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New York Modification {In Progress}


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#2381 great guy

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Posted 09 January 2011 - 11:53 PM

its much diffrent,but i think it is great :) great job
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#2382 Xplorer4x4

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Posted 10 January 2011 - 12:05 AM

hm, decided to show you a screen of the GUI... its a screenshot took in the first tutorial stage (date of screenshot: 10/22/2010).
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as shown above it was a while ago we took this screen, the time brought changes... e.g. after we decided to make the chauffeur and the captain as single "actors" the talkie is just in the bar of the cpt. or the SCBA status is displayed in PSI now.
but you are going to see the current status on screens coming with the media package, may this screenshot smooth some ruffled feelings.

Any chance that the health status and scba status will be changed to a gauge read out rather then text?

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#2383 Jakethejake

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Posted 10 January 2011 - 12:35 AM

Good question. For super realism, the SCBA gauge would be a mini version of the Scott gauge. Also is the vibra-alert going to sound when a ff is out of air?

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#2384 great guy

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Posted 10 January 2011 - 12:38 AM

hey FFW TUT, will their be an Engineer on the engines/Trucks just to connect hoses and set up the ariel ladder?

another question, will their be a PASS alarm on the scba?
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#2385 njboy13

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Posted 10 January 2011 - 12:39 AM

Well, he said there is a chauffeur, which is an engineer, so I assume that would be one of its duties.
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#2386 DamageInc251

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Posted 10 January 2011 - 01:37 AM

another question, will their be a PASS alarm on the scba?

Why would you want a pass, it'd get annoying and you would have to constantly move every firefighter so they wouldn't keep going off, and at a big fire it'd be near impossible to keep track of every one.

#2387 great guy

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Posted 10 January 2011 - 02:20 AM

Well, he said there is a chauffeur, which is an engineer, so I assume that would be one of its duties.

Thanks
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#2388 PFAexplorer

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Posted 10 January 2011 - 02:21 AM

If you want to get technical (and they get very technical) the firefighter would have to not only have on the SCBA but the mask as well, so not too many FF's to keep moving ;)

#2389 great guy

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Posted 10 January 2011 - 02:21 AM

Why would you want a pass, it'd get annoying and you would have to constantly move every firefighter so they wouldn't keep going off, and at a big fire it'd be near impossible to keep track of every one.

That is true it would get annoying
but realistic
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#2390 Hex

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Posted 10 January 2011 - 02:44 AM

I think a pass would be good if a ff goes down

#2391 TacticalRooster22

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Posted 10 January 2011 - 03:02 AM

I just saw the new GUI...it looks like each firefighter is assigned to a truck. So you have to keep track of the men, like not put them in the wrong truck? :gruebel:

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#2392 swatlord

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Posted 10 January 2011 - 03:42 AM

Why would you want a pass, it'd get annoying and you would have to constantly move every firefighter so they wouldn't keep going off, and at a big fire it'd be near impossible to keep track of every one.

You could set it up to go off only when the the firefighter goes down. I'm looking at trying to do just that
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#2393 erfd

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Posted 10 January 2011 - 04:14 AM

Pass is included they said.

#2394 Ferras

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Posted 10 January 2011 - 04:52 AM

I have no idea about what anyone is saying. Will a PDF file be included explaining the mod and have included the terminology of these abriviations and such? I think it may be way too big for this wall to have everything explained in detail.
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#2395 erfd

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Posted 10 January 2011 - 04:59 AM

They said that there will be a large training center you have to do that will explain it all for ya. A PASS is the alarm that goes off on a fire fighter SCBA Tank if they don't move for a little amount of time.
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#2396 firefighter111

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Posted 10 January 2011 - 05:13 AM

color of the leathershield is like in real, also like showed in the screen of the GUI by clicking on the unit you see what truck it belongs to

What I meant was would there be some other way to tell which rig they came off of so that way you don't have to click on each ff individually to return him to his rig, or are you guys adding a recall button to each rig to allow the crew to return.

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#2397 wasim12

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Posted 10 January 2011 - 06:02 AM

When this mod gets released, will it be EMP's record-holder for longest to create?

#2398 Xplorer4x4

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Posted 10 January 2011 - 06:35 AM

I have no idea about what anyone is saying. Will a PDF file be included explaining the mod and have included the terminology of these abriviations and such? I think it may be way too big for this wall to have everything explained in detail.

They have said you will have to complete several tutorial missions for each department before starting the actual game play.


When this mod gets released, will it be EPF's record-holder for longest to create?

This site is usually called EMP, but yeah I believe so.

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#2399 wasim12

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Posted 10 January 2011 - 06:39 AM

They have said you will have to complete several tutorial missions for each department before starting the actual game play.



This site is usually called EMP, but yeah I believe so.


Lol, yea but at the time I forgot the abbreviation so I just thought of that, thanks anyways.

#2400 keepachris

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Posted 10 January 2011 - 11:15 AM

To end the money debate,

If you create your own content, include an exe, yeah you can charge for use of YOUR stuff. As long as you don't offer the game with it. If you do, that's the illegal part. Debate ended. No more. At all.

As for comman dysmbols, I can't speak for sure, but I think they are done with those almost, or will be shortly


thanks for clearing that up it was a question not a comment :)