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firefighter243

Editing Police(2)


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I don't know much about modding. All I know is loading a mod, changing vehicle traits, and editing vehicle/settings XML files, however, I personally never use the fire station. It cannot hold the vehicles I want it to, thus I spawn vehicles off the map, like the base game.

I would like to see if someone, such as yourself, could remove a building somewhere one on one side of the map, and other on the opposite side, and put down car parking slots. These slots are where all types of vehicle (including technical) and park using a "Go to Parking Area" button. There would be 4 slots of each vehicle, such as 4 motorbike spaces, 4 FBI SUV spaces, 4 ALS spaces, ect. Would you only be doing car park space edits for the police station?

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Copy them out of program files and onto your desktop, edit them/save them, then place them back user account control will not permit a non-administrator to edit files in program files.

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Here it is:

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

// #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[] ="policstation_park09",

const char VO_PARK10[] ="policestation_park10",

const char VO_PARK11[] ="policestation_park11",

const char VO_PARK12[] ="policestation_park12",

const char VO_PARK13[] ="policestation_park13",

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;

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 (Donut && !ParkinglotFound)

{

GameObjectList l5;

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

if (!l5.ContainsSquad())

{

l1 = Game::GetActors(VO_PARK04);

ParkinglotFound = true;

ToDonut = true;

}

}

if (Donut && !ParkinglotFound)

{

GameObjectList l6;

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

if (!l6.ContainsSquad())

{

l1 = Game::GetActors(VO_PARK05);

ParkinglotFound = true;

ToDonut = 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(ToPoliceStation)

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

}

}

};

Do You see any problems? and what map was i sposed to edit i edited dfreeplay

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