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#41 Xplorer4x4

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Posted 10 July 2010 - 04:23 AM

Ok added a poll to see which unit you would prefer in FS2 if the Tower Ladder has to be replaced.
Rescue 5
http://img121.images...cue51348718.jpg
Quint 9
http://img121.images...t9ds1417697.jpg

Do note I am not promising to make it actually function as a Quint, but I am going to try. Also keep in mind Rescue 5 already has a model done and ready to go. It just has to be UV Mapped.

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#42 cnyfirefighter18

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Posted 10 July 2010 - 06:18 AM

very nice xplorer I like everything im seeing so far...by chance have you tried to add the station 3 like in the editor file instead of just another station 2 building? that would be interesting to have all 3 different stations throughout the map. Cant wait till its all completed and released.

#43 Xplorer4x4

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Posted 10 July 2010 - 06:49 AM

by chance have you tried to add the station 3 like in the editor file instead of just another station 2 building?

I dont really know what your saying so i will respond in a few ways.
1. This fire station is in game and working for the most part. This is not an editor screen shot.
2. The model for FS2 in LA Mod 2.0 is to big to fit in the area.

So what exactly is it you are looking for?

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#44 cnyfirefighter18

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Posted 10 July 2010 - 07:01 AM

Yeah I ment the model with the building on each end of the station....It looked good and I have tried to add it as a 3 station on the woods large freeplay map down in the industrial park area and also the area just north but the ground wasnt level and the doors were messed up trying to add them in but seems like the only thing that will work is the small FS2 to the south middle.

#45 swatlord

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Posted 10 July 2010 - 10:57 PM

I would say if you can't make the quint functional, then just either put the rescue in or leave the current ladder. We're already used to a ladder in that spot and the current ladder is free of bugs
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#46 firefighter243

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Posted 10 July 2010 - 11:06 PM

I agree with swatload it is free of bugs. I voted for rescue 5. :)

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#47 Xplorer4x4

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Posted 11 July 2010 - 03:21 AM

I would say if you can't make the quint functional, then just either put the rescue in or leave the current ladder. We're already used to a ladder in that spot and the current ladder is free of bugs

Well by functional, I simply meant hose connections. Ladder would still function regardless.

As for leaving the current ladder, well the bucket may hand out of the garage. Doenst really bother me personally, but it was pointed out. The tower in game is based on a much bigger ladder truck. Its based on a 100 foot ladder while 9s is based on a 77 foot ladder. Due to the added weight from the 100 foot ladder the tower uses a dual rear axle while 9s is a single rear axle, so the shorter base will make it slightly more maneuverable in game, real life not with standing as well. Just something to think about.

Also, the model for Rescue 5 is already done, just needs a UV Map where I have no model for 9s yet. If I have some one make a model for 9s it will go in game regardless of it functioning as a ladder or a quint. The quint would simply be a bonus.

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#48 swatlord

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Posted 11 July 2010 - 03:34 AM

Well by functional, I simply meant hose connections. Ladder would still function regardless.

As for leaving the current ladder, well the bucket may hand out of the garage. Doenst really bother me personally, but it was pointed out. The tower in game is based on a much bigger ladder truck. Its based on a 100 foot ladder while 9s is based on a 77 foot ladder. Due to the added weight from the 100 foot ladder the tower uses a dual rear axle while 9s is a single rear axle, so the shorter base will make it slightly more maneuverable in game, real life not with standing as well. Just something to think about.

Also, the model for Rescue 5 is already done, just needs a UV Map where I have no model for 9s yet. If I have some one make a model for 9s it will go in game regardless of it functioning as a ladder or a quint. The quint would simply be a bonus.

Hmm, i see your points.

Another option is to make it optional (like the ambulance scripts for your other submod)
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#49 SirMoo

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Posted 11 July 2010 - 05:18 AM

Looking forward to it! -checks time.-
...
Is it ready yet? Is it ready yet? Is it ready yet? IS IT READY YET!

On a more mature note... Why not use the P sections for the crane truck thing? Seems kind of weird that he'd back up against the wall in that large thing. Consider parking the things that are too big for spaces in the 'parking' area?

#50 Xplorer4x4

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Posted 11 July 2010 - 05:47 AM

Hmm, i see your points.

Another option is to make it optional (like the ambulance scripts for your other submod)

Now that would be easily done seeing as they will be different prototypes. I wasnt trying to bribe you one way or the other :P Just throwing out some food for thought.

Looking forward to it! -checks time.-
...
Is it ready yet? Is it ready yet? Is it ready yet? IS IT READY YET!

On a more mature note... Why not use the P sections for the crane truck thing? Seems kind of weird that he'd back up against the wall in that large thing. Consider parking the things that are too big for spaces in the 'parking' area?

hehe things havent progressed quite as quick as possible. I found some one capable of doing models in zmod, and they(in other words Eggcarton - thank you) got the model done but it needed some touch ups. Then it has to be reskined and such to replace E17(Red USFS Truck). Then I found USMan who can do sketch up models, but I have trouble in the import export department. I need to have some slight model/uv mapping done to get the USAR truck up to date. I also have 2 other fire units pending updates.

So long story short I feel my scripting is improving alot as I go, but I am a code junkie. I cant model. So the biggest thing holding back this project is some one who can do converting between skp to v3o, and vice versa. Plus some one who can UV Map. So in the mean time I am working on extra scripting. I decided to add a Call Bomb Squad command, which is based on the script from the SG Submod, but I also want to take it a step further. The script from the SG Submod relies on the unit being on the map already, which is easy enough to link in to spawning and staffing the truck when the game starts, but I want to expand it like I said. Also going to update things a bit so LAAP Police call an LAAP unit for back up if no other patrol cars of any type are on the map. And being able to call unmarked patrol cars as well. If I recall correctly in the other submod, the would respond when on patrol, but not at the station.

Any modelers and UV Mappers who enjoyed the first submod and would like to help out, please contact me. And by UV Mappers I dont mean reskinners, I mean people with actual UV Mapping ability.

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#51 USMC_NL

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Posted 11 July 2010 - 09:30 AM

mm i don't like the looks of the rescue 5, and the quint may have the sameproblem. mayby this pumper an ather idea? pumper

or park the krane in station1 (instead of the USAR and the USAR in station 2?
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#52 USman

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Posted 11 July 2010 - 03:50 PM

I say Resuce 5 due to the fact that, if I remember right, this map is big? If that is the case I dont want to wait for a USAR truck to get to the oppisite side of the map that its stationed.

My two cents :prop:
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#53 Xplorer4x4

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Posted 11 July 2010 - 07:21 PM

mm i don't like the looks of the rescue 5, and the quint may have the sameproblem. mayby this pumper an ather idea? pumper

or park the krane in station1 (instead of the USAR and the USAR in station 2?

No and No. I have already said if I add something to FS2 it will be something that can utilize water.

I say Resuce 5 due to the fact that, if I remember right, this map is big? If that is the case I dont want to wait for a USAR truck to get to the oppisite side of the map that its stationed.

My two cents :prop:

No this map is standard size I believe, but the road lay out can cause longer response times then on Hoppahs newer map.

And what do you need to have USAR go all the way across for? The tower has jaws to ya know. ;)

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#54 firefighter243

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Posted 11 July 2010 - 08:59 PM

mm i don't like the looks of the rescue 5, and the quint may have the sameproblem. mayby this pumper an ather idea? pumper

or park the krane in station1 (instead of the USAR and the USAR in station 2?




I like this pumper it look like the foam tender. :) Does E17 have jaws? :nixweiss: It does on mine.

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#55 USman

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Posted 11 July 2010 - 09:53 PM

And what do you need to have USAR go all the way across for? The tower has jaws to ya know. ;)

Now I do lol

Thanks, USman :prop:
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#56 Xplorer4x4

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Posted 11 July 2010 - 11:09 PM

lol yeah thats one reason I put it in FS2 and havent put a HES or something Jaws there. Plus it lets you use the EMTs to focus on extrication and Medics do the treating.

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#57 eggcarton

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Posted 12 July 2010 - 01:19 PM

I keep getting a lot of traffic problems towards the south - east of the map

I had the wrong Woods map installed - I had V1.1 rather than V1.3
Now that I have played the other one I realised that this will be great!
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#58 Xplorer4x4

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Posted 12 July 2010 - 07:56 PM

Well I have found a few areas that are a little troublesome mainly due to the fact I increased traffic on this map, and traffic paths crossing on the highway, but nothing major.

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#59 firefighter243

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Posted 13 July 2010 - 03:20 PM

lol yeah thats one reason I put it in FS2 and havent put a HES or something Jaws there. Plus it lets you use the EMTs to focus on extrication and Medics do the treating.



Thanks! I tought it did!

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#60 hoghead47

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Posted 13 July 2010 - 03:47 PM

I thought I would shows some screen shots of the next version in my submod series. Not that this is not even in the beta phase yet, so some things may change in the final version. Click the thumbnails for full size images. ;)

Posted Image
Here we have a previews of LAX RA 51. The former LAX RA from the mod was out of date. LA no longer has any front line ambulances with the front light bar mounted on the box.

Posted Image
No major changes pictured here at FS1. However you can see the Heavy Rescue Crane is parked a bit different. There doesnt seem to be enough room for the HRC to park here 100% correctly so I may need to make some adjustments.There was slight map texture modification done here by me.

Posted Image
Same goes for FS2, however notice this is the old FS2 model. As much as I prefer FS2 from LA Mod 2.0 it is to big and would take major renovation to fit it successfully. Again some texture modification was doen to accommodate the EMS charger and Brush. Renovations were done to the platform area of the train station to make room for the additional units. I tried to put them in the parking spots near the Tower truck, but due to tight quarters, they were causing the ladder truck to get stuck.

Posted Image
Some more texture modification was done to accommodate parking spots for the police cars. SWAT Units and such will have there own parking lot on the other side of the station.

Not everything is final, like I said, and these are not all the changes. Some things are best left a surprise! I hope you enjoy the preview.


I like the new freeplay map.
Thanks,

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