Glad to hear it's possible! In the future if/when such a script is made it should really help a couple of small town mods and will add more realism to all mods and connecting fire trucks is common practice when their are no hydrants available.
[Released] Limited Water Supply Logic
#41
Geschrieben 18 August 2013 - 09:43
Also Supporting: RCMP mod, Stillwater mod, Lampard mod, Ravenna sub-mod, Rockport mod.
State & National Park enthusiast can help modders in park related issues.
My statements in no way respect the views of any agency I am or was formerly associated with.
#43
Geschrieben 18 August 2013 - 10:56
Hows the testing coming hoppah?
Hope we see this today!
Can't wait to start working with it!
It will with out a doubt go down as one of the best modding scripts in EM4 History!
Had to fix a couple of bugs and was having troubles with the DLK (The ladder) and the water cannon on its basket, but it seems to work fine.
#45
Geschrieben 18 August 2013 - 11:39
Thats great! Any ideas on when will get to see it=D
Within 24 hours definitely, but I rather deliver something bugfree instead of rushing this.
#46
Geschrieben 18 August 2013 - 11:42
Had to fix a couple of bugs and was having troubles with the DLK (The ladder) and the water cannon on its basket, but it seems to work fine.
How will we handle supplying ladder trucks? As far as I know, no mods out there have added hose connections to them.
Great work, Hoppah.
Hoppah's Limited Water Supply Script Redone! (Released 2014/7/29)
Looking for some minor modding assistance; any help is appreciated.
Handful of Bugs I've Encountered with Personal LA Mod Edit
Looking for Freeplay Event Tutorial
Treat Person Script: Heal script overhaul and replacement complete. Autoheal script in progress.
#48
Geschrieben 19 August 2013 - 12:46
Another idea I just had is to turn the pump on/off, whereas when it's on the truck won't move and it checks the water levels, and the rest of the stuff works, and when turned off it saves that number of the tank level and stops checking until turned on. Would help with any potential lag and be more realistic
#49
Geschrieben 19 August 2013 - 01:07
@ Axxif, I like the idea to be able to turn off the pump. Thanks
I've released v1.1 of the demo mod which includes the entire functionality for freeplay too. Check out the first post for more information. I will write instructions how to implement the freeplay functionality into other mods tomorrow.
Hoppah
#50
Geschrieben 19 August 2013 - 01:32
Along with the pump idea could you make it so one firefighter was required to be still in the vehicle for the pump to operate? Like in the US Army mod where a unused Firefighter was required to operate the water cannon... I know all the department's I have had experience with require 1 firefighter to be running the pump at all times. So if the truck has 6 firefighters 1 sets up the filler line (nearest truck or hydrant), 4 get hoses and attach them. Then on a command (button on menu) the remaining firefighter inside the truck appears outside by the control panel and then the hoses will work.
Also Supporting: RCMP mod, Stillwater mod, Lampard mod, Ravenna sub-mod, Rockport mod.
State & National Park enthusiast can help modders in park related issues.
My statements in no way respect the views of any agency I am or was formerly associated with.
#51
Geschrieben 19 August 2013 - 01:52
#52
Geschrieben 19 August 2013 - 02:10
Along with the pump idea could you make it so one firefighter was required to be still in the vehicle for the pump to operate? Like in the US Army mod where a unused Firefighter was required to operate the water cannon... I know all the department's I have had experience with require 1 firefighter to be running the pump at all times. So if the truck has 6 firefighters 1 sets up the filler line (nearest truck or hydrant), 4 get hoses and attach them. Then on a command (button on menu) the remaining firefighter inside the truck appears outside by the control panel and then the hoses will work.
That, and/or seeing the possibility of having top-mount pump units, whereas the guy would be up on top of the rig like he is in the US Army Mod? Yay!
#53
Geschrieben 19 August 2013 - 02:18
Yes, the firefighter would have to be wherever he would be in real life. This would require additional scripting/modeling for any truck though as a new model would have to be made. Additional problems would stem from the firefighters being disproportionally large compared to the vehicles.
Also Supporting: RCMP mod, Stillwater mod, Lampard mod, Ravenna sub-mod, Rockport mod.
State & National Park enthusiast can help modders in park related issues.
My statements in no way respect the views of any agency I am or was formerly associated with.
#54
Geschrieben 19 August 2013 - 03:15
#55
Geschrieben 19 August 2013 - 03:27
Just some interesting playing around i did until hoppah gives us instruction to add this to other mods ( I tryed didn't go so well so now im waiting! )
Based off the US general pump rated of 1000 Gallons / Minute I found that with the following settings
int MAX_WATER_TLF = 1300; int MAX_WATER_LPF = 400; int MAX_WATER_GTF = 1000; int MAX_WATER_DLK = 500; int OUTTAKE_HOSE = 30; //outtake per second int OUTTAKE_TLF_CANNON = 50; int OUTTAKE_LPF_CANNON = 50; int OUTTAKE_DLK_CANNON = 50; int INTAKE_SUPPLYLINE = 80;
You can run 3 hose lines at a time with out depleting your water source( 4 or more will work until the tank is empty ), Or you can run one hose line and the deck cannon. ( 2 ore more hose lines and the deck cannon works until the tank is empty)
With this it ads more to the script to limit just how much water you can flow, Hydrants have limits to you know!
#56
Geschrieben 19 August 2013 - 03:35
Tem um problema hoppah,erro sintx???
?
No hablo español.
But it's not hard to guess what you were trying and you're code will not work because it executes the wrong command. Like I said before, I'll post instructions tomorrow. It's fairly easy to implement this into another mod, you just need to know which files you gotta copy.
Just some interesting playing around i did until hoppah gives us instruction to add this to other mods ( I tryed didn't go so well so now im waiting! )
Based off the US general pump rated of 1000 Gallons / Minute I found that with the following settings
int MAX_WATER_TLF = 1300; int MAX_WATER_LPF = 400; int MAX_WATER_GTF = 1000; int MAX_WATER_DLK = 500; int OUTTAKE_HOSE = 30; //outtake per second int OUTTAKE_TLF_CANNON = 50; int OUTTAKE_LPF_CANNON = 50; int OUTTAKE_DLK_CANNON = 50; int INTAKE_SUPPLYLINE = 80;You can run 3 hose lines at a time with out depleting your water source( 4 or more will work until the tank is empty ), Or you can run one hose line and the deck cannon. ( 2 ore more hose lines and the deck cannon works until the tank is empty)
With this it ads more to the script to limit just how much water you can flow, Hydrants have limits to you know!
That's cool. Glad to see some people are playing around with the scripts. That's exactly why those values can be found on top, so you can change them easily. It kinda depends how much realism you want. To keep a better gameplay balance, I would've personally turned those outtake values a bit down so the water tank doesn't empty in only 10-11 seconds with 3 hoses.
#57
Geschrieben 19 August 2013 - 03:39
Big Hoppah,thanks
#58
Geschrieben 19 August 2013 - 04:46
Another idea would be cool on the gasoline vehicle, after going to the occurrence returned to base, but first had to pass the fuel station! But that for another time!
#59
Geschrieben 19 August 2013 - 09:51
Demo looks great. Freeplay crashed on load, so I don't know if you hadn't finished it in the last upload. Also noticed that you had the "guy on cannon" set up for those engines, nice to see that it can work for existing engines.
What did you come up with for connections to ladder trucks or the LAX Crash engine (though I'm assuming some prototype editing will be needed)? I thought of the humorous situation that will happen with the brush truck. One guy on the hose, then we'd have a guy waiting with a supply hose so when the tank is empty they'd have to switch to refill.
Also, anyone that has ideas for good values that get as close to how many lines a pump can support without draining the tank, please post.
Hoppah's Limited Water Supply Script Redone! (Released 2014/7/29)
Looking for some minor modding assistance; any help is appreciated.
Handful of Bugs I've Encountered with Personal LA Mod Edit
Looking for Freeplay Event Tutorial
Treat Person Script: Heal script overhaul and replacement complete. Autoheal script in progress.
#60
Geschrieben 19 August 2013 - 12:13
Demo looks great. Freeplay crashed on load, so I don't know if you hadn't finished it in the last upload. Also noticed that you had the "guy on cannon" set up for those engines, nice to see that it can work for existing engines.
What did you come up with for connections to ladder trucks or the LAX Crash engine (though I'm assuming some prototype editing will be needed)? I thought of the humorous situation that will happen with the brush truck. One guy on the hose, then we'd have a guy waiting with a supply hose so when the tank is empty they'd have to switch to refill.
Also, anyone that has ideas for good values that get as close to how many lines a pump can support without draining the tank, please post.
Hmm, I did finish the freeplay part and it doesn't crash on me. Do more people experience this?