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[Released] Limited Water Supply Logic


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#221 Mentor1159

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Gepost 10 januari 2014 - 11:01

Okey cool. I assume we're talking about the freeplay version, right? I'm pretty sure your problem has to do with pump guy, if he cannot be found by the script, the commands disappear. The principle is that you need a working pump to spray water, thus when no pump guy present/found > script disables cool/extinguish commands)

 

Couple of questions, to see if I can locate the source of the problem:

 

1. Just to be sure, does the fire engine have a child with the name "pump_controller"?

2. Does your fire engine have the command "VcmdPumpSwitch"?

3. Do your firefighters have the command "PcmdPumpSwitch"?

4. When the pump guy is working on the pumps, is he in a looped animation where he slightly bends forward to give the impression he controls the pump (actual anim is called "useextinguis")?

5. If you use the 'Rapid Deployment' command to undeploy the fire engine again (when hoses are connected to it), does the pump guy enter the vehicle too?

6. Does your fire engine have any other custom complex commands? If yes, which ones?

You are a genius sir. I never knew I had to assign the engine a Vcmd. Thanks for the help.



#222 Hoppah

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Gepost 11 januari 2014 - 01:47

You are a genius sir. I never knew I had to assign the engine a Vcmd. Thanks for the help.

 

Glad to hear that.  :12:



#223 mariuswww

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Gepost 11 januari 2014 - 02:52

I also got it working with the Vcmd for the vehicles, but only issue i have now is that I can't connect to gated wyes, any suggestion?



#224 Hoppah

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Gepost 11 januari 2014 - 06:27

I also got it working with the Vcmd for the vehicles, but only issue i have now is that I can't connect to gated wyes, any suggestion?

 

Thats an Attach Hose command issue.

You cannot click the wye at all? Or does nothing happens when u do click the wye? Or does the firefighter run up to the wye object and then stops?



#225 mariuswww

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Gepost 11 januari 2014 - 07:11

They dont do anything. I get the + Hose option but nothing happends. I've tried to import the attachfirehose script straight from Limited Water Test mod and La mod but no good.



#226 Hoppah

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Gepost 12 januari 2014 - 11:03

They dont do anything. I get the + Hose option but nothing happends. I've tried to import the attachfirehose script straight from Limited Water Test mod and La mod but no good.

 

Check the Wye script itself. See if the wye object that gets spawned has the name "extend_wye".

I'm guessing the name is off, so the fire fighter doesn't do anything when you click the object.



#227 rafaelmfernandez

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Gepost 12 januari 2014 - 07:21

Hoppah, please check your PM from me, I have also started this thread if you wouldn't mind an input.

 

Mariuswww has managed to get tankers to work in his mod Stillwater, connecting the tanker to engines and ladders for water supply, Now I would just like to figure out if we can make Engines act as tankers as well so Hydrant>Engine>Engine or Hydrant>Engine>Tower Ladder now that Tower Ladders will hopefully be coming through. Be great if Mr. H stopped by sometime! Were @ 64.154.38.226:9494



#228 The Loot

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Gepost 13 januari 2014 - 12:10

Last I heard, Hoppah wasn't planning on adding shared supplies to anything other than tanker/engine, as it just gets complicated after that.



#229 Hoppah

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Gepost 14 januari 2014 - 11:41

I'm still here. Hereweard Fyning is right, but I may see if I can get that to work later. The part which adds the tanker functionality is already complicated. I'm sure it's possible, but I'll keep this one open for now. I do think it would be cool to add it though.

 

Btw, the limited water may not be fully compatible with the tower ladder script because the prototype swaps.



#230 mariuswww

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Gepost 20 januari 2014 - 04:57

I managed to get the wyes working, but now when I use it the vehicle doesnt loose any water.



#231 wisechild1

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Gepost 21 januari 2014 - 05:04

Hi,

 

Thanks for great scripts.

 

Can I edit and redistribute the script?



#232 Mailman653

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Gepost 18 februari 2014 - 10:29

Hello all! Been lurking around the past month, finally signed up (was lazy and signed up with FB :stupid: ). Could someone upload the mod and instructions? The links in the first post d/l but they are both 0 bites.

 

Thanks!



#233 Hoppah

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Gepost 19 februari 2014 - 04:36

Hello all! Been lurking around the past month, finally signed up (was lazy and signed up with FB :stupid: ). Could someone upload the mod and instructions? The links in the first post d/l but they are both 0 bites.
 
Thanks!


Thanks, the files have been reuploaded. :)

#234 Mailman653

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Gepost 19 februari 2014 - 02:55

Thanks! Got it working after a few hours :laugh:



#235 böckchen10

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Gepost 20 februari 2014 - 02:53

Has a an idea how it could work with the water supplies from vehicles to vehicle?

Does that mean,to GTF  GTF.

 

Sorry for my bad english,böckchen.



#236 Mailman653

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Gepost 21 februari 2014 - 03:17

I was having some problems with my hazmat guys, at first I thought the issue was with a character I added in but now I think it has something to do with the script. I made it so only the birdflu mission would pop up and I ran the demo mission that comes with the script.

 

 

FD picking up the bird.

http://i22.photobuck...zpsbd58aa15.jpg

 

Hazmat picking up the bird.

http://i22.photobuck...zps35a0a559.jpg

 

I'm having this problem in my mod atm, my FD guys can pick up the birds but my hazmat guys can't. For the moment, I think if I want to keep the script (love it) I'll just have to remove the birdflu mission.



#237 Dyson

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Gepost 08 mei 2014 - 06:36

I've only just found this bug, but if a different guy removes the hose than the one who connected it, the guy who disconnects changes proto to the same proto as the guy who connected (if that makes sense? haha). I don't know if this has since been fixed with a later update but just thought I'd flag it up see if it had.

 

Cheers



#238 The Loot

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Gepost 08 mei 2014 - 07:39

Side effect of how Hoppah has the hidden mechanics set up. The supply connect action hides and clones the person you use to make the connection. It could be remedied with a few lines to get the new person prototype and change the hidden one before it gets shown again.



#239 Enterpriese E

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Gepost 10 juli 2014 - 10:24

Very nice script Hoppah, it's just awesome stuff you made.

 

I just translated the whole Guide into German (maybe you want to add it to the first post).

Bijgevoegd bestand  Wasserversorgungslogik - Einbauanleitung v.1.2.pdf   203,55K   30 Aantal downloads

 

Greets Luca



#240 The Loot

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Gepost 19 juli 2014 - 10:14

Okay, so I decided to take a crack at fixing the proto switch "bug" that comes along with using a different person to disconnect/uninstall supply lines, wyes, and extensions.

 

All it took was a line like this.

n->ChangePrototype(p.GetPrototypeFileName());

The only issue is that the firehose that the original person had turns invisible. Otherwise, seems fine.