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Hoppah

[EM4] Los Angeles Mod bugs, issues and problems

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Guest altoproxima
Released patch 3:

I think the missing missions bug has been resolved now. Unfortunately, the patch will delete the achieved mission scores. That is necessary to get the whole missionlist back. If there are still issues with traffic getting stuck on the new freeplay map, please make screenshots (Fraps) so I exactly know where the vehicles are getting stuck and where they came from. Thanks in advance. :)

Hoppah

Great :)

I'll start testing with the new patch ... and redirecting traffic :)

Thanks Hoppah.

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The chase command finds the vehicles which are chasing object by a list. I extended that list to all emergency vehicles (instead of some police type vehicles) to make sure the command also worked for the unmarked patrol car. Firefighters wouldn't enter the USFS Engine or the Brush Patrol truck after 'rapid undeployment' anymore, so I fixed that too.

I have added traffic lights to all 4 intersections mentioned in altoproximas post.

Ok thanks for taking the time to explain all that. :)

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Guest altoproxima

Well with this new patch ALOT have been improved towards mobility. Muchas Gracias Hoppah ! :)

Though still one point I have found to cause trouble without redirecting traffic.

post-5732-1257083367.jpg

As you can see there are no traffic lights there. Result dumb drivers :)

As for this one

post-5732-1257083376.jpg

I think that is a problem caused by hardcoded AI ... (correct me if I am wrong)

Could it be possible to make those vehicles stop before traffic lights if they are not in emergency responce mode ? If not ...no more patrols for those guys.

*edit* I have been playing for somewhere around 1 hour and a 1/2 First 45 minutes without redirecting or patrols then I started using the command. Redirecting still needs some tweaking, there still are a few problems where cars on the right lane take a left turn on the main road (East West) Unfortunately I haven't got any screens (caught up in the moment I guess.)

For the rest I am a happy gamer :)

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Guest NPD-Traffic
Well with this new patch ALOT have been improved towards mobility. Muchas Gracias Hoppah ! :)

Though still one point I have found to cause trouble without redirecting traffic.

As you can see there are no traffic lights there. Result dumb drivers :)

As for this one

I think that is a problem caused by hardcoded AI ... (correct me if I am wrong)

Could it be possible to make those vehicles stop before traffic lights if they are not in emergency responce mode ? If not ...no more patrols for those guys.

*edit* I have been playing for somewhere around 1 hour and a 1/2 First 45 minutes without redirecting or patrols then I started using the command. Redirecting still needs some tweaking, there still are a few problems where cars on the right lane take a left turn on the main road (East West) Unfortunately I haven't got any screens (caught up in the moment I guess.)

For the rest I am a happy gamer :)

There is actually more aside thoes posted once i play again i will take the picture of another intersection just off of the PD and one far down near one of yours where traffic drives into eachother and stops i usually redirect them but some still get stuck

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Guest police01040

First of all thanks Hoppah, the Patch 3 fixed alot of stuff, only one point i want to mentions regarding traffic jam, in some cases the cars from different directions get so close to each others which makes police redirect not working and there is no way to remove that from middle of roadcross, the only way i do is bring a sniper and fire engine and truck to sabotage the cars then remove them with the trucks, cant you make some action that driver when getting a ticket pull aside or something like that?

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The chase command finds the vehicles which are chasing object by a list. I extended that list to all emergency vehicles (instead of some police type vehicles) to make sure the command also worked for the unmarked patrol car. Firefighters wouldn't enter the USFS Engine or the Brush Patrol truck after 'rapid undeployment' anymore, so I fixed that too.

I have added traffic lights to all 4 intersections mentioned in altoproximas post.

After apprehending the assailants, I notice that returning to the sta icon is not availible. Evan when I just get them from the sta, the icon is faintly there. I also miss the idea of having the ladder truck @ sta 2.

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Guest altoproxima
@altoproxima, at the moment the patrol cars dont stop at stop lights on patrol, but there is a way to fix this has other mods(winterburgh has paroling units stop at stoplights) and I have tried to find away to fix this but im not a scripting genius like Hoppah.

Then I need to download the mod and check out the scripts they use. It's a good thing you mention :) Thanks.

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Guest altoproxima

I have found the part of the script you mentioned.

I don't know if I am allow to post this script without the knowledge of the owner. But I l'll add the credit :)

// ## created by WitchDoctor
/// Patrouillenfunktion

object Fahre_Patrouille : CommandScript
{

bool manu=false;

Fahre_Patrouille()
{
SetIcon("auf_streife");
SetCursor("auf_streife");
SetRestrictions (RESTRICT_SELFEXECUTE);
}

bool CheckPossible(GameObject *Caller)
{
Vehicle v(Caller);
return Input::LCtrlPressed() && v.GetNumPassengers()>0;
}

bool CheckTarget(GameObject *Caller, Actor *Target, int ChildID)
{
manu=Caller->GetID()==Target->GetID();
return manu;
}

void PushActions(GameObject *Caller, Actor *Target, int ChildID)
{
Vehicle stw(Target);
bool ontheroad=stw.HasCommand("ich_bin_nicht_frei");

if ((ontheroad && !manu) || stw.IsSmoking() || stw.IsDestroyed() || fzlocal::IsKripo(&stw))
return;

Vector Pos;
ActorList al;
Actor a;

float warten=ChildID*1.0;

int fzid=fzlocal::fzid(&stw)-7;
int ptype=110;
if (fzid>2)
{
ptype=1101;
fzid=fzid-49;
}

stw.PushActionWait(ACTION_NEWLIST,warten);
if (!ontheroad)
{
stw.PushActionExecuteCommand(ACTION_APPEND,"mannschaft_rufen",&stw,ptype,false);
stw.PushActionExecuteCommand(ACTION_APPEND,"check_ms_vollzaehlig",&stw,0,false);
stw.PushActionExecuteCommand(ACTION_APPEND,"fzfrei",&stw,1,false);
if (stw.IsHidden())
stw.PushActionExecuteCommand(ACTION_APPEND,"nachbar_holen",&stw,0,false);
} else {
stw.PushActionExecuteCommand(ACTION_APPEND,"fzfrei",&stw,0,false);
stw.PushActionExecuteCommand(ACTION_APPEND,"WT_SoSi",&stw,1,false);
}

stw.EnableHeadLights(true);

stw.PushActionExecuteCommand(ACTION_APPEND,"normale_fahrt",&stw,0,false);

bool ende=false;
int pfad;
int dot;
Vector Pos;
for (int q=0;q<4;q++)
{
pfad=int(skennung[fzid][q]);
if (pfad>32)
{
pfad=pfad-64;
ende=pfad>32;
if (ende)
pfad=pfad-32;
[color="#FF0000"]if (!deluxe)
pfad++;

char * bhf=" ";
char * zugname="traffic_car0%u";
int j=snprintf(bhf,13,zugname,pfad);
PathList pl(bhf);
Path path(pl.GetPath(0));
if (ende)
Pos=path.GetPoint(path.GetNumPoints()-1);
else
Pos=path.GetPoint(0);
stw.PushActionMove(ACTION_APPEND,Pos,false);[/color]
}
}
stw.PushActionExecuteCommand(ACTION_APPEND,"gohome_winterberg",&stw,0,false);
manu=false;
}
};

object Patrouille_frei : CommandScript
{
Patrouille_frei()
{
}

bool CheckTarget(GameObject *Caller, Actor *Target, int ChildID)
{
return true;
}

void PushActions(GameObject *Caller, Actor *Target, int ChildID)
{
Vehicle stw(Target);
stw.PushActionExecuteCommand(ACTION_APPEND,"Fahre_Patrouille",&stw,ChildID,false);
}
};

///

The red is what I believe to be the part that changes the type of vehicle to an ordinary car which does stop before traffic lights.

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Guest NPD-Traffic

heres how this one works. That green car always stops there for some reason and causes a massive backup down south than it effects cars around central map causing other issues on turns. But this vehicle can be redirected. once its redirected the traffic will continue its regular flow. But usually after that i get other traffic issues across the map sometimes.

post-4309-1257207629.jpg

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Guest altoproxima
heres how this one works. That green car always stops there for some reason and causes a massive backup down south than it effects cars around central map causing other issues on turns. But this vehicle can be redirected. once its redirected the traffic will continue its regular flow. But usually after that i get other traffic issues across the map sometimes.

Shoot, put out the fire and remove. :) That works for me :)

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Guest altoproxima
heres how this one works. That green car always stops there for some reason and causes a massive backup down south than it effects cars around central map causing other issues on turns. But this vehicle can be redirected. once its redirected the traffic will continue its regular flow. But usually after that i get other traffic issues across the map sometimes.

I was just wondering, how about giving the driver a ticket ? Does that help to get the driver moving ?

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Guest altoproxima
As for patch 3:

Thanks hoppah - the patch has fixed a lot of my problems. :12:

Only remaining problem for me is the hostage issue (no hostages!)

The plant is the hostage in both hostage situations .... at least I think .. Why else would the hostage taker point his gun at the plant...

Check this post

http://forum.emergency-planet.com/index.ph...8164&st=311

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As for patch 3:

Thanks hoppah - the patch has fixed a lot of my problems. :12:

Only remaining problem for me is the hostage issue (no hostages!)

I tried to fix it but I don't understand why no people show up inside the building besides hostage takers. :1046276372_bawling:

They are there in the editor.

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Guest altoproxima
I tried to fix it but I don't understand why no people show up inside the building besides hostage takers. :1046276372_bawling:

They are there in the editor.

Just wondering do they spawn or are they allready in the shop ?

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Hoppah, The 'unfixable bug' about the tiller not able to install on windows:

- The tiller cannot be installed at windows.

Well it works fine for me and I have Windows XP Proffesional... (now I have Windows 7 Home Premium)

Oh EDIT

About this:

I tried to fix it but I don't understand why no people show up inside the building besides hostage takers.

They are there in the editor.

-Have you named the hostages good?

-You made sure they are IN the building?

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I tried to fix it but I don't understand why no people show up inside the building besides hostage takers. :1046276372_bawling:

They are there in the editor.

I assume you tried that fix i posted awhile back? I found that was wrong. Go look at 1.8 Deluxe map right across from FS1 was a hostage situation. The building had only one guy inside who wears a black suit and black hat and the house was named hostages(or whatever the keyword is) and it worked fine, so i think thats how you do it.

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