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Kookas

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Everything posted by Kookas

  1. It's not a vehicle, but it sure beats the hell out of anything posted above
  2. I don't want chavs shooting my personnel up, that wouldn't happen xD although if some guy came out of the blue with a gun and fired shots it would be interesting to see like a small army of armed police go after them... Anyway, I think rioter is best, I want an unarmed chav not a gun-wielding maniac xD They might both use the same functions, though. I will check that out tomorrow.
  3. Yeah, but how would you get them to only attack your personnel? Perhaps there is a special command that allows for setting someone onto a specific other person. I would think so. If nothing else, I could script it "from scratch", but there probably is a function. Although rioters only attack your personnel and not each other, so perhaps... Expect a mod update tomorrow or on Wednesday.
  4. I edited it a bit, you can see what I mean with Essex-style if you go and check the post again. Also, yes, I have seen that too, but the project will never "die" until release, its thread might drop, but if I get stuck somehow, I will try everything I can to resolve the issue and if I can't, I will remove the feature that has me stuck until I figure out how to fix it. Good luck with you too. I have come up with a new idea - violent "chavs", who attack your personnel when they see them, so you have to call in the police to assist. I don't know how I would go about doing this, but there may be a script function to "aggro" a civilian so they attack your personnel (like in the Arson event, where the arsonist attacks your personnel).
  5. Well, I could use and did consider using Essex mod style models, but I decided to make them as in LA mod, because although I don't see any other mods as competition, I do see them as "role mods", ideal mods that I would like mine to be like when it grows up. I don't mean any offence to you Tian - what I mean by Essex Mod style is using photographs for the whole vehicle - I prefer to create my textures from scratch, with some exceptions such as the equipment in the fire engine. As for the standard for this mod, I want to push myself and see this happen. I don't think any of it is beyond my capabilities, I think I will be able to do it, and I will certainly at least give it a good try . I have a fair bit of scripting experience in some other languages, mainly Lua, some web-based languages and ActionScript, and despite the fact that I don't have any patience for computer problems, I have a lot of patience when it comes to productive things like this. I know everything I hope to do is possible, with the exception of the Water Sourcing commands for the fire engine which I am not so sure about.
  6. You missed your chance to include a very cheesy, very crappy pun xD But yeah I can't wait for this mod either
  7. I think that might be very difficult, but I will see how flexible the hose functions are...
  8. Maybe, then, it might be better to not have a limit, to simulate the hydrant being attached. Possible idea: 1. Select the fire engine 2. Click on the Source Water command and then on the hydrant 3. The engine drives to the hydrant, and then cannot be moved until either it is sent home (automatically detaches the hydrant), or the Remove Source command is used. It might not be ideal, but it makes some sense The internal tank would last for 10.5 seconds with one hose when full. For every additional hose, 1.75 is subtracted from its duration. All values are approximate. Also, regarding the pedal bike speed, of course I will make it cycle at that speed, why would I make it go at 100 mph? Scrivs, I only just saw your post. Thanks for the help. Extra lighting, very easy to sort out. Ground monitors, however... Essex mod has these planned, but I don't know if it can be scripted to work, really. Tape, well, I don't believe it can be done properly, however, it would be possible as objects, but I think solid barriers and cones would work better. Looking forward to the extra info.
  9. 2 reasons I can think of: 1 - it gets into a big mess 2 - tank would usually run out very fast irl Another possible reason is that maybe it freezes the truck so that even after removing the hoses the truck is rendered immobile. Well, if six is too much, four will have to do.
  10. I think it might be better to use animations for the equipment doors than to use normal doors... that way, I can get it how I want it (not clipping through the roof or anything). It would be set up so that when a fireman goes to get some equipment, the door would open, and when the fire engine is sent home, it shuts again. Also, there won't be any ghost cars here, I'm afraid - I will make the Move command unable to work without someone inside the car. Hopefully, I will also be able to make fire engines have limited water tanks with the amount lost per second varying based on how many hoses are in them at any one point. The PRLs can, in real life, have a total of six hoses in them at any one time, but only carry two reels of hose, and of course, the more hoses, the faster the tank empties. I don't know if fire engines can be made to allow six hoses on them in this game. I hope so. Also, can someone please explain what vehicle type I would need to set a PRL to? There are about 8 different fire vehicle TaskForce types (can't check right now). Some assistance would be greatly appreciated
  11. How does this work? Does my image have to be of a more powerful vehicle than in the above post? In that case, nuclear submarine:
  12. Fire engine in-game screenshots added to first post.
  13. About the arm directions, well, I don't know if its possible, I think the driving AI is hardcoded and as such there is (probably) no isSteering() or similar. Although Hoppah made his motorbikes tilt when they turn, if I'm not mistaken, so maybe...
  14. I guess if I can make the Prime Mover work, I can make bikes and such work too, they can all use the same script, you just play the person getting off/on animation and then you spawn the person by the bike. I thought paramedics on bikes was only a London thing. I guess not.
  15. But the Prime Mover stays until you don't need the pod any more. Then it picks it up and goes home. By the way, redoing the Range Rover again, because it's too small at the moment. Needs to be scaled according to the personnel models, and not according to the stock game models...
  16. The key steps in doing this: 1. Create Pod off/on animations. 2. Play Pod off animation using setAnimation. 3. Spawn the Pod object with Game::CreateObject & Vector functions. 4. Remove "Place Pod" and assign "Retrieve Pod" command on the Prime Mover. 5. Assign the Pod its commands. Sort of the reverse for putting the Pod back on, but the prime mover must be commanded to drive back up to its pod first. Prime Movers that don't need to remove their loads in real life won't need to here either, for example HVPUs, but they will be able to anyway.
  17. Here is my scripting plan for the pod prime mover. I fear I might have to animate each and every pod, but I might be able to get away with just retexturing the pods. I also plan on making the USAR digger/forklift pod function somewhat with setAnimation and using Game::CreateVehicle to spawn the forklift prototype behind the PM with the pod, but I don't know what they do in real life. I also found that in other mods, I valued significantly the ability to just hit P and watch all the car's still standing staff enter before the car leaves for home. I might try and create something like that. Not all of these ideas will get in, but I will try my hardest, because the latter idea is what deters me personally from lots of mods, being a lazy person xD
  18. Maybe, but if I did that it would only be able to heal them if they hadn't been hurt too much (like a very small amount of health loss, any more and then they have to be sent away to hospital). Maybe I could also make a hunger bar for firemen. After (game) hours of hard work, you will need to put him into the mobile canteen where he can replenish, or he will start to lose health. This would be a good way to do it, because it simulates him collapsing and not being able to continue without the energy required to do so. Maybe that would be too hard to do, or pointless xD
  19. That's what I was told by scrivens, that you would get an Incident Support Unit pod for make-ups above 5. There might just not be any photographs. I'm going to take his word for it...
  20. Thanks for replying. Although you'd expect us to work exactly the same, I don't believe we have a bus or a lorry like that. The only bus I know of is that Dennis Javelin which doesn't have blue lights and is probably just for community events. It might not even be in use anymore. Also, they are called Command Support Vehicles. Regarding the pods, there is a special pod that's like a mobile office. I think that might be it. It's either that or a mobile canteen.
  21. The sirens seem a lot like ours in Britain, where its like they are still using Hi-Los but they're using American-type sirens more and more. Very nice mod, I look forward to it
  22. His work is why LA Mod exists too
  23. Thanks. Credits to icychopstix and westmidsfireman as well, who provided me (and I hope they will continue to provide me) with info that'll hopefully make this a fairly realistic mod. With luck, I'll be able to script a fire ladder (if I manage it, this will be used instead of Hydraulic Platforms to reach the second floor of buildings, because HP units are used for rescue from higher floors (I haven't seen anyone do floors higher than the second, so it might not be possible to include this) and for putting out fires from above along with water towers). I'm already learning a fair bit about the scripting system (but I hardly know any functions at this point). Honda CR-V RRVs have strange lightbars on the roof, does anyone know who builds them and what model they are? Maybe Code 3 Javelins? Also, I have worked out my dispatch system, many thanks to scrivs for his detailed information on how the WMFS works and various other important details: Each emergency vehicle will have its own (probably boolean) variable. When the variable is true, that vehicle is available for call-outs. If false, it's not. When you click, for example, the "Dispatch PRL" button, what it will do is go through a list of checks. It will first check if the closest station has an available PRL. If not, it will then check the next closest, and then the next, and so on until it finds an available unit. When it finds one, it will dispatch it, and the time will vary based on which station it's been sent from (I have this information with me, courtesy of scrivs). The time will not always be the same (will vary for different times of day), and I may use real time (this is the problem of small time scales, you can't really make things as accurate as you might want). If I can't make fires spread at a slower rate than they do in-game, however, I will have to use game time, else you would have an inferno across all your city before the fire engines arrive. All this might take many lines of code, but one way or another, this will happen Lots of useful information from scrivs formed this: This system also allows me to implement the system of automatically sending a Command Support Vehicle. When you send one or two pumps, and then decide to send two to four more, a CSV will be sent as well. When you have a few more, a prime mover will come bearing an Incident Support Unit. If you have significantly more, then text will appear suggesting you dispatch the PRWT (Pump Rescue Water Tower), COBRA (a significantly more powerful water pump (in real life, it can shoot water through brick)), or HVPU. The time period between which a dispatch is deemed a "make-up" (when more units are required) will be ten or twenty seconds. For these, you get "white helmets" (?) and a special manager guy turning up in expensive cars (presumably with blue lights on). If you have more than 8 firemen in breathing apparatus, a BA emergency crew will be sent out (probably from D061 Cradley Heath). If the amount of BA-wearing firemen increases further, text will appear on the screen suggesting you send a BA Main Control Unit. This is the order of closest stations to Kings Heath (again, information courtesy of scrivs): C8 Billesley C5 Kings Norton, Pershore Road South, Cotteridge C4 Bournbrook, Bristol Road C1 Highgate, Moseley Road C7 Ladywood, Icknield Port Road B1 Solihull, Streetsbrook Road C9 Hay Mills C6 Northfield A6 Ward End C2 Woodgate Valley This might not be completely accurate, but I feel that it will do, really, and besides, the only difference you will notice is the writing on the side of the fire engine xD
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