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#121 pyrofreak

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Geschrieben 12 August 2010 - 10:10

Oh Thank You for removing that tiller lol. I hated how the tiller would swing around corners, the ladder looks much better.

#122 stfd717

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Geschrieben 13 August 2010 - 04:24

I'm pretty sure that he removed the Tower, not the Tiller.

#123 Xplorer4x4

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Geschrieben 13 August 2010 - 04:29

Oh Thank You for removing that tiller lol. I hated how the tiller would swing around corners, the ladder looks much better.

Well your still going to hate it. :P I have not removed the tiller as it is the realistic ladder of the mod. The tower ladder, the one with the basket, is the one which will still be able to be dispatched, but not spawn in FS2.

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#124 dwpirate

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Geschrieben 13 August 2010 - 04:53

Well your still going to hate it. :P I have not removed the tiller as it is the realistic ladder of the mod. The tower ladder, the one with the basket, is the one which will still be able to be dispatched, but not spawn in FS2.


I have to say, the tiller lends a certain air of authenticity, a sort of "big city" feel to the mod. Granted, the thing looked goofy as hell going down the street backwards or with an engine driving halfway into the trailer, but I can get over that. After all, it is just bits of code, they're not always going to work correctly. My only real beef with the tiller is that I can never get FF's onto a 2nd floor with it, I always have to use the tower if entering a 2nd floor.

On a different note, it would be totally sweet if you could get that quint to work correctly, and from there, maybe even take it to the next level and put hose connections on the tiller or tower. After all, those are usually "quintuple combination pumpers" or at the very least "quadruple combination pumpers" (that's for all you NFPA-legalese fans! NFPA 1901, specifically), and couldnt be so without a pump!


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CANNOT. FLIPPING. WAIT.


#125 Xplorer4x4

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Geschrieben 13 August 2010 - 05:14

I have to say, the tiller lends a certain air of authenticity, a sort of "big city" feel to the mod. Granted, the thing looked goofy as hell going down the street backwards or with an engine driving halfway into the trailer, but I can get over that. After all, it is just bits of code, they're not always going to work correctly. My only real beef with the tiller is that I can never get FF's onto a 2nd floor with it, I always have to use the tower if entering a 2nd floor.

These things annoy me but there inherited from the LA Mod itself. Its possible to add physics to the tiller trailer but EM4 engine is to stupid to know to turn wide, so the trailer can clip something like a street or traffic light pole, and then it gets tossed some where completely else in the map. As for the window, again inherited from the LA Mod. I was planning to look in to this issue because I am almost sure it can be fixed, but it is a matter of finding some one who can fix the script. I have a possible work around in mind with out actually changing the script, but I have no idea how good or bad it would look. The FF just standing on the tiller, i can deal with, but if my work around had a FF hanging out past the edge, for example standing on air, then I would scrap it. Seeing as there is atleast once incident that does require the tower ladder on this map, I really hope I can get the tiller fixed.

Sorry hope I didnt bore anyone with that but just thought I would throw that out there.

On a different note, it would be totally sweet if you could get that quint to work correctly, and from there, maybe even take it to the next level and put hose connections on the tiller or tower. After all, those are usually "quintuple combination pumpers" or at the very least "quadruple combination pumpers" (that's for all you NFPA-legalese fans! NFPA 1901, specifically), and couldnt be so without a pump!

The tower, eh maybe, but the tiller/quint idea is almost a definite no. LA City has no quint tillers. LACoFD does but I believe all there quint/tillers are American La France, atleast that I have seen, so it might need a whole new cab model, and I am already throwing in a few new models in here, as well as updating some models, and throwing in a few reskins. Normally I do not approve of reskins but in this case, I think they add some variety.

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#126 pyrofreak

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Geschrieben 13 August 2010 - 06:27

Okay I am LOST. Your removing the ladder from fire station 2 (the one in your mod), and keeping the tiller at fire station 1. So, what's with this quint 9 we voted on? Is it replacing the old quint?

#127 stfd717

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Geschrieben 13 August 2010 - 01:04

Okay I am LOST. Your removing the ladder from fire station 2 (the one in your mod), and keeping the tiller at fire station 1. So, what's with this quint 9 we voted on? Is it replacing the old quint?


Yes, he is going to replace the Tower with the Quint t, leaving the Tiller at FS1 as I understand it.

FS1 = Tiller
FS2 = Quint 7

#128 Xplorer4x4

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Geschrieben 13 August 2010 - 05:25

Okay I am LOST. Your removing the ladder from fire station 2 (the one in your mod), and keeping the tiller at fire station 1. So, what's with this quint 9 we voted on? Is it replacing the old quint?

Well your brought the tiller in to this lol. No one mentioned the tiller before you did. STFD is correct.

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#129 pyrofreak

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Geschrieben 14 August 2010 - 04:18

LOL Yeah ... Took the simple and made it confusing. Thanks for the clarification.

#130 Dyson

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Geschrieben 14 August 2010 - 07:37

hey,
looks like a sweet mod although i have had a lot of bugs with this map :s but yeah, i was just wondering how what you PM'd me about is going to fit in ? Are you planning to do that too ? :D
Dyson

#131 Xplorer4x4

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Geschrieben 14 August 2010 - 07:52

i was just wondering how what you PM'd me about is going to fit in ? Are you planning to do that too ? :D
Dyson

I will let you know ASAP.


As for the map, I think it is running pretty smooth atm. I was able to add a whole new path to utilize a less used road, and hey, whats LA with out Limos? The limos path,which has other vehicles spawn on this path to, will not hang up on objects when turning regardless of which way it is headed on the path(in case of being redirected), and I love the Peterbuilt/semi models in LA Mod 1.9/20 behind wal-mart so much, you can now find semis (with out a trailer of course)cruising on the freeway. After all whats a high way with out semis?!

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#132 Xplorer4x4

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Geschrieben 19 August 2010 - 03:55

Update:
I have a set of scripts in progress for a medical examiner. Actually there all done I believe, just need to work out one small bug and the rest should be good to go. What is the medical examiners purpose? The Medical Examiner must be called to a scene any time there is a dead body. The examiner must then examine the victim before the corners are able to pick up the body for transport. I am not real happy with the reskin for the Medical Examiner himself so I havent showed it here. However you can see previews of the Medical Examiner CV below. I do plan to move the numbering on the hood over slightly just so it isnt sitting across the raised section of the hood.

Posted Image
Posted Image
Posted Image
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Model:NNICO

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#133 nick the greek

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Geschrieben 19 August 2010 - 03:57

Does the numberplate say New York?

#134 billyfromhill

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Geschrieben 19 August 2010 - 04:24

It does say New York.

I don't know why it doesn't say California.

@ Xplorer, I think the medical examinors and the coroner are one and the same.

http://www.flickr.co...in/photostream/
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#135 Xplorer4x4

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Geschrieben 19 August 2010 - 05:01

It does say New York.

I don't know why it doesn't say California.

@ Xplorer, I think the medical examinors and the coroner are one and the same.

I know I was lazy :P

Well, yes and no. They are in the same division, but there jobs are different. The examiner, in the case of LA, must have a medical and legal degree. However, the coroners do not in the case of LA, but this policy can differ drastically across the US.
http://en.wikipedia....edical_examiner

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#136 Xplorer4x4

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Geschrieben 19 August 2010 - 07:41

Posted Image
Posted Image
Posted Image
Posted Image
Needs a few finishing touches, but the CHP CV is almost ready to role. I used NNICOs model, obviously, but combined this with the lightbar and push bumper models/skin from Hoppahs CV.

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#137 billyfromhill

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Geschrieben 20 August 2010 - 02:51

Needs a few finishing touches, but the CHP CV is almost ready to role. I used NNICOs model, obviously, but combined this with the lightbar and push bumper models/skin from Hoppahs CV.


Such as California plates?

#138 Xplorer4x4

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Geschrieben 20 August 2010 - 03:22

Such as California plates?

Wow..just wow. I really think its time to get outside. First your worried about brush clearance and now obsessing over plates? I planned to update he plates all along. Like I said I was being lazy. Besides how much time do you spend eye balling a cars plate in the game? My guess very little. Plus you cant even tell its NY plate unless your zoomed way in. If you use the games default zoom settings, you would never even know.

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#139 Texas_DPS

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Geschrieben 20 August 2010 - 04:04

Explorer, I like the ideas. One thing I dont like is the numbers on the hood of the Medical Examiner. I think they are too big. I would shrink them some. Just a observation. Looks good, keep it up.
- Jon

#140 pyrofreak

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Geschrieben 20 August 2010 - 07:44

Your mod is kinda reminding me of the winterberg mod. With all the small, but great details. Can't wait until your finished this should be GOOD.