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West Midlands Mod (In Progress)


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Poll: West Mids Poll (74 member(s) have cast votes)

Manual or Automated commands?

  1. Voted Manual (36 votes [48.65%])

    Percentage of vote: 48.65%

  2. Voted Automated (38 votes [51.35%])

    Percentage of vote: 51.35%

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#261 Kookas

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Posted 27 March 2010 - 08:55 PM

I guess if I can make the Prime Mover work, I can make bikes and such work too, they can all use the same script, you just play the person getting off/on animation and then you spawn the person by the bike.

I thought paramedics on bikes was only a London thing. I guess not.

^ what he said


#262 BritishArmyReserveCadets

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Posted 27 March 2010 - 09:00 PM

and pedal bike- dont forget to put the speeds at 10mph , since when has a pedal bike gone at 100mph - unless it had nitros or was rode by a robot - if you are adding the patrol command like in the LA Mod make sure the pedal bike drives/is riden on the path or the side of the road and that the rider puts his arm out to say which direction he/she is going (MORE realism)

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#263 Kookas

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Posted 28 March 2010 - 03:08 PM

About the arm directions, well, I don't know if its possible, I think the driving AI is hardcoded and as such there is (probably) no isSteering() or similar. Although Hoppah made his motorbikes tilt when they turn, if I'm not mistaken, so maybe...

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#264 BritishArmyReserveCadets

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Posted 28 March 2010 - 05:09 PM

will you put in that the pedal bikes drive on paths and the side of the road (make a special street that the pedal bikes follow - what i sould suggest)

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#265 Kookas

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Posted 28 March 2010 - 10:48 PM

Fire engine in-game screenshots added to first post.

^ what he said


#266 randomperson139

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Posted 28 March 2010 - 10:51 PM

It looks amazing! :12:
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#267 Forensics

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Posted 28 March 2010 - 11:12 PM

They all look my stunning! :gut: :gut:


#268 Kookas

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Posted 29 March 2010 - 11:34 AM

I think it might be better to use animations for the equipment doors than to use normal doors... that way, I can get it how I want it (not clipping through the roof or anything). It would be set up so that when a fireman goes to get some equipment, the door would open, and when the fire engine is sent home, it shuts again. Also, there won't be any ghost cars here, I'm afraid - I will make the Move command unable to work without someone inside the car. Hopefully, I will also be able to make fire engines have limited water tanks with the amount lost per second varying based on how many hoses are in them at any one point. The PRLs can, in real life, have a total of six hoses in them at any one time, but only carry two reels of hose, and of course, the more hoses, the faster the tank empties. I don't know if fire engines can be made to allow six hoses on them in this game. I hope so.

Also, can someone please explain what vehicle type I would need to set a PRL to? There are about 8 different fire vehicle TaskForce types (can't check right now). Some assistance would be greatly appreciated :)

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#269 Forensics

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Posted 29 March 2010 - 11:42 AM

Sounds great! :12:

I'm sure I remember someone saying that you shouldn't have more than 4 hose connections to a truck but I can't remember the reason.


#270 randomperson139

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Posted 29 March 2010 - 12:01 PM

Sounds brilliant :gut:
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#271 Kookas

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Posted 29 March 2010 - 12:08 PM

Sounds great! :12:

I'm sure I remember someone saying that you shouldn't have more than 4 hose connections to a truck but I can't remember the reason.


2 reasons I can think of:
1 - it gets into a big mess
2 - tank would usually run out very fast irl

Another possible reason is that maybe it freezes the truck so that even after removing the hoses the truck is rendered immobile.

Well, if six is too much, four will have to do.

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#272 Forensics

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Posted 29 March 2010 - 12:12 PM

2 - tank would usually run out very fast irl

Usually fire engines only have a small tank and are designed to be hooked up to a hydrant so the engine only pumps the water. That would be cool in the mod, if you could get it working.

Another possible reason is that maybe it freezes the truck so that even after removing the hoses the truck is rendered immobile...

Yeah that might be it. I will have a search for it, I think it was something to do with the games limits or I could be imagining things. :P


#273 scrivs

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Posted 29 March 2010 - 12:26 PM

The dispatch system sounds awsome!

In regards to the ISU (incident support unit) mobilised on make pumps 5, the units basically carry extra lighting, ground monitors, salvage sheets, barrier tape/cones, aqua-vac's (large industrial size vacuum cleaner capable of sucking up water) all the general bits and bobs you need at a job (picture attached).

West Mids now have their own welfare units, which were converted from the 1984 command units, not sure where these are based but go onto large jobs when requested.

I shall send you over some more info and pictures on the pods Kookas :)

Regarding the BA emergency crew. These are normal PRL's, with a trained crew in emergency BA rescue at selected stations. They are proposed for the job not in distance, but the closest available BA emergency trained crew with a Watch Commander A (Sub O in old money) with 5 riders. Cradley are usually the BA emergency crew for the South Brum area (Kings Norton, Northfield, Billesley, Woodgate, Bournbrook) and B3 Coventry are usually for the Solihull, Sheldon, Bickenhill side. Picture attached of Cradley's machine (their old one) at a make pumps 10 in Kings Heath a few years ago. And seing as this mod is in kings heath! a pic of the job which was on Grange Rd.

#274 Kookas

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Posted 29 March 2010 - 12:36 PM

Maybe, then, it might be better to not have a limit, to simulate the hydrant being attached.

Possible idea:
1. Select the fire engine
2. Click on the Source Water command and then on the hydrant
3. The engine drives to the hydrant, and then cannot be moved until either it is sent home (automatically detaches the hydrant), or the Remove Source command is used.

It might not be ideal, but it makes some sense :)

The internal tank would last for 10.5 seconds with one hose when full. For every additional hose, 1.75 is subtracted from its duration. All values are approximate.

Also, regarding the pedal bike speed, of course I will make it cycle at that speed, why would I make it go at 100 mph?

Scrivs, I only just saw your post. Thanks for the help. Extra lighting, very easy to sort out.

Ground monitors, however... Essex mod has these planned, but I don't know if it can be scripted to work, really. Tape, well, I don't believe it can be done properly, however, it would be possible as objects, but I think solid barriers and cones would work better.

Looking forward to the extra info.

^ what he said


#275 dyson20

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Posted 29 March 2010 - 05:06 PM

Maybe, then, it might be better to not have a limit, to simulate the hydrant being attached.

Possible idea:
1. Select the fire engine
2. Click on the Source Water command and then on the hydrant
3. The engine drives to the hydrant, and then cannot be moved until either it is sent home (automatically detaches the hydrant), or the Remove Source command is used.



would you be able to make it so that a firefighter gets a hose conects it to the engine then runs to the hydrant and keep the limit so that you have to connect it this way to keep it realistic

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#276 Kookas

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Posted 29 March 2010 - 06:19 PM

I think that might be very difficult, but I will see how flexible the hose functions are...

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#277 BritishArmyReserveCadets

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Posted 29 March 2010 - 06:22 PM

are some of the models going to be sharp (not many polygons) so they end up looking like Hampshire and some of essex's units (VERY SHARP(no offence to these mods) , or is it going to be many polygons and nice smooth units so they end up like LA Mod - like proper emergency units

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#278 randomperson139

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Posted 29 March 2010 - 06:33 PM

are some of the models going to be sharp (not many polygons) so they end up looking like Hampshire and some of essex's units (VERY SHARP(no offence to these mods) , or is it going to be many polygons and nice smooth units so they end up like LA Mod - like proper emergency units

Look at the units in the first post. They are very good models :)
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#279 Tian318

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Posted 29 March 2010 - 06:54 PM

are some of the models going to be sharp (not many polygons) so they end up looking like Hampshire and some of essex's units (VERY SHARP(no offence to these mods)


I take no offense, but i think you haven't looked at the Essex mod for a time now :prop:


And kookas the models look great, and you have some very good idea's.
Just hope you don't lay the bar to high(beyond your own capabilities.)

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#280 Kookas

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Posted 29 March 2010 - 10:19 PM

Well, I could use and did consider using Essex mod style models, but I decided to make them as in LA mod, because although I don't see any other mods as competition, I do see them as "role mods", ideal mods that I would like mine to be like when it grows up.

I don't mean any offence to you Tian - what I mean by Essex Mod style is using photographs for the whole vehicle - I prefer to create my textures from scratch, with some exceptions such as the equipment in the fire engine.

As for the standard for this mod, I want to push myself and see this happen. I don't think any of it is beyond my capabilities, I think I will be able to do it, and I will certainly at least give it a good try :P. I have a fair bit of scripting experience in some other languages, mainly Lua, some web-based languages and ActionScript, and despite the fact that I don't have any patience for computer problems, I have a lot of patience when it comes to productive things like this. I know everything I hope to do is possible, with the exception of the Water Sourcing commands for the fire engine which I am not so sure about.

^ what he said