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New York Modification {In Progress}


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#2241 Xplorer4x4

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Geschrieben 16 Dezember 2010 - 08:41

*shines Banhammer 9.0B, okey I think the point was made, can we get back on topic.

Things like this make me less active. We are discussing an aspect of the mod and therefore we are actually on topic, but yet you threaten to ban people even though we are not breaking a rule.

you can already do that, just send the people to the hospital in order of their injuries, unless you want something like the different colored tarps and stuff.

I think maybe he meant like the MCU of the old EM1 game( i think) where you installed it, and a over hang was deployed with a bunch of tables. Then you could have your doctors stand in there, treat patients, and focus on having stretcher crews move the patients to the triage area rather then treating them where they lay.

there is no hospital on the map, no need for with our concept

Care to elaborate? Unless ambulances just go off screen, and then return to station, I cant imagine another way of doing it. Personally I would much rather see a hospital then the method I just described.

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#2242 MikeyPI

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Geschrieben 16 Dezember 2010 - 08:48

Things like this make me less active. We are discussing an aspect of the mod and therefore we are actually on topic, but yet you threaten to ban people even though we are not breaking a rule.



Quotes full self for ya..

Posted 07 December 2010 - 08:36 PM

*shines Banhammer 9.0B, okey I think the point was made, can we get back on topic. It is their mod and their option to either release more information to the public or keep it more to themselves, allow them to decide which they wish to do=)


So no, what was being discussed was give us more info/post updates which was already asked and answered by the mod makers.. so No next time try not to be "selective" in what you quote, it is pointless. Be less active if you so desire but don't use such weak excuses to justify it.

Elas, Back onto the topic of the mod which you so rudely have disrupted trying to take a jab=)

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#2243 Jakethejake

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Geschrieben 17 Dezember 2010 - 12:36

Question. How bad will traffic be in this mod? Also will units be able to respond from more than one spawn point if they are coming from off the map?

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#2244 Station27

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Geschrieben 17 Dezember 2010 - 01:04

quote name='Jakethejake' timestamp='1292542597' post='185731']
Question. How bad will traffic be in this mod? Also will units be able to respond from more than one spawn point if they are coming from off the map?
[/quote]
Angehängte Datei  untitled.jpg   0bytes   375 Anzahl der Downloads[

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#2245 Jakethejake

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Geschrieben 17 Dezember 2010 - 01:46

Thanks man. Yeah, I've seen that pic. It's from a while back, so I was wondering if anything had changed. I'm gonna go on record and say that too much traffic makes the game less fun. Also it would be cool if you could direct units coming from off the map to respond from a different direction. This would help get around some of the traffic issues.

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#2246 Newfoundking

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Geschrieben 17 Dezember 2010 - 02:39

That is an old old old picture, and it was also put together in the editor, and is not real, that many cars would make your game cry

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#2247 erfd

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Geschrieben 17 Dezember 2010 - 02:42

If I remember right, they said they have option you can choose on traffic levels. I remember them saying they have a script where if a car is stuck for more than 5 sec it would dissapear, but that was a while back.

#2248 Jakethejake

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Geschrieben 17 Dezember 2010 - 02:58

If I remember right, they said they have option you can choose on traffic levels. I remember them saying they have a script where if a car is stuck for more than 5 sec it would dissapear, but that was a while back.


If that is true, than that is great news.

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#2249 Xplorer4x4

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Geschrieben 17 Dezember 2010 - 07:43

Yes, its been stated many times there are various options for traffic density.

Quotes full self for ya..


So no, what was being discussed was give us more info/post updates which was already asked and answered by the mod makers.. so No next time try not to be "selective" in what you quote, it is pointless. Be less active if you so desire but don't use such weak excuses to justify it.

Elas, Back onto the topic of the mod which you so rudely have disrupted trying to take a jab=)

There was no jab. Quote the whole post all you want, but if I wanted to take a jab I'd more then likley call you an asshole or something along these lines. It would not be some subtle hint. You should know this. ;)

As per the whole post, sure, as I see it, selective or not, did you not threaten to ban people for being off topic? Was the off topic discussion you were referring to the content about discussing how the updates should be handled and questioning things like they post information about things they can not accomplish? It's still related to the mod in some way or another. Hypothetically speaking, if it really was that far OT, whats it really hurting? Not like we have anything new to talk about as we're rehashing things like traffic desnity for the millionth time now.

Now, I can't agree more that we are off topic here now. We can continue if you like, after all not much to discus about the mod atm, but frankly I am sure you and I can find better things to do with our time.

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#2250 FFW TUT

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Geschrieben 17 Dezember 2010 - 05:12

Question. How bad will traffic be in this mod? Also will units be able to respond from more than one spawn point if they are coming from off the map?

you can choose between three different traffic levels, cars which stuck somewhere disappear after 15 seconds
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#2251 PFAexplorer

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Geschrieben 17 Dezember 2010 - 07:38

cars which stuck somewhere disappear after 15 seconds



amazing :xmas:

question; when you have a car fire and the fire is out, if the car is left there to be picked up by DOT will it disappear after a while?

#2252 FDNY Squad 55

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Geschrieben 17 Dezember 2010 - 07:51

you can choose between three different traffic levels, cars which stuck somewhere disappear after 15 seconds

Sounds great. :)
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#2253 Station27

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Geschrieben 17 Dezember 2010 - 10:51

Will every station other than the one for Squad 61 be on the map what about the NYPD any special scripts for them.

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#2254 Xplorer4x4

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Geschrieben 17 Dezember 2010 - 11:01

Will every station other than the one for Squad 61 be on the map what about the NYPD any special scripts for them.

There wont be A map per say. They havent gone into great detail about it but there will be various maps to represent the various parts of NY City like China Town could have a map, as well as Bronx, and Manhattan.

FF/Tim, I know you guys have said that your load times should be about one minute, but I dont think anyone has asked what you guys suspect the total size of the mod to be? LA Mod comes in around 200 MB, and same for RTS, Winterburg comes in at just under a gigabyte, so I am a bit curious to see just a rough idea of where this mod stands in terms of storage space.

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#2255 TacticalRooster22

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Geschrieben 17 Dezember 2010 - 11:29

I have a good computer, so it shouldn't be a problem for me. As long as loading is fast, then it's fine. I'm sure it'll take up a lot of space though... :gruebel:

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#2256 Guest_nerd in nyc_*

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Geschrieben 18 Dezember 2010 - 12:22

Does FDNY send EMS supervisors if there is an FDNY firetruck on scene but a hospital/private ambulance?


I almost positive not because 1)an FDNY engine is not an FDNY EMS unit, 2)the FDNY is not responsible for what the private hospitals do.


Depending on the job, i.e. possible cardiac arrest, FDNY EMS supervisors (known as Conditions Officers) will be assigned the job or flag themselves. Conditions Officers are supervisors for every single EMT and Paramedic in the 911 system. They can write up anybody in the 911 system, FDNY or Hospital EMT/Medic. Hospitals that run 911 buses do have supervisors, but can only write up their own employees. It used to be that supervisors had the same power as conditions but that was changed a long time ago.

Just a little nice tid bit of info, if the operation is Fire, Hazmat, MVA, or Rescue, the Fire boss is in charge of the scene and the Conditions officer is only in charge of triage and patient care/transport. If it is a medical job, conditions is in charge.

#2257 Xplorer4x4

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Geschrieben 18 Dezember 2010 - 01:25

I have a good computer, so it shouldn't be a problem for me. As long as loading is fast, then it's fine. I'm sure it'll take up a lot of space though... :gruebel:

Well I have close to 5 TB worth of storage(combined) so it shouldnt be a problem for me either :P I was just curious to see how the size turns out.

FF/Tim, will you guys be hosting the mod on a dedicated server of some sort, or will you be using free hosts like rapidshare, or will you use the EMP download center?

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#2258 erfd

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Geschrieben 18 Dezember 2010 - 02:13

you can choose between three different traffic levels, cars which stuck somewhere disappear after 15 seconds

Does this happen if a unit/squad is stoping traffic?

#2259 Station27

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Geschrieben 18 Dezember 2010 - 02:58

Does this happen if a unit/squad is stoping traffic?

Most likely not the scripting will probably be so precise that it can distinguish between being stuck and being stopped

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#2260 firefighter111

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Geschrieben 19 Dezember 2010 - 09:50

amazing :xmas:

question; when you have a car fire and the fire is out, if the car is left there to be picked up by DOT will it disappear after a while?

you have to pick it up in every other mod so why wouldn't you have to in this one?

There wont be A map per say. They havent gone into great detail about it but there will be various maps to represent the various parts of NY City like China Town could have a map, as well as Bronx, and Manhattan.

China Town is part of Manhattan.

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