Well, I definitely borked something trying to customize the script last time, but I restored the default script, made a few slight changes (can't get things completely as I'd like them just yet), and I have my limited water working.
Fixed my Tender cannon by changing the prototype back to TLF, but I believe I found the issue in the extinguish and cool scripts that was keeping the LPF type from working, so I'll see if I can switch it back...
And it worked! Just find the line below in both scripts...
if (obj.GetUserData() == UnitID && obj.CheckExtinguishDistance(o) && obj.GetVehicleType()==VT_FIREFIGHTERS_TLF)
And change to this one...
if (obj.GetUserData() == UnitID && obj.CheckExtinguishDistance(o) && (obj.GetVehicleType()==VT_FIREFIGHTERS_TLF || obj.GetVehicleType()==VT_FIREFIGHTERS_LPF))
Now if you want, you can have more powerful deck guns on vehicles! The energy settings are above that line in extinguish if you want to change values. If you want the correct cannon drain on the water supply, find the section under this...
if (v.GetVehicleType() == VT_FIREFIGHTERS_GTF && v.HasCommand("VcmdWaterSwitch") && v.IsCurrentAnimation("activate"))
And make it look something like this (changing (and adding const if needed) the prototype checks as needed)
if (cannon.GetUserData() == v.GetID() && (cannon.IsCurrentAction("EActionExtinguish") || cannon.IsCurrentAction("EActionCool")))
{
if (StrCompare(v.GetPrototypeFileName(), VEH_FOAM) == 0 || StrCompare(v.GetPrototypeFileName(), VEH_CRASH) == 0 || StrCompare(v.GetPrototypeFileName(), VEH_CRASH2) == 0)
numActiveLPFCannons++;
else
numActiveTLFCannons++;
}
Haven't run into either, but Bug 1 makes sense, as all the cannon vehicles it creates are named the same; there should be a way to keep them separate I assume. Haven't a clue about number 2, but I can confirm it.
Have a bug of my own.
Sometimes when removing the supply line, a person will switch prototypes! I've had SCBA and non-SCBA switching switching to the other.