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KoenL

Het Wat Te Doen Bij.... TOPIC

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ik krijg dan deze error:

?(_LAToFireStationa7358): Error: Parenthesis does not match

?(_LAToFireStationa7358): FILE:mod:/scripts/game/command/LAToFireStation.scripta7358 LINE:698

?Could not load script mod:/scripts/game/command/LAToFireStation.script

?(_LAToFireStationa7358): Error: Symbol this_definitely_is_an_evil_workaround_a8f_593f is not defined in current scope

 

 

//******************************************************************************************

// #Version 1.4#

//

// Includes: To fire station command.

//

// - VcmdToFireStation

//

// Script by Hoppah

//

// Usage of this script in other mods is NOT allowed without permission of Hoppah

//

//******************************************************************************************

 

const char CMD_SIREN[] = "VcmdSiren";

const char CMD_AUTOSIREN_OFF[] = "VcmdAutoSirenOff";

const char CMD_WARNINGLIGHTS[] = "VcmdWarningLightsOn";

 

const char DUMMY_WARNINGLIGHTS[] = "DummyHasWarningLights";

 

const char CMD_FLOODLIGHTS_OFF[] = "VcmdFloodLightsOff";

const char CMD_FLOODLIGHTS_ON[] = "VcmdFloodLightsOn";

const char CMD_GETTILLER[] = "VcmdGetTiller";

const char CMD_FLASHINGLIGHTS[] = "VcmdFlashingLights";

const char CMD_GOHOME[] = "GoHome";

const char CMD_TOHOSPITAL[] = "VcmdToHospital";

const char CMD_TOFIRESTATION[] = "VcmdToFireStation";

const char CMD_PATROL[] = "VcmdPatrol";

const char CMD_STANDBY_ON[] = "VcmdStandbyOn";

const char CMD_STANDBY_OFF[] = "VcmdStandbyOff";

const char CMD_GETTILLER[] = "VcmdGetTiller";

 

const char DUMMY_TILLERGOHOME[] = "DummyTillerGoHome";

const char DUMMY_DISABLE[] = "DummyDisableSiren";

const char DUMMY_HASSIREN[] = "DummyHasSiren";

const char DUMMY_PATROL[] = "DummyPatrol";

const char DUMMY_GATES[] = "DummyGates";

const char DUMMY_FIRESTATION[] = "DummyAtFireStation";

const char DUMMY_CHECKPARKED[] = "DummyCheckParked";

const char DUMMY_ISTRAILED[] = "DummyIsTrailed";

const char DUMMY_VCALLED[] = "DummyVehicleCalled";

const char DUMMY_HOSESON[] = "DummyHosesAreOn";

const char DUMMY_TILLER[] = "DummyTiller";

 

const char OBJ_BATTALION[] = "mod:Prototypes/Vehicles/02 LA Fire Department/battalion_chief_vehicle.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_USAR[] = "mod:Prototypes/Vehicles/02 LA Fire Department/brush_truck.e4p";

const char OBJ_LADDER[] = "mod:Prototypes/Vehicles/02 LA Fire Department/aerial_ladder.e4p";

const char OBJ_TILLER[] = "mod:Prototypes/Vehicles/02 LA Fire Department/tiller_cabin.e4p";

const char OBJ_BATTALION[] = "mod:Prototypes/Vehicles/02 LA Fire Department/battalion_chief_vehicle.e4p";

const char OBJ_HAZMATSQUAD[] = "mod:Prototypes/Vehicles/02 LA Fire Department/hazmat_squad.e4p";

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_AMBULANCE03[] = "mod:Prototypes/Vehicles/01 LA Ambulance/ambulance03.e4p";

const char OBJ_AMBULANCE04[] = "mod:Prototypes/Vehicles/01 LA Ambulance/ambulance04.e4p";

 

const char VO_SPAWN01[] = "fs_spawn01";

const char VO_SPAWN02[] = "fs_spawn02";

const char VO_SPAWN03[] = "fs_spawn03";

const char VO_FP1[] = "fs_gate01";

const char VO_FP2[] = "fs_gate02";

const char VO_FP3[] = "fs_gate03";

const char VO_FP4[] = "fs_gate04";

const char VO_FP5[] = "fs_gate05";

 

const char VO_TURNTO1[] = "fs_vogate01a";

const char VO_TURNTO2[] = "fs_vogate02a";

const char VO_TURNTO3[] = "fs_vogate03a";

const char VO_TURNTO4[] = "fs_vogate04a";

const char VO_TURNTO5[] = "fs_vogate05a";

 

const char VO_AMBULANCE01[] = "fs_ambulance01";

const char VO_AMBULANCE02[] = "fs_ambulance02";

const char VO_AMBULANCE03[] = "fs_ambulance03";

const char VO_AMBULANCE04[] = "fs_ambulance04";

const char VO_ENGINE01[] = "fs_engine01";

const char VO_ENGINE02[] = "fs_engine02";

const char VO_ENGINE03[] = "fs_engine03";

const char VO_ENGINE04[] = "fs_engine04";

const char VO_ENGINE05[] = "fs_engine05";

const char VO_BATTALION[] = "fs_battalion";

const char VO_BATTALION2[] = "fs_battalion2";

const char VO_USAR[] = "fs_usar";

const char VO_LADDER[] = "fs_ladder";

const char VO_HAZMAT[] = "fs_hazmat";

const char VO_SQUAD01[] = "fs_squad01";

const char VO_SQUAD02[] = "fs_squad02";

 

const char SND_TOSTATION[] = "mod:Audio/FX/radio/1019.wav";

 

const char HINT_NOTVALID[] = "This vehicle doesn't belong in the fire station!";

const char HINT_NOSPACE[] = "No space at the fire station, vehicle returns to base!";

const char HINT_NOSPACE_AMBULANCE[] = "No space at the fire station, vehicle starts a patrol!";

const char HINT_TRANSPORTS[] = "The ambulance has transports, it will go to the hospital first!";

 

const char NAME_CONTROLPANEL[] = "fire_station_controlpanel";

const char NAME_CONTROLPANEL2[] = "fire_station_controlpanel2";

 

int DummyGroup = 32;

 

object VcmdToFireStation : CommandScript

{

VcmdToFireStation()

{

SetCursor("tofirestation");

SetIcon("tofirestation");

SetGroupID(DummyGroup);

SetGroupLeader(true);

SetRestrictions(RESTRICT_SELFEXECUTE);

}

 

bool CheckPossible(GameObject *Caller)

{

if (!Caller->IsValid())

return false;

 

if (!Game::IsFreeplay())

return false;

 

Vehicle v(Caller);

if (v.IsCollidingWithVirtualObject(VO_SQUAD01) || v.IsCollidingWithVirtualObject(VO_SQUAD02) || v.IsCollidingWithVirtualObject(VO_BATTALION) || (v.HasCommand(DUMMY_ISTRAILED) && !v.HasCommand(CMD_GETTILLER)) || v.HasCommand(DUMMY_HOSESON) || v.IsInstalled())

return false;

 

if (!v.HasCommand("MoveTo"))

return false;

 

if (v.HasCommand(CMD_FLOODLIGHTS_OFF) && (StrCompare(v.GetPrototypeFileName(), OBJ_HAZMATSQUAD) == 0 || StrCompare(v.GetPrototypeFileName(), OBJ_USAR) == 0))

return false;

 

return true;

}

 

bool CheckTarget(GameObject *Caller, Actor *Target, int childID)

{

if (!Caller->IsValid() || !Target->IsValid() || (Caller->GetID() != Target->GetID()))

return false;

 

return true;

}

 

void PushActions(GameObject *Caller, Actor *Target, int ChildID)

{

Vector Pos = Caller->GetPosition();

 

Vehicle v(Caller);

if (v.GetVehicleType() == VT_AMBULANCE_RTW && v.GetNumTransported() > 0)

{

v.PushActionExecuteCommand(ACTION_NEWLIST, CMD_TOHOSPITAL, Caller, 0, false);

Mission::PlayHint(HINT_TRANSPORTS);

return;

}

if (v.IsBlueLightEnabled())

Game::ExecuteCommand(CMD_FLASHINGLIGHTS, &v, &v);

if (v.HasCommand(DUMMY_TILLERGOHOME))

v.RemoveCommand(DUMMY_TILLERGOHOME);

if (v.HasCommand(CMD_STANDBY_OFF))

{

v.RemoveCommand(CMD_STANDBY_OFF);

v.AssignCommand(CMD_STANDBY_ON);

}

if (v.HasCommand(DUMMY_WARNINGLIGHTS))

{

v.EnableBlinker(BLT_NONE);

v.RemoveCommand(DUMMY_WARNINGLIGHTS);

v.AssignCommand(CMD_WARNINGLIGHTS);

}

if (v.HasCommand(CMD_FLOODLIGHTS_OFF))

{

v.EnableSpecialLights(false);

v.RemoveCommand(CMD_FLOODLIGHTS_OFF);

v.AssignCommand(CMD_FLOODLIGHTS_ON);

}

if (v.HasObjectPath(NULL))

Game::ExecuteCommand(DUMMY_PATROL, &v, &v);

if (v.HasCommand(DUMMY_HASSIREN) && v.HasCommand(CMD_AUTOSIREN_OFF))

Game::ExecuteCommand(DUMMY_DISABLE, &v, &v);

if(StrCompare(v.GetPrototypeFileName(), OBJ_BATTALION) == 0)

{

GameObjectList l4;

Game::CollectObstaclesOnVirtualObject(VO_BATTALION, l4, ACTOR_VEHICLE);

if(l4.GetNumObjects() > 0)

{

Mission::PlayHint(HINT_NOSPACE);

v.PushActionReturnToBase(ACTION_NEWLIST);

return;

} else

{

ActorList l1 = Game::GetActors(VO_BATTALION2);

ActorList l2 = Game::GetActors(VO_BATTALION);

}

}

else if(StrCompare(v.GetPrototypeFileName(), OBJ_USAR) == 0)

{

GameObjectList l4;

Game::CollectObstaclesOnVirtualObject(VO_USAR, l4, ACTOR_VEHICLE);

if(l4.GetNumObjects() > 0)

{

Mission::PlayHint(HINT_NOSPACE);

v.PushActionReturnToBase(ACTION_NEWLIST);

return;

} else

{

ActorList l1 = Game::GetActors(VO_FP1);

ActorList l2 = Game::GetActors(VO_TURNTO1);

}

}

else if(StrCompare(v.GetPrototypeFileName(), OBJ_HAZMATSQUAD) == 0)

{

GameObjectList l4;

Game::CollectObstaclesOnVirtualObject(VO_HAZMAT, l4, ACTOR_VEHICLE);

if(l4.GetNumObjects() > 0)

{

Mission::PlayHint(HINT_NOSPACE);

v.PushActionReturnToBase(ACTION_NEWLIST);

return;

} else

{

ActorList l1 = Game::GetActors(VO_FP3);

ActorList l2 = Game::GetActors(VO_TURNTO3);

}

}

else if(StrCompare(v.GetPrototypeFileName(), OBJ_AMBULANCE01) == 0)

{

bool Possible = false;

 

GameObjectList l4;

Game::CollectObstaclesOnVirtualObject(VO_AMBULANCE04, l4, ACTOR_VEHICLE);

if(l4.GetNumObjects() == 0 && !Possible)

Possible = true;

 

if (Possible)

{

ActorList l1 = Game::GetActors(VO_FP5);

ActorList l2 = Game::GetActors(VO_TURNTO5);

} else

{

Mission::PlayHint(HINT_NOSPACE_AMBULANCE);

v.PushActionExecuteCommand(ACTION_NEWLIST, CMD_PATROL, Caller, 0, false);

return;

}

}

else if(StrCompare(v.GetPrototypeFileName(), OBJ_ENGINE01) == 0)

{

GameObjectList cpl1 = Game::GetGameObjects(NAME_CONTROLPANEL);

if(cpl1.GetNumObjects() > 0)

GameObject cp1 = cpl1.GetObject(0);

GameObjectList cpl2 = Game::GetGameObjects(NAME_CONTROLPANEL2);

if(cpl2.GetNumObjects() > 0)

GameObject cp2 = cpl2.GetObject(0);

bool FS1Closer = false;

bool FS2Closer = false;

if (Math::dist(Pos.x, Pos.y, cp1.GetPosition().x, cp1.GetPosition().y) > Math::dist(Pos.x, Pos.y, cp2.GetPosition().x, cp2.GetPosition().y))

FS2Closer = true;

else

FS1Closer = true;

 

bool FS1Possible = false;

bool FS2Possible = false;

 

GameObjectList l3;

Game::CollectObstaclesOnVirtualObject(VO_ENGINE01, l3, ACTOR_VEHICLE);

if(l3.GetNumObjects() == 0 && !FS1Possible)

FS1Possible = true;

 

GameObjectList l4;

Game::CollectObstaclesOnVirtualObject(VO_ENGINE03, l4, ACTOR_VEHICLE);

if(l4.GetNumObjects() == 0 && !FS1Possible)

FS1Possible = true;

 

GameObjectList l5;

Game::CollectObstaclesOnVirtualObject(VO_ENGINE05, l5, ACTOR_VEHICLE);

if(l5.GetNumObjects() == 0 && !FS2Possible)

FS2Possible = true;

 

if (!FS1Possible && !FS2Possible)

{

Mission::PlayHint(HINT_NOSPACE);

v.PushActionReturnToBase(ACTION_NEWLIST);

return;

}

else if ((FS1Closer && FS1Possible) || (FS2Closer && !FS2Possible))

{

ActorList l1 = Game::GetActors(VO_FP7);

ActorList l2 = Game::GetActors(VO_TURNTO7);

}

else if ((FS2Closer && FS2Possible) || (FS1Closer && !FS1Possible))

{

ActorList l1 = Game::GetActors(VO_FP7);

ActorList l2 = Game::GetActors(VO_TURNTO7);

}

}

else if(StrCompare(v.GetPrototypeFileName(), OBJ_ENGINE02) == 0)

{

bool Possible = false;

 

GameObjectList l3;

Game::CollectObstaclesOnVirtualObject(VO_ENGINE02, l3, ACTOR_VEHICLE);

if(l3.GetNumObjects() == 0 && !Possible)

Possible = true;

 

GameObjectList l4;

Game::CollectObstaclesOnVirtualObject(VO_ENGINE04, l4, ACTOR_VEHICLE);

if(l4.GetNumObjects() == 0 && !Possible)

Possible = true;

 

if (Possible)

{

ActorList l1 = Game::GetActors(VO_FP2);

ActorList l2 = Game::GetActors(VO_TURNTO2);

} else

{

Mission::PlayHint(HINT_NOSPACE);

v.PushActionReturnToBase(ACTION_NEWLIST);

return;

}

} else

{

Mission::PlayHint(HINT_NOTVALID);

return;

}

 

if(l1.GetNumActors() == 0)

Vector FirstPoint = l1.GetActor(0)->GetPosition();

 

if(l2.GetNumActors() == 0)

Vector TurnTo = l2.GetActor(0)->GetPosition();

 

Audio::PlaySample3D(SND_TOSTATION, Caller->GetPosition());

v.PushActionmove(ACTION_NEWLIST, FirstPoint);

v.PushActionTurnTo(ACTION_APPEND, TurnTo);

if (StrCompare(v.GetPrototypeFileName(), OBJ_TILLER) == 0)

v.PushActionExecuteCommand(ACTION_APPEND, DUMMY_TILLER, Caller, 3, false);

v.PushActionWait(ACTION_APPEND, 1.0f);

v.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CHECKPARKED, Caller, 0, false);

}

};

 

object DummyCheckParked : CommandScript

{

DummyCheckParked()

{

SetGroupID(DummyGroup);

}

 

bool CheckTarget(GameObject *Caller, Actor *Target, int ChildID)

{

}

 

void PushActions(GameObject *Caller, Actor *Target, int ChildID)

{

bool ParkinglotFound = false;

Vector Pos = Caller->GetPosition();

GameObjectList cpl1 = Game::GetGameObjects(NAME_CONTROLPANEL);

if(cpl1.GetNumObjects() > 0)

GameObject cp1 = cpl1.GetObject(0);

GameObjectList cpl2 = Game::GetGameObjects(NAME_CONTROLPANEL);

if(cpl2.GetNumObjects() > 0)

GameObject cp2 = cpl2.GetObject(0);

bool FS1Closer = false;

bool FS2Closer = false;

if (Math::dist(Pos.x, Pos.y, cp1.GetPosition().x, cp1.GetPosition().y) > Math::dist(Pos.x, Pos.y, cp2.GetPosition().x, cp2.GetPosition().y))

FS1Closer = true;

else

FS1Closer = true;

 

Vehicle v(Caller);

if(StrCompare(v.GetPrototypeFileName(), OBJ_BATTALION) == 0)

{

GameObjectList l3;

Game::CollectObstaclesOnVirtualObject(VO_BATTALION, l3, ACTOR_VEHICLE);

if(l3.GetNumObjects() > 0)

{

Mission::PlayHint(HINT_NOSPACE);

v.PushActionReturnToBase(ACTION_NEWLIST);

return;

} else

{

ParkinglotFound = true;

ActorList l1 = Game::GetActors(VO_BATTALION);

ActorList l2 = Game::GetActors(VO_BATTALION2);

}

}

else if(StrCompare(v.GetPrototypeFileName(), OBJ_AMBULANCE02) == 0 || StrCompare(v.GetPrototypeFileName(), OBJ_AMBULANCE03) == 0 || StrCompare(v.GetPrototypeFileName(), OBJ_AMBULANCE04) == 0)

{

ActorList l2 = Game::GetActors(VO_TURNTO1);

if (!Game::IsSquadInVirtualObject(VO_AMBULANCE01) && !Game::IsSquadInVirtualObject(VO_AMBULANCE02) && !Game::IsSquadInVirtualObject(VO_AMBULANCE03))

{

ParkinglotFound = true;

ActorList l1 = Game::GetActors(VO_AMBULANCE01);

}

else if (Game::IsSquadInVirtualObject(VO_AMBULANCE01) && !Game::IsSquadInVirtualObject(VO_AMBULANCE02) && !Game::IsSquadInVirtualObject(VO_AMBULANCE03))

{

ParkinglotFound = true;

ActorList l1 = Game::GetActors(VO_AMBULANCE02);

}

else if (Game::IsSquadInVirtualObject(VO_AMBULANCE01) && Game::IsSquadInVirtualObject(VO_AMBULANCE02) && !Game::IsSquadInVirtualObject(VO_AMBULANCE03))

{

ParkinglotFound = true;

ActorList l1 = Game::GetActors(VO_AMBULANCE03);

}

else if (!Game::IsSquadInVirtualObject(VO_AMBULANCE01) && Game::IsSquadInVirtualObject(VO_AMBULANCE02) && !Game::IsSquadInVirtualObject(VO_AMBULANCE03))

{

ParkinglotFound = true;

ActorList l1 = Game::GetActors(VO_AMBULANCE02);

ActorList l3 = Game::GetActors(VO_AMBULANCE01);

if(l3.GetNumActors() > 0)

Vector Forward = l3.GetActor(0)->GetPosition();

GameObjectList l4;

Game::CollectObstaclesOnVirtualObject(VO_AMBULANCE02, l4, ACTOR_VEHICLE);

for (int i = 0; i < l4.GetNumObjects(); i++)

{

Vehicle m = l4.GetObject(i);

m.PushActionmove(ACTION_NEWLIST, Forward);

}

}

else if (!Game::IsSquadInVirtualObject(VO_AMBULANCE01) && !Game::IsSquadInVirtualObject(VO_AMBULANCE02) && Game::IsSquadInVirtualObject(VO_AMBULANCE03))

{

ParkinglotFound = true;

ActorList l1 = Game::GetActors(VO_AMBULANCE02);

 

ActorList l3 = Game::GetActors(VO_AMBULANCE01);

if(l3.GetNumActors() > 0)

Vector Forward = l3.GetActor(0)->GetPosition();

 

GameObjectList l4;

Game::CollectObstaclesOnVirtualObject(VO_AMBULANCE03, l4, ACTOR_VEHICLE);

for (int i = 0; i < l4.GetNumObjects(); i++)

{

Vehicle m = l4.GetObject(i);

m.PushActionmove(ACTION_NEWLIST, Forward);

}

}

else if (!Game::IsSquadInVirtualObject(VO_AMBULANCE01) && Game::IsSquadInVirtualObject(VO_AMBULANCE02) && Game::IsSquadInVirtualObject(VO_AMBULANCE03))

{

ParkinglotFound = true;

ActorList l1 = Game::GetActors(VO_AMBULANCE03);

 

ActorList l3 = Game::GetActors(VO_AMBULANCE01);

if(l3.GetNumActors() > 0)

Vector Forward = l3.GetActor(0)->GetPosition();

 

ActorList l4 = Game::GetActors(VO_AMBULANCE02);

if(l4.GetNumActors() > 0)

Vector Forward2 = l4.GetActor(0)->GetPosition();

 

float rot[9];

float childRot[9];

 

GameObjectList l5;

Game::CollectObstaclesOnVirtualObject(VO_AMBULANCE02, l5, ACTOR_VEHICLE);

for (int i = 0; i < l5.GetNumObjects(); i++)

{

Vehicle m = l5.GetObject(i);

m.PushActionmove(ACTION_NEWLIST, Forward);

}

 

GameObjectList l6;

Game::CollectObstaclesOnVirtualObject(VO_AMBULANCE03, l6, ACTOR_VEHICLE);

for (int i = 0; i < l6.GetNumObjects(); i++)

{

Vehicle c = l6.GetObject(i);

c.PushActionWait(ACTION_NEWLIST, 0.7f);

c.PushActionmove(ACTION_APPEND, Forward2);

}

} else

{

Mission::PlayHint(HINT_NOSPACE_AMBULANCE);

v.PushActionExecuteCommand(ACTION_NEWLIST, CMD_PATROL, Caller, 0, false);

return;

}

}

else if(StrCompare(v.GetPrototypeFileName(), OBJ_AMBULANCE01) == 0)

{

GameObjectList l3;

Game::CollectObstaclesOnVirtualObject(VO_AMBULANCE04, l3, ACTOR_VEHICLE);

if(l3.GetNumObjects() > 0)

{

Mission::PlayHint(HINT_NOSPACE_AMBULANCE);

v.PushActionExecuteCommand(ACTION_NEWLIST, CMD_PATROL, Caller, 0, false);

return;

} else

{

ParkinglotFound = true;

ActorList l1 = Game::GetActors(VO_AMBULANCE04);

ActorList l2 = Game::GetActors(VO_TURNTO5);

}

}

else if(StrCompare(v.GetPrototypeFileName(), OBJ_USAR) == 0)

{

GameObjectList l3;

Game::CollectObstaclesOnVirtualObject(VO_USAR, l3, ACTOR_VEHICLE);

if(l3.GetNumObjects() > 0)

{

Mission::PlayHint(HINT_NOSPACE);

v.PushActionReturnToBase(ACTION_NEWLIST);

return;

} else

{

ParkinglotFound = true;

ActorList l1 = Game::GetActors(VO_USAR);

ActorList l2 = Game::GetActors(VO_TURNTO1);

}

}

else if(StrCompare(v.GetPrototypeFileName(), OBJ_HAZMATSQUAD) == 0)

{

GameObjectList l3;

Game::CollectObstaclesOnVirtualObject(VO_HAZMAT, l3, ACTOR_VEHICLE);

if(l3.GetNumObjects() > 0)

{

Mission::PlayHint(HINT_NOSPACE);

v.PushActionReturnToBase(ACTION_NEWLIST);

return;

} else

{

ParkinglotFound = true;

ActorList l1 = Game::GetActors(VO_HAZMAT);

ActorList l2 = Game::GetActors(VO_TURNTO3);

}

}

else if(StrCompare(v.GetPrototypeFileName(), OBJ_ENGINE01) == 0)

{

if(FS1Closer)

{

GameObjectList l3;

Game::CollectObstaclesOnVirtualObject(VO_ENGINE01, l3, ACTOR_VEHICLE);

if(l3.GetNumObjects() > 0)

{

GameObjectList l4;

Game::CollectObstaclesOnVirtualObject(VO_ENGINE03, l4, ACTOR_VEHICLE);

if(l4.GetNumObjects() > 0)

{

v.PushActionExecuteCommand(ACTION_NEWLIST, CMD_TOFIRESTATION, Caller, 0, false);

return;

} else

{

ParkinglotFound = true;

ActorList l1 = Game::GetActors(VO_ENGINE03);

ActorList l2 = Game::GetActors(VO_TURNTO4);

}

} else

{

GameObjectList l4;

Game::CollectObstaclesOnVirtualObject(VO_ENGINE03, l4, ACTOR_VEHICLE);

if(l4.GetNumObjects() > 0)

{

ActorList l1 = Game::GetActors(VO_ENGINE03);

ActorList l5 = Game::GetActors(VO_ENGINE01);

Vector Move = l5.GetActor(0)->GetPosition();

l4.GetObject(0)->PushActionmove(ACTION_NEWLIST, Move, true);

} else

ActorList l1 = Game::GetActors(VO_ENGINE01);

ActorList l2 = Game::GetActors(VO_TURNTO4);

ParkinglotFound = true;

}

}

else if(FS2Closer)

{

GameObjectList l3;

Game::CollectObstaclesOnVirtualObject(VO_ENGINE05, l3, ACTOR_VEHICLE);

if(l3.GetNumObjects() > 0)

{

v.PushActionExecuteCommand(ACTION_NEWLIST, CMD_TOFIRESTATION, Caller, 0, false);

return;

} else

{

ParkinglotFound = true;

ActorList l1 = Game::GetActors(VO_ENGINE05);

ActorList l2 = Game::GetActors(VO_TURNTO4);

}

}

}

else if(StrCompare(v.GetPrototypeFileName(), OBJ_ENGINE02) == 0)

{

GameObjectList l3;

Game::CollectObstaclesOnVirtualObject(VO_ENGINE02, l3, ACTOR_VEHICLE);

if(l3.GetNumObjects() > 0)

{

GameObjectList l4;

Game::CollectObstaclesOnVirtualObject(VO_ENGINE04, l4, ACTOR_VEHICLE);

if(l4.GetNumObjects() > 0)

{

v.PushActionExecuteCommand(ACTION_NEWLIST, CMD_TOFIRESTATION, Caller, 0, false);

return;

} else

{

ParkinglotFound = true;

ActorList l1 = Game::GetActors(VO_ENGINE04);

ActorList l2 = Game::GetActors(VO_TURNTO2);

}

} else

{

GameObjectList l4;

Game::CollectObstaclesOnVirtualObject(VO_ENGINE04, l4, ACTOR_VEHICLE);

if(l4.GetNumObjects() > 0)

{

ActorList l1 = Game::GetActors(VO_ENGINE04);

ActorList l5 = Game::GetActors(VO_ENGINE02);

Vector Move = l5.GetActor(0)->GetPosition();

l4.GetObject(0)->PushActionmove(ACTION_NEWLIST, Move, true);

} else

ActorList l1 = Game::GetActors(VO_ENGINE02);

ActorList l2 = Game::GetActors(VO_TURNTO2);

ParkinglotFound = true;

}

}

if(ParkinglotFound)

{

if(l1.GetNumActors() > 0)

{

if (StrCompare(v.GetPrototypeFileName(), OBJ_TILLER) == 0)

{

Vector Park = l1.GetActor(0)->GetPosition();

float dx = 125.f, dy = 0.f, dz = 0.f;

float r[9];

float childr[9];

v.GetRotation(r[0], r[1], r[2], r[3], r[4], r[5], r[6], r[7], r[8]);

Math::RotateVector(dx, dy, dz, r);

Math::EulerToMatrix(0.0f, 0.f, 0.f, childr);

Math::MultiplyMatrices(childr, r);

Park = Park + Vector(dx, dy, 0);

} else

Vector Park = l1.GetActor(0)->GetPosition();

}

if(l2.GetNumActors() > 0)

Vector TurnTo = l2.GetActor(0)->GetPosition();

if (v.HasCommand(DUMMY_VCALLED))

v.RemoveCommand(DUMMY_VCALLED);

if(StrCompare(v.GetPrototypeFileName(), OBJ_BATTALION) == 0)

{

v.PushActionmove(ACTION_APPEND, Park);

v.PushActionTurnTo(ACTION_APPEND, TurnTo);

} else

{

if(FS1Closer)

v.PushActionExecuteCommand(ACTION_APPEND, DUMMY_GATES, Caller, 7, false);

else

v.PushActionExecuteCommand(ACTION_APPEND, DUMMY_GATES, Caller, 8, false);

v.PushActionWait(ACTION_APPEND, 1.8f);

 

v.PushActionmove(ACTION_APPEND, Park);

v.PushActionTurnTo(ACTION_APPEND, TurnTo);

v.PushActionWait(ACTION_APPEND, 0.5f);

PersonList passengers = v.GetPassengers();

if (passengers.GetNumPersons() > 0 && (FS1Closer && cp1.HasCommand("VcmdAutoStaffOff")) || (FS2Closer && cp2.HasCommand("VcmdAutoStaffOff")))

v.PushActionExecuteCommand(ACTION_APPEND, DUMMY_FIRESTATION, Caller, 0, false);

v.PushActionWait(ACTION_APPEND, 2.2f);

if(FS1Closer)

v.PushActionExecuteCommand(ACTION_APPEND, DUMMY_GATES, Caller, 9, false);

else

v.PushActionExecuteCommand(ACTION_APPEND, DUMMY_GATES, Caller, 10, false);

if (v.HasCommand(DUMMY_WARNINGLIGHTS))

{

v.EnableBlinker(BLT_NONE);

v.RemoveCommand(DUMMY_WARNINGLIGHTS);

v.AssignCommand(CMD_WARNINGLIGHTS);

} else

v.EnableBlinker(BLT_NONE);

}

}

}

};

 

object DummyAtFireStation : CommandScript

{

DummyAtFireStation()

{

SetGroupID(DummyGroup);

}

 

bool CheckTarget(GameObject *Caller, Actor *Target, int ChildID)

{

}

 

void PushActions(GameObject *Caller, Actor *Target, int ChildID)

{

Vehicle v(Caller);

if(StrCompare(v.GetPrototypeFileName(), OBJ_BATTALION) == 0)

ActorList l1 = Game::GetActors(VO_SPAWN02);

else if(v.IsCollidingWithVirtualObject(VO_SQUAD01))

ActorList l1 = Game::GetActors(VO_SPAWN01);

else if(v.IsCollidingWithVirtualObject(VO_SQUAD02))

ActorList l1 = Game::GetActors(VO_SPAWN03);

else

return;

 

if(l1.GetNumActors() > 0)

Vector Delete = l1.GetActor(0)->GetPosition();

 

PersonList passengers = v.GetPassengers();

if (passengers.GetNumPersons() > 0)

{

for(int i=0; i {

Person *p = passengers.GetPerson(i);

p->PushActionLeaveCar(ACTION_NEWLIST, Caller);

p->PushActionmove(ACTION_APPEND, Delete);

p->PushActionDeleteOwner(ACTION_APPEND);

}

}

};

 

object DummyEngine : CommandScript

{

DummyEngine()

{

SetGroupID(DummyGroup);

}

 

bool CheckTarget(GameObject *Caller, Actor *Target, int ChildID)

{

}

 

void PushActions(GameObject *Caller, Actor *Target, int ChildID)

{

}

};

 

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Ik krijg weer dezelfde error tijdens het laden van de mod. (dus niet freeplay)

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Ik heb ze gekopieerd, maar dan krijg ik die error.

Ik bedoel de errors.

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?(_LAToFireStationa77bb): Error: Parenthesis does not match

?(_LAToFireStationa77bb): FILE:mod:/scripts/game/command/LAToFireStation.scripta77bb LINE:698

?Could not load script mod:/scripts/game/command/LAToFireStation.script

?(_LAToFireStationa77bb): Error: Symbol this_definitely_is_an_evil_workaround_2602_4dbf is not defined in current scope

?(_LAToFireStationa77bb): FILE: LINE:0

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@Niels: weet je de oplossing al? Anders kan ik misschien de mapjes 'scripts' en 'maps' hier op het forum uploaden, zodat je daar misschien de fout in ziet?

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In je map zit de fout niet. Heb er even geen tijd voor nu.

Parenthesis, dus er zit een fout met de { }

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Ok, bedankt dat je dit voor me wil doen Niels!!! :D

Het heeft op zich geen haast, want ik ga morgen twee weken op vakantie.

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Haha wil is iets anders. Ik wil het niet maar heel af en toe help ik hier en daar even.

Waar de fout zit kan je nu ook zelf zoeken.

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