Ok first off, a tip. If you need to disable multiple lines, rather then doing // on 5 lines or so like this:
// ActorList l20 = Game::GetActors(VO_EXTRA02A);
// for(int i=0; i < l20.GetNumActors(); i++)
// {
// Vector Forest02 = l20.GetActor(0)->GetPosition();
// Vehicle m = Game::CreateVehicle(OBJ_FOREST, UNNAMED);
// m.EnableBlueLights(false);
// m.SetPosition(Forest02);
// m.UpdatePlacement();
// m.SetMaxPassengers(6);
// m.SetSpeed(9.0f);
// m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 1, false);
// m.PushActionWait(ACTION_APPEND, 0.5f);
// m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);
// m.PushActionWait(ACTION_APPEND, 0.5f);
// m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);
// m.PushActionWait(ACTION_APPEND, 0.5f);
// m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);
// }
do it like this:
/*ActorList l20 = Game::GetActors(VO_EXTRA02A);
for(int i=0; i < l20.GetNumActors(); i++)
{
Vector Forest02 = l20.GetActor(0)->GetPosition();
Vehicle m = Game::CreateVehicle(OBJ_FOREST, UNNAMED);
m.EnableBlueLights(false);
m.SetPosition(Forest02);
m.UpdatePlacement();
m.SetMaxPassengers(6);
m.SetSpeed(9.0f);
m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 1, false);
m.PushActionWait(ACTION_APPEND, 0.5f);
m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);
m.PushActionWait(ACTION_APPEND, 0.5f);
m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);
m.PushActionWait(ACTION_APPEND, 0.5f);
m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);
}*/
The /* start the beginning of the code you want to comment out(in other words disable), and then */ will mark the end. Another tip, if you havent doen so already, find an app called Notepad2. Its much better then editing code with notepad from windows. Load it go to Settings->Syntax Theme->C/C++ Source code. When you go to a bracket like { it will show the bracket in red as well as the closing bracket. If the brack is blue, then you have an extra bracket, or need to add one. By brackets I mean this { and this }.
Ok on to the scripts. At a glance they look ok. It may be the trun to VO. From the newest scren shots it doesnt look like the turn to vo is directly in front of the parking VO like it is with the BC. Im surprised there spawning crooked. In my experience they parked sideways when they spawned so I add to add some extra code to get them to spawn correctly. If there both using the same turn to VO, my guess is you need to line it up more even, and try to move it as far away as possible. For example in my submod, the turn to vo for LAPP was at the edge of the map in the port area, but units parked crooked, so I moved it all the way to the bottom of the map and now the turn to VO is so far away that they park straight.
You can try to use the code here:
http://forum.emergen...5-msetrotation/To set the direction of there spawning. This fools the game in to making them think there parking in a station bay and should park facing gate6b(the rear gate not the front gate). If your ok with them not parked backwards when they spawn you could do something like this in LAFirestationStart:
ActorList l19 = Game::GetActors(VO_EXTRA01A);
for(int i=0; i < l19.GetNumActors(); i++)
{
Vector Forest01 = l19.GetActor(0)->GetPosition();
Vehicle m = Game::CreateVehicle(OBJ_FOREST, UNNAMED);
m.EnableBlueLights(false);
m.SetPosition(Forest01);
m.SetRotation(gate6);
m.UpdatePlacement();
m.SetMaxPassengers(6);
m.SetSpeed(9.0f);
m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 1, false);
m.PushActionWait(ACTION_APPEND, 0.5f);
m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);
m.PushActionWait(ACTION_APPEND, 0.5f);
m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);
m.PushActionWait(ACTION_APPEND, 0.5f);
m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);
}
By adding m.SetRotation(gate6); your telling it to spawn facing the same direction as the unit in bay 6(pointing north towards the port).
You seem to have a descent understanding, so I think if you look into the fire scripts for my submod, you can figure out how I spawned units in that spot.
Another thing I can for see being a problem is your telling all USFS Trucks to return to 2 different parking VOs. This may confuse the game. An easy way to bypass this, is use the editor to clone the USFS truck and just add a 2 to the prototype name. So name the clone usfs_engine2.e4p. This should copy all lights and commands over from the first USFS Truck. Then set your scripts to spawn usfs_engine.e4p and spawn usfs_engine2.e4p in the second spot. This way usfs_engine.e4p will know to go to spot 1, while usfs_engine2.e4p knows to go to the second spot.
Well I hope I havent bored you with my lecture, and I hope this was useful.