LA Mod 2.1 4x4 Submod[Update August 10,2015!]
#221
Geschrieben 05 Juli 2010 - 06:01
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Enhance your LA Mod Freeplay Experience with LA Mod 2.0 4x4 Submod.
Los Angeles Mod v2.0 4x4 W00ds Map v1 - BETA RELEASE
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#222
Geschrieben 05 Juli 2010 - 06:41
Thanks for all of your work, USman
#223
Geschrieben 05 Juli 2010 - 06:50
Please DO NOT PM ME for help. Ask your questions on the forum to help others with the same issue.
Enhance your LA Mod Freeplay Experience with LA Mod 2.0 4x4 Submod.
Los Angeles Mod v2.0 4x4 W00ds Map v1 - BETA RELEASE
If you appreciate my work, then please donate. Every little bit helps!
#224
Geschrieben 05 Juli 2010 - 11:33
I like what you've done. Love the mod mate.
#225 Guest_Merritt Long_*
Geschrieben 06 Juli 2010 - 01:13
#226
Geschrieben 06 Juli 2010 - 01:27
Strange, nothing was changed in terms of enabling and disabling units. I would delete the mod folder, then do a clean install of the LA Mod. Apply LA Mod patch 2 or 3(i always forget which one we are on) and then apply the main submod download, and the patch for my submod.Question, I upgraded my copy of your mod which is freakin awesome might I add, to the newest verison with patch 6 and wow it runs sweet but i noticed i lost the ems charger, extra batt chief at station 2, and that sweet remake of the pumper you did as well as the awesom unmarked unit. I pretty sure I did something wrong and would like a bit of advice if available please. Thanks
Please DO NOT PM ME for help. Ask your questions on the forum to help others with the same issue.
Enhance your LA Mod Freeplay Experience with LA Mod 2.0 4x4 Submod.
Los Angeles Mod v2.0 4x4 W00ds Map v1 - BETA RELEASE
If you appreciate my work, then please donate. Every little bit helps!
#227
Geschrieben 06 Juli 2010 - 03:43
1: Dauphin still missing.
2: Rescue 7 still holds 3 & 2 not 5...
3: Call backup commands work beautifully.
4: FF/s stay deployed!!!
Great work!
#228 Guest_Merritt Long_*
Geschrieben 06 Juli 2010 - 05:02
Strange, nothing was changed in terms of enabling and disabling units. I would delete the mod folder, then do a clean install of the LA Mod. Apply LA Mod patch 2 or 3(i always forget which one we are on) and then apply the main submod download, and the patch for my submod.
Thanks Alot !!!! That did the trick once again thank you
#229
Geschrieben 06 Juli 2010 - 05:14
After patch 6:
1: Dauphin still missing.
2: Rescue 7 still holds 3 & 2 not 5...
3: Call backup commands work beautifully.
4: FF/s stay deployed!!!
Great work!
Initially, my rescue 7 had the same problem with 3/2 seats, but I sent it back to HQ and called another one, and it was correct. As for the parking issue, if you just tell it to pull straight forward and put it in standby, it works great. Nifty idea to turn that into a heavy rescue instead of a big ambulance.
I also have an issue with Gated Wye functionality: I can deploy, but cannot pick them up and disconnect. Any tips?
I spent about 4 hours playing this today, its amazing. I noticed a few new events that I hadn't seen before (it could be that they just never came up?) but there was a 5-car MVA with extrication near the apartments down by FS2, a few new arson missions, and a stolen vehicle. If you added those, great job! Kudos on having the bomb squad tech on the ATF wagon too.
CANNOT. FLIPPING. WAIT.
#230
Geschrieben 06 Juli 2010 - 06:31
1. Check the first post in regards to AUS. It applies here I think. You say its still missing but i dont think theres been any reports of it missing, so I havent checked in to this. Being a TEC Unit I dont recall removing it from the game since theres so few TEC units the TEC menus not cluttered enough to really worry about it.After patch 6:
1: Dauphin still missing.
2: Rescue 7 still holds 3 & 2 not 5...
3: Call backup commands work beautifully.
4: FF/s stay deployed!!!
Great work!
2. I noticed this to after the patch. For those who want to fix it themselves, edit lafirestationstart.script. Search FOR OBJ_LRA and under that will be a line of code that says something like Set.MaxPassengers(3) change the 3 to 5.
1. This is a known issue with the gated wye from the LA Mod itself. Hoppah is unable to fix this, and I doubt I will either.1. I also have an issue with Gated Wye functionality: I can deploy, but cannot pick them up and disconnect. Any tips?
2. I spent about 4 hours playing this today, its amazing. I noticed a few new events that I hadn't seen before (it could be that they just never came up?) but there was a 5-car MVA with extrication near the apartments down by FS2, a few new arson missions, and a stolen vehicle. If you added those, great job! Kudos on having the bomb squad tech on the ATF wagon too.
2. I have edited the freeplay_params.xml file to increase the event frequency for some events and decreased others. This helps give it a slightly different experience then the stock LA Mod. However, I have not added any actual missions/events. That will come down the road after the other submods are releases.
Please DO NOT PM ME for help. Ask your questions on the forum to help others with the same issue.
Enhance your LA Mod Freeplay Experience with LA Mod 2.0 4x4 Submod.
Los Angeles Mod v2.0 4x4 W00ds Map v1 - BETA RELEASE
If you appreciate my work, then please donate. Every little bit helps!
#231
Geschrieben 06 Juli 2010 - 07:22
CANNOT. FLIPPING. WAIT.
#232
Geschrieben 06 Juli 2010 - 07:32
As in they do not have the command? Script error? Could you be more secific.One more thing I noticed: swat vehicles (smaller ones like the bearcat) aren't able to park at the police station.
Please DO NOT PM ME for help. Ask your questions on the forum to help others with the same issue.
Enhance your LA Mod Freeplay Experience with LA Mod 2.0 4x4 Submod.
Los Angeles Mod v2.0 4x4 W00ds Map v1 - BETA RELEASE
If you appreciate my work, then please donate. Every little bit helps!
#233
Geschrieben 06 Juli 2010 - 08:15
No I havent looked in to modifying it. It may be worth while. Will look in to it.
Actually i didnt remove them. I never modified the Call Patrol Car script, but seeing as I need to update the patch to have the light force icons, I will try to look into this briefly.
Thanks for adding that feature in Just saves some crucial seconds when working the front line Patch 6 is refining the submod down to near perfection! Keep up the good work.
#234
Geschrieben 06 Juli 2010 - 11:36
1. Check the first post in regards to AUS. It applies here I think. You say its still missing but i dont think theres been any reports of it missing, so I havent checked in to this. Being a TEC Unit I dont recall removing it from the game since theres so few TEC units the TEC menus not cluttered enough to really worry about it.
It is in the TEC menu, it just appears as a box with rotors.
#236 Guest_chris d_*
Geschrieben 06 Juli 2010 - 01:27
Some things i've noticed is the two parking spots for the LAPD at the doughnut shop don't seem to work, I had tried to move them like you showed earlier in the post but they never seem to park there. I reloaded a fresh map with the two spots still at the doughnut shop and they still don't seem to want to park there...any ideas?
Also, I think I may be in the minority on this forum who prefers the platform over the tiller (...and would like to alter my script to put it back into FS1 (and also leave it at FS2) i'm not very familier with scripting so I was wanting to know if just simply changing out the tiller to ladder will do that or will it take more than that to add the tower back?
Otherwise great mod!!! You have done an excellent job!
#237
Geschrieben 06 Juli 2010 - 05:10
Then grab the v3o and dds files for it from the la mod.It is in the TEC menu, it just appears as a box with rotors.
Strange, i will try to check in to this shortly.They do not appear to have the command
1. No idea what the problem is. Sorry but i dont plan to look in to it either. I cant see a need for more then 3 parking spots really.1. Some things i've noticed is the two parking spots for the LAPD at the doughnut shop don't seem to work, I had tried to move them like you showed earlier in the post but they never seem to park there. I reloaded a fresh map with the two spots still at the doughnut shop and they still don't seem to want to park there...any ideas?
2. Also, I think I may be in the minority on this forum who prefers the platform over the tiller (...and would like to alter my script to put it back into FS1 (and also leave it at FS2) i'm not very familier with scripting so I was wanting to know if just simply changing out the tiller to ladder will do that or will it take more than that to add the tower back?
2. Replacing the units is simple enough. The problem is with out some extra script work, the tower will not know which station to return to since it will be in both stations. You could clone the prototype for the ladder though. Name the e4p file exactly the same but add a 2 so it looks like tower_ladder2.e4p. Then define OBJ_TOWER2 in the constants at the top and replace OBJ_TILLER with OBJ_TOWER2 through out all 3 scripts. I wont be doing this but perhaps some one else will edit my scripts to do this.
Please DO NOT PM ME for help. Ask your questions on the forum to help others with the same issue.
Enhance your LA Mod Freeplay Experience with LA Mod 2.0 4x4 Submod.
Los Angeles Mod v2.0 4x4 W00ds Map v1 - BETA RELEASE
If you appreciate my work, then please donate. Every little bit helps!
#239
Geschrieben 06 Juli 2010 - 05:38
You could have just confirmed the bug as it was just posted about in my last post. Besides only the ATF NRU should have the police station command when it comes to the ATF Vehicles. The ATF CV and ATF MCP will not be set to return to the police station in any of my mods.I have a problem. ONLY the swat heavy resuce has the go to the police station. NOT the ATF heavy resuce, NOT the ATF moblie cmd ,and NOT any three swat trucks. Any ideas?
Please DO NOT PM ME for help. Ask your questions on the forum to help others with the same issue.
Enhance your LA Mod Freeplay Experience with LA Mod 2.0 4x4 Submod.
Los Angeles Mod v2.0 4x4 W00ds Map v1 - BETA RELEASE
If you appreciate my work, then please donate. Every little bit helps!