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Manhattan Modification General Topic

new york manhattan mod fdny nypd ems dyson rafael submod

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#4501 Dyson

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Geschrieben 13 Dezember 2011 - 07:55

Well I wanted to ditch a dedicated Hazmat unit so it actually gets runs, even if its only there as FAST support :)

#4502 Xandarb

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Geschrieben 13 Dezember 2011 - 08:04

Okay. So, if I've understood correctly, the satellite unit is in real life a special engine with a huge water-cannon.
In-game, is it more powerful than the normal engines? What are the other differences between this and the normal engines?

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#4503 Todd15

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Geschrieben 13 Dezember 2011 - 08:04

Cool, makes sense :cool:

#4504 Dyson

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Geschrieben 13 Dezember 2011 - 08:06

In real life it has a more powerful cannon and acts as a way to transport large quantities of foam (used by the cannon).
In game it acts as a normal engine, it is only included because we used the E9 L6 S1 firehouse :)

#4505 Xandarb

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Geschrieben 13 Dezember 2011 - 08:23

In real life it has a more powerful cannon and acts as a way to transport large quantities of foam (used by the cannon).
In game it acts as a normal engine, it is only included because we used the E9 L6 S1 firehouse :)


Ah, okay! Thanks!

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#4506 camhesse1

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Geschrieben 14 Dezember 2011 - 01:59

2 questions... so how many functional fs on the map? cause im confused lol. also i was told that you can only have one type of skin for each model you make. is this true?

#4507 Newfoundking

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Geschrieben 14 Dezember 2011 - 03:12

Yes, each model gets one skin. That's how the game works. For multiple skins, there needs to be multiple prototypes, and multiple models. This game does not currently, and probably never will have a script for multiple skins assigned to one model

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#4508 camhesse1

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Geschrieben 14 Dezember 2011 - 03:14

so for each new truck you do, it has to have a new model? but what if a city you are doing has two different designs, but they both are like the same exact seagrave engine?
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#4509 FDNYpower

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Geschrieben 14 Dezember 2011 - 03:28

love to here that testing started and everything is going smooth :gut: this is going to be a epic mod cant wait for the release :cheers-mate: :prop:

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#4510 firefighter111

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Geschrieben 14 Dezember 2011 - 03:50

so for each new truck you do, it has to have a new model? but what if a city you are doing has two different designs, but they both are like the same exact seagrave engine?
\

Then you would need two seperate models, one for each design. I believe that FFW TUT and his team at the NY mod had figured out a way to have unit numbers change from skin to skin on the same model using childs on the model, but that's as far as it's ever gone.

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#4511 Wkboy714

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Geschrieben 14 Dezember 2011 - 03:52

edit: nevermind. Someone beat me to an answer ;)

#4512 1075thebox

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Geschrieben 14 Dezember 2011 - 04:10

Will you be able to put a regular ff on the squad and give them the option to change to hazmat suits? And can you give a run down of the FDNY units, great work so far look forward to it

#4513 BritishArmyReserveCadets

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Geschrieben 14 Dezember 2011 - 08:57

so how many functional fs on the map


3-

Duane Street (E7, L1, B1)
Rescue 1's Station (R1)
Ten House (E10, L10)


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#4514 Dyson

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Geschrieben 14 Dezember 2011 - 08:59

Will you be able to put a regular ff on the squad and give them the option to change to hazmat suits? And can you give a run down of the FDNY units, great work so far look forward to it


Check about 12 posts earlier, gave a complete list.

Yes every unique engine requires a seperate model, for example E9 has LED lights whereas E7 and E10 have rotaries.

The Rescue Personnel wont have a mazmat command no. This would render the the Squad Co useless. The squad company will feature Hazmat personnel but requires you specify them when spawning :).

#4515 Dominik31

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Geschrieben 14 Dezember 2011 - 02:09

Engine 9 and satellite 1 are two different engines, aren't they?

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#4516 Jackman

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Geschrieben 14 Dezember 2011 - 03:34

i was thinking would it be possible to have some firefighters with out the helmite (cant spell ) like on the editer? and will all the pd have the chase command?
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#4517 firefighter111

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Geschrieben 14 Dezember 2011 - 04:02

Engine 9 and satellite 1 are two different engines, aren't they?

Satellite 1 is not a pumper, it is a high volume pump unit with a high pressure water cannon. It's cross staffed by Engine 9 and responds with engine 9 only when needed.

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#4518 FDNY Engine 321

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Geschrieben 14 Dezember 2011 - 07:34

This relese keeps going on and on and on Its geting relesed on chirismis

Engine 9 and satellite 1 are two different engines, aren't they?



Its not even an engine its like a Foam truck they use.
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#4519 BritishArmyReserveCadets

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Geschrieben 14 Dezember 2011 - 07:49

i was thinking would it be possible to have some firefighters with out the helmite (cant spell ) like on the editer? and will all the pd have the chase command?


There are a few 'civilian' firefighters in the Duane Street & 10 House stations without helmets on, just a shirt, and trousers with boots, which i use for stopping traffic. And NYPD do have a chase command

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#4520 Dyson

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Geschrieben 14 Dezember 2011 - 08:28

If anyone has any issues with the release date, please voice them, remarks like

This relese keeps going on and on

don't really mean anything, we've pushed it back for good reasons, it's not like we're pretending we're finished, I'm sure the beta testers will agree the version they have is close to finished, just needs final edits (most are already done since beta).

That is all.
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