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New York Modification {In Progress}


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#1841 Jakethejake

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Geschrieben 11 Oktober 2010 - 01:15

You might not be able to raise the ladder where the truck is parked though, so having manual controls wouldn't fix not positioning a truck correctly.


Yeah, I hear you. The ladder did go up. Sometimes it just doesn't rotate. The guy in the bucket or on the stick will turn instead. This is great for a small job, but for a larger fire, my truck companies end up being almost useless. Most times I try to nose in to the fire with my truck or tower, so that I can get the best angle. Sometimes it works, sometimes it doesn't. If it can't be fixed, then so be it. I am throwing out suggestions that would help make the playability of this mod better than those before it. FDNY is big on truck and tower work, so it would make sense that the game would give us the best ability to use these rigs. I see on the video that there will be roof work and that the sticks can ladder windows and roofs. That is great! I would like to see the towers get some of the same physics upgrade, that's all.

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#1842 firefighter111

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Geschrieben 11 Oktober 2010 - 01:38

Yeah, I hear you. The ladder did go up. Sometimes it just doesn't rotate. The guy in the bucket or on the stick will turn instead. This is great for a small job, but for a larger fire, my truck companies end up being almost useless. Most times I try to nose in to the fire with my truck or tower, so that I can get the best angle. Sometimes it works, sometimes it doesn't. If it can't be fixed, then so be it. I am throwing out suggestions that would help make the playability of this mod better than those before it. FDNY is big on truck and tower work, so it would make sense that the game would give us the best ability to use these rigs. I see on the video that there will be roof work and that the sticks can ladder windows and roofs. That is great! I would like to see the towers get some of the same physics upgrade, that's all.

That actually brings up a question I have. Will we be able to go up on all the roofs, and if so, how will you do the enterable buildings, since the roof on it disappears when you have units in it.

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#1843 LACityFFengineCo287

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Geschrieben 11 Oktober 2010 - 02:28

Will we be able to zoom out or in far enough to see the empire state building if it's on there. Also, can we zoom in farther or will we have to change the em4.cfg (or whatever it's called) file?



More zooming out would be great! One thing that I hope that they adjust is the range on the tower ladders. Perhaps they could add commands to raise/lower, rotate left/rotate right, and turn on/off the water. I had a situation in the LA Mod today where I was parked right next to the building, and my tower couldn't put water on it, because the tower wouldn't rotate 45 degrees. Manual functions would allow us to operate with a bit more efficiency. I also find that the range on the tower and ladder pipes is a bit short. I can shoot an engine deck gun over a one story building to hit another building, but many times I can't raise the ladder up above a building to shoot down on the building next to it. I am also hoping for some fires where the fire is on an upper story, and ladders/towers have to be used. Maybe 8, 9, or ten stories or so. The LA Mod has only one or two buildings where the ladders are a must use. Hopefully these changes are coming.

The camera is a modification to the script in the main part of EM4/911FS. There are some posts of what people use. It's not part of the mod files for camera angles as far as I understand, so search in the search bar for camera mod, and you should have it. More than likely, manual functions wouldn't go over well with the hard codes built into the game >.< it was already stated before, but it would basically be scripting out a whole new game, which would make it more than just a modification for the pre existing game, and take forever to download, and may add on a cost. There are still limitations that they have, even though they've done quite a few of the things believed to be impossible at one time with advanced scripting.
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#1844 Jakethejake

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Geschrieben 11 Oktober 2010 - 04:06

The camera is a modification to the script in the main part of EM4/911FS. There are some posts of what people use. It's not part of the mod files for camera angles as far as I understand, so search in the search bar for camera mod, and you should have it. More than likely, manual functions wouldn't go over well with the hard codes built into the game >.< it was already stated before, but it would basically be scripting out a whole new game, which would make it more than just a modification for the pre existing game, and take forever to download, and may add on a cost. There are still limitations that they have, even though they've done quite a few of the things believed to be impossible at one time with advanced scripting.



That's cool. I certainly appreciate all of the changes that have been made. I have no background in computer programming, so I'm just throwing out ideas. I'm sure that I will be very happy with the mod.

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#1845 Officer Will Troll

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Geschrieben 11 Oktober 2010 - 06:13

--------Incoming Suggestions(7)--------Long Read--------

Following

So, just tonight a few minutes ago, I just got finished playing the LA Mod. My 2 other friends on xbox live were playing it and we were all doing endless games/challenges/missions.

So, we're playing and me and my friend Pat we're talking about how we take a specific part of the map in LA Mod, and clear it out, and make it "Disaster Relief". I had a riot which ended with alot of fatality's (I like to use guns...alot) but unfortunatly, that area was hazardous + on fire. Hazmat was on there way there and working but there were alot of downed people there. So, I used coast guard helicopters to evac the downed persons to disaster relief where they were EMS with medics and MCU's and coroners waiting. However I was also getting various other calls, one was "Fight in Progress". So I sent over a cruiser and an ambulance. Which is where I complained that I had to hold CTRL and click both and then click to the incident area. Pat was thinking the same thing and was about to say it aswell.

Shortly after, we did the "VIP Escort" mission again for fun, and noticed that you can make helo's "Follow" the transport cars (which are done in a convoy which is what Im getting at).

From there, we thought of a GREAT addition to the NY mod.

First, I'd like to pronounce that this addition should be available for ALL units.

Secondly, we have not agreed upon the specific system as there are many different ideas. Ultimately, you guys are the ones creating the mod, so if you decide to add this, its up to you how you add it.

Thirdly, we're pretty sure this is possible, (if not all sure, blame Pat, hes a tard).

The Suggestion is to add a command for ALL UNITS that will allow them to follow each other. You should be able to do it to vehicles aswell as the personell. So if I have a medic and a stretcher, I can have the stretcher follow the medic, which will follow the officer, which will lead them to the incident/injured.

Similarly with vehicles, however with vehicles, ALL vehicles that are in the said "Convoy" should be the same speed. So I dont have my cruisers reaching the scene with my MCU still 4 blocks away. They should move at the same pace during this so that everyone keeps together.

When you want to stop the convoy/follow, have another button that will end the follow.

Why should we add this?

Well, first its realistic.

Second, its useful.

Third, convoys are win.

Fourth, it will allow us to make "Squads".

Fifth, you want to make the mod better right?

Let me show you some possibilites that can be done via this addition:

1. OCD FBI: Barricaded Suspects with Hostages.

You block off the area, NYPD surrounds the building. MCU is standing-by. The negotiator attempts to negotiate with the suspects. The suspect is requesting a getaway car (or more for more robbers), a money briefcase, and immunity (so he can escape to the airport). You decide that you do not have the resources to let him get away, and you cant stop him in a chase, too many lives to be risked. The SWAT of New York arrive on scene. You decide you're going to go in an apprehend the suspects. You use the follow command to create a squad of SWAT to rush in. You bust in and the suspects surrender. You clear the final room, it has 1 suspect, he fires, SWAT fires, he loses. You then walk the apprehended suspects outside where a transport van has just arrived. You load the suspects into the van, and then order the van to "Follow" a cruiser. You then take a second cruiser, and order it to "Follow" the van. You send the first cruiser to the station which the van and second cruiser follows. The van will unload and you will have successfully apprehended suspects with SWAT, and then used a convoy to make sure the suspects arrive to the station.

2. Stroke

You choose the amulance to follow your cruiser. The cruiser will guide the ambulance to the incident so you only have to click to move the cruiser. You can then make the stretcher follow the medic so the medic will go stablize the person, while the stretcher is there to pick them up. Which is good so you can also enter and if needed (say its a criminal injured), police can escort the ambulance (for realism effect).

3. Fire

You can set up squads of fire trucks for different fires. So if I have a bush fire by some woods, I can send a squad specialized for stopping fires with woods and a high chance of moving compared to a squad for handling a fire in an isolated building.

Improve the usage of weaponry

In the LA Mod, the usage of assault rifles and submachine guns were like using a sniper rifle. Allthough this is good to get accurate shots, its a pain. It generally causes lag. It also forces you to have your unit crouch, aim, then fire. In the NY mod, it should be used much like handguns. Simply click to fire and your units will automatically start firing onto the target, less lag, no annoying crosshairs, and then your units can still stand and move.

Responding to Calls

In the LA Mod, we've seen that if you use say the Battalion Chief, to call in a cruiser and an ALS Ambulance, they will send the nearest unit on stand-by or patrolling. In the NY Mod, can we try to see if we can make it so when you get an OCD:, the nearest unit that can be of assistance (up to 1 unit) will respond. I.E. If you have someone suffering a stroke, the nearest cruiser and ambulance should respond (if on stand-by, or patrolling). It would decrease wait time and make less to worry about doing.

Random Events

I believe besides your random OCD:'s, maybe random events can be added. Like I mentioned earlier with the suspects convoy, maybe occassionally an armed person or persons would attack it? Or other random ones that aren't OCD'd but will ruin your game plan if you dont handle.

More Negotiator Uses/Question Suspects

Really, what do you currently use the negotiator for? Not much. A barricaded suspect? I dont even use him then cause they always want a getaway car, which is easily stopped and I found a tactic that will allow me to send SWAT and stop them in their tracks. So, why not more uses? If theres a riot, use it on the person with the sign. There might be a chance he will drop the sign and walk away, or he'll continue and you'll have to use force. Or maybe theres someone suicidal, and you'll use the negotiator on them. Theres a chance they may agree and stop, or they'll ignore it and you'll have to use force. So if they agree it you can arrest them for their safety.

Questioning, why the fuck was this even added? Its never used. Maybe you guys can implement a use for it? I dont really know, I thought it'd be cool if there was a use, but there really isnt any now. Just an idea.

(Possibly)More Traffic Stop Dication

Really doesn't have to be explained. Just a random thought appeared when typing in the thread.

More Enterable Buildings

As the title reads. Doesn't need explanation

Outro

So, thats it guys. These are various ideas me and my crew thought of. We're big fans of 911 and the LA Mod, and when we heard about the NY mod, we were excited (I was most, I live in NY <3). We thought these are mostly possible and many will have the same ideas/intrests.


~Will

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#1846 MikeyPI

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Geschrieben 11 Oktober 2010 - 07:36

To be totally honest with you anyone who's ever pulled "convoy" duties will tell you, we're not all created equal, the sedans can "outpace" us suv's even with our added weight and power we've still got the disadvantage trying to keep pace with the smaller more agile cars, they can simply outmaneuver us. Such is why in the orig game big trucks are "slower" than cars, it's to try to retain that realism, in reality yes in a straight shot we can keep pace with the cars... but on a turn they simply outclass us on maneuverability, EM's answer to this is to slow down "heavies" in general, unrealistic as it may be.... it's what the original engine has for the solution to this issue.

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#1847 EM4life

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Geschrieben 11 Oktober 2010 - 08:07

Will, what you said sounds great but a few things hinder that being done here. 1-like Mikey said, the larger vehicles will always be slower than the small vehicles and, 2- you might want to suggest this to the real NY Mod, they've gotten tons of new, and previously thought impossible things, into their mod (not actally done yet...). They'd be the ones to talk to, not Dyson and his small submod of mainly reskins. I'm not trying to be pessimistic but you have to look at the facts.

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#1848 RYAN433PK

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Geschrieben 11 Oktober 2010 - 08:14

Try not to use the f word, I don't know if its a rule but its not appreciated.
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#1849 Officer Will Troll

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Geschrieben 11 Oktober 2010 - 09:27

EM4Life - I thought this was the mod? The real one as you say? It looks the most professional from what I've seen. Link?

Mikey - So its not possible to maybe even slow down the quicker cars when they're being followed to the ones following OR speed up the slow cars when they're following something? These are not possible?

Ryan - I apologize, I try not to cuss, but from my background, we cuss often, and in my community here, cussing is as natural as communication. I'll try not to cuss so much but please bare with me, its how I am generally.

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#1850 aitor

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Geschrieben 11 Oktober 2010 - 10:47

Will, I agree with 2.STROKE, 3.FIRE, More Enterable Buildings and Improve the usage of weaponry points but in the last one in my opinion aim is fun. Anyway I think that is a good Idea.
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#1851 great guy

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Geschrieben 11 Oktober 2010 - 04:50

will that was a great idea. :popcorn: but i do wonder how you will have units in a building and on the roof?
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#1852 MikeyPI

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Geschrieben 11 Oktober 2010 - 05:48

[color=blue]
Mikey - So its not possible to maybe even slow down the quicker cars when they're being followed to the ones following OR speed up the slow cars when they're following something? These are not possible?
[color]


In this game the way it works is the speed is set for the cars in their unit file, so in order to "slow" down a faster vehicle it would have to change from the original vehicle it was into a new one that is subsequently slower if it were leading another car in order to remain "in line". A faster vehicle can follow a slower one it will just tailgate then stop then resume and repeat without doing this, but if they don't have the exact same speed that is what they do, they either tailgate then stop or simply get outran by the faster one. The only way to prevent this is to ensure they both go the same speed all the time or to swap the prototype to a new unit for the duration of it's "duty" Fairly easy to do in a mission but in Freeplay that'd be alotta duplicate vehicles you'd have to have to ensure they all were "equal" for that situation, but under normal conditions the larger slower vehicles still retained their normal sluggish speed for the sake of "realism" (even if it is unrealistic how this game handles speed, it should've been done that the big ones just slow down more for turning and such but its not how the game works).

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#1853 Station27

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Geschrieben 11 Oktober 2010 - 07:10

--------Incoming Suggestions(7)--------Long Read--------

Following

So, just tonight a few minutes ago, I just got finished playing the LA Mod. My 2 other friends on xbox live were playing it and we were all doing endless games/challenges/missions.

So, we're playing and me and my friend Pat we're talking about how we take a specific part of the map in LA Mod, and clear it out, and make it "Disaster Relief". I had a riot which ended with alot of fatality's (I like to use guns...alot) but unfortunatly, that area was hazardous + on fire. Hazmat was on there way there and working but there were alot of downed people there. So, I used coast guard helicopters to evac the downed persons to disaster relief where they were EMS with medics and MCU's and coroners waiting. However I was also getting various other calls, one was "Fight in Progress". So I sent over a cruiser and an ambulance. Which is where I complained that I had to hold CTRL and click both and then click to the incident area. Pat was thinking the same thing and was about to say it aswell.

Shortly after, we did the "VIP Escort" mission again for fun, and noticed that you can make helo's "Follow" the transport cars (which are done in a convoy which is what Im getting at).

From there, we thought of a GREAT addition to the NY mod.

First, I'd like to pronounce that this addition should be available for ALL units.

Secondly, we have not agreed upon the specific system as there are many different ideas. Ultimately, you guys are the ones creating the mod, so if you decide to add this, its up to you how you add it.

Thirdly, we're pretty sure this is possible, (if not all sure, blame Pat, hes a tard).

The Suggestion is to add a command for ALL UNITS that will allow them to follow each other. You should be able to do it to vehicles aswell as the personell. So if I have a medic and a stretcher, I can have the stretcher follow the medic, which will follow the officer, which will lead them to the incident/injured.

Similarly with vehicles, however with vehicles, ALL vehicles that are in the said "Convoy" should be the same speed. So I dont have my cruisers reaching the scene with my MCU still 4 blocks away. They should move at the same pace during this so that everyone keeps together.

When you want to stop the convoy/follow, have another button that will end the follow.

Why should we add this?

Well, first its realistic.

Second, its useful.

Third, convoys are win.

Fourth, it will allow us to make "Squads".

Fifth, you want to make the mod better right?

Let me show you some possibilites that can be done via this addition:

1. OCD FBI: Barricaded Suspects with Hostages.

You block off the area, NYPD surrounds the building. MCU is standing-by. The negotiator attempts to negotiate with the suspects. The suspect is requesting a getaway car (or more for more robbers), a money briefcase, and immunity (so he can escape to the airport). You decide that you do not have the resources to let him get away, and you cant stop him in a chase, too many lives to be risked. The SWAT of New York arrive on scene. You decide you're going to go in an apprehend the suspects. You use the follow command to create a squad of SWAT to rush in. You bust in and the suspects surrender. You clear the final room, it has 1 suspect, he fires, SWAT fires, he loses. You then walk the apprehended suspects outside where a transport van has just arrived. You load the suspects into the van, and then order the van to "Follow" a cruiser. You then take a second cruiser, and order it to "Follow" the van. You send the first cruiser to the station which the van and second cruiser follows. The van will unload and you will have successfully apprehended suspects with SWAT, and then used a convoy to make sure the suspects arrive to the station.

2. Stroke

You choose the amulance to follow your cruiser. The cruiser will guide the ambulance to the incident so you only have to click to move the cruiser. You can then make the stretcher follow the medic so the medic will go stablize the person, while the stretcher is there to pick them up. Which is good so you can also enter and if needed (say its a criminal injured), police can escort the ambulance (for realism effect).

3. Fire

You can set up squads of fire trucks for different fires. So if I have a bush fire by some woods, I can send a squad specialized for stopping fires with woods and a high chance of moving compared to a squad for handling a fire in an isolated building.

Improve the usage of weaponry

In the LA Mod, the usage of assault rifles and submachine guns were like using a sniper rifle. Allthough this is good to get accurate shots, its a pain. It generally causes lag. It also forces you to have your unit crouch, aim, then fire. In the NY mod, it should be used much like handguns. Simply click to fire and your units will automatically start firing onto the target, less lag, no annoying crosshairs, and then your units can still stand and move.

Responding to Calls

In the LA Mod, we've seen that if you use say the Battalion Chief, to call in a cruiser and an ALS Ambulance, they will send the nearest unit on stand-by or patrolling. In the NY Mod, can we try to see if we can make it so when you get an OCD:, the nearest unit that can be of assistance (up to 1 unit) will respond. I.E. If you have someone suffering a stroke, the nearest cruiser and ambulance should respond (if on stand-by, or patrolling). It would decrease wait time and make less to worry about doing.

Random Events

I believe besides your random OCD:'s, maybe random events can be added. Like I mentioned earlier with the suspects convoy, maybe occassionally an armed person or persons would attack it? Or other random ones that aren't OCD'd but will ruin your game plan if you dont handle.

More Negotiator Uses/Question Suspects

Really, what do you currently use the negotiator for? Not much. A barricaded suspect? I dont even use him then cause they always want a getaway car, which is easily stopped and I found a tactic that will allow me to send SWAT and stop them in their tracks. So, why not more uses? If theres a riot, use it on the person with the sign. There might be a chance he will drop the sign and walk away, or he'll continue and you'll have to use force. Or maybe theres someone suicidal, and you'll use the negotiator on them. Theres a chance they may agree and stop, or they'll ignore it and you'll have to use force. So if they agree it you can arrest them for their safety.

Questioning, why the fuck was this even added? Its never used. Maybe you guys can implement a use for it? I dont really know, I thought it'd be cool if there was a use, but there really isnt any now. Just an idea.

(Possibly)More Traffic Stop Dication

Really doesn't have to be explained. Just a random thought appeared when typing in the thread.

More Enterable Buildings

As the title reads. Doesn't need explanation

Outro

So, thats it guys. These are various ideas me and my crew thought of. We're big fans of 911 and the LA Mod, and when we heard about the NY mod, we were excited (I was most, I live in NY <3). We thought these are mostly possible and many will have the same ideas/intrests.


~Will


You are basing this off of the LA MOD we don't know if the NY Mod has MCU's the NY Mod is a lot more advanced than the LA Mod so they may already be working on or completed solutions to those problems they're not going to release a lot of info on gameplay so let them release the mod before you make suggestions because chances are it's already done.

Thank you,

"Station 27"
Captain (Callsign 2703)

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#1854 Brendon

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Geschrieben 11 Oktober 2010 - 09:31

NYC does not really have MCU's that are utilized like that. NYC doesn't have SWAT either, it has ESU which is much different.

#1855 Officer Will Troll

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Geschrieben 11 Oktober 2010 - 09:56

@ Station - Yes, I know. But however NYC does have large units for EMS, I used MCU to show that I meant that because not everyone will know, as I wrote it fairly early in the morning.

Secondly, yes I'm going to suggest ideas. What do you want? Do you want them to come out with a mod mostly composed of reskins and a new map, apparently called the NYC mod? Not much new? Whats the point in even making a mod for that reason. Its pointless without anything substantial to make it worth the download.

Regardless, I'm going to make suggestions ultimately because the dev's may or may not see them and may implement. In the end it'll only make the mod better. Sounds to me all you want is a fucking reskin.

@Brendon - Like stated above, I used SWAT as a more commonality for ESU. As Im sure there are many people who do not know, however they should definatly look ESU up to fully understand the differences. Generally, they'll know a base to what I was talking about.

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#1856 Station27

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Geschrieben 11 Oktober 2010 - 10:09

@ Station - Yes, I know. But however NYC does have large units for EMS, I used MCU to show that I meant that because not everyone will know, as I wrote it fairly early in the morning.

Secondly, yes I'm going to suggest ideas. What do you want? Do you want them to come out with a mod mostly composed of reskins and a new map, apparently called the NYC mod? Not much new? Whats the point in even making a mod for that reason. Its pointless without anything substantial to make it worth the download.

Regardless, I'm going to make suggestions ultimately because the dev's may or may not see them and may implement. In the end it'll only make the mod better. Sounds to me all you want is a fucking reskin.

@Brendon - Like stated above, I used SWAT as a more commonality for ESU. As Im sure there are many people who do not know, however they should definatly look ESU up to fully understand the differences. Generally, they'll know a base to what I was talking about.

@Officer Will-
From what imformation they have released it is a lot more than reskins
In Example:
New GUI
FDNY Radio Traffic
New Equipment (i.e. Hallogen Tool, Highrise Pack, Hurst Tool)
Multiple Stations (LA Mod Only 2 Stations)
Roof Ventilation
etc.

Look at the topics from people working on the Mod. The NY Mod is far too advanced to be considered just a reskin it will probably be the best modification ever knocking LA Mod and Winterberg right off the charts I think you should read this entire topic from pg. 1 over and then you will see its not just a reskin.

-Station 27-

Thank you,

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#1857 Officer Will Troll

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Geschrieben 11 Oktober 2010 - 10:14

@ Station - Good, we're on the same page. Then there was really no reason for you to tell me I should make suggestions to improve an already stunning mod. Thats just retarded actually.

~Will


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#1858 firefighter111

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Geschrieben 11 Oktober 2010 - 10:57

NYC does not really have MCU's that are utilized like that. NYC doesn't have SWAT either, it has ESU which is much different.


The FDNY has 5 MERVs (Major Emergency Responce Vehicles) which are MCUs, just with different names.

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#1859 Jakethejake

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Geschrieben 11 Oktober 2010 - 11:49

I apologize if this has been answered already, but are they planning on giving us the ability to choose what types of missions that we want to do from the main menu? This would be another nice touch, instead of having to open the game files.

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#1860 njboy13

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Geschrieben 11 Oktober 2010 - 11:58

I apologize if this has been answered already, but are they planning on giving us the ability to choose what types of missions that we want to do from the main menu? This would be another nice touch, instead of having to open the game files.



Yes, if you look back a few pages you will see a WIP image of a window that comes up, allowing you to choose types of calls (Police, fire, EMS, or all, or some), weather, time of day at start, and the ability to choose what map you want in later version. I'll look back and if I can find the picture I will edit this post with a link to the picture.
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