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Submod: New Freeplay Map Second Edition - update


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464 replies to this topic

#121 Guest_Rocksport1_*

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Geschrieben 03 Juni 2009 - 10:05

I think your confusing paths and streets.


So dont have the hazmat guys int the way of the tent when you go to set it up. You do realize when they get in the tent it takes like 10/15 seconds or so for the people to decontaminate?



Yeah, the blue status bar appears. I remember reading somewhere, might of been this thread. That there is a problem with the contamination acciddents in the freeplay map? That would explain this issue.

#122 Guest_GB619_*

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Geschrieben 03 Juni 2009 - 06:42

I got mine installed,correct map,but no events happen,i speeded up game,and got to the night,but still no events,im using EM4 UK version,so im puzzled why no events start.

If i fix it i will post here,but atm,im at a loss as to why the events dont even start...grrrr

But nicely made map wOOd

#123 Soldjaboy

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Geschrieben 03 Juni 2009 - 06:51

Okay, here is what I have found.

There is a gang member with a pistol in his hand on the Club Street. It's over by the train station. I deleted him through the editor and events are starting to happen sooner. Still takes a little time, but not too horribly long. How I figured this out is that I was in-game and just so happened to notice him. So I sent a PD unit to arrest him. As soon as he was he was transported to the station, I recieved an ACTUAL incident. This just might be a coincidence but, I don't think it is.

As far as the street issues go, I'm not confusing paths with streets. I'll post of a screenshot here in a few to show you what I am talking about.

Another bug I have noticed is that all of the people seem to stop walking on their paths. This meaning that they just all of a sudden stop.. That being said, they still spawn, so what you get is a LONG LONG line of people just standing around. I'm looking into a solution right now on my desktop.

#124 Guest_GB619_*

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Geschrieben 03 Juni 2009 - 07:14

Found the gunman,and i too have deleted him,but no time to try,im off to see terminator salvation now yay

#125 Soldjaboy

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Geschrieben 03 Juni 2009 - 07:47

Xplorer this is what I mean about the streets.

Streets all connected
Posted Image

One street is completely disconnected from the rest
Posted Image

#126 Guest_Taylor_*

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Geschrieben 03 Juni 2009 - 09:49

I'm still on the other version of w00ds map. I copied the files and I over writted them with the new download link, and it's still on the other map, not this map :(

#127 Guest_strazakcspsp_*

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Geschrieben 03 Juni 2009 - 11:05

Nie znam się na tym forum i nie piszę dobże po angielsku ale na Polskim Forum o Em 4 nikt nie potrafi mi pomóc otóż jaki plik odpowiada za teksturę podłoża mapy freeplay w normalnej grze i gdzie się ten plik znajduję ?? Przepraszam za błędy.

I know on this forum and I do not write good in English but it on Polish Forum about Em 4 anybody be not able to me helpdon't what file answers for texture of sbasis of map freeplay in normal game and where oneself I find this file ?? I apologize for mistakes.

#128 puppysboy222

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Geschrieben 03 Juni 2009 - 11:09

Found the gunman,and i too have deleted him,but no time to try,im off to see terminator salvation now yay

Glad you found him! Yaaayyy! Its a really good movie!

#129 Xplorer4x4

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Geschrieben 03 Juni 2009 - 11:48

I'm still on the other version of w00ds map. I copied the files and I over writted them with the new download link, and it's still on the other map, not this map :(

Rename the files as explained in the thread.

@Soldjaboy I see, I just loaded the editor and glanced and noticed all streets were blue/grey and paths were blue/red so i thought you were confused.

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#130 gary599

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Geschrieben 04 Juni 2009 - 01:14

Okay, here is what I have found.

There is a gang member with a pistol in his hand on the Club Street. It's over by the train station. I deleted him through the editor and events are starting to happen sooner. Still takes a little time, but not too horribly long. How I figured this out is that I was in-game and just so happened to notice him. So I sent a PD unit to arrest him. As soon as he was he was transported to the station, I recieved an ACTUAL incident. This just might be a coincidence but, I don't think it is.

As far as the street issues go, I'm not confusing paths with streets. I'll post of a screenshot here in a few to show you what I am talking about.

Another bug I have noticed is that all of the people seem to stop walking on their paths. This meaning that they just all of a sudden stop.. That being said, they still spawn, so what you get is a LONG LONG line of people just standing around. I'm looking into a solution right now on my desktop.



I found the guy with gun in question, and as soon as he was at the pd station, the game gave me incidents. So you are correct.

#131 Soldjaboy

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Geschrieben 04 Juni 2009 - 03:02

I went through and made sure the civil paths (people walking) were not running into any buildings. I cleared that up, and then I noticed the same problem again with people standing still and forming huge crowds everywhere. WELP! Solved that as well. Check by all of the subway stations on that map. I'll post a screenshot here soon when i find out which one exactly it is. But, there are two civil paths that go underground because the terrain isn't even beside the subway. Easy way to fix this is to find the waypoint on the path and hold ALT and left click to adjust the waypoint's altitude. Everything seems to be working semi-normal. I still have traffic jams every once in a while, but that is at my own doing by decreasing the interval at some of the spawns. Makes for a little fun, though, so no complaints.


ALL IN ALL w00d, I give you an "A" on a map that you didn't complete :) It's pretty functionable and I like some of the accidents. Very good job.

#132 Texas_DPS

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Geschrieben 04 Juni 2009 - 03:06

soldjaboy, are you going to upload your firestationstart scrips so people can have the fire engines start the right way?

love your work. as soon as mine gets back up i will be adjusting all that you have mentioned.

w00d, awsome job on the map. i love what i have seen of it. thanks for not just ditching your map and passing it out.

- Jon
- Jon

#133 jab16

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Geschrieben 04 Juni 2009 - 04:34

lol look t the bridge by the hospital and there are two people floating above it sweet
I was there when Pyrothijs deleted Hoppah's weed cat photo!!!!!
Posted Image
Posted Image
If you love playling as police, fire, or ems come join http://ertrpg.forumotion.ca/forum.htm the online text roleplaying game.

#134 Soldjaboy

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Geschrieben 04 Juni 2009 - 06:30

When I get back home from work, I will upload the script.

@jab lol! It's a pain in the arse when you get a violent crime and one of those floaters is the criminal.....

#135 Guest_GB619_*

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Geschrieben 04 Juni 2009 - 06:47

Great map i agree,i dont have police incidents,just fire and medical,but might look out for the poeple who can levitate lol

#136 Xplorer4x4

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Geschrieben 04 Juni 2009 - 09:09

Soldjaboy could you also upload your fixed version of the map? So this way the paths are correct.

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#137 Guest_RescueMe_*

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Geschrieben 04 Juni 2009 - 09:32

I am very impressed by your project and hard work. :)
Sry for my grammar, I hope to be understand.

But I have a problem with downloading, when I click on your link and wait about 45 seconds it give me error and averytime when I try again and again. Please can you check it?

RescueMe

#138 Xplorer4x4

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Geschrieben 04 Juni 2009 - 11:16

The link works fine for me but maybe this will help.

http://sharebee.com/778a5dd5

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#139 Soldjaboy

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Geschrieben 04 Juni 2009 - 01:53

@Texas_DPS Here is your requested code. WARNING: PLEASE BACK UP YOUR ORIGINAL FILES. ALSO ALL CREDIT FOR THIS SCRIPT GOES TO IT'S CREATOR, HOPPAH. This is only a fix for w00d's map.

[codebox]//********************************************************************************
**********
// #Version 1.0#
//
// Includes: Start command de spawn vehicles.
//
// - VcmdStart
//
// Script by Hoppah
//
// Usage of this script in other mods is NOT allowed without permission of Hoppah
//
//********************************************************************************
**********

const char NAME_FIRESTATION[] = "fire_station";
const char NAME_FIRESTATION_ROOF[] = "fire_station_roof";
const char NAME_FIRESTATION2[] = "fire_station2";
const char NAME_FIRESTATION2_ROOF[] = "fire_station2_roof";
const char NAME_CONTROLPANEL[] = "fire_station_controlpanel";
const char NAME_CONTROLPANEL2[] = "fire_station_controlpanel2";
const char OBJ_AMBULANCE01[] = "mod:Prototypes/Vehicles/01 LA Ambulance/ambulance01.e4p";
const char OBJ_AMBULANCE02[] = "mod:Prototypes/Vehicles/01 LA Ambulance/ambulance02.e4p";
const char OBJ_BATTALION[] = "mod:Prototypes/Vehicles/02 LA Fire Department/battalion_chief_vehicle.e4p";
const char OBJ_USAR[] = "mod:Prototypes/Vehicles/02 LA Fire Department/usar_squad.e4p";
const char OBJ_LADDER[] = "mod:Prototypes/Vehicles/02 LA Fire Department/aerial_ladder.e4p";
const char OBJ_ENGINE01[] = "mod:Prototypes/Vehicles/02 LA Fire Department/fire_engine1.e4p";
const char OBJ_ENGINE02[] = "mod:Prototypes/Vehicles/02 LA Fire Department/fire_engine2.e4p";
const char OBJ_HAZMATSQUAD[] = "mod:Prototypes/Vehicles/02 LA Fire Department/hazmat_squad.e4p";
const char DUMMY_GATES[] = "DummyGates";
const char DUMMY_ALARM[] = "DummyDisableAlarm";
const char DUMMY_CALLCREW[] = "DummyCallCrew";
const char VO_BATTALION[] = "fs_battalion";
const char VO_AMBULANCE01[] = "fs_ambulance01";
const char VO_AMBULANCE02[] = "fs_ambulance02";
const char VO_AMBULANCE04[] = "fs_ambulance04";
const char VO_USAR[] = "fs_usar";
const char VO_LADDER[] = "fs_ladder";
const char VO_ENGINE01[] = "fs_engine01";
const char VO_ENGINE02[] = "fs_engine02";
const char VO_ENGINE05[] = "fs_engine05";
const char VO_HAZMAT[] = "fs_hazmat";
const char NAME_GATE01A[] = "fs_gate01a";
const char NAME_GATE02A[] = "fs_gate02a";
const char NAME_GATE03A[] = "fs_gate03a";
const char NAME_GATE04A[] = "fs_gate04a";
const char NAME_GATE05A[] = "fs_gate05a";
const char NAME_GATE06A[] = "fs_gate06a";
const char NAME_GATE07A[] = "fs_gate07a";
const char NAME_GATE08A[] = "fs_gate08a";
const char SND_ALARM[] = "mod:Audio/FX/Misc/fire_alarm.wav";
const char UNNAMED[] = "Unnamed";

object VcmdStart : CommandScript
{
VcmdStart()
{
}

bool CheckPossible(GameObject *Caller)
{
return true;
}

bool CheckTarget(GameObject *Caller, Actor *Target, int childID)
{
return true;
}

void PushActions(GameObject *Caller, Actor *Target, int ChildID)
{
GameObjectList l1 = Game::GetGameObjects(NAME_FIRESTATION);
for(int i=0; i < l1.GetNumObjects(); i++)
{
GameObject *obj = l1.GetObject(i);
if (!obj->IsSpecialLightEnabled())
{
obj->EnableSpecialLights(true);
Vector AlarmSnd = obj->GetPosition();
int soundID = Audio::PlaySample3D(SND_ALARM, AlarmSnd, true);
obj->SetUserData(soundID);
obj->AttachSound(soundID);
}
}
GameObjectList l2 = Game::GetGameObjects(NAME_FIRESTATION2);
for(int i=0; i < l2.GetNumObjects(); i++)
{
GameObject *obj = l2.GetObject(i);
if (!obj->IsSpecialLightEnabled())
{
obj->EnableSpecialLights(true);
Vector AlarmSnd = obj->GetPosition();
int soundID = Audio::PlaySample3D(SND_ALARM, AlarmSnd, true);
obj->SetUserData(soundID);
obj->AttachSound(soundID);
}
}
GameObjectList l3 = Game::GetGameObjects(NAME_CONTROLPANEL);
for(int i=0; i < l3.GetNumObjects(); i++)
{
GameObject *obj = l3.GetObject(i);
obj->AssignCommand(DUMMY_ALARM);
obj->PushActionWait(ACTION_NEWLIST, 1.5f);
obj->PushActionExecuteCommand(ACTION_APPEND, DUMMY_GATES, Caller, 1, false);
obj->PushActionWait(ACTION_APPEND, 16.0f);
obj->PushActionExecuteCommand(ACTION_APPEND, DUMMY_ALARM, Caller, 1, false);
}
GameObjectList l4 = Game::GetGameObjects(NAME_CONTROLPANEL2);
for(int i=0; i < l4.GetNumObjects(); i++)
{
GameObject *obj = l4.GetObject(i);
obj->AssignCommand(DUMMY_ALARM);
obj->PushActionWait(ACTION_NEWLIST, 1.5f);
obj->PushActionExecuteCommand(ACTION_APPEND, DUMMY_GATES, Caller, 3, false);
obj->PushActionWait(ACTION_APPEND, 16.0f);
obj->PushActionExecuteCommand(ACTION_APPEND, DUMMY_ALARM, Caller, 1, false);
}
GameObjectList l5 = Game::GetGameObjects(NAME_FIRESTATION_ROOF);
for(int i=0; i < l5.GetNumObjects(); i++)
{
GameObject *obj = l5.GetObject(i);
if(obj->GetUserData() == 0)
{
obj->Hide();
obj->SetUserData(1);
}
}
GameObjectList l51 = Game::GetGameObjects(NAME_FIRESTATION2_ROOF);
for(int i=0; i < l51.GetNumObjects(); i++)
{
GameObject *obj = l51.GetObject(i);
if(obj->GetUserData() == 0)
{
obj->Hide();
obj->SetUserData(1);
}
}
ActorList l6 = Game::GetActors(VO_BATTALION);
for(int i=0; i < l6.GetNumActors(); i++)
{
Vector Battalion = l6.GetActor(0)->GetPosition();
Vehicle m = Game::CreateVehicle(OBJ_BATTALION, UNNAMED);
m.EnableBlueLights(false);
m.SetPosition(Battalion);
m.UpdatePlacement();
m.SetMaxPassengers(2);
m.SetSpeed(12.0f);
m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 4, false);
m.PushActionWait(ACTION_APPEND, 0.5f);
m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false);
}
ActorList l7 = Game::GetActors(VO_AMBULANCE01);
for(int i=0; i < l7.GetNumActors(); i++)
{
GameObjectList gate01a = Game::GetGameObjects(NAME_GATE01A);
for(int i=0; i < gate01a.GetNumObjects(); i++)
GameObject *gate = gate01a.GetObject(i);

Vector Ambulance01 = l7.GetActor(0)->GetPosition();
Vehicle m = Game::CreateVehicle(OBJ_AMBULANCE02, UNNAMED);
m.EnableBlueLights(false);
m.SetPosition(Ambulance01);
m.SetRotation(gate);
m.UpdatePlacement();
m.SetMaxPassengers(2);
m.SetMaxTransports(1);
m.SetSpeed(12.0f);
m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 1, false);
m.PushActionWait(ACTION_APPEND, 0.5f);
m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 2, false);
}
ActorList l8 = Game::GetActors(VO_AMBULANCE02);
for(int i=0; i < l8.GetNumActors(); i++)
{
GameObjectList gate01a = Game::GetGameObjects(NAME_GATE01A);
for(int i=0; i < gate01a.GetNumObjects(); i++)
GameObject *gate = gate01a.GetObject(i);

Vector Ambulance02 = l8.GetActor(0)->GetPosition();
Vehicle m = Game::CreateVehicle(OBJ_AMBULANCE02, UNNAMED);
m.EnableBlueLights(false);
m.SetPosition(Ambulance02);
m.SetRotation(gate);
m.UpdatePlacement();
m.SetMaxPassengers(2);
m.SetMaxTransports(1);
m.SetSpeed(12.0f);
m.PushActionWait(ACTION_NEWLIST, 1.0f);
m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);
m.PushActionWait(ACTION_APPEND, 0.5f);
m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 2, false);
}
ActorList l9 = Game::GetActors(VO_LADDER);
for(int i=0; i < l9.GetNumActors(); i++)
{
GameObjectList gate03a = Game::GetGameObjects(NAME_GATE03A);
for(int i=0; i < gate03a.GetNumObjects(); i++)
GameObject *gate = gate03a.GetObject(i);

Vector Ladder = l9.GetActor(0)->GetPosition();
Vehicle m = Game::CreateVehicle(OBJ_LADDER, UNNAMED);
m.EnableBlueLights(false);
m.SetPosition(Ladder);
m.SetRotation(gate);
m.UpdatePlacement();
m.SetMaxPassengers(6);
m.SetSpeed(9.0f);
m.PushActionWait(ACTION_NEWLIST, 1.4f);
m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false);
m.PushActionWait(ACTION_APPEND, 0.5f);
m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false);
}

ActorList l10 = Game::GetActors(VO_ENGINE01);
for(int i=0; i < l10.GetNumActors(); i++)
{
GameObjectList gate04a = Game::GetGameObjects(NAME_GATE04A);
for(int i=0; i < gate04a.GetNumObjects(); i++)
GameObject *gate = gate04a.GetObject(i);

Vector Engine01 = l10.GetActor(0)->GetPosition();
Vehicle m = Game::CreateVehicle(OBJ_ENGINE01, UNNAMED);
m.EnableBlueLights(false);
m.SetPosition(Engine01);
m.SetRotation(gate);
m.UpdatePlacement();
m.SetMaxPassengers(6);
m.SetSpeed(9.0f);
m.PushActionWait(ACTION_NEWLIST, 3.0f);
m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);
m.PushActionWait(ACTION_APPEND, 0.5f);
m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);
m.PushActionWait(ACTION_APPEND, 0.5f);
m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false);
m.PushActionWait(ACTION_APPEND, 1.5f);
m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false);
}
ActorList l11 = Game::GetActors(VO_ENGINE02);
for(int i=0; i < l11.GetNumActors(); i++)
{
GameObjectList gate05a = Game::GetGameObjects(NAME_GATE05A);
for(int i=0; i < gate05a.GetNumObjects(); i++)
GameObject *gate = gate05a.GetObject(i);

Vector Engine02 = l11.GetActor(0)->GetPosition();
Vehicle m = Game::CreateVehicle(OBJ_ENGINE02, UNNAMED);
m.EnableBlueLights(false);
m.SetPosition(Engine02);
m.SetRotation(gate);
m.UpdatePlacement();
m.SetMaxPassengers(6);
m.SetSpeed(9.0f);
m.PushActionWait(ACTION_NEWLIST, 3.5f);
m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false);
m.PushActionWait(ACTION_APPEND, 0.5f);
m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false);
m.PushActionWait(ACTION_APPEND, 0.5f);
m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false);
m.PushActionWait(ACTION_APPEND, 1.5f);
m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false);
}
ActorList l12 = Game::GetActors(VO_USAR);
for(int i=0; i < l12.GetNumActors(); i++)
{
GameObjectList gate02a = Game::GetGameObjects(NAME_GATE02A);
for(int i=0; i < gate02a.GetNumObjects(); i++)
GameObject *gate = gate02a.GetObject(i);

Vector Usar = l12.GetActor(0)->GetPosition();
Vehicle m = Game::CreateVehicle(OBJ_USAR, UNNAMED);
m.EnableBlueLights(false);
m.SetPosition(Usar);
m.SetRotation(gate);
m.UpdatePlacement();
m.SetMaxPassengers(4);
m.SetSpeed(9.0f);
m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 6, false);
m.PushActionWait(ACTION_APPEND, 0.5f);
m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 6, false);
}
ActorList l13 = Game::GetActors(VO_AMBULANCE04);
for(int i=0; i < l13.GetNumActors(); i++)
{
GameObjectList gate08a = Game::GetGameObjects(NAME_GATE08A);
for(int i=0; i < gate08a.GetNumObjects(); i++)
GameObject *gate = gate08a.GetObject(i);

Vector Ambulance04 = l13.GetActor(0)->GetPosition();
Vehicle m = Game::CreateVehicle(OBJ_AMBULANCE01, UNNAMED);
m.EnableBlueLights(false);
m.SetPosition(Ambulance04);
m.SetRotation(gate);
m.UpdatePlacement();
m.SetMaxPassengers(2);
m.SetMaxTransports(1);
m.SetSpeed(12.0f);
m.PushActionWait(ACTION_NEWLIST, 4.5f);
//m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false);
//m.PushActionWait(ACTION_APPEND, 0.5f);
m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 7, false);
}
ActorList l14 = Game::GetActors(VO_ENGINE05);
for(int i=0; i < l14.GetNumActors(); i++)
{
GameObjectList gate07a = Game::GetGameObjects(NAME_GATE07A);
for(int i=0; i < gate07a.GetNumObjects(); i++)
GameObject *gate = gate07a.GetObject(i);

Vector Engine04 = l14.GetActor(0)->GetPosition();
Vehicle m = Game::CreateVehicle(OBJ_ENGINE01, UNNAMED);
m.EnableBlueLights(false);
m.SetPosition(Engine04);
m.SetRotation(gate);
m.UpdatePlacement();
m.SetMaxPassengers(6);
m.SetSpeed(9.0f);
m.PushActionWait(ACTION_NEWLIST, 4.0f);
m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);
m.PushActionWait(ACTION_APPEND, 1.0f);
m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);
m.PushActionWait(ACTION_APPEND, 1.0f);
m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false);
m.PushActionWait(ACTION_APPEND, 1.0f);
m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false);
}
ActorList l15 = Game::GetActors(VO_HAZMAT);
for(int i=0; i < l15.GetNumActors(); i++)
{
GameObjectList gate06a = Game::GetGameObjects(NAME_GATE06A);
for(int i=0; i < gate06a.GetNumObjects(); i++)
GameObject *gate = gate06a.GetObject(i);

Vector Hazmat = l15.GetActor(0)->GetPosition();
Vehicle m = Game::CreateVehicle(OBJ_HAZMATSQUAD, UNNAMED);
m.EnableBlueLights(false);
m.SetPosition(Hazmat);
m.SetRotation(gate);
m.UpdatePlacement();
m.SetMaxPassengers(4);
m.SetMaxTransports(2);
m.SetSpeed(8.0f);
m.PushActionWait(ACTION_NEWLIST, 1.0f);
m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 5, false);
m.PushActionWait(ACTION_APPEND, 1.5f);
m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 5, false);
m.PushActionWait(ACTION_APPEND, 0.5f);
m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 5, false);
m.PushActionWait(ACTION_APPEND, 0.5f);
m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 5, false);
}
System::Log("Fire stations activated!");
}
};[/codebox]



As far as uploading the fixed version of the map, how would I do so?

#140 Texas_DPS

Texas_DPS

    Battalion Chief

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Geschrieben 04 Juni 2009 - 02:25

soldjaboy, thanks for uploading that script. i am sure i will not be the only one to benefit from it.

- Jon
- Jon