FInn Rescue 12 Posted October 16, 2014 Author Report Share Posted October 16, 2014 I am not sure but if you post the log file someone will be able to answer the question. I was able to call the units with the Battalion Chief. You could of missed a file on down load good luck. Link to comment Share on other sites More sharing options...
FInn Rescue 12 Posted October 18, 2014 Author Report Share Posted October 18, 2014 Whats up gang small update! New re-scale on the Pierce R1 and light system. New Light rescue EMS (ESU) and FBI Itchboy's ford explorer, EMS Tahoe. Some of the newer units for the Boston Mod. Release in the future thanks. http://youtu.be/3xqap5QvD1I Link to comment Share on other sites More sharing options...
Ace Posted October 18, 2014 Report Share Posted October 18, 2014 Love the patterns! Especially the tahoe! Link to comment Share on other sites More sharing options...
JANJUA Posted October 18, 2014 Report Share Posted October 18, 2014 Awesomest me job Finn !! Never fail to impress ! Love the patterns bro ! Link to comment Share on other sites More sharing options...
kris Posted October 18, 2014 Report Share Posted October 18, 2014 Great job Link to comment Share on other sites More sharing options...
miniboy349 Posted October 18, 2014 Report Share Posted October 18, 2014 Awsome dude i Love it! Link to comment Share on other sites More sharing options...
LAD23DER Posted October 18, 2014 Report Share Posted October 18, 2014 Great job! Perfect amount of radiation too! Link to comment Share on other sites More sharing options...
Deleted Posted October 22, 2014 Report Share Posted October 22, 2014 Is this compatible with multiplayer on 911 first responders? Link to comment Share on other sites More sharing options...
FInn Rescue 12 Posted November 4, 2014 Author Report Share Posted November 4, 2014 Whats up out there just a little update on some units I have been working on thanks for your support. I am looking for a little up help with a script issues with getting the GetStryker to work. Link to comment Share on other sites More sharing options...
lapdlafd Posted November 4, 2014 Report Share Posted November 4, 2014 Whats up out there just a little update on some units I have been working on thanks for your support. I am looking for a little up help with a script issues with getting the GetStryker to work.Awesome!!!!!!http://youtu.be/s0VQGzMefO8 Link to comment Share on other sites More sharing options...
ENG51INE Posted November 4, 2014 Report Share Posted November 4, 2014 Whats up out there just a little update on some units I have been working on thanks for your support. I am looking for a little up help with a script issues with getting the GetStryker to work. If you need some assistance I am willing to help. I am going to be working on the update for my Boston Mod within the next month or so as well. Link to comment Share on other sites More sharing options...
FInn Rescue 12 Posted November 4, 2014 Author Report Share Posted November 4, 2014 This is the a video of the GetStryker issue. Link to comment Share on other sites More sharing options...
FInn Rescue 12 Posted November 4, 2014 Author Report Share Posted November 4, 2014 I also did some work on some of the PD units. Link to comment Share on other sites More sharing options...
rcmp123 Posted November 4, 2014 Report Share Posted November 4, 2014 They look very nice. The Boston mod beta was very fun to play. Link to comment Share on other sites More sharing options...
migui1 Posted November 4, 2014 Report Share Posted November 4, 2014 Whats up out there just a little update on some units I have been working on thanks for your support. I am looking for a little up help with a script issues with getting the GetStryker to work. gonna throw this update or you can pass it to me by email? please Link to comment Share on other sites More sharing options...
BeastyBill88 Posted November 4, 2014 Report Share Posted November 4, 2014 Great work Flnn! Link to comment Share on other sites More sharing options...
Sam Poirier Posted November 29, 2014 Report Share Posted November 29, 2014 Hello all,I have been enjoying the Boston Mod for a couple weeks. Great Mod! I do have a problem I was looking to fix. All of the ladder trucks have no skins. They show up as all white? The NY mod works normally.i tried reinstalling the mod and checked the folders to make sure the skins were there, everything seemed normal. Any help would be great, I love this mod and I want my ladder trucks to work! Thanks! Link to comment Share on other sites More sharing options...
Aether Posted November 29, 2014 Report Share Posted November 29, 2014 I have a feeling your problem has to do with Alpha reflections. Try reducing your graphics settings and seeing if they have skins then. Link to comment Share on other sites More sharing options...
vmz23 Posted November 29, 2014 Report Share Posted November 29, 2014 Go into the editor, select the ladder truck, edit it, and somewhere on the main page it says "alpha reflections" with a click box. unclick it. repeat for all ladder trucks. this also works for other models (including metallic shiny people) and in other mods. usually the models look better without it but you have to check around to see if they actually do. Link to comment Share on other sites More sharing options...
FInn Rescue 12 Posted December 2, 2014 Author Report Share Posted December 2, 2014 Thanks for the comments out there. I re-skined Itchboys Tahoe for STPD and FIRE, EMS working on cleaniing up lights. I still need help with the mod script work on the EMS and Strvker script to work anybody bueller bueller bueller ? Link to comment Share on other sites More sharing options...
Quincy Posted December 3, 2014 Report Share Posted December 3, 2014 This is the a video of the GetStryker issue. So the issue is when he picks up the victim? He shoulders them instead of putting on stretcher. This also happened to me...are you using the included lift command that came with the mod or the default unedited one? If you aren't using it, use this one. Just throw it in your scripts/command folder. File is from orginal Stryker Stretcher mod on Emergency forum.de by THW Teufel.Stryker Scripts.zip Link to comment Share on other sites More sharing options...
FInn Rescue 12 Posted December 3, 2014 Author Report Share Posted December 3, 2014 Yeah thanks Quincy for that but no luck it is still the same. I also added the medic and EMT2. logfile.txt Link to comment Share on other sites More sharing options...
The Loot Posted December 3, 2014 Report Share Posted December 3, 2014 (edited) Looks like you need lines to hide the person after being picked up, and to enable the correct patient child on the unit. I have it working in my script; not currently on that PC so I can't post it. Edit: Here we go. Here's what my Lift script looks like in my LA mod. "DummyLiftStretcher" is what handles the various actions that need to happen after picking the person up with a stretcher. I changed the command names into English and tweaked other things somewhat, too, so just use this as an example. The only issue I ran into with the Stryker was that when transporting the patient from the ambulance to the hospital, the patient would reappear, the unit would wig out and start spinning around while trying to walk, and sometimes getting stuck doing that and never get into the hospital. I fixed this by moving the PutInBase action before the move action so the patient gets removed before that.. //**********************************************************************************//// Scripts by Hoppah, Modified by Xplorer4x4, YSB, and The Loot. ////**********************************************************************************//const char HINT_NOT_DEAD[] = "This person is still alive!";const char PER_COR[] = "mod:Prototypes/Persons/01 LA Ambulance/coroners.e4p";int DummyGroup = 20;object Lift : CommandScript{ Lift() { SetIcon("liftperson"); SetCursor("liftperson"); SetValidTargets(ACTOR_PERSON); SetGroupID(CGROUP_CARRY_PERSON); SetGroupLeader(true); SetPriority(400); SetSelfClickActivation(true); SetPossibleExists(CPE_DROWNING_PERSONS | CPE_INJURED_PERSON); SetPossibleEquipment(EQUIP_NONE); } bool CheckGroupVisibility(GameObject *Caller) { if(!Caller->IsValid() || Caller->GetType() != ACTOR_PERSON) return false; Person p(Caller); if (p.IsCarryingPerson()) return false; if (p.HasCommand("Dive")) return Game::ExistsDrowningPerson(); return Game::ExistsInjuredPerson(); } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if(!Caller->IsValid() || Caller->IsEquipped() || !Target->IsValid() || Target->GetID() == Caller->GetID()) return false; Person p(Caller); Person t(Target); if (StrCompare(p.GetPrototypeFileName(), PER_COR) != 0 && t.HasCommand("DummyBlanket")) return false; // if (p.IsParamedicTeam() && !t.HasCommand("DummyHealed")) // return false; if(p.IsValid() && !p.IsCarryingPerson()&& !p.IsLinkedWithPerson() && !p.IsPulling() && t.IsValid() && t.IsInjured() && !t.IsCarried() && t.GetRole()!=ROLE_ANIMAL && !t.IsRescueDog()) { if (p.GetEnteredCarID() != -1 && p.GetEnteredCarTargetID() != t.GetEnteredHouseID()) return false; if (p.GetEnteredCarID() == -1 && t.GetEnteredHouseID() != -1 && t.GetEnteredHouseID() != p.GetEnteredHouseID() && !t.IsInHouseWithGroundEntrance()) return false; if (p.HasCommand("Dive") && !t.IsDrowning()) return false; if(!p.HasCommand("Dive") && t.IsDrowning()) return false; if(p.IsCurrentAction("EActionTreatPerson")) return false; return true; } return false; } void PushActions(GameObject *Caller, Actor *Target, int childID) { Person p(Caller); Person t(Target); if(StrCompare(p.GetPrototypeFileName(), PER_COR) == 0) { if (t.IsClassified() && !t.IsDead()) { Mission::PlayHint(HINT_NOT_DEAD); return; } if (p.GetEnteredCarID() == -1) { Caller->PushActionMove(ACTION_NEWLIST, Target, TARGET_TOUCHPERSON); Caller->PushActionTurnTo(ACTION_APPEND, Target); Caller->PushActionExecuteCommand(ACTION_APPEND, "DummyLife", Target, 0, false); } else { if (t.GetEnteredHouseID() == p.GetEnteredCarTargetID()) { Caller->PushActionEnterHouse(ACTION_NEWLIST, t.GetEnteredHouseID()); Caller->PushActionMove(ACTION_APPEND, Target, TARGET_TOUCHPERSON); Caller->PushActionTurnTo(ACTION_APPEND, Target); Caller->PushActionExecuteCommand(ACTION_APPEND, "DummyLife", Target, 0, false); } else Caller->PushActionTurnTo(ACTION_NEWLIST, Target); Caller->PushActionExecuteCommand(ACTION_APPEND, "DummyLife", Target, 0, false); } } else if(p.HasCommand("DummyPersonHasStretcher")) { p.PushActionMove(ACTION_NEWLIST, Target, TARGET_TOUCHPERSON); p.PushActionTurnTo(ACTION_APPEND, Target); p.PushActionLift(ACTION_APPEND, Target); p.PushActionExecuteCommand(ACTION_APPEND, "DummyLiftStretcher", Target, 0, false); } else { if (p.GetEnteredCarID() == -1) { if (p.HasCommand("Dive")) Caller->PushActionMove(ACTION_APPEND, Target, TARGET_FOLLOW); else Caller->PushActionMove(ACTION_NEWLIST, Target, TARGET_TOUCHPERSON); Caller->PushActionTurnTo(ACTION_APPEND, Target); Caller->PushActionLift(ACTION_APPEND, Target); } else { if (t.GetEnteredHouseID() == p.GetEnteredCarTargetID()) { Caller->PushActionEnterHouse(ACTION_NEWLIST, t.GetEnteredHouseID()); Caller->PushActionMove(ACTION_APPEND, Target, TARGET_TOUCHPERSON); Caller->PushActionTurnTo(ACTION_APPEND, Target); } else Caller->PushActionTurnTo(ACTION_NEWLIST, Target); Caller->PushActionLift(ACTION_APPEND, Target); } } }};object DummyLiftStretcher : CommandScript{ DummyLiftStretcher() { SetGroupID(20); } bool CheckTarget(GameObject *Caller, Actor *Target, int ChildID) {} void PushActions(GameObject *Caller, Actor *Target, int ChildID) { Person p(Caller); Person t(Target); if(ChildID == 0) { p.SetUserData(t.GetID()); t.PushActionShowHide(ACTION_NEWLIST, true); p.SetChildEnabled("Patient", true); // t.ChangePrototype("mod:Prototypes/Persons/Ambulance/Patient.e4p"); p.AssignCommand("DummyPersonHasPatient"); p.RemoveCommand("PcmdRemoveEquipment"); p.RemoveCommand("UnloadPerson"); p.RemoveCommand("Lift"); // p.RemoveCommand("DropStryker"); } }};object DummyPersonHasPatient : CommandScript{ DummyPersonHasPatient() { SetGroupID(120); } bool CheckGroupVisibility(GameObject *Caller) { return false; } void PushActions(GameObject *Caller, Actor *Target, int childID) {}};object DummyLife : CommandScript{ DummyLife() { SetGroupID(DummyGroup); } bool CheckPossible(GameObject *Caller) { return false; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { return false; } void PushActions(GameObject *Caller, Actor *Target, int childID) { Person t(Target); if (!t.IsClassified()) t.SetClassified(true); if (t.IsDead()) { if (!t.HasCommand("DummyBlanket")) { Caller->PushActionExecuteCommand(ACTION_APPEND, "PcmdDead", &t, 0, false); return; } Caller->PushActionLift(ACTION_APPEND, Target); } else { Caller->PushActionSwitchAnim(ACTION_APPEND, "paramedicput"); Caller->PushActionWait(ACTION_APPEND, 0.5f); Caller->PushActionSwitchAnim(ACTION_APPEND, "paramedicget"); Mission::PlayHint(HINT_NOT_DEAD); return; } }}; Edited December 3, 2014 by The Loot Link to comment Share on other sites More sharing options...
itchboy Posted December 3, 2014 Report Share Posted December 3, 2014 Have this working in the WIP version of Montana Mod. I will need bama and Dyson's permission to release it, but I can show it.Utilizes heavilly modified stretcher script. Ambulances are coded to have one and only one stretcher. Once you get it, you need to return it otherwise you wont be able to get a stretcher from said vehicle. Paramedic can lift and drop patient on ground. He can also leave the stretcher on the ground.Once the patient is treated, paramedic can put the patient in the ambulance. He is unable to drop the stretcher at this point.He will put the patient in the ambulance and then he is free to do whatever. Note that one cannot get a stretcher if a patient is in the ambulance.The patient cannot be removed from the ambulance either. EM4 is hardcoded to prevent this.The main issue with the script is that the person is never properly set on the stretcher. Another issue is that it causes lag because the script updates the location of the person every half second. Third, this line ends up spamming one's logfile causing it to grow into 30mb after an hour or so of gameplay. Rotation of GameObject: -0.886034 0.463620 0.000000 -0.463620 -0.886034 0.000000 0.000000 0.000000 1.000000This logging cannot be disabled unfortunately. The script isnt MP compatible either because it would probably crash servers due to the insane number of processes it needs to do. Link to comment Share on other sites More sharing options...
Dyson Posted December 3, 2014 Report Share Posted December 3, 2014 Have this working in the WIP version of Montana Mod. I will need bama and Dyson's permission to release it, but I can show it.Utilizes heavilly modified stretcher script. Ambulances are coded to have one and only one stretcher. Once you get it, you need to return it otherwise you wont be able to get a stretcher from said vehicle. Paramedic can lift and drop patient on ground. He can also leave the stretcher on the ground.Once the patient is treated, paramedic can put the patient in the ambulance. He is unable to drop the stretcher at this point.He will put the patient in the ambulance and then he is free to do whatever. Note that one cannot get a stretcher if a patient is in the ambulance.The patient cannot be removed from the ambulance either. EM4 is hardcoded to prevent this.The main issue with the script is that the person is never properly set on the stretcher. Another issue is that it causes lag because the script updates the location of the person every half second. Third, this line ends up spamming one's logfile causing it to grow into 30mb after an hour or so of gameplay. Rotation of GameObject: -0.886034 0.463620 0.000000 -0.463620 -0.886034 0.000000 0.000000 0.000000 1.000000This logging cannot be disabled unfortunately. The script isnt MP compatible either because it would probably crash servers due to the insane number of processes it needs to do. Very nice, this is pretty much one step further than I took it, I had the stretcher as a dropable object etc, and I had a similar script with the spineboard using actual person model instead of generic, very nice. You have my permission Link to comment Share on other sites More sharing options...