
LA Mod 4x4 w00ds Map v1 Submod Preview
#261
Geschrieben 27 Dezember 2010 - 02:12
#262
Geschrieben 27 Dezember 2010 - 04:49
#263
Geschrieben 27 Dezember 2010 - 05:48

#264
Geschrieben 27 Dezember 2010 - 06:17
This is not possible due to the fact that I don't think the hospital has an interior built. It's just a skeleton. It takes a lot of time to build buildings where you can enter them, thus is why only a few have that feature.I think about some thing i think it wanna be nice if the medic can go inside the hospital and i can see it..-.
#265
Geschrieben 27 Dezember 2010 - 09:34
It doesnt.Xplorer, I've confirmed from multiple sources that engine 88 is not an assessment engine. I'm not sure how this effects your plans.
Use the edit button, and no this wont be possible because of the way the mod works, as it is the medics go in the hospital with a patient and then disappear, a new prototype is spawned and gives the illusion that they dropped off the patient.I think about some thing i think it wanna be nice if the medic can go inside the hospital and i can see it..-.
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Los Angeles Mod v2.0 4x4 W00ds Map v1 - BETA RELEASE
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#266
Geschrieben 01 Januar 2011 - 03:23

LA DWP - This is the LA Department of Water and Power. This is part 1 of a 3 part phase to remove the current egineer van from the model. The perso model will likley just be carried over and use the LA DWP truck instead.
http://www.flickr.co...man/3885741693/
http://www.flickr.co...man/4423380537/
LAFD Mechanic - Phase 2 is to include the LAFD mechanic who will be the only person to be able to repair fire apertures.
http://www.flickr.co..._us/3369303733/
http://www.flickr.co..._us/3369302749/
Might reveal more in time.

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!
#267
Geschrieben 01 Januar 2011 - 08:16
#268
Geschrieben 03 Januar 2011 - 07:25
#269
Geschrieben 03 Januar 2011 - 11:20
I don't know if I will do a captin. Just seems to defeat the purpouse of the bc.Is there any chance that you would consider adding captains and some sort of police supervisor similar to those in the SG submod to this mod? Haha I guess I just wish I could have the best of both worlds!
As for the police supervisor, I thought about something like this, but I am unsure at this stage.
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!
#270
Geschrieben 03 Januar 2011 - 06:43
I don't know if I will do a captin. Just seems to defeat the purpouse of the bc.
My suggestion, if you are still considering the captain, would be to give them limited commands. Maybe a 'call nearest ambulance', 'call nearest officer', maybe even call BN Chief/ EMS Supervisor. Snowballing thought, maybe you could use a captain to command small incidents and request a chief if things get bigger.
Either way, another idea, if you DO decide to make the captain, make him USABLE. One of my biggest beefs with the SG mod is that you only have 4 people on that engine and one of them (the captain) can't use a hose, tools, anything. So, technically, you ony have 3 useful firefighters. and that's on EVERY engine. you just cut your manpower down on any given scene by at least 25%
But I digress, it's your baby, I'm just a thinker


I will ALWAYS the place mission first
I will NEVER accept defeat-I will NEVER quit
I will NEVER leave a fallen comrade

#271
Geschrieben 03 Januar 2011 - 09:06
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!
#272
Geschrieben 03 Januar 2011 - 09:57
I like the balance between realism/game play in the SG submod and used the firefighter from the BC's car or an ambulance to make up for the "missing man" but definitely agree with swaylord about making him usable. It just gives you more options.
#273
Geschrieben 04 Januar 2011 - 12:23
#274
Geschrieben 04 Januar 2011 - 01:43
You know I had thought about applying just that, have an engineer who runs to the pump panel when you hit rapid deploy and maybe have the captain just stand by the passenger side door, but for the game of game play, I am not sure how I feel about sacrificing 2 ffs much less one. Not to mention how others would feel about it.In terms of realism captains don't really do anything at incidents besides call for tow trucks, other units, and micromanage where the firefighters make cuts and spray water! ;-) Also the other person on the engine would be the engineer who stands by the pump panel and adjusts pressure and stuff. So really you'd only have two firefighters.
I like the balance between realism/game play in the SG submod and used the firefighter from the BC's car or an ambulance to make up for the "missing man" but definitely agree with swaylord about making him usable. It just gives you more options.
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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#275
Geschrieben 04 Januar 2011 - 04:54
#276
Geschrieben 04 Januar 2011 - 08:02
Eh, in my opinion, that's just another person you have to police up. Who knows, maybe you're on to something there. I still think maybe you should limit the commands so that, like Xplorer said, the BN Chief isn't arbitraryyou could always add it. like in SG's mod i reconfigured it to have the normal staffing plus the captain so i didnt miss out on much.

I will ALWAYS the place mission first
I will NEVER accept defeat-I will NEVER quit
I will NEVER leave a fallen comrade

#277
Geschrieben 05 Januar 2011 - 12:07
Volunteer Fire Fighter for the Cure
#278
Geschrieben 05 Januar 2011 - 04:59
You know I had thought about applying just that, have an engineer who runs to the pump panel when you hit rapid deploy and maybe have the captain just stand by the passenger side door, but for the game of game play, I am not sure how I feel about sacrificing 2 ffs much less one. Not to mention how others would feel about it.
I kinda like it the way that it is now. The reason being "realistic" doesn't really work in this mod. In my department, two guys would be on a hoseline, with an officer supervising. He may carry a tool and vent. If we have to make a long stretch, then he may act as a backup while the backup guy chases kinks. Most of the time a backup isn't needed. I like putting 4 hoselines on the fire, especially if I have an arsonist that the cops are having a hard time nabbing. Any officer worth a damned isn't standing by the rig while his guys are fighting fire. He may actually be the first one inside. Hey just a quick question from an east coast guy. What is an assessment engine? BLS?
#279
Geschrieben 05 Januar 2011 - 05:26
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!
#280
Geschrieben 05 Januar 2011 - 09:37

To everyone else, we are doing alhpa testing atm to experiment some things. We should be moving into beta testing some time latter this week or week end.
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!