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Emergency 4 09' Save Life Mod


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#1 Guest_[HUN]Modder_*

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Gepost 12 december 2008 - 09:56

Hi.
This mod is one Emergency 4 mod with Hungarian vehicles.

Download:
[EDIT by Pyrothijs]See this post for the download link [/EDIT]

News in 1.1
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1


2
http://www.youtube.c...feature=channel

Somebody would be able to help what may be the trouble how it alarm with a script? :nixweiss:

Units:
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Banner:

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[url="http://forum.emergency-planet.com/index.php?showtopic=5246"][img]http://kepfeltoltes.hu/thumb/081217/banner_www.kepfeltoltes.hu_.png[/img][/url]

Deze post is bewerkt door pyrothijs: 27 april 2009 - 03:05


#2 Bernt

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Gepost 13 december 2008 - 02:34

Nice mod!
Maybe you can put here the alarm script?
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#3 Guest_[HUN]Modder_*

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Gepost 13 december 2008 - 05:16

// Alamierungsscript für den Löschzug der Altstadt
//
// Angepasst an den mG3lite Mod
//
// Script V1.0
//
// Script made by Ritchi
// anpassung dani
// Dieser Kommentar muss erhalten bleiben.
//
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
object Rufe_Loeschzug_Feuerwehr_City_Feuer_Mittel : CommandScript
{
Rufe_Loeschzug_Feuerwehr_City_Feuer_Mittel()
{
SetValidTargets(ACTOR_FLOOR);
SetIcon("sosi");
SetCursor("moveto");
}

bool CheckTarget(GameObject *Caller, Actor *Target, int childID)
{
Person pd(Caller);

if(pd.HasName("dispatcher"))
return true;

if( Caller->GetID() == Target->GetID() || Target->GetType() == ACTOR_VEHICLE || Target->GetType() == ACTOR_HOUSE || Target->GetType() == ACTOR_OPEN_HOUSE || Target->GetType() == ACTOR_PERSON || Target->GetType() == ACTOR_OBJECT)
return false;

return true;
}

void PushActions(GameObject *Caller, Actor *Target, int childID)
{
GameObjectList l0 = Game::GetGameObjects(TYPE_VEHICLE);

Mission::PlayHint("Figyelem Riasztas! Figyelem Riasztas! 1-es fecskendo,2-es fecskendo, tuzoltasi csaoport, magasmento.");
Audio::PlaySample("mod:audio/fx/riasztas/riasztas.wav");

Vector TargetPos=Game::GetCommandPos();

for(int i=0; i<l0.GetNumObjects(); i++)
{
GameObject *Obj = l0.GetObject(i);

if(Obj->HasCommand("csoport") && !Obj->HasCommand("ich_bin_nicht_frei"))
{
Vehicle v(Obj);

v.EnableBlinker(BLT_NONE);
v.AssignCommand("ich_bin_nicht_frei");
v.EnableBlueLights(false);


Person p1 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "csoport");
v.AddPassenger(&p1);
Person p2 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "csoport");
v.AddPassenger(&p2);
v.PushActionWait(ACTION_NEWLIST, 3);
// EDIT BY SMUNDT:
// ACHTUNG, HIER WIRD DAS TOR GEÖFFNET!!!!
Obj->PushActionExecuteCommand(ACTION_APPEND,"TorOeffnen",Obj,0,false);
v.PushActionWait(ACTION_APPEND, 3);

v.EnableBlueLights(true);

Game::FindFreePosition(Obj, TargetPos, 100);

Obj->PushActionMove(ACTION_APPEND, TargetPos);
}

if(Obj->HasCommand("merci") && !Obj->HasCommand("ich_bin_nicht_frei"))
{
Vehicle v(Obj);

v.EnableBlinker(BLT_NONE);
v.AssignCommand("ich_bin_nicht_frei");
v.EnableBlueLights(false);

Person p1 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci");
v.AddPassenger(&p1);
Person p2 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci");
v.AddPassenger(&p2);
Person p3 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci");
v.AddPassenger(&p3);
Person p4 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci");
v.AddPassenger(&p4);
Person p5 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci");
v.AddPassenger(&p5);
Person p6 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci");
v.AddPassenger(&p6);
v.PushActionWait(ACTION_NEWLIST, 3);
// EDIT BY SMUNDT:
// ACHTUNG, HIER WIRD DAS TOR GEÖFFNET!!!!
Obj->PushActionExecuteCommand(ACTION_APPEND,"TorOeffnen",Obj,0,false);
v.PushActionWait(ACTION_APPEND, 6);

v.EnableBlueLights(true);

Game::FindFreePosition(Obj, TargetPos, 100);

Obj->PushActionMove(ACTION_APPEND, TargetPos);

}

if(Obj->HasCommand("merci1") && !Obj->HasCommand("ich_bin_nicht_frei"))
{
Vehicle v(Obj);

v.EnableBlinker(BLT_NONE);
v.AssignCommand("ich_bin_nicht_frei");
v.EnableBlueLights(false);

Person p1 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci1");
v.AddPassenger(&p1);
Person p2 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci1");
v.AddPassenger(&p2);
Person p3 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci1");
v.AddPassenger(&p3);
Person p4 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci1");
v.AddPassenger(&p4);
Person p5 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci1");
v.AddPassenger(&p5);
Person p6 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci1");
v.AddPassenger(&p6);
v.PushActionWait(ACTION_NEWLIST, 3);
// EDIT BY SMUNDT:
// ACHTUNG, HIER WIRD DAS TOR GEÖFFNET!!!!
Obj->PushActionExecuteCommand(ACTION_APPEND,"TorOeffnen",Obj,0,false);
v.PushActionWait(ACTION_APPEND, 6);

v.EnableBlueLights(true);

Game::FindFreePosition(Obj, TargetPos, 100);

Obj->PushActionMove(ACTION_APPEND, TargetPos);

}

if(Obj->HasCommand("volvo") && !Obj->HasCommand("ich_bin_nicht_frei"))
{
Vehicle v(Obj);

v.EnableBlinker(BLT_NONE);
v.AssignCommand("ich_bin_nicht_frei");
v.EnableBlueLights(false);


Person p1 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "volvo");
v.AddPassenger(&p1);
v.PushActionWait(ACTION_NEWLIST, 3);
// EDIT BY SMUNDT:
// ACHTUNG, HIER WIRD DAS TOR GEÖFFNET!!!!
Obj->PushActionExecuteCommand(ACTION_APPEND,"TorOeffnen",Obj,0,false);
v.PushActionWait(ACTION_APPEND, 6);

v.EnableBlueLights(true);

Game::FindFreePosition(Obj, TargetPos, 100);

Obj->PushActionMove(ACTION_APPEND, TargetPos);

}


}
}
};

#4 Guest_[HUN]Modder_*

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Gepost 14 december 2008 - 05:47

The new rw:
Mercedes Benz Sprinter
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#5 Bernt

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Gepost 14 december 2008 - 06:30

Nice!
I am a fan of you mod!:D
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#6 Guest_[HUN]Modder_*

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Gepost 16 december 2008 - 09:17

The new Police car:
Skoda Octavia Rs
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#7 Sirius7dk

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Gepost 17 december 2008 - 12:02

nice :D
Did you know that two wrongs don't make a right, but two Wrights make an airplane?

(From http://uncyclopedia.wikia.com)

#8 Guest_[HUN]Modder_*

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Gepost 17 december 2008 - 07:43

The new TLF:
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#9 Cyrussm

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Gepost 18 december 2008 - 01:19

Very good mate! :D
New York Submod Beta Tester

#10 Guest_[HUN]Modder_*

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Gepost 18 december 2008 - 08:54

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Nissan Navara RW

#11 Luisinho

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Gepost 19 december 2008 - 03:50

Looking good so far!

Keep it up.

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#12 Guest_[HUN]Modder_*

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Gepost 19 december 2008 - 11:05

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Skoda Octavia Police Car
and the M.I.C.U.
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#13 Guest_[HUN]Modder_*

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Gepost 24 december 2008 - 02:46

Merry Christmas

#14 james23222000

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Gepost 24 december 2008 - 03:09

I can see a couple of things wrong with your script. I will edit it and send you the correct one.
Edit: try this


Regards
James

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#15 Guest_[HUN]Modder_*

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Gepost 24 december 2008 - 09:47

I say thank you for it how you dealt with the case!
You would cover so much that would imitate the rows, all dared in this manner converged and I cannot interpret it!

#16 Guest_[HUN]Modder_*

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Gepost 27 december 2008 - 02:14

News:
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_______________________________NEWS__________________________________
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I wait for the opinions and the ideas the mod in a contact!

#17 Cyrussm

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Gepost 28 december 2008 - 02:15

Woow!
AWESOME!
Very good mate, Hungarian emergency vehicles are one of my favorites, and as far as I know, you made a very good job with those skin and models!

I just can't wait for you to release it!
New York Submod Beta Tester

#18 butsara.boy

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Gepost 29 december 2008 - 09:44

:gut: :gut: :gut: java script:add_smilie(":gut:","smid_18")

#19 james23222000

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Gepost 30 december 2008 - 08:24

Did the new script work?

Did the new script work?

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#20 Guest_[HUN]Modder_*

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Gepost 30 december 2008 - 10:50

I can not on him to conform because all is in rows!

This is:

// Alamierungsscript für den Löschzug der Altstadt // // Angepasst an den mG3lite Mod // // Script V1.0 // // Script made by Ritchi // anpassung dani // Dieser Kommentar muss erhalten bleiben. // //////////////////////////////////////////////////////////////////////////////////////////////////////////////////// object Rufe_Loeschzug_Feuerwehr_City_Feuer_Mittel : CommandScript { Rufe_Loeschzug_Feuerwehr_City_Feuer_Mittel() { SetValidTargets(ACTOR_FLOOR); SetPossibleCallers(ACTOR_PERSON); SetIcon("sosi"); SetCursor("moveto"); } bool CheckPossible(GameObject *Caller) { if(Caller->GetType() != ACTOR_PERSON) return false; Person pd(Caller); if(!pd.HasName("dispatcher")) return false; return true; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if(Caller->GetID() == Target->GetID() || Target->GetType() != ACTOR_FLOOR) return false; return true; } void PushActions(GameObject *Caller, Actor *Target, int childID) { GameObjectList l0 = Game::GetGameObjects(TYPE_VEHICLE); Mission::PlayHint("Figyelem Riasztas! Figyelem Riasztas! 1-es fecskendo,2-es fecskendo, tuzoltasi csaoport, magasmento."); Audio::PlaySample("mod:audio/fx/riasztas/riasztas.wav"); Vector TargetPos=Game::GetCommandPos(); for(int i=0; iHasCommand("csoport") && !Obj->HasCommand("ich_bin_nicht_frei")) { Vehicle v(Obj); v.EnableBlinker(BLT_NONE); v.AssignCommand("ich_bin_nicht_frei"); v.EnableBlueLights(false); Person p1 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "csoport"); v.AddPassenger(&p1); Person p2 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "csoport"); v.AddPassenger(&p2); v.PushActionWait(ACTION_NEWLIST, 3); // EDIT BY SMUNDT: // ACHTUNG, HIER WIRD DAS TOR GEÖFFNET!!!! Obj->PushActionExecuteCommand(ACTION_APPEND,"TorOeffnen",&Obj,0,false); v.PushActionWait(ACTION_APPEND, 3); v.EnableBlueLights(true); Game::FindFreePosition(Obj, TargetPos, 100); Obj->PushActionMove(ACTION_APPEND, TargetPos); } if(Obj->HasCommand("merci") && !Obj->HasCommand("ich_bin_nicht_frei")) { Vehicle v(Obj); v.EnableBlinker(BLT_NONE); v.AssignCommand("ich_bin_nicht_frei"); v.EnableBlueLights(false); Person p1 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci"); v.AddPassenger(&p1); Person p2 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci"); v.AddPassenger(&p2); Person p3 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci"); v.AddPassenger(&p3); Person p4 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci"); v.AddPassenger(&p4); Person p5 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci"); v.AddPassenger(&p5); Person p6 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci"); v.AddPassenger(&p6); v.PushActionWait(ACTION_NEWLIST, 3); // EDIT BY SMUNDT: // ACHTUNG, HIER WIRD DAS TOR GEÖFFNET!!!! Obj->PushActionExecuteCommand(ACTION_APPEND,"TorOeffnen",&Obj,0,false); v.PushActionWait(ACTION_APPEND, 6); v.EnableBlueLights(true); Game::FindFreePosition(Obj, TargetPos, 100); Obj->PushActionMove(ACTION_APPEND, TargetPos); } if(Obj->HasCommand("merci1") && !Obj->HasCommand("ich_bin_nicht_frei")) { Vehicle v(Obj); v.EnableBlinker(BLT_NONE); v.AssignCommand("ich_bin_nicht_frei"); v.EnableBlueLights(false); Person p1 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci1"); v.AddPassenger(&p1); Person p2 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci1"); v.AddPassenger(&p2); Person p3 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci1"); v.AddPassenger(&p3); Person p4 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci1"); v.AddPassenger(&p4); Person p5 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci1"); v.AddPassenger(&p5); Person p6 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "merci1"); v.AddPassenger(&p6); v.PushActionWait(ACTION_NEWLIST, 3); // EDIT BY SMUNDT: // ACHTUNG, HIER WIRD DAS TOR GEÖFFNET!!!! Obj->PushActionExecuteCommand(ACTION_APPEND,"TorOeffnen",&Obj,0,false); v.PushActionWait(ACTION_APPEND, 6); v.EnableBlueLights(true); Game::FindFreePosition(Obj, TargetPos, 100); Obj->PushActionMove(ACTION_APPEND, TargetPos); } if(Obj->HasCommand("volvo") && !Obj->HasCommand("ich_bin_nicht_frei")) { Vehicle v(Obj); v.EnableBlinker(BLT_NONE); v.AssignCommand("ich_bin_nicht_frei"); v.EnableBlueLights(false); Person p1 = Game::CreatePerson("mod:Prototypes/Persons/Fire Department/firefighternorm.e4p", "volvo"); v.AddPassenger(&p1); v.PushActionWait(ACTION_NEWLIST, 3); // EDIT BY SMUNDT: // ACHTUNG, HIER WIRD DAS TOR GEÖFFNET!!!! Obj->PushActionExecuteCommand(ACTION_APPEND,"TorOeffnen",&Obj,0,false); v.PushActionWait(ACTION_APPEND, 6); v.EnableBlueLights(true); Game::FindFreePosition(Obj, TargetPos, 100); Obj->PushActionMove(ACTION_APPEND, TargetPos); } } } };