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


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#41 kuha

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Geschrieben 22 Juni 2010 - 12:06

How about in w00ds new freeplay map to add parking space for LAX Crash 80 and LAX ambulance at the airport?

#42 Xplorer4x4

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Geschrieben 22 Juni 2010 - 04:12

I am actually working on something along those lines.

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#43 USman

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Geschrieben 22 Juni 2010 - 04:23

I am not all knowing on this map but I have played on it, too much traffic issues, and was wondering is there a spot to put a beach maybe even if it would be along a river. Then maybe include the beach patrol or whatever, again just an idea don't know if it will work. And are is the traffic going to be fixed somewhat?
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#44 Xplorer4x4

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Geschrieben 22 Juni 2010 - 04:58

I am not all knowing on this map but I have played on it, too much traffic issues, and was wondering is there a spot to put a beach maybe even if it would be along a river. Then maybe include the beach patrol or whatever, again just an idea don't know if it will work. And are is the traffic going to be fixed somewhat?

Wrong map. Your thinking of w00ds second map. The only traffic issues on the first map that I have encountered is near the construction zone where theres one lane of traffic. Sometimes if traffic flow get interrupted, there gets to be a small traffic jam. I tend to keep a motorcycle cop on each end for the rare times something happens.

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#45 USman

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Geschrieben 22 Juni 2010 - 05:07

Wrong map. Your thinking of w00ds second map. The only traffic issues on the first map that I have encountered is near the construction zone where theres one lane of traffic. Sometimes if traffic flow get interrupted, there gets to be a small traffic jam. I tend to keep a motorcycle cop on each end for the rare times something happens.

oops I feel stupid now lol :rolleyes: I downloaded third patch and other then the LRA and SWR it is all working well. I do have a question though, should the start time start at dusk?
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#46 Xplorer4x4

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Geschrieben 22 Juni 2010 - 05:38

Good to hear. I do plan to apply these changes to w00ds second map that your referring to. I suspect that one may take some time because w00ds never did actually finish the map and it was released with a traffic nightmare. So its going to take some time to get that one fixed up. I am trying to make some small changes through out each version. One thing(out of a few) I added to this version, and may go back and add to the submod above is a Green Unmarked CV. Using the lights CFD did for the the original Black CV, I think they look fantastic on the green cv.

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#47 USman

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Geschrieben 22 Juni 2010 - 07:09

I wish you the best of luck! an I am looking forward to it! I really wish I could figure out how to do this stuff... thats what brought me to this forum in the first place. So good luck with your talent :12:
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#48 Xplorer4x4

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Geschrieben 22 Juni 2010 - 10:15

Thanks, the main thing that helped me was I knew PHP to some extent before working on EM4, and C++ is sort of like php. In other words I had some scripting experience going in to this. Of course a few people on the forums have been helpful in helping me fix errors. If your eager to learn, and serious about it, start off editing the LA Mod. Despite all the great features, the scripting is basic when compared to winterburg mod for example, and likley NY Mod as well. I imagine the scripting for NY Mod will be kind of like winterburg where they have linked together 3 different commands to achieve one action. LA Mod scripts are pretty self contained. The scripts dont call commands from other script aside from a few things like the tiller. Try to start with basic things or else you will be so overwhelmed you will just give up and quit. It just takes some time and dedication.

Oh and w00ds map v1 coming along but the texture needs to be updated but I accidentally deleted the current version of the map texture. I will update it down the line.

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#49 Guest_shots_*

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Geschrieben 23 Juni 2010 - 03:05

Thank you for the quick patches Xplorer

#50 swatlord

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Geschrieben 23 Juni 2010 - 05:55

Some things I noticed:

1. You can call the tower ladder using the BN Chief when you first start the game, but you cannot anytime after that.
2. The USCG Dolphin model is missing. (I had a flying box with rotors.

Suggestions:

1. You mention that the BN Chief has room for one more command. would it be possible to distinguish where a light force is coming from? That way you could chose the tower ladder and ALS engine from ST2 or the tiller and BLS engine from ST1
2. As it stands, you can only park the tiller in ST1. The tiller has been giving me problems (blowing up and such) and would rather have the choice between the tiller and tower ladder
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#51 Xplorer4x4

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Geschrieben 23 Juni 2010 - 06:17

1. You can call the tower ladder using the BN Chief when you first start the game, but you cannot anytime after that. - Will look into it, but I never had any problems with it.
2. The USCG Dolphin model is missing. (I had a flying box with rotors. - Looks like your right. For the time being I suggest download AUS. I believe you can extract the exe file with Winrar, and I know universal extractor will extract it. Find the v3o and dds files for the dolphin, and copy and paste them to the models->vehicles->LA Tech folder. I will try to get this fixed with an official patch tomorrow.

Suggestions:

1. You mention that the BN Chief has room for one more command. would it be possible to distinguish where a light force is coming from? That way you could chose the tower ladder and ALS engine from ST2 or the tiller and BLS engine from ST1 - Its possible, but I originally had trouble with it so I didnt include it, however, I am not convinced its really needed. Well atleast with the way I play. Any time I have a structure fire, the BC goes out, and so does the nearest light force. So if I need a another light force its going to automatically call the the other light force because I already have a light force on seen. I will keep it in mind for the future but would like to see if theres more demand for this.

2. As it stands, you can only park the tiller in ST1. The tiller has been giving me problems (blowing up and such) and would rather have the choice between the tiller and tower ladder - I may have a fix for the tiller blowing up, but I havent tested it. For those who want to test this fix, go to the editor, and edit each protototype making sure the box next to fire is empty. It should not have a circle or x in the box. It should be empty for all 3. Any one who can test this and confirm or deny if this works, would be much appreciated.I'm not sure off hand if this will work, but if you want to edit all 3 fire station scripts changing OBJ_TILLER to OBJ_LADDER this may work. If theres more demand to replace the tower at FS1(not because of this bug, but because they prefer the tower ladder) then I will see about releasing an alternate set of fire scripts for those interested.

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#52 Guest_chandlermedia_*

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Geschrieben 23 Juni 2010 - 06:57

Xplorer awesome job on the 4x4 mod, it's really breathed some life into EM4 and the LA Mod for me and a few friends :)

Is there an easy fix to add the stretcher/paramedic combo back into the ambulances, i've poked around the scripts and XML's but still very much a novice at any editing in this realm.

Also do you know when you may have it fixed re: the auto empty of the vehicles. Again I want to emphasize no pressure you've done a LOT of late but mostly a curiosity :)

Thanks again!

BP

#53 Xplorer4x4

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Geschrieben 23 Juni 2010 - 08:39

Ill upload the files to change the ambulances back to a Medic/Stretcher EMT/Stretcher Combo tomorrow, well later today technically, but its time i try to get some sleep for the night. However I have my LAFirestationStart.script open so I will try to cover it briefly. This will only apply to Ambos that are spawned at the start of the game. The fix for the rest will be later today. In LAFireStationStart find:
ActorList l15 = Game::GetActors(VO_AMBULANCE01);
		for(int i=0; i < l15.GetNumActors(); i++)
		{
			Vector Ambulance01 = l15.GetActor(0)->GetPosition();
			Vehicle m = Game::CreateVehicle(OBJ_AMBULANCE02, UNNAMED);
			m.EnableBlueLights(false);
 		m.SetPosition(Ambulance01);
			m.SetRotation(gate1);
 		m.UpdatePlacement();
			m.SetMaxPassengers(2);
			m.SetMaxTransports(1);
			m.SetSpeed(12.0f);
			m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 1, false);
			m.PushActionWait(ACTION_APPEND, 0.5f);
			m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);
		}
		ActorList l16 = Game::GetActors(VO_AMBULANCE02);
		for(int i=0; i < l16.GetNumActors(); i++)
		{
			Vector Ambulance02 = l16.GetActor(0)->GetPosition();
			Vehicle m = Game::CreateVehicle(OBJ_AMBULANCE02, UNNAMED);
			m.EnableBlueLights(false);
 		m.SetPosition(Ambulance02);
			m.SetRotation(gate1);
 		m.UpdatePlacement();
			m.SetMaxPassengers(2);
			m.SetMaxTransports(1);
			m.SetSpeed(12.0f);
			m.PushActionWait(ACTION_NEWLIST, 1.0f);
			m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);
			m.PushActionWait(ACTION_APPEND, 0.5f);
			m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);
		}
		ActorList l17 = Game::GetActors(VO_AMBULANCE03);
		for(int i=0; i < l17.GetNumActors(); i++)
		{
			Vector Ambulance03 = l17.GetActor(0)->GetPosition();
			Vehicle m = Game::CreateVehicle(OBJ_AMBULANCE02, UNNAMED);
			m.EnableBlueLights(false);
 		m.SetPosition(Ambulance03);
 		m.UpdatePlacement();
			m.SetMaxPassengers(2);
			m.SetMaxTransports(1);
			m.SetSpeed(12.0f);
			m.PushActionWait(ACTION_NEWLIST, 1.0f);
			m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);
			m.PushActionWait(ACTION_APPEND, 0.5f);
			m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);
		}
Replace with:
ActorList l15 = Game::GetActors(VO_AMBULANCE01);
		for(int i=0; i < l15.GetNumActors(); i++)
		{
			Vector Ambulance01 = l15.GetActor(0)->GetPosition();
			Vehicle m = Game::CreateVehicle(OBJ_AMBULANCE02, UNNAMED);
			m.EnableBlueLights(false);
 		m.SetPosition(Ambulance01);
			m.SetRotation(gate1);
 		m.UpdatePlacement();
			m.SetMaxPassengers(2);
			m.SetMaxTransports(1);
			m.SetSpeed(12.0f);
			m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 1, false);
			m.PushActionWait(ACTION_APPEND, 0.5f);
			m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 2, false);
		}
		ActorList l16 = Game::GetActors(VO_AMBULANCE02);
		for(int i=0; i < l16.GetNumActors(); i++)
		{
			Vector Ambulance02 = l16.GetActor(0)->GetPosition();
			Vehicle m = Game::CreateVehicle(OBJ_AMBULANCE02, UNNAMED);
			m.EnableBlueLights(false);
 		m.SetPosition(Ambulance02);
			m.SetRotation(gate1);
 		m.UpdatePlacement();
			m.SetMaxPassengers(2);
			m.SetMaxTransports(1);
			m.SetSpeed(12.0f);
			m.PushActionWait(ACTION_NEWLIST, 1.0f);
			m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);
			m.PushActionWait(ACTION_APPEND, 0.5f);
			m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 2, false);
		}
		ActorList l17 = Game::GetActors(VO_AMBULANCE03);
		for(int i=0; i < l17.GetNumActors(); i++)
		{
			Vector Ambulance03 = l17.GetActor(0)->GetPosition();
			Vehicle m = Game::CreateVehicle(OBJ_AMBULANCE02, UNNAMED);
			m.EnableBlueLights(false);
 		m.SetPosition(Ambulance03);
 		m.UpdatePlacement();
			m.SetMaxPassengers(2);
			m.SetMaxTransports(1);
			m.SetSpeed(12.0f);
			m.PushActionWait(ACTION_NEWLIST, 1.0f);
			m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);
			m.PushActionWait(ACTION_APPEND, 0.5f);
			m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 2, false);
		}
Now this is just the basics. It only works on ALS Ambos, but using the same principal of changing 1 of the 1s to a 2, you can make the changes yourself. Like I said I will put up alternate scripts tomorrow.

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#54 battalion79

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Geschrieben 23 Juni 2010 - 09:16

Hi chaps cant get this add on to work, whats up with la mod 4x4??

Dieser Beitrag wurde von Francis bearbeitet: 23 Juni 2010 - 06:25
Removed the quote

P.D

#55 Xplorer4x4

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Geschrieben 23 Juni 2010 - 09:22

First, please dont quote a whole post for no reason. There is a quick reply.

As for getting it to work, I am afraid I dont know how to explain it any easier then the instructions in the read me file.

If some one else could try to explain it in easier terms then I did in the read me, I would appreciate it.

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

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#56 swatlord

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Geschrieben 23 Juni 2010 - 10:28

Its possible, but I originally had trouble with it so I didnt include it, however, I am not convinced its really needed. Well atleast with the way I play. Any time I have a structure fire, the BC goes out, and so does the nearest light force. So if I need a another light force its going to automatically call the the other light force because I already have a light force on seen. I will keep it in mind for the future but would like to see if theres more demand for this.


My bigget thing with that is when you call a light force, it calls a BLS engine. so even if the ladder in ST2 is closest, you have to wait 85 years for the BLS from ST1 to get there. instead of calling A light force, you could call lightforce ST1 or ST2. From what you've said, I play similarly for the most part. The only problem i have with the tiller is that it likes to 'splode every time anything hotter than a lit match is within 5 yards of it. I didn't like it at first with it's trailer physics but i'm finding it is easier to position than the tower ladder. Not to mention it looks pretty badass on a scene when you have 2 different aerials shooting water. I'll try your fix... after sleep... and see what happens
Posted Image
I will ALWAYS the place mission first
I will NEVER accept defeat-I will NEVER quit
I will NEVER leave a fallen comrade
Posted Image

#57 shadow1994

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Geschrieben 23 Juni 2010 - 03:15

Can some please send me patch 1 because it wont let me download it off here :( ?

#58 Xplorer4x4

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Geschrieben 23 Juni 2010 - 06:11

My bigget thing with that is when you call a light force, it calls a BLS engine. so even if the ladder in ST2 is closest, you have to wait 85 years for the BLS from ST1 to get there. instead of calling A light force, you could call lightforce ST1 or ST2. From what you've said, I play similarly for the most part. The only problem i have with the tiller is that it likes to 'splode every time anything hotter than a lit match is within 5 yards of it. I didn't like it at first with it's trailer physics but i'm finding it is easier to position than the tower ladder. Not to mention it looks pretty badass on a scene when you have 2 different aerials shooting water. I'll try your fix... after sleep... and see what happens

I may look in to adding a command for the different light forces. I will see if I cant give the tiller a test later and see if that fixes the explosion issue.

Can some please send me patch 1 because it wont let me download it off here :( ?

It works fine for me. If your just now getting patch 1, why not grab the first zip which has patches 1,2,and 3 applied? but heres some mirrors:
http://sharebee.com/8c037384
Go to the site and then select which of the 5 sites you would like to download it from.

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.
MyDfQUt.jpg

Los Angeles Mod v2.0 4x4 W00ds Map v1 - BETA RELEASE

If you appreciate my work, then please donate. Every little bit helps!
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#59 shadow1994

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Geschrieben 23 Juni 2010 - 07:13

I may look in to adding a command for the different light forces. I will see if I cant give the tiller a test later and see if that fixes the explosion issue.


It works fine for me. If your just now getting patch 1, why not grab the first zip which has patches 1,2,and 3 applied? but heres some mirrors:
http://sharebee.com/8c037384
Go to the site and then select which of the 5 sites you would like to download it from.



This does not work that site could you just attach the file ina email message an dsend me via email
its
oh_no_itz_shadow@hotmail.com

#60 swatlord

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Geschrieben 23 Juni 2010 - 07:29

Tried your fix. I went into the editor and made sure the boxes for "fire" did not have X's. This did not work
Posted Image
I will ALWAYS the place mission first
I will NEVER accept defeat-I will NEVER quit
I will NEVER leave a fallen comrade
Posted Image