Annoyed of having to search for guards around your prison? Annoyed of seeing wounded prisoners and no one healing them? Then this mod is for you! Call anyone, anytime!
Features:
-Dispatch a doctor to the scene (New update: Doctors will come even if very far away).
-Dispatch nearby guards to scene.
-Dispatch Many Guards (Basically brings guards from a larger area, good if you need guards for a remote location / if there is complete mess somewhere).
Things to come:
-Dispatch armed guards.
-Dispatch a K-9 Unit
-Dispatch a Single Guard to the scene.
Known Bugs:
-Guards will be summoned even if they are escorting a prisoner (which brings prisoner with them). I do not have any idea whatsoever how to fix this yet. Sorry. But I'll try and find something.
Credits:
Killpro
Special thanks to Trixi for the scripting lessons
Workshop Page: http://steamcommunity.com/sharedfiles/f ... =522933891
[MOD] Dispatch Mod
Moderator: NBJeff
-
- level1
- Posts: 14
- Joined: Tue Sep 08, 2015 12:08 am
Re: [MOD] Dispatch Mod
Good stuff!
I haven't tried your mod or seen your code... But... for skipping guards escorting prisoners you could maybe check if their Carrying.Id.i / Id.u are -1 before you decide to set a NavigateTo(x, y).
So with guard types try;
if obj.Carrying.Id.i == -1 then
obj.NavigateTo(x, y)
end
Anyway tnx! Will give your mod a go later on (to see what it does and if there's room for any improvements) !
I haven't tried your mod or seen your code... But... for skipping guards escorting prisoners you could maybe check if their Carrying.Id.i / Id.u are -1 before you decide to set a NavigateTo(x, y).
So with guard types try;
if obj.Carrying.Id.i == -1 then
obj.NavigateTo(x, y)
end
Anyway tnx! Will give your mod a go later on (to see what it does and if there's room for any improvements) !
-
- level1
- Posts: 14
- Joined: Tue Sep 08, 2015 12:08 am
Re: [MOD] Dispatch Mod
Brento666 wrote:Good stuff!
I haven't tried your mod or seen your code... But... for skipping guards escorting prisoners you could maybe check if their Carrying.Id.i / Id.u are -1 before you decide to set a NavigateTo(x, y).
So with guard types try;
if obj.Carrying.Id.i == -1 then
obj.NavigateTo(x, y)
end
Anyway tnx! Will give your mod a go later on (to see what it does and if there's room for any improvements) !
Thank you for that code. I'll play around with it and hopefully make it work!
Re: [MOD] Dispatch Mod
Np! I made a booboo I meant to say Carrying.i
I have taken a look in your mod and it would be a 2 line addition to yer guard script;
Also the first line "this.GetNearbyObjects ( "Guard", 30)" doesn't seem useful to me... Is it needed because your doing the stuff immediately from create? Or is it a remnant of unfinished testing or development?
I have taken a look in your mod and it would be a 2 line addition to yer guard script;
Code: Select all
function Create ()
this.GetNearbyObjects ( "Guard", 30) --This statement seems useless to me--
local guards = this.GetNearbyObjects ( "Guard", 30)
for guard, _ in next, guards do
if guard.Carrying.i == -1 then
Object.NavigateTo( guard, this.Pos.x, this.Pos.y )
end
end
this.Delete()
end
Also the first line "this.GetNearbyObjects ( "Guard", 30)" doesn't seem useful to me... Is it needed because your doing the stuff immediately from create? Or is it a remnant of unfinished testing or development?
-
- level1
- Posts: 14
- Joined: Tue Sep 08, 2015 12:08 am
Re: [MOD] Dispatch Mod
Also the first line "this.GetNearbyObjects ( "Guard", 30)" doesn't seem useful to me... Is it needed because your doing the stuff immediately from create? Or is it a remnant of unfinished testing or development?[/quote]
First of all, you are great! Thanks to you the mod is now updated and the bug has been removed. Secondly, yes, it is my beginning in scripting for mods so I have in fact realized that this line was useless. It has been removed with the new update.
Once again, thank you so much! Your name has been marked on the credits area.
Regards,
Native.
First of all, you are great! Thanks to you the mod is now updated and the bug has been removed. Secondly, yes, it is my beginning in scripting for mods so I have in fact realized that this line was useless. It has been removed with the new update.
Once again, thank you so much! Your name has been marked on the credits area.
Regards,
Native.
Re: [MOD] Dispatch Mod
Nice to know I was helpful in my response! 1 more bug squashed!
Re: [MOD] Dispatch Mod - please add link
I would love to use your link, but I don't use steam. Could you also provide a download link in the first post?
-
- level1
- Posts: 14
- Joined: Tue Sep 08, 2015 12:08 am
Re: [MOD] Dispatch Mod - please add link
dr.phees wrote:I would love to use your link, but I don't use steam. Could you also provide a download link in the first post?
If anyone could upload it on dropbox would be good as I cannot myself (or any other sites).
Re: [MOD] Dispatch Mod
I was going to offer you to host the file for you, but I thought, why not teach the wonders of internet:
You can hast a simple static webpage on github for free:
http://blog.teamtreehouse.com/using-git ... ur-website
Create a simple site, add a download link and, bam, you have your own website! And all the added github goodness
You can hast a simple static webpage on github for free:
http://blog.teamtreehouse.com/using-git ... ur-website
Create a simple site, add a download link and, bam, you have your own website! And all the added github goodness
Who is online
Users browsing this forum: No registered users and 13 guests