LA Mod 2.1 4x4 Submod[Update August 10,2015!]
#361
Geschrieben 26 Juli 2010 - 12:20
I downloaded the mod to get the engine 17 from it to place into my mod.....I got it to show up in the editor but not in the game...What else could I be missing...I added the models-prototypes-units folder with the engine 17 names but what else could I have missed?
#362
Geschrieben 26 Juli 2010 - 02:01
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Los Angeles Mod v2.0 4x4 W00ds Map v1 - BETA RELEASE
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#363
Geschrieben 26 Juli 2010 - 03:30
Please if you have noticed in remaining bugs, besides those regarding the SWR and LRA(Large Rescue Ambulance aka Rescue 7) please post them again. The mod seems pretty stable at this point though. I plan to release another patch in the next few days. It is only a cosmetic patch at this point. No one seems to have noticed this but when you send a fire apparatus back to the FS they turn there headlights off when pulling in there respective bay. This applies to police cars when parking at a police station. Now this end of it works fine, however the units will not re-enable there headlight right away. The fact the headlights flash on most units covers this up, and eventually they will turn there lights back on. With this patch as soon as a police car is sent on patrol, or told to go somewhere, fire apertures as well, will now turn there headlights on immediately. This is obviously trivial, but something that annoyed me.
Another thing that was brought to my attention, units that are re-enabled via the freeplaybase files still do not appear in game. I guess I forgot that I had edited one of the protraits.xml files which prevented the units from being loaded.
So please resubmit any bugs that you are experiencing.
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#364
Geschrieben 26 Juli 2010 - 08:05
#365
Geschrieben 26 Juli 2010 - 08:12
It is possible, but it would require scripting for a new command. So it could take some time.Hey I dont know if its possible, but is there a way to make it so the bationl chief able to call like rescue 7 or the heavy crain or the portable boat?
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#366
Geschrieben 26 Juli 2010 - 08:32
Possible yes. I have already said I plan to alter the call USAR command to call Rescue 7. Not sure if it will be in this patch.Hey I dont know if its possible, but is there a way to make it so the bationl chief able to call like rescue 7 or the heavy crain or the portable boat?
The Heavy Rescue really is pointless on that map as I cant recall ever using it. Besides that I wont be adding it to the BC because the Heavy Rescue is mainly for sunken cars. It has no use for fire events where the BC would respond. Since it is more of used for MVAs I would add it to the EMS Supervisor if anything and even then I will not add it to the EMS Supervisor.
The SWR is the same principal. It is used for water rescues and the BC doesnt really need to be present for water rescues. Plus the SWR has one Medic on board so he can treat until an ambulance arrives.
On top of all that, I am not really looking to add features to this at the present time. I am more focused on the w00ds Map v1 submod, and while I am still taking suggestions I think that submod is pretty much done with scripting aside from the things I have pending.
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
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#367
Geschrieben 26 Juli 2010 - 09:04
CANNOT. FLIPPING. WAIT.
#368
Geschrieben 27 Juli 2010 - 03:49
#369
Geschrieben 27 Juli 2010 - 05:53
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
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#370
Geschrieben 27 Juli 2010 - 06:22
#371
Geschrieben 27 Juli 2010 - 07:03
The call light force command was in the original LA Mod.Well eather way it would work. I like how you have one thing to press and a lader truck and engein respond to the indicated location.
There is already a call patrol car command which calls the nearest police car to that location. Again this is standard in the LA Mod. In the next submod, there will be a call swat and call bomb squad command.I wish we had more like it and for police too.
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.
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#372
Geschrieben 27 Juli 2010 - 07:17
#373
Geschrieben 27 Juli 2010 - 07:58
i.e.(and I'll use what I call for respective incidents):
Call 1st Alarm - 1ALS, 1 BLS, 1 Tiller Ladder, 1 Ambulance
Call 2nd Alarm - 1ALS, 1 BLS, 1 Tower Ladder, Heavy Rescue, EMS Captain/Flycar
Call Minor MVA - LRA, ALS Ambulance, Heavy Rescue, 1 ALS Engine
Call Major MVA - LRA, EMS Captain, ALS Engine, Heavy Rescue, EMS Flycar, MCI bus, Coroner van, Battalion Chief
On a police unit, you could maybe put "call swat" and "call bomb squad" (which was discussed previously)
And maybe under the FF/EMT or FF/Paramedic "toolbox" you could put "Call Ambulance"? I don't always have police respond to EMS requests, so for those of us who don't feel the need to have cops clogging up the roads but might need an additional ambulance, it might be helpful.
I currently have those assigned to hot keys, but if i happen to have a first alarm incident and an MVA, I'm taking equipment away from one incident.
If I was capable of doing such, I would have a 1st Alarm, 2nd Alarm, Minor MVA, Major MVA/MCI, Additional BLS/ALS Engine, Rescue, and Light force buttons. Unfortunately, the closest I come to knowing any sort of programming language is a little bit of BASIC.
All in all, just a suggestion that might make Incident Command over multiple incidents a little more manageable.
CANNOT. FLIPPING. WAIT.
#374
Geschrieben 27 Juli 2010 - 08:17
Atleast its in English,considering your from LA, and not some huge run on sentence lol.Yes i know of the call officer comand. The swat and bomb one would be a good idea. Maybe even A k-9 one. I dont know if they still have k-9 cars I cant remeber off the top of my head. What we really need is a feild sargent or something like that that rolls around in the suv and they would have the ability to call more resoces. (sorry for bad spelling long day)
LAPD uses K-9s but I do not use them as the K-9 is to buggy imo. If the K-9 unit becomes more stable in the future I will consider doing something with it, but when I play I have to much going on to worry about the stupid dog running off, and if memory serves me right, once it gets so far away, you can;t even call it back.
Maybe in the future I will do something the likes of a field supervisor.
I am not sure I could script something like that even if I wanted to. It would be a complicated script and would probably be better of doing something similar to winterburg with a dispatcher.Xplorer, I think a really cool idea would be to put "Call Assignment" buttons on the BC or EMS Captain.
i.e.(and I'll use what I call for respective incidents):
Call 1st Alarm - 1ALS, 1 BLS, 1 Tiller Ladder, 1 Ambulance
Call 2nd Alarm - 1ALS, 1 BLS, 1 Tower Ladder, Heavy Rescue, EMS Captain/Flycar
Call Minor MVA - LRA, ALS Ambulance, Heavy Rescue, 1 ALS Engine
and so forth.
I currently have those assigned to hot keys, but if i happen to have a first alarm incident and an MVA, I'm taking equipment away from one incident.
If I was capable of doing such, I would have a 1st Alarm, 2nd Alarm, Minor MVA, Major MVA/MCI, SWAT, and Lightforce buttons. Unfortunately, the closest I come to knowing any sort of programming language is a little bit of BASIC.
Like I just said a few posts up, I am not looking for suggestions on this submod at the time. This submod is no longer being actively developed in terms of adding things. I am only adding the Call Rescue 7 command because I said I would. If you have suggestions for features I am always interested in hearing ideas weather I implement them or not. Even if I do not like the exact idea, I may find a way to modify it in to something more realistic. If you have something to suggest please post it here but it is nearing production stage so get your suggestions in soon as I will not be taking ideas for that submod much longer either, but dont worry, after that there is 2 more projects planned.
FYI, patch 8 will be out tomorrow as I have the call rescue 7 command working.
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!
#375 Guest_Dj Dear_*
Geschrieben 27 Juli 2010 - 10:32
#376
#378
Geschrieben 27 Juli 2010 - 06:51
No idea, I have tested this on Windows 7 x64 running Emergency 4 Deluxe and it works fine.HI. My problem is install this submod for Emergency 4 Deluxe. Problem by the installing a is at chosen games. To type INVALID DIRECTORY. I have LA MOD updated 2.0.2 and Games Em 4 Deluxe version 1.3 I need help pls ty.
I dont have a fix sadly. Hoppah said he was going to look in to it over a week, actually i think its been about 2 weeks ago, and I havent heard back from him, so who knows if he will ever look in to it like he said. Until them you can send personnel in to the station and then use the empty station command, park it elsewhere, or send it to HQ. I tested it to make sure the wall wasnt a problem, and it wasnt, so I have no idea what the problem is.Small glitch I noticed while playing. :/ Keeping telling it to restaff all engines, and it keeps doing that one no matter if it's full or not.
http://img412.images...00727060353.png
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!
#379
Geschrieben 27 Juli 2010 - 09:10
Atleast its in English,considering your from LA, and not some huge run on sentence lol.
LAPD uses K-9s but I do not use them as the K-9 is to buggy imo. If the K-9 unit becomes more stable in the future I will consider doing something with it, but when I play I have to much going on to worry about the stupid dog running off, and if memory serves me right, once it gets so far away, you can;t even call it back.
Maybe in the future I will do something the likes of a field supervisor.
I am not sure I could script something like that even if I wanted to. It would be a complicated script and would probably be better of doing something similar to winterburg with a dispatcher.
Like I just said a few posts up, I am not looking for suggestions on this submod at the time. This submod is no longer being actively developed in terms of adding things. I am only adding the Call Rescue 7 command because I said I would. If you have suggestions for features I am always interested in hearing ideas weather I implement them or not. Even if I do not like the exact idea, I may find a way to modify it in to something more realistic. If you have something to suggest please post it here but it is nearing production stage so get your suggestions in soon as I will not be taking ideas for that submod much longer either, but dont worry, after that there is 2 more projects planned.
FYI, patch 8 will be out tomorrow as I have the call rescue 7 command working.
i think it would be a good idea if someone could scrpit it
#380
Geschrieben 27 Juli 2010 - 09:25
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!