LA Mod 2.1 4x4 Submod[Update August 10,2015!]
#161 Guest_emurr_*
Geschrieben 03 Juli 2010 - 08:48
#162
Geschrieben 03 Juli 2010 - 12:41
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Los Angeles Mod v2.0 4x4 W00ds Map v1 - BETA RELEASE
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#164
Geschrieben 03 Juli 2010 - 02:36
What is this compatable with? I have AUS and LEDlightbar 1.8. Is it compatable with them?
Read the first post of the thread. You tell me?
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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#165
Geschrieben 03 Juli 2010 - 03:05
#166
Geschrieben 03 Juli 2010 - 03:09
Update your video card drivers, if that doesnt work, post a logfile and dxdiag.
Its not an ambulance; it doesnt transport patients. Why is that so hard to understand? It is like a USAR or HES. Its a Rescue Truck. It carries tools. It carries Fire Personnel. It does not transport injured people. Does the USAR carry patients? No. Does a HES carry patients? No. Because there rescue trucks.
well why call it a large ambulance then if you look up the definition of ambulance it says "An ambulance is a vehicle for transportation of sick or injured people to, from or between places of treatment for an illness or injury" so its hard to understand when the creater names the vehicles wrong and also if it isnt for transporting anybody how come when you highlight it has 2 places for casualty's
#167
Geschrieben 03 Juli 2010 - 03:49
well why call it a large ambulance then if you look up the definition of ambulance it says "An ambulance is a vehicle for transportation of sick or injured people to, from or between places of treatment for an illness or injury" so its hard to understand when the creater names the vehicles wrong and also if it isnt for transporting anybody how come when you highlight it has 2 places for casualty's
You said the same crap just 2 pages ago. In regards to having space for 2 patients, I forgot to edit the unit name and the unit xml. Fucking sue me. I forgot two change two little things among the 50 other changes I made and trying to work on w00d map in the process of fixing up bugs for this. I might change these things in the patch 5, maybe not.If you just read the read me and noted that changes you would have already known rather then bitching here.
Moving on patch 5 might be late due to the holiday weekend and trying to get my truck fixed.
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!
#168
Geschrieben 03 Juli 2010 - 04:30
This happens to me too. It turns out they just get stopped at the door they spawn from. If you select-drag around the door near the BN Chief car, you'll select them both and be able to put them in their select cars. It only happens to me when the game first starts up, and then I put the EMS Supervisor on patroll after, so it's not an issue for megreat work 4x4 love the mod. not really sure if its a bug or intentional but at FS1 when the BC spawn and EMS supervisor spawn there are no chiefs or supervisors present, i have an FF/EMT in the BC truck and 2 ff/emts in the ems supervisor car.
I will ALWAYS the place mission first
I will NEVER accept defeat-I will NEVER quit
I will NEVER leave a fallen comrade
#169
Geschrieben 03 Juli 2010 - 04:40
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!
#170
Geschrieben 03 Juli 2010 - 05:11
The only thing I've had close enough to a problem is that. I don't alarm ST1, so I don't get the pileup at the SWR. I usually treat ST1 like a fully staffed station and ST2 more like a volunteer station. If anything happens that I'll need ST2 for, I alarm the whole thing since I'll probably need all the units anyway.Alright thanks for the report swatlord. I will tweak the spawn times for the bc and ems supervisor when I get home tonight if I'm not to tired. Is everything spawning in FS1 ok? That should be the worst since there's like 50,000 personel spawning.
You mention that you would add different light force commands to the BN Chief and EMS Supervisor. This isn't listed on your first post and I want to make sure there isn't any confusion; is it included with the current patch?
I will ALWAYS the place mission first
I will NEVER accept defeat-I will NEVER quit
I will NEVER leave a fallen comrade
#171
Geschrieben 03 Juli 2010 - 05:48
I just wanted to thank you for all the hard work on this submod, as it is one of the best I have played in a very long time.
I did notice a few things, and I am running all the patches thru 4.1 and also the ambulance fix files. I saw the reports about the ambulances in Station 1 not being staffed correctly on occasion and it does happen to me also but I did notice a pattern.
When you have the ambulances sitting empty and station 1 and you use the batallion chief to request an ALS Ambulance respond, only the stretcher crew will run out from the back room. If I alarm the whole station then I will consistantly get the correct staffing as per your patch that you released. So I wonder if the issue is in the Battalion chief call cmd and has nothing to do with your script that you released. I'm not very good with modding, so if this is known already I apologize in advance.
I also have the Marked LAPD Impala missing all its decals, I even uninstalled the mod and started over from scratch, Just see a white box where the logos should be.
#172
Geschrieben 03 Juli 2010 - 06:35
It is known and set up intentionally to do thatWhen you have the ambulances sitting empty and station 1 and you use the batallion chief to request an ALS Ambulance respond, only the stretcher crew will run out from the back room. If I alarm the whole station then I will consistantly get the correct staffing as per your patch that you released. So I wonder if the issue is in the Battalion chief call cmd and has nothing to do with your script that you released.
I will ALWAYS the place mission first
I will NEVER accept defeat-I will NEVER quit
I will NEVER leave a fallen comrade
#173
Geschrieben 03 Juli 2010 - 06:42
It is known and set up intentionally to do that
I guess I don't really understand. I can see if you didn't install the script mod for ambulance staffing so that it only sends you the two paramedics no matter what. But why would it not always send the three ff/pms no matter how you requested it once you install that patch.
#174
Geschrieben 03 Juli 2010 - 08:15
Xplorer set up and alternate script. the original mod has it set up to send to FF/PM's when alarmed and a PM stretcher crew when requested form the BN Chief, EMS Supervisor, or police. You have to install the script manually if you want it that wayI guess I don't really understand. I can see if you didn't install the script mod for ambulance staffing so that it only sends you the two paramedics no matter what. But why would it not always send the three ff/pms no matter how you requested it once you install that patch.
I will ALWAYS the place mission first
I will NEVER accept defeat-I will NEVER quit
I will NEVER leave a fallen comrade
#175
Geschrieben 03 Juli 2010 - 09:02
Xplorer set up and alternate script. the original mod has it set up to send to FF/PM's when alarmed and a PM stretcher crew when requested form the BN Chief, EMS Supervisor, or police. You have to install the script manually if you want it that way
Right, I get what your saying there. And I did install his script changes manually from his Ambulance_fix download in the first post. But like I said, when the game starts, I have the Stretcher crew and 1 Paramedic staffing each ALS unit in Station 1(like the script description said it should be). But once that unit returns to quarters after its first use and the crew leaves it, if I use the Battalion Chief to request it to respond to the incident I will only get the stretcher crew when it arrives. However if I alarm the whole station to restaff the empty rigs then I will get the stretcher crew and the Paramedic again like the script said they should be staffed.
#176
Geschrieben 03 Juli 2010 - 09:06
Ah, I see. I don't know what to tell you there.Right, I get what your saying there. And I did install his script changes manually from his Ambulance_fix download in the first post. But like I said, when the game starts, I have the Stretcher crew and 1 Paramedic staffing each ALS unit in Station 1(like the script description said it should be). But once that unit returns to quarters after its first use and the crew leaves it, if I use the Battalion Chief to request it to respond to the incident I will only get the stretcher crew when it arrives. However if I alarm the whole station to restaff the empty rigs then I will get the stretcher crew and the Paramedic again like the script said they should be staffed.
except
I will ALWAYS the place mission first
I will NEVER accept defeat-I will NEVER quit
I will NEVER leave a fallen comrade
#177
Geschrieben 03 Juli 2010 - 10:27
The patch will alter spawn times a bit to fix the issues mentioned. Please do not hesitate to report bugs guys. Im happy to fix them. I cant find all these bugs if no one reports them.
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!
#178
Geschrieben 03 Juli 2010 - 10:41
I forgot to include a fix for when the BC or EMS Supervisor calls the ambulance. That was how it was set up in the submod because I use my ALS Engine(2 Medics),EMS Supervisor(2 medics), and 1 ALS Ambulance as my primary resources for auto accidents(for example) Thats gives me 6 Medics on scene and I can call ambulances as needed, and by the time the additional ambulances come, all I need is some one to throw them into an ambo and haul them to the hospital. I got home sooner then expected(long story), so I will try to get the patch 5 out, and fix the issue with the BC for the alternate scripts.
The patch will alter spawn times a bit to fix the issues mentioned. Please do not hesitate to report bugs guys. Im happy to fix them. I cant find all these bugs if no one reports them.
Thanks again Xplorer for all your hard work. This Submod is amazing and from some of the pictures I have seen in other threads this is only the beginning. I can't wait. It has brought me back to playing the game regularly.
#179
Geschrieben 03 Juli 2010 - 10:58
Me to.It has brought me back to playing the game regularly.
If you guys enjoy it, thats gratitude enough for me. Just for the record I dont mind bug reports or questions(that havent been answered), I just dont appreciate people throwing a fit because the Large Rescue Ambulance is Called an Ambulance and not a Rescue Truck. Asking would have been one thing,constructive criticism another but that didnt appear to be the case imo.
Anywas, I have updated the ambulance fix to include calling a medic or emt + stretcher crew Grab Ambulance.Fix2.zip from the first post. Patch 5 will be released in the next few hours if everything goes right.
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!
#180
Geschrieben 03 Juli 2010 - 11:22
I had also noticed the Helipad on top of the building used as the LAPP station. Is there supposed to be an helicopter available to land there, or is just a decoration. Just curious.