.GetActor(0)->GetPosition(); Vehicle m = Game::CreateVehicle(OBJ_ENGINE02, UNNAMED); m.EnableBlueLights(false); m.SetPosition(Engine02); m.UpdatePlacement(); m.SetMaxPassengers(6); m.SetSpeed(9.0f); m.PushActionWait(ACTION_NEWLIST, 3.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); m.PushActionWait(ACTION_APPEND, 1.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); } ActorList l12 = Game::GetActors(VO_USAR); for(int i=0; i < l12.GetNumActors(); i++) { Vector Usar = l12.GetActor(0)->GetPosition(); Vehicle m = Game::CreateVehicle(OBJ_USAR, UNNAMED); m.EnableBlueLights(false); m.SetPosition(Usar); m.UpdatePlacement(); m.SetMaxPassengers(4); m.SetSpeed(9.0f); m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 6, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 6, false); } ActorList l13 = Game::GetActors(VO_AMBULANCE04); for(int i=0; i < l13.GetNumActors(); i++) { GameObjectList gate08a = Game::GetGameObjects(NAME_GATE08A); for(int i=0; i < gate08a.GetNumObjects(); i++) GameObject *gate = gate08a.GetObject(i); Vector Ambulance04 = l13.GetActor(0)->GetPosition(); Vehicle m = Game::CreateVehicle(OBJ_AMBULANCE01, UNNAMED); m.EnableBlueLights(false); m.SetPosition(Ambulance04); m.SetRotation(gate); m.UpdatePlacement(); m.SetMaxPassengers(2); m.SetMaxTransports(1); m.SetSpeed(12.0f); m.PushActionWait(ACTION_NEWLIST, 4.5f); //m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); //m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 7, false); } ActorList l14 = Game::GetActors(VO_ENGINE05); for(int i=0; i < l14.GetNumActors(); i++) { GameObjectList gate07a = Game::GetGameObjects(NAME_GATE07A); for(int i=0; i < gate07a.GetNumObjects(); i++) GameObject *gate = gate07a.GetObject(i); Vector Engine04 = l14.GetActor(0)->GetPosition(); Vehicle m = Game::CreateVehicle(OBJ_ENGINE01, UNNAMED); m.EnableBlueLights(false); m.SetPosition(Engine04); m.SetRotation(gate); m.UpdatePlacement(); m.SetMaxPassengers(6); m.SetSpeed(9.0f); m.PushActionWait(ACTION_NEWLIST, 4.0f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false); m.PushActionWait(ACTION_APPEND, 1.0f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false); m.PushActionWait(ACTION_APPEND, 1.0f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); m.PushActionWait(ACTION_APPEND, 1.0f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); } ActorList l15 = Game::GetActors(VO_LADDER); for(int i=0; i < l15.GetNumActors(); i++) { GameObjectList gate06a = Game::GetGameObjects(NAME_GATE06A); for(int i=0; i < gate06a.GetNumObjects(); i++) GameObject *gate = gate06a.GetObject(i); Vector LADDER = l15.GetActor(0)->GetPosition(); Vehicle m = Game::CreateVehicle(OBJ_LADDER, UNNAMED); m.EnableBlueLights(false); m.SetPosition(LADDER); m.SetRotation(gate); m.UpdatePlacement(); m.SetMaxPassengers(4); m.SetSpeed(8.0f); m.PushActionWait(ACTION_NEWLIST, 1.0f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); m.PushActionWait(ACTION_APPEND, 1.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false); m.PushActionWait(ACTION_APPEND, 0.5f); } ActorList l16 = Game::GetActors(VO_BRUSH); for(int i=0; i < l16.GetNumActors(); i++) { Vector Brush = l16.GetActor(0)->GetPosition(); Vehicle m = Game::CreateVehicle(OBJ_BRUSH, UNNAMED); m.EnableBlueLights(false); m.SetPosition(Brush); m.UpdatePlacement(); m.SetMaxPassengers(2); m.SetSpeed(12.0f); m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 3, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); } ActorList l17 = Game::GetActors(VO_HES); for(int i=0; i < l17.GetNumActors(); i++) { Vector Hes = l17.GetActor(0)->GetPosition(); Vehicle m = Game::CreateVehicle(OBJ_HES, UNNAMED); m.EnableBlueLights(false); m.SetPosition(Hes); m.UpdatePlacement(); m.SetMaxPassengers(4); m.SetSpeed(12.0f); m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 1, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false); } System::Log("Fire stations activated!"); } };
  14. anyone know if I can change it so I start at night and not in the morning??
  15. I'm from around Boston and you have no idea how sad I am this isn't being released...
  16. Good luck. I'll be sure to keep checking for updates. I applaude your effort with that many different trucks and variety looks good
  17. Will there be a battalion chief at Station 2??
  18. Well it was taken off for realism, if a supply line was ever put into the game then it could be put back i think
  19. I meant the ladder itself not the entire vehicle
  20. Hoppah is the tiller ladder the same length as the tower, it did not appear to be??
  21. Today a video was released of the NY mod's mid-mount. Like hoppah said theres a glitch, there is a gap between the bucket and tip of the ladder, which suposedly is going to be reseolved, but it goes to show it can be made.
  22. couldn't you just add the GO to hospital command to it or something?
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