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LA Mod 2.1 4x4 Submod[Update August 10,2015!]


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#581 Xplorer4x4

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Geschrieben 03 Oktober 2010 - 06:41

Hi!

I really like the (sub)mod, but I've found a few bugs: a) there are two ALS fire trucks and two BLS fire trucks listed in the dispatch menu and b) when raising the alarm at station #1 [the larger station], two FF/PMs and one USAR FF are always called for the swift water rescue truck, even when it is fully staffed and c) the swift water rescue truck does not park when you tell it to return to the station; it sits right in front of its parking space with its left turn signal on, but does not pull into the space.

The icons are the same but one is the regular ALS and BLS and the second icon listed is for the ALS and BLS with LED light bars.

As for the SWR issues, make sure you have 2.0.8. If memory serves me right this should fox it.


You have a 2.0.8 patch 1-7 and it doesn't have all files in it, it just has the files you updated and that person downloaded it and put it into the 2.0.7 files. I downloaded it too and attempted to install it but ran into problems. So I downloaded 2.0.7 and got the real deal. 2.0.8 file is the broken link NOT the 2.0.8 patch one that is above the ambulance fix.

Do you see what I am saying?

Wrong. There were 2 links for 2.0.7. One was all the files in an e4mod file. This had patches 1-7 applied to it. The other was simply the changed files to upgrade to patch 7 aka 2.0.7.

As for 2.0.8 this was and is all the files need put in an e4mod file. It contains all the files needed and all previous patches applied.

Please DO NOT PM ME for help. Ask your questions on the forum to help others with the same issue.

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#582 jsutton

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Geschrieben 03 Oktober 2010 - 09:48

The icons are the same but one is the regular ALS and BLS and the second icon listed is for the ALS and BLS with LED light bars.

As for the SWR issues, make sure you have 2.0.8. If memory serves me right this should fox it.



Wrong. There were 2 links for 2.0.7. One was all the files in an e4mod file. This had patches 1-7 applied to it. The other was simply the changed files to upgrade to patch 7 aka 2.0.7.

As for 2.0.8 this was and is all the files need put in an e4mod file. It contains all the files needed and all previous patches applied.


Understand now. But I can tell how people are getting confused including me because in the readme of that file it says to install this patch please read: (link to readme). Also underneath the download link, it says to install this patch read here. So I think it just needs to be revised saying this is the patch from 2.0.7 to 2.0.8 or something like that. If everyone understand then I wouldn't worry about it but I could be just looking at it totally wrong.

#583 fireworld2406

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Geschrieben 04 Oktober 2010 - 12:35

The icons are the same but one is the regular ALS and BLS and the second icon listed is for the ALS and BLS with LED light bars.

As for the SWR issues, make sure you have 2.0.8. If memory serves me right this should fox it.



Wrong. There were 2 links for 2.0.7. One was all the files in an e4mod file. This had patches 1-7 applied to it. The other was simply the changed files to upgrade to patch 7 aka 2.0.7.

As for 2.0.8 this was and is all the files need put in an e4mod file. It contains all the files needed and all previous patches applied.


I do have 2.0.8, but the issue still occurs. Let me try reinstalling EM4, though--there's a couple other oddities (not related to your mod, but in general, like EMS vehicles always turning left out of the base and driving to the end of that street and then turning around in stock EM4 freeplay mode), so I'll try with a fresh install just to make sure it isn't my computer.

#584 Xplorer4x4

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Geschrieben 04 Oktober 2010 - 06:32

Understand now. But I can tell how people are getting confused including me because in the readme of that file it says to install this patch please read: (link to readme). Also underneath the download link, it says to install this patch read here. So I think it just needs to be revised saying this is the patch from 2.0.7 to 2.0.8 or something like that. If everyone understand then I wouldn't worry about it but I could be just looking at it totally wrong.

If you read the post I cant see whats so hard to understand:

Los Angeles Mod v2.0.8 4x4.zip - 218MB[/color] - This link is hosted on a dedicated server. This means no wait time and fast download times. It is 218 MB in size but contains an installer/e4mod file which contains each and every file. This method does not require any patching, or copy and pasting.


Please DO NOT PM ME for help. Ask your questions on the forum to help others with the same issue.

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#585 jsutton

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Geschrieben 05 Oktober 2010 - 08:16

If you read the post I cant see whats so hard to understand:

Download: public/style_extra/mime_types/zip.gif Los Angeles Mod v2.0.8 4x4.zip (38.03K)
Number of downloads: 1242
Instruction how to install the patch is located HERE


This is what I am talking about above ...It is right below the Patches 1-8 and above your Ambulance Fix script ... In the Readme of that File above it shows:

TO INSTALL PATCH:
Read the instructions here:
http://forum.emergen...762#entry164762


You are not understanding what I am looking at because your only looking at the 2.0.8 download link you just fixed. So you know, its not worth arguing over and its just causing spam in the topic.

#586 fireworld2406

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Geschrieben 08 Oktober 2010 - 09:37

I reinstalled EM4, and it is definitely the mod, not the game.

#587 jsutton

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Geschrieben 13 Oktober 2010 - 09:57

I reinstalled EM4, and it is definitely the mod, not the game.


I can't get the SWR or Large Rescue Ambulance to pull into its parking spot either so I don't know what the problem is there. I do have 2.0.8.

#588 YSB

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Geschrieben 14 Oktober 2010 - 03:56

I FIXED THE PARKING PROBLEM!!!! :grinsevil:

There is a line missing in the scripts for the LRA and SWR vehicles. In the LAToFireStation script, in the DummyCheckParked object look for these lines;

		else if(StrCompare(v.GetPrototypeFileName(), OBJ_SWR) == 0)
		{
			GameObjectList l3;
 			Game::CollectObstaclesOnVirtualObject(VO_SWR, l3, ACTOR_VEHICLE);
			if(l3.GetNumObjects() > 0)
			{
				Mission::PlayHint(HINT_NOSPACE);
				v.PushActionReturnToBase(ACTION_NEWLIST);
				return;
			} else
			{
				ActorList l1 = Game::GetActors(VO_SWR);
				ActorList l2 = Game::GetActors(VO_SWR2);
			}
		}
		else if(StrCompare(v.GetPrototypeFileName(), OBJ_LRA) == 0)
		{
			GameObjectList l3;
 			Game::CollectObstaclesOnVirtualObject(VO_LRA, l3, ACTOR_VEHICLE);
			if(l3.GetNumObjects() > 0)
			{
				Mission::PlayHint(HINT_NOSPACE);
				v.PushActionReturnToBase(ACTION_NEWLIST);
				return;
			} else
			{
				ActorList l1 = Game::GetActors(VO_LRA);
				ActorList l2 = Game::GetActors(VO_LRA2);
			}
		}

And replace it with this;

		else if(StrCompare(v.GetPrototypeFileName(), OBJ_SWR) == 0)
		{
			GameObjectList l3;
 			Game::CollectObstaclesOnVirtualObject(VO_SWR, l3, ACTOR_VEHICLE);
			if(l3.GetNumObjects() > 0)
			{
				Mission::PlayHint(HINT_NOSPACE);
				v.PushActionReturnToBase(ACTION_NEWLIST);
				return;
			} else
			{
				ActorList l1 = Game::GetActors(VO_SWR);
				ActorList l2 = Game::GetActors(VO_SWR2);
				ParkinglotFound = true;
			}
		}
		else if(StrCompare(v.GetPrototypeFileName(), OBJ_LRA) == 0)
		{
			GameObjectList l3;
 			Game::CollectObstaclesOnVirtualObject(VO_LRA, l3, ACTOR_VEHICLE);
			if(l3.GetNumObjects() > 0)
			{
				Mission::PlayHint(HINT_NOSPACE);
				v.PushActionReturnToBase(ACTION_NEWLIST);
				return;
			} else
			{
				ActorList l1 = Game::GetActors(VO_LRA);
				ActorList l2 = Game::GetActors(VO_LRA2);
				ParkinglotFound = true;
			}
		}

Thanks for all your work! I love the mod! Cheers! :cheers:

#589 YSB

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Geschrieben 14 Oktober 2010 - 10:43

Here are two more small things to fix;

In LAFireStationStart.script when spawning the LRA it is still set to
m.SetMaxPassengers(3);

It should be
m.SetMaxPassengers(5);
to match the settings of unit.xml.

The same problem exists for the brush truck. It's set at SetMaxPassengers(2) when it should be SetMaxPassengers(3).

In the department of preferences, I'd love to see a regular Engine 1 in Fs2 instead of Engine 17 and have the closest Engine 1 respond with the tower ladder as part of the tower light force. If I have the time I'm going to try doing it myself for my own use but if it's included in the next patch I'd be thrilled.

Thanks again for the mod! Not only can I sit for hours playing the mod, I'm even having fun modding the mod! :D

#590 dwpirate

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Geschrieben 15 Oktober 2010 - 12:30

This mod is really awesome, but I'd like to change some things regarding vehicle staffing. Currently, ALS engines have 2 FF/EMT's and 2 FF/PM's. I'd like to change that to 4 FF SCBA, 1 FF/PM, and 1 Captain; BLS Engines would have 4 FF SCBA and 1 Captain, and trucks would have 2 FF/SCBA and 1 Captain. To do this do I need to mess around with areas of the script like this:

ActorList l16 = Game::GetActors(VO_ENGINE01);
for(int i=0; i < l16.GetNumActors(); i++)
{
Vector Engine01 = l16.GetActor(0)->GetPosition();
Vehicle m = Game::CreateVehicle(OBJ_ENGINE01, UNNAMED);
m.EnableBlueLights(false);
m.SetPosition(Engine01);
m.SetRotation(gate4);
m.UpdatePlacement();
m.SetMaxPassengers(6);
m.SetSpeed(9.0f);
m.PushActionWait(ACTION_NEWLIST, 3.0f);

m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);
m.PushActionWait(ACTION_APPEND, 0.5f);
m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);
m.PushActionWait(ACTION_APPEND, 0.5f);
m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false);
m.PushActionWait(ACTION_APPEND, 1.5f);
m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false);
}

as well as changing the actual personnel? I'm not very good at programming, but it looks like the first time (m.pushactionwait (action_newlist, 3.0f)) sets how long into the game that list is created, and then every 0.5f an actor from that list is emitted from the spawn. Is that correct?


Posted Image

CANNOT. FLIPPING. WAIT.


#591 Guest_nbrown8568_*

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Geschrieben 15 Oktober 2010 - 04:52

Hey Xplorer,
:sporty: This is better than sliced bread. I just found time to play it and I love it. I read a few post and I may have a few probs, so I will try to play on Saturday and check it out and get back to you.

#592 Xplorer4x4

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Geschrieben 15 Oktober 2010 - 04:07

@ysb I will look in to those.

@dwpirate, first there are no Captains in this submod. There is a Battalion Chief but not Captain. As for the times, you have the right idea, but you hsouldnt need to touch those. To change the staff just change where Caller, 1, flase. Just change the number. Here are the IDs for the numbers:
http://forum.emergen...-fire-stations/

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#593 jsutton

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Geschrieben 15 Oktober 2010 - 08:43

I FIXED THE PARKING PROBLEM!!!! :grinsevil:

There is a line missing in the scripts for the LRA and SWR vehicles. In the LAToFireStation script, in the DummyCheckParked object look for these lines;

And replace it with this;

Thanks for all your work! I love the mod! Cheers! :cheers:


I see what you changed and I would say that was the problem. I haven't had a chance to look at the script myself but looks like you got it figured out. I will change it in my script or at least check it and see if that is what the problem is on my side.

#594 dwpirate

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Geschrieben 16 Oktober 2010 - 03:30

@dwpirate, first there are no Captains in this submod. There is a Battalion Chief but not Captain. As for the times, you have the right idea, but you hsouldnt need to touch those. To change the staff just change where Caller, 1, flase. Just change the number. Here are the IDs for the numbers:
http://forum.emergen...-fire-stations/


I'm looking to use the EMS captains. They're caller 8. but I'm also looking to put additional personnel in the vehicles. Is that going to mess up timing?


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#595 Xplorer4x4

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Geschrieben 16 Oktober 2010 - 03:30

Additional personnel might require you to play with the times. Sort of depends on your system. You just have to put the additional personnel in and play with the timings. This is sort of trial and error here.

Please DO NOT PM ME for help. Ask your questions on the forum to help others with the same issue.

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#596 YSB

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Geschrieben 18 Oktober 2010 - 02:25

Xplorer4x4, I've spent a lot of time messing with the scripts the last few days and in the process I fixed a bunch of small problems that I noticed and made a few changes on personal preference. I'm not sure I even remember everything I did but here is a partial list:

  • Fixed parking issue as noted before.
  • Fixed some staffing issues, again as noted.
  • Restored ability to call a fire engine from standby.
  • Fixed issue with front garage doors not opening when calling a tower light force.
  • Fixed issue with not all units leaving an engine when it returns to the station if there are more than 4 units inside.
  • Fixed error that sometimes came up if you call a tower light force and there is no engine in FS2.
  • Changed a lot of staffing to my personal liking.
  • Changed engine in FS2 to an Engine1 LED.
  • Restored ability of Engines 1 and 1 LED to find the closest empty station.
  • Re-enabled the LRA (Rescue 7) to transport two patients. (Otherwise it really doesn't serve a purpose.)
  • Set dispatch to NOT call Rescue 7 when a regular ambulance is requested.
  • Replaced command to call a BLS ambulance for the Battalion Chief and EMS Commander with the generic call ambulance command that the police officer has so it calls the closest ambulance regardless of type.
  • I may have done a few other small fixes and changes that I don't remember.
Right now the light forces will still only dispatch an engine from their station. I hope to change that too soon so the tower light force will go with the closest available engine 1 even if it isn't in FS2.

While I'm sure you don't want all my changes you might still want the fixes and some of the changes. If you're interested is seeing my scripts let me know. I can also make a custom version for you with only the changes you want that you could include in the next update.

Thanks again for your mod! I'm loving it!

One more question, is it OK with you if I post my scripts to the private mods forum? Thanks!

Dieser Beitrag wurde von YSB bearbeitet: 19 Oktober 2010 - 06:28


#597 keepachris

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Geschrieben 20 Oktober 2010 - 11:12

Xplorer4x4, I've spent a lot of time messing with the scripts the last few days and in the process I fixed a bunch of small problems that I noticed and made a few changes on personal preference. I'm not sure I even remember everything I did but here is a partial list:

  • Fixed parking issue as noted before.
  • Fixed some staffing issues, again as noted.
  • Restored ability to call a fire engine from standby.
  • Fixed issue with front garage doors not opening when calling a tower light force.
  • Fixed issue with not all units leaving an engine when it returns to the station if there are more than 4 units inside.
  • Fixed error that sometimes came up if you call a tower light force and there is no engine in FS2.
  • Changed a lot of staffing to my personal liking.
  • Changed engine in FS2 to an Engine1 LED.
  • Restored ability of Engines 1 and 1 LED to find the closest empty station.
  • Re-enabled the LRA (Rescue 7) to transport two patients. (Otherwise it really doesn't serve a purpose.)
  • Set dispatch to NOT call Rescue 7 when a regular ambulance is requested.
  • Replaced command to call a BLS ambulance for the Battalion Chief and EMS Commander with the generic call ambulance command that the police officer has so it calls the closest ambulance regardless of type.
  • I may have done a few other small fixes and changes that I don't remember.
Right now the light forces will still only dispatch an engine from their station. I hope to change that too soon so the tower light force will go with the closest available engine 1 even if it isn't in FS2.

While I'm sure you don't want all my changes you might still want the fixes and some of the changes. If you're interested is seeing my scripts let me know. I can also make a custom version for you with only the changes you want that you could include in the next update.

Thanks again for your mod! I'm loving it!

One more question, is it OK with you if I post my scripts to the private mods forum? Thanks!


Hi I really like the look of your mod the only problem i have is that everytime i go to play it on the start up the tiller ladder is parked sideways over the USAr truck and neither of them will move so they are stuck like that i am using la mod 2.0.8 woods map help please

#598 jsutton

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Geschrieben 23 Oktober 2010 - 06:15

Hi I really like the look of your mod the only problem i have is that everytime i go to play it on the start up the tiller ladder is parked sideways over the USAr truck and neither of them will move so they are stuck like that i am using la mod 2.0.8 woods map help please


If you read before you download all the submods it is compatible and not compatible with, you would see that w00d's map v1 & v2 are NOT compatible at this time. Xplorer4x4 is working hard on making a revised w00d's map to make it compatible with this submod so until then, use w00d's map with LA Mod 2.0 by Hoppah (if it is compatible, I don't know if it is compatible or not).

I'm not sure if your problem is a easy fix but if I see that another submod is not compatible, I would not try it because it will cause scripting problems and/or game crashes.

#599 jsutton

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Geschrieben 24 Oktober 2010 - 07:26

I FIXED THE PARKING PROBLEM!!!! :grinsevil:

There is a line missing in the scripts for the LRA and SWR vehicles. In the LAToFireStation script, in the DummyCheckParked object look for these lines;

Thanks for all your work! I love the mod! Cheers! :cheers:


Alrite, I replaced the codes and now I get a script error. I hit ignore or retry twice then the SWR pulls into parking spot and pulls right back out and starts patrol saying no room in the fire station? I will take a look at it and make sure I copied everything I was suppose to or see if there may be some other problem.

#600 YSB

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Geschrieben 24 Oktober 2010 - 11:13

Alrite, I replaced the codes and now I get a script error. I hit ignore or retry twice then the SWR pulls into parking spot and pulls right back out and starts patrol saying no room in the fire station? I will take a look at it and make sure I copied everything I was suppose to or see if there may be some other problem.


It's working for me. There are only two lines added to the code there. Make sure that's the only change from the old code to the new code.

If I don't hear from Xplorer soon I'm going to post my files to the private mods forum as long as I don't hear an objection.

Enjoy!