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 [IV/WIP] Ambient Fire Inspector

 Firetruck will respond to fire
 
chasez  
Posted: Tuesday, Apr 5 2011, 18:07
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QUOTE (Prof_Farnsworth @ Apr 5 2011, 14:07)
@chasez - Thanks, I'm glad you enjoy it. I tried putting two firetrucks in, but the code got very messy, so I may release another script that will add another truck (I don't know how to use multiple scripts in one mod yet blush.gif blush.gif blush.gif haven't been doing this long)

If you could include the function call and error (maybe a screen from the console when you get a crash) I would appreciate it very much. I have only been able to make it crash once since v1.2.

I'll try to make a screen next time I'll get the error. Btw I was watching a youtube video with an FDNY truck and was wondering if the sirens could be changable too. Like when they're driving to the scene the siren sounds changes. Well maybe too much asked biggrin.gif lol

anyway you're doing really great with your mods smile.gif
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gorgonut  
Posted: Tuesday, Apr 5 2011, 22:04
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Well, what chasez suggested might be an answer, but my pc's cpu and the graphics card are quite strong. I have the mod with maximum peds and cars though (popcycle.dat at maximum) plus a couple of traffic flow mods (so that the game doesn't spawns only taxi cars). I don't know if that caused the trouble. I ll check it.
With v.1.2 of the mod I got it to work for once with no trouble (even working with ambient wars mod which had a lot of explosions) but the next times it froze again...panic.gif
The mod is very nice. I liked a lot the fireman who was taking photos of the scene, and the firechief. Hope that you can make it with the water canon in a next release. Good work! icon14.gif

This post has been edited by gorgonut on Tuesday, Apr 5 2011, 22:28
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Prof_Farnsworth  
Posted: Wednesday, Apr 20 2011, 21:12
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QUOTE (gorgonut @ Apr 5 2011, 22:04)
Well, what chasez suggested might be an answer, but my pc's cpu and the graphics card are quite strong. I have the mod with maximum peds and cars though (popcycle.dat at maximum) plus a couple of traffic flow mods (so that the game doesn't spawns only taxi cars). I don't know if that caused the trouble. I ll check it.
With v.1.2 of the mod I got it to work for once with no trouble (even working with ambient wars mod which had a lot of explosions) but the next times it froze again...panic.gif
The mod is very nice. I liked a lot the fireman who was taking photos of the scene, and the firechief. Hope that you can make it with the water canon in a next release. Good work!  icon14.gif

Alright, I have been able to make it crash while testing my new mod. It seems to happen when the fire script calls a vehicle that is used by another script.

@gorgonut - Have you tried using it without traffic flow yet, as I am using v5 and am not sure if it is related.

Thanks

edit: apologies for the 2 week bump, trying to solve this.
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gorgonut  
Posted: Friday, Apr 22 2011, 02:35
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Infact I did. I removed both the traffic corection scripts (Trafficmaker and Trafficfix) I use but the problem is the same. The game is freezing everytime a car explodes (or a message which says that there is an error in the emergency mod is appearing). I don't get it how it worked the one and only time it worked for me...
Good luck with the project. Hope to find out the solution soon
and Happy Easter to everybody!
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Prof_Farnsworth  
Posted: Saturday, Apr 23 2011, 09:17
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That is odd. I would have to assume it is conflicting with another mod you use. I have found Traffic Flow to be the cause. If I have that script in, the game will crash without fail whenever the firetruck is called. I am looking into a solution to make it work which, hopefully, will fix your issue as well gorgonut.

I have already fixed a lot of the script errors that were in the previous version, but am holding off releasing it until I figure this conflict out.
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Prof_Farnsworth  
Posted: Tuesday, May 17 2011, 13:54
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UPDATE Version 1.3: Fixed many script errors from numerous causes.

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WhiteGoblin  
Posted: Thursday, May 19 2011, 21:48
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I just wanted to comment how much I've really enjoyed this, it really makes for a much more realistic environment all around. I love seeing the fire department show up and it's always an interesting moment inside a shootout with the trucks rolling up an firemen hopping out. It's an interesting mental effect that maybe some of us just appreciate or apply a different social standard to firemen then that of say the cops shooting at you in the game or trying to haul your ass off to the can but I actually try to avoid harming them at all costs. Clean up crew with the brooms are out trying to put the street back together meanwhile I'm missing perfectly good kill shots from people running around next to them. lol.gif

In future versions I thought it would be neat to see a medical guy hop off the truck if there's still injured running around in the middle of or directly after a shootout. I could see it becoming a really neat variable if you had the cops on the other side of the street using their car for coverage then somebody runs over starts healing them. (or better yet, starts healing you) I'd also like to see a different guy pop out if there's burned bodies on the ground as well as cars. I'm not entirely sure that's easily done but there's a different HazMat team/guy that might show up in real life so it could be pretty neat to see a different model run out. Though thinking through all that they might be better tackled more with a whole different "Active Medic" or "Forensic" themed modification instead of polluting this one with them. biggrin.gif

Anyways thank you again for all your time & work, love all the mods!

'Goblin

This post has been edited by WhiteGoblin on Thursday, May 19 2011, 21:57
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Prof_Farnsworth  
Posted: Sunday, May 22 2011, 03:24
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QUOTE
In future versions I thought it would be neat to see a medical guy hop off the truck if there's still injured running around in the middle of or directly after a shootout. I could see it becoming a really neat variable if you had the cops on the other side of the street using their car for coverage then somebody runs over starts healing them. (or better yet, starts healing you) I'd also like to see a different guy pop out if there's burned bodies on the ground as well as cars. I'm not entirely sure that's easily done but there's a different HazMat team/guy that might show up in real life so it could be pretty neat to see a different model run out. Though thinking through all that they might be better tackled more with a whole different "Active Medic" or "Forensic" themed modification instead of polluting this one with them.


I have been/was working on a body removal system with the vehicle cleanup (dead bodies stop traffic too mad.gif ) but the actual moving of the bodies was very glitchy and not always accurate. I plan to still look into it sometime though.

The medic healing people is a great idea. I will try a few ideas, see how they turn out.

Thanks for the recommendations.
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WhiteGoblin  
Posted: Tuesday, May 31 2011, 00:35
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QUOTE
I have been/was working on a body removal system with the vehicle cleanup (dead bodies stop traffic too mad.gif ) but the actual moving of the bodies was very glitchy and not always accurate. I plan to still look into it sometime though. The medic healing people is a great idea. I will try a few ideas, see how they turn out. Thanks for the recommendations.

Not a problem at all, thank you for the awesome mod! I was playing around with this a bit after updating my realism thread today & caught a few screens of the entire crew getting taken out by explosions. Thought you'd get a chuckle outta this one as you can see three broom guys flying through the air (one actually almost hit me which would've been too perfect a screenshot), while the scene investigator was running around terrified until another car went off behind that got him. (creating the odd position he's in, here you can see a split second before the image below)

user posted image
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Prof_Farnsworth  
Posted: Wednesday, Jun 1 2011, 17:52
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QUOTE (WhiteGoblin @ May 31 2011, 00:35)
QUOTE
I have been/was working on a body removal system with the vehicle cleanup (dead bodies stop traffic too mad.gif ) but the actual moving of the bodies was very glitchy and not always accurate. I plan to still look into it sometime though. The medic healing people is a great idea. I will try a few ideas, see how they turn out. Thanks for the recommendations.

Not a problem at all, thank you for the awesome mod! I was playing around with this a bit after updating my realism thread today & caught a few screens of the entire crew getting taken out by explosions. Thought you'd get a chuckle outta this one as you can see three broom guys flying through the air (one actually almost hit me which would've been too perfect a screenshot), while the scene investigator was running around terrified until another car went off behind that got him. (creating the odd position he's in, here you can see a split second before the image below)

Excellent screen, definitely made me laugh. Also brings up fond memories of early testing, when all I would do is blow stuff up, then watch.

No medics yet (too busy with the business mod and.... you know, life), but the guys all have helmets now, and there is water coming from the top of the truck. As soon as I can get it to aim at the car on fire reliably, I will update.

Excellent screen, definitely made me laugh. Also brings up fond memories of early testing, when all I would do is blow stuff, then watch.

No medics yet (too busy with the business mod and.... you know, life), but the guys all have helmets now, and there is water coming from the top of the truck. As soon as I can get it to aim at the car on fire reliably, I will update.

This post has been edited by Prof_Farnsworth on Wednesday, Aug 10 2011, 06:03
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Prof_Farnsworth  
Posted: Friday, Apr 6 2012, 17:26
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UPDATE should be up soon. Recommended, see first post.
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LMS  
Posted: Friday, Apr 6 2012, 20:09
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Now I don't know how well this PTFX approach works (Sam told me), but I have the internal firetruck AI working for a very long time. If you are interested please let me know.
http://www.imagebanana.com/view/xd74px5m/w...arenoingame.jpg
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Prof_Farnsworth  
Posted: Friday, Apr 6 2012, 20:24
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QUOTE (LMS @ Friday, Apr 6 2012, 20:09)
Now I don't know how well this PTFX approach works (Sam told me), but I have the internal firetruck AI working for a very long time. If you are interested please let me know.
http://www.imagebanana.com/view/xd74px5m/w...arenoingame.jpg

This method works well for general effects like the explosions of people in my shooting range mod, but specifics like water geysers and such are tough (for me anyway) as I can't seem to find the right equation to point an object at a location.

I would be very grateful to know how to make the AI fire truck work, but have never been able to. I've tried everything from pointers to trig to get my created object to point at the burning/burnt car, but it is never consistent. I notice you have the actual cannon turning as well, impressive.

Any advice would be much appreciated.
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LMS  
Posted: Friday, Apr 6 2012, 20:36
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Well I'm not using any kind of PTFX effects, but existing code in IV to achieve this. This is done via C++ and assembly code and will require an additional DLL file to be used by your mod.
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Prof_Farnsworth  
Posted: Saturday, Apr 7 2012, 00:50
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QUOTE (LMS @ Friday, Apr 6 2012, 20:36)
Well I'm not using any kind of PTFX effects, but existing code in IV to achieve this. This is done via C++ and assembly code and will require an additional DLL file to be used by your mod.

I usually work in C# and am a beginner at best. I am not sure I would know how to trigger the other dll from my script, but I would like to try.

Thanks for the help.
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The Loot  
Posted: Saturday, Apr 7 2012, 01:59
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I can't remember from when I tested this awhile ago, but does it put out car fires when they haven't exploded? That's the one thing I'd love to have working.
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Prof_Farnsworth  
Posted: Saturday, Apr 7 2012, 03:29
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QUOTE (The Loot @ Saturday, Apr 7 2012, 01:59)
I can't remember from when I tested this awhile ago, but does it put out car fires when they haven't exploded? That's the one thing I'd love to have working.

It might, I am not sure. As the car usually explodes before the script calls for the fire to be out, I haven't tested this much.
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LMS  
Posted: Saturday, Apr 7 2012, 11:51
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QUOTE (Prof_Farnsworth @ Saturday, Apr 7 2012, 01:50)
I usually work in C# and am a beginner at best. I am not sure I would know how to trigger the other dll from my script, but I would like to try.

Thanks for the help.

Yeah, I'd provide you with an easy to use .NET interface for the underlying C++ function, so this should be no problem. Give me a couple of hours/days and I'll send you a PM with further details.
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Prof_Farnsworth  
Posted: Saturday, Apr 7 2012, 16:12
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QUOTE (LMS @ Saturday, Apr 7 2012, 11:51)
Yeah, I'd provide you with an easy to use .NET interface for the underlying C++ function, so this should be no problem. Give me a couple of hours/days and I'll send you a PM with further details.

Wow, take all the time you need. I really appreciate just having the help. I'll keep an eye on my PM's.
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gorgonut  
Posted: Sunday, Apr 8 2012, 11:20
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Would wou upload your new mods somewhere in order for us to download them until they are approved and released from gtagarage? mercie_blink.gif
I d like to test them asap... rolleyes.gif
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