[EM4] Los Angeles Mod by Hoppah
#1661 Guest_Utrechtterror_*
Posted 16 September 2007 - 12:39 PM
That's something I can make, but you have to ask hoppah.
#1662
Posted 16 September 2007 - 01:05 PM
Some things are easy to explain (like this), but creating new parking places or even a new fire station is too much work to explain. People who saw the fire station script (LAFireStation.script) know what I mean. If I want to add a second fire station I need to make a second fire station script AND I need to combine scripts again. (example: vehicles need to 'know' to which fire station they have to go).
You can use the editor to place new vehicles on the map, but they don't have a park command or can be called with a battalion chief.
Hoppah
#1663 Guest_Utrechtterror_*
Posted 16 September 2007 - 01:13 PM
People should respect a modder's work and if they want to have something changed, they have to do it themselves. Especially when it's something hard like scripting.
Anyway, i've been modelling agian for an object for the gate, in front of that big presidential house. It's hard to explain how it looks, but you will see it in 1.4
So patience is a good thing *evil*
#1664 Guest_Robbyboy_*
Posted 16 September 2007 - 06:26 PM
#1665 Guest_Mav1701_*
Posted 16 September 2007 - 07:53 PM
No promises of course
#1666 Guest_Mav1701_*
Posted 17 September 2007 - 08:07 AM
I have a question, though, about what sort of station expansion would be "best"
Type A: Its basically a Parking Space / Open Shed expansion, that simply adds 2 or 3 "spots" to park 2 or 3 more types of trucks. The trucks would just back in and sit there unit called, and the units inside would stay in the trucks - no alarm-loading. They'd work pretty much like the Chiefs SUV, but the chief could call them.
Type B: It is basically a 2nd station, with 3 or 4 doors labeled gate 6, 7, 8, 9. The plan (for realisms sake) would be to replace Engine 1 in the main station with the LightEquip Truck, and have Station 2 hold Engine 1, a USAR bay, and a Mass Cas Unit Bay. The 4th bay might be used for Ambulance 04(The Vanbulance) (just change its script from using the all purpose amby bay to a new bay) or perhaps the yellow one . if we can get Engine one painted that bright lemon color too
I have hopes that, because its coded so well, the station script will just think its all one big station, though I need to examine the alarm script more. They wouldn't need to be close on the map though.
type B is of course a lot more work - is it worth it? It is overkill? Am I just being annoying? (I really hope to be successful so Hoppah wont have to even worry about it, and he can work on the stuff he likes, like those sweet missions
#1667 Guest_Utrechtterror_*
Posted 17 September 2007 - 11:00 AM
#1668
Posted 17 September 2007 - 11:39 AM
#1669 Guest_Mav1701_*
Posted 17 September 2007 - 12:28 PM
My intent is to supply Utrecht with the scripts so he can add the 2nd station while he's working on the map. It wouldn't get released unless you "approve it" for 1.4
I mean, I'm gonna mess with it for my own use anyway, but if I can help you out by modifying code, which is all this is, I'd like to. You can focus on the truly new stuff, those Missions.
Utrecht made the cool White House thing, so I imagine he can handle the station model, if he's willing. (all I need is the simple building with 3 to 4 bays with the door objects + virtual objects labeled 6, 7, 8, and 9, at the most)
I'll tell ya what guys, don't even worry about it right now. I'll keep messing with the code locally, and I'll post something up when I have something to show off, that way I won't waste your time
#1670 Guest_Utrechtterror_*
Posted 17 September 2007 - 02:56 PM
I change the map, yes. But I don't need any credit for it.
Though it's up to hoppah .
#1671 Guest_Mav1701_*
Posted 17 September 2007 - 03:27 PM
He just indicated that doing this type of thing (station editing) is too time consuming and he didn't plan to do it, so I figure maybe someone else can contribute in the boring spots, he must get bugged about it a lot, its in the faq
but yeah its his mod
#1672
Posted 17 September 2007 - 04:08 PM
#1673 Guest_ComputerCop_*
Posted 17 September 2007 - 06:42 PM
I posted in the other topic about some fiddling around that I did relating to this idea. Mav, if you need my help, I can try to find some time. I'm also a CompSci student with experience in Java and C.
Here is the post that I wrote in the other topic...
I started fiddling around with the Editor and looking over the scripts to try and add the light equip truck myself. There are a few empty spaces in the parking lot of the fire station, so I thought "hey, why not add a light truck to one of them?"
First, I of course checked how well that truck fit into that space, since it is bigger than the average Joe Civilian vehicle
It fit nicely into the spot, so I started replicating what Hoppah had done for the Fire Chief SUV (and I need to figure out how to rename a virtual object...) so a light truck could be spawned in that parking space and eventually add commands/scripting for it to park in there, and the fire chief command to call it. My god Hoppah, I don't know how you can put up with this!! It is SO much work just to add a vehicle to a parking space, I can't believe I even suggested that you try this, and I even suggested the idea of extending the fire station by adding another bank of garage doors!!!! My extreme apologies!
In the end, I gave up and decided to leave the idea for another day. It's not impossible, but you need a lot of time on your hands to do it. Its much, much easier to just call the truck from HQ, park it in the parking lot manually, assign it to a group number, and call it for any emergencies where a big truck isn't needed. Its not just adding the objects and the scripting for the truck, but also for fire fighters to rush into the truck when the alarm is sounded (and since the truck is OUTSIDE, they have to spawn on the outside door, or if not possible, walk through the garage doors to the truck), and even more complicated, I always like to have a diver in that truck, but thats more coding to add to the alarm script.
So Hoppah, if you would like to go on with adding it to v1.4, (and if you know a faster way than what I tried) then be my guest, I'll even be willing to help with some of the scripting. But seeing as how I can't even figure out how to rename a virtual object, I can't do this little addition myself.
#1674
Posted 17 September 2007 - 09:20 PM
There is one thing I need to discuss:
So, there are two fire stations, one on both sides of the river. Both fire stations have ambulances (Ambulance 1, 2 or 3). Since it's not possible to calculate the distance from an object to another object, it's not possible to send the ambulance to closest fire station. How do you want to 'fix' this? Create a command called 'Send to fire station 2'? AND the battalion chief can call ambulances. It's not possible to calculate the distance from the chief to the closest fire station. So that's even a much bigger problem. Have you thought about these problems? I did and that's also a reason I didn't add a second fire station much earlier.
#1675 Guest_Mav1701_*
Posted 18 September 2007 - 12:15 AM
Like I said, don't worry about it, I'll come back with something solid to show if I can.
And yes I did consider those things. Code-wise, I don't think your script cares if Bay 1 and Bay 2 are right next to one another on the map, or on separate sides. The same would work for ambulances
Besides, I wasn't 100% sure I was adding an ambulance to the 2nd station, just the extra Fire trucks we can't park. If I did move an ambulance, I'd redo some Ambulance_04 code to make it work separate from the other 3. Why? Because in the US we commonly have "basic" ambulances and then Larger critical care ambulances.
Anyway, thats way down the road, don;t worry about it til I actually get something done
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On a different note, I started a new campaign today and I noticed I had two of the "mission vehicles" swapped in quest.xml
This line:
<string name="ID_QUEST_M03_TASK02">Buy Engineer's Vehicle (%d Credits)</string>
and this line
<string name="ID_QUEST_M07_TASK02">Buy SWAT Rescue Truck! (%d Credits)</string>
are swapped, the swat truck is bought during Mission 3's "freeplay" and the engineers truck is bought during mission 7. like so:
<string name="ID_QUEST_M03_TASK02">Buy SWAT Rescue Truck! (%d Credits)</string> . . . <string name="ID_QUEST_M07_TASK02">Buy Engineers Vehicle (%d Credits)</string>
Not a big deal, but if you get a chance to swap them, it'll make more since when you listen to the Supervisor movie that plays along.
File attached for your convenience, though it's an easy edit
quest.xml.txt 6.98KB 45 downloads
(just remove the .txt after you save it)
#1676
Posted 18 September 2007 - 08:46 AM
When v1.4 is out, you can send all changed files to me. When I like it, I will add use it for v1.5. When not, I won't.
#1677
Posted 24 September 2007 - 04:07 PM
- Added English supervisor video's (for people with German/French version).
- Patrol function added to EMS car
- LA Airport Patrol and Port Patrol cars added to freeplay.
- New vehicle: US National Guard Truck
Going to test, try and add Mav1701's language files now.
Hoppah
#1678 Guest_Brandon_*
Posted 24 September 2007 - 04:28 PM
#1679 Guest_emer_*
Posted 24 September 2007 - 05:01 PM