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[Released]Call Coroner Script and Call Tow Truck Script


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#21 The Loot

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Posted 19 May 2013 - 09:58 AM

Thanks a bunch for doing this work. Kind of got discouraged when my tweaks weren't panning out, but hopefully using yours as a base should be more successful, I look forward to hopefully being able to finally call the SWR, HRC, Brush, Foam, and HES without needing to manually crew and send them.

#22 firefighter243

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Posted 19 May 2013 - 09:15 PM

Just a idea. How about Fire Trucks and Police Cars having the ablity to call for back up/EMS etc. And would adding a stand-by command to the corners/towtruck work?

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#23 Quincy

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Posted 19 May 2013 - 09:35 PM

I have to edit the scripts to allow it to select the unit if its on standby. (Ill do that alter down the road.) and for a vehicle to call in a unit I would have to edit the command to allow vehicles to be the caller.

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#24 gunswat

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Posted 19 May 2013 - 10:00 PM

I know a couple mods already have it but could you make it so the swat vehicles can be called in especially the command post 1 and large truck FBI would be cool 2 I know this is probs to much but I thought it was worth a shot :)

#25 Quincy

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Posted 19 May 2013 - 11:12 PM

Im going to be making 2 more command post mods, one police and one ems. SWAT and FBI commands will be included with those mods.

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#26 The Loot

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Posted 20 May 2013 - 12:13 AM

Sounds very nice. It's possible to just leave these around on the map, right? Be interesting to eventually use these instead of the normal menu for sending vehicles on the map.

Another quick script thought for when you start adding on-map calling to new scripts: a script that is dependent only on the prototype of a vehicle, and it not having "blue lights" enabled (so only idle vehicles would be chosen), instead of vehicles colliding with certain VOs. That would make calling ANY vehicle on the map pretty easy without having to dig too much into all the info needed. I'm not sure how spawning crew would work without specifiying all the VOs, but maybed it can choose the nearest crew spawn VO.

#27 Quincy

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Posted 20 May 2013 - 12:19 AM

Yeah it could get the unit based off it not having lights enabled then the script will retrieve its location, save it, delete the unit, spawn the unit in the same place with the staffing you want then dispatch it to the screen. That could work

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#28 The Loot

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Posted 20 May 2013 - 12:30 AM

Hmm, that's one way to do it, though I was hoping for the something like the method used by default commands to staff and send vehicles.

#29 Quincy

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Posted 20 May 2013 - 12:36 AM

That command is run at start up and only when fire alarm is sounded, for that script to be adapted to what your thinking would be more hassle then gain.

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#30 firefighter243

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Posted 20 May 2013 - 03:07 AM

That command is run at start up and only when fire alarm is sounded, for that script to be adapted to what your thinking would be more hassle then gain.

I can imagine............ On the other hand how bout just adding stand-by command to the viechles. Or just some parking spots for them.

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#31 The Loot

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Posted 28 May 2013 - 11:22 PM

Quincy, how would someone put together a randomizer in choosing the Prototype to spawn in the script? I've made separate Call SWAT scripts for the UMPC, UMDC, and the SWAT SUV. They all come from the same place with the same passengers, so a single script that would randomly choose between them would make more sense (as long as we can make the "n.SetSpeed" line dependant on the Prototype selected).

#32 Quincy

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Posted 29 May 2013 - 08:43 PM

Sorry have practical no idea how to do that. :/

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#33 The Loot

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Posted 29 May 2013 - 09:53 PM

Actually, a little pondering (and advice from a friend who actually studied some scripting), and I've got it, and, thanks to Hoppah, I hopefully have another set up like the Light Force where two vehicles can be called if desired.

#34 Quincy

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Posted 29 May 2013 - 11:20 PM

Could you send me that script, i just want to see how you have it setup. Im curious because i was going to make a command for the battalion chief that would be like a mayday and it would dispatch a bunch of units to the scene.

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#35 The Loot

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Posted 30 May 2013 - 10:53 AM

Hoppah and my friend managed to dig out the issues I was running into, so I've got the scripts 100% now. I'm assuming adding even more vehicles would be pretty easy, and that sounds like an interesting script. I'm also going to start adding random checks to other scripts like the Call Ambulance and Call Engine buys to get some variety and eliminate the scripts to call specific vehicles and just have them be dispatched if the map vehicles aren't available.

Here's the script; it has two commands, slightly different (the second calls a scout and negotiator in a Bear instead of just SWAT in a Bearcat).

Attached File  LACallSWAT.rar   2.33KB   60 downloads

Note: Prototype file names may need to be changed.

#36 nbrown8568

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Posted 14 August 2013 - 12:42 AM

Just looking around the forum and found this. SoulBody had been trying to script this command. This is the script I had been trying to get help with for quite some time.

Kudos to you my friend.



#37 BeastyBill88

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Posted 01 May 2014 - 02:15 AM

So will I be able to add these commands to police officers, the EMS Captain & the Battalion Chief or will it cause issues?


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#38 Quincy

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Posted 11 May 2014 - 06:23 AM

Limit of 11 "Get Equipment" commands so each prototype cant have more than 11 get equipment or call unit commands without having to edit the script.


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#39 The Loot

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Posted 11 May 2014 - 07:56 AM

The way around that that I use is a radio command script to do a prototype replacement that has only the call scripts and one that returns the person to normal.



#40 randomperson139

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Posted 12 May 2014 - 08:10 PM

The way around that that I use is a radio command script to do a prototype replacement that has only the call scripts and one that returns the person to normal.

Any chance you could release this script? :)


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