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Problem with pd parking script problem help please

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i have created 7 extra parkin spaces with virtual objects however the police cars do not parn in the ones made here is the script "LATOPOLICESTATION"

//******************************************************************************************

// #Version 1.5#

//

// Includes: To police station command.

//

// - VcmdToPoliceStation

//

// Script by Hoppah

//

// Usage of this script in other mods is NOT allowed without permission of Hoppah

//

//******************************************************************************************

const char CMD_SIREN[] = "VcmdSiren";

const char CMD_AUTOSIREN_OFF[] = "VcmdAutoSirenOff";

const char CMD_WARNINGLIGHTS_OFF[] = "VcmdWarningLightsOff";

const char CMD_WARNINGLIGHTS_ON[] = "VcmdWarningLightsOn";

const char CMD_FLOODLIGHTS_OFF[] = "VcmdFloodLightsOff";

const char CMD_FLOODLIGHTS_ON[] = "VcmdFloodLightsOn";

const char CMD_GOHOME[] = "GoHome";

const char CMD_TOPOLICESTATION[] = "VcmdToPoliceStation";

const char CMD_PATROL[] = "VcmdPatrol";

const char CMD_STANDBY_ON[] = "VcmdStandbyOn";

const char CMD_STANDBY_OFF[] = "VcmdStandbyOff";

const char DUMMY_DISABLE[] = "DummyDisableSiren";

const char DUMMY_HASSIREN[] = "DummyHasSiren";

const char DUMMY_GOHOME[] = "DummyGoHome";

const char DUMMY_PATROL[] = "DummyPatrol";

const char OBJ_HELIPAD[] = "policestation_helipad";

const char VO_ENTRY[] = "policestation_entry";

const char VO_ENTRY_HELIPAD[] = "policestation_entry2";

const char VO_TURNTO[] = "policestation_turnto";

const char VO_TURNTO5[] = "fs_vogate05a";

const char VO_TURNTO6[] = "fs_vogate06a";

const char VO_PARK01[] = "policestation_park01";

const char VO_PARK02[] = "policestation_park02";

const char VO_PARK03[] = "policestation_park03";

const char VO_PARK04[] = "policestation_park04";

const char VO_PARK05[] = "policestation_park05";

const char VO_PARK06[] = "policestation_park06";

const char VO_PARK07[] = "policestation_park07";

const char VO_PARK08[] = "policestation_park08";

const char VO_PARK09[] = "policestation_park09";

const char VO_PARK10[] = "policestation_park10";

const char VO_HELI[] = "policestation_heli";

const char VO_SPAWN[] = "policestation_spawn";

const char SND_TOSTATION[] = "mod:Audio/FX/radio/1019.wav";

const char HINT_HELICOPTER[] = "Another helicopter is blocking the helipad! The helicopter will return to base!";

const char PROTO_CV_LAPD[] = "mod:Prototypes/Vehicles/03 LA Police/cv_lapd.e4p";

int DummyGroup = 32;

object VcmdToPoliceStation : CommandScript

{

VcmdToPoliceStation()

{

SetCursor("topolicestation");

SetIcon("topolicestation");

SetGroupID(DummyGroup);

SetGroupLeader(true);

SetRestrictions(RESTRICT_SELFEXECUTE);

}

bool CheckPossible(GameObject *Caller)

{

if (!Caller->IsValid())

return false;

if (!Game::IsFreeplay() && !Game::IsMultiplayer())

return false;

Vehicle v(Caller);

if (v.IsCollidingWithVirtualObject(VO_HELI))

return false;

ActorList l1 = Game::GetActors(VO_PARK01);

if (l1.GetNumActors() == 0)

return false;

ActorList l1 = Game::GetActors(VO_PARK02);

if (l1.GetNumActors() == 0)

return false;

ActorList l1 = Game::GetActors(VO_PARK03);

if (l1.GetNumActors() == 0)

return false;

ActorList l1 = Game::GetActors(VO_PARK04);

if (l1.GetNumActors() == 0)

return false;

ActorList l1 = Game::GetActors(VO_PARK05);

if (l1.GetNumActors() == 0)

return false;

ActorList l1 = Game::GetActors(VO_PARK06);

if (l1.GetNumActors() == 0)

return false;

ActorList l1 = Game::GetActors(VO_PARK07);

if (l1.GetNumActors() == 0)

return false;

ActorList l1 = Game::GetActors(VO_PARK08);

if (l1.GetNumActors() == 0)

return false;

ActorList l1 = Game::GetActors(VO_PARK09);

if (l1.GetNumActors() == 0)

return false;

ActorList l1 = Game::GetActors(VO_PARK10);

if (l1.GetNumActors() == 0)

return false;

return true;

}

bool CheckTarget(GameObject *Caller, Actor *Target, int childID)

{

if (!Caller->IsValid() || !Target->IsValid() || (Caller->GetID() != Target->GetID()))

return false;

Vehicle v(Caller);

SetPriority(0);

if (v.GetNumTransported() > 0)

SetPriority(110);

return true;

}

void PushActions(GameObject *Caller, Actor *Target, int ChildID)

{

Vehicle v(Caller);

bool Donut = false;

ActorList d = Game::GetActors(VO_PARK04);

if (StrCompare(v.GetPrototypeFileName(), PROTO_CV_LAPD) == 0 && d.GetNumActors() > 0)

Donut = true;

if(ChildID == 0)

{

if (v.GetVehicleType() != VT_POLICE_PHC)

{

if (v.IsBlueLightEnabled())

v.EnableBlueLights(false);

if (v.HasCommand("DummyFollow"))

v.RemoveCommand("DummyFollow");

if (v.HasCommand(CMD_STANDBY_OFF))

{

v.RemoveCommand(CMD_STANDBY_OFF);

v.AssignCommand(CMD_STANDBY_ON);

}

if (v.HasCommand(CMD_WARNINGLIGHTS_OFF))

{

v.EnableBlinker(BLT_NONE);

v.RemoveCommand(CMD_WARNINGLIGHTS_OFF);

v.AssignCommand(CMD_WARNINGLIGHTS_ON);

}

if (v.HasCommand(CMD_FLOODLIGHTS_OFF))

{

v.EnableSpecialLights(false);

v.RemoveCommand(CMD_FLOODLIGHTS_OFF);

v.AssignCommand(CMD_FLOODLIGHTS_ON);

}

if (v.HasObjectPath(NULL))

Game::ExecuteCommand(DUMMY_PATROL, &v, &v);

if (v.HasCommand(DUMMY_HASSIREN) && v.HasCommand(CMD_AUTOSIREN_OFF))

Game::ExecuteCommand(DUMMY_DISABLE, &v, &v);

bool ParkinglotFound = false;

bool ToDonut = false;

ActorList l1;

if (!ParkinglotFound)

{

GameObjectList l2;

Game::CollectObstaclesOnVirtualObject(VO_PARK01, l2, ACTOR_VEHICLE);

if(l2.GetNumObjects() == 0)

{

l1 = Game::GetActors(VO_PARK01);

ParkinglotFound = true;

}

}

if (!ParkinglotFound)

{

GameObjectList l3;

Game::CollectObstaclesOnVirtualObject(VO_PARK02, l3, ACTOR_VEHICLE);

if(l3.GetNumObjects() == 0)

{

l1 = Game::GetActors(VO_PARK02);

ParkinglotFound = true;

}

}

if (!ParkinglotFound)

{

GameObjectList l4;

Game::CollectObstaclesOnVirtualObject(VO_PARK03, l4, ACTOR_VEHICLE);

if(l4.GetNumObjects() == 0)

{

l1 = Game::GetActors(VO_PARK03);

ParkinglotFound = true;

}

}

if (!ParkinglotFound)

{

GameObjectList l5;

Game::CollectObstaclesOnVirtualObject(VO_PARK04, l5, ACTOR_VEHICLE);

if(l5.GetNumObjects() == 0)

{

l1 = Game::GetActors(VO_PARK04);

ParkinglotFound = true;

}

}

if (!ParkinglotFound)

{

GameObjectList l6;

Game::CollectObstaclesOnVirtualObject(VO_PARK05, l6, ACTOR_VEHICLE);

if(l6.GetNumObjects() == 0)

{

l1 = Game::GetActors(VO_PARK05);

ParkinglotFound = true;

}

}

if (!ParkinglotFound)

{

GameObjectList l7;

Game::CollectObstaclesOnVirtualObject(VO_PARK06, l7, ACTOR_VEHICLE);

if(l7.GetNumObjects() == 0)

{

l1 = Game::GetActors(VO_PARK06);

ParkinglotFound = true;

}

}

if (!ParkinglotFound)

{

GameObjectList l8;

Game::CollectObstaclesOnVirtualObject(VO_PARK07, l8, ACTOR_VEHICLE);

if(l8.GetNumObjects() == 0)

{

l1 = Game::GetActors(VO_PARK07);

ParkinglotFound = true;

}

}

if (!ParkinglotFound)

{

GameObjectList l9;

Game::CollectObstaclesOnVirtualObject(VO_PARK08, l9, ACTOR_VEHICLE);

if(l9.GetNumObjects() == 0)

{

l1 = Game::GetActors(VO_PARK08);

ParkinglotFound = true;

}

}

if (!ParkinglotFound)

{

GameObjectList 20;

Game::CollectObstaclesOnVirtualObject(VO_PARK09, 20, ACTOR_VEHICLE);

if(l20.GetNumObjects() == 0)

{

l1 = Game::GetActors(VO_PARK09);

ParkinglotFound = true;

}

}

if (!ParkinglotFound)

{

GameObjectList 21;

Game::CollectObstaclesOnVirtualObject(VO_PARK10, 21, ACTOR_VEHICLE);

if(21.GetNumObjects() == 0)

{

l1 = Game::GetActors(VO_PARK10);

ParkinglotFound = true;

}

}

if (!ParkinglotFound)

{

v.PushActionExecuteCommand(ACTION_NEWLIST, CMD_PATROL, Caller, 0, false);

return;

}

else

{

Vector PD = l1.GetActor(0)->GetPosition();

Vector PD2 = l1.GetActor(0)->GetPosition() + Vector(280,-280,0);

ActorList l8 = Game::GetActors(VO_TURNTO);

Vector TurnTo = l8.GetActor(0)->GetPosition();

Game::FindFreePosition(Caller, PD);

Audio::PlaySample3D(SND_TOSTATION, v.GetPosition());

if (!ToDonut)

{

v.PushActionMove(ACTION_NEWLIST, PD);

v.PushActionTurnTo(ACTION_APPEND, TurnTo);

} else

{

v.PushActionMove(ACTION_NEWLIST, PD2);

v.PushActionTurnTo(ACTION_APPEND, PD + Vector(320,-320,0));

v.PushActionWait(ACTION_APPEND, 0.5f);

v.PushActionMove(ACTION_APPEND, PD);

}

v.PushActionWait(ACTION_APPEND, 1.5f);

v.PushActionExecuteCommand(ACTION_APPEND, CMD_TOPOLICESTATION, Caller, 2, false);

PersonList transports = v.GetTransports();

if (!ToDonut && transports.GetNumPersons() > 0)

v.PushActionExecuteCommand(ACTION_APPEND, CMD_TOPOLICESTATION, Caller, 1, false);

}

} else

{

Audio::PlaySample3D(SND_TOSTATION, v.GetPosition());

ActorList l1 = Game::GetActors(OBJ_HELIPAD);

if(l1.GetNumActors() > 0)

{

Actor policestation = *l1.GetActor(0);

Vector Policestation = policestation.GetPosition();

}

if (Game::IsSquadInVirtualObject(VO_HELI))

{

GameObjectList l2;

Game::CollectObstaclesOnVirtualObject(VO_HELI, l2, ACTOR_VEHICLE);

for (int i = 0; i < l2.GetNumObjects(); i++)

{

Vehicle m = l2.GetObject(i);

m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_GOHOME, &m, 1, false);

Mission::PlayHint(HINT_HELICOPTER);

}

}

Game::FindFreePosition(Caller, Policestation);

GameObject obj(&policestation);

float landingDirection = v.GetValidLandingAngle(&obj, Policestation);

v.PushActionFlyTo(ACTION_NEWLIST, Policestation, true, landingDirection);

PersonList transports = v.GetTransports();

if (transports.GetNumPersons() > 0)

v.PushActionExecuteCommand(ACTION_APPEND, CMD_TOPOLICESTATION, Caller, 1, false);

}

}

if(ChildID == 1)

{

if (v.GetVehicleType() != VT_POLICE_PHC)

{

ActorList l1 = Game::GetActors(VO_SPAWN);

if (l1.GetNumActors() > 0)

Vector TargetPos = l1.GetActor(0)->GetPosition();

PersonList transports = v.GetTransports();

for(int i = 0; i < transports.GetNumPersons(); i++)

{

transports.GetPerson(i)->PushActionLeaveCar(ACTION_NEWLIST, Caller);

if(transports.GetPerson(i)->GetRole() == ROLE_GANGSTER)

{

transports.GetPerson(i)->SetRole(ROLE_CIVILIAN);

transports.GetPerson(i)->SetBehaviour(BEHAVIOUR_CIVILIAN_NORMAL);

}

transports.GetPerson(i)->PushActionWait(ACTION_APPEND, 0.5f);

transports.GetPerson(i)->PushActionMove(ACTION_APPEND, TargetPos, true);

transports.GetPerson(i)->PushActionDeleteOwner(ACTION_APPEND);

}

} else

{

ActorList l1 = Game::GetActors(VO_ENTRY_HELIPAD);

if (l1.GetNumActors() > 0)

Vector TargetPos = l1.GetActor(0)->GetPosition();

PersonList transports = v.GetTransports();

for(int i = 0; i < transports.GetNumPersons(); i++)

{

transports.GetPerson(i)->PushActionLeaveCar(ACTION_NEWLIST, Caller);

if(transports.GetPerson(i)->GetRole() == ROLE_GANGSTER)

{

transports.GetPerson(i)->SetRole(ROLE_CIVILIAN);

transports.GetPerson(i)->SetBehaviour(BEHAVIOUR_CIVILIAN_NORMAL);

}

transports.GetPerson(i)->PushActionWait(ACTION_APPEND, 0.5f);

transports.GetPerson(i)->PushActionMove(ACTION_APPEND, TargetPos, true);

transports.GetPerson(i)->PushActionDeleteOwner(ACTION_APPEND);

}

}

}

if(ChildID == 2)

{

Vehicle v(Caller);

v.EnableBlinker(BLT_NONE);

//disable headlights test

v.EnableHeadLights(false);

//end test

bool ToPoliceStation = false;

if (v.IsCollidingWithVirtualObject(VO_PARK01))

return;

else

ToPoliceStation = true;

if (v.IsCollidingWithVirtualObject(VO_PARK02))

return;

else

ToPoliceStation = true;

if (v.IsCollidingWithVirtualObject(VO_PARK03))

return;

else

ToPoliceStation = true;

if (v.IsCollidingWithVirtualObject(VO_PARK04))

return;

else

ToPoliceStation = true;

if (v.IsCollidingWithVirtualObject(VO_PARK05))

return;

else

ToPoliceStation = true;

if (v.IsCollidingWithVirtualObject(VO_PARK06))

return;

else

ToPoliceStation = true;

if (v.IsCollidingWithVirtualObject(VO_PARK07))

return;

else

ToPoliceStation = true;

if (v.IsCollidingWithVirtualObject(VO_PARK08))

return;

else

ToPoliceStation = true;

if (v.IsCollidingWithVirtualObject(VO_PARK09))

return;

else

ToPoliceStation = true;

if (v.IsCollidingWithVirtualObject(VO_PARK10))

return;

else

ToPoliceStation = true;

if(ToPoliceStation)

v.PushActionExecuteCommand(ACTION_NEWLIST, CMD_TOPOLICESTATION, Caller, 0, false);

}

}

};

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can anybody find a problem with the script?

A lot of work it looks like. I'm comparing your script to another and finding I don't know how many differences. I think you need to change your actor lists to like 1 2 3 4 instead of all just 1 but I'm not positive and I think you are missing a lot of brackets and extra scripts for each parking spot. Someone can correct me if I am wrong but that is just what I am glancing at and I'm not a skilled enough scripter to just go and tell you all your problems with it.

It gets a bit confusing and you get a major headache after looking at a script for so long haha. Sorry, i wasn't much help.

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A lot of work it looks like. I'm comparing your script to another and finding I don't know how many differences. I think you need to change your actor lists to like 1 2 3 4 instead of all just 1 but I'm not positive and I think you are missing a lot of brackets and extra scripts for each parking spot. Someone can correct me if I am wrong but that is just what I am glancing at and I'm not a skilled enough scripter to just go and tell you all your problems with it.

It gets a bit confusing and you get a major headache after looking at a script for so long haha. Sorry, i wasn't much help.

thanks for trying mate :)

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