Manhattan Modification General Topic
#4501
Geschrieben 13 Dezember 2011 - 07:55
#4502
Geschrieben 13 Dezember 2011 - 08:04
In-game, is it more powerful than the normal engines? What are the other differences between this and the normal engines?
Check out my public mod, Honolulu Modification
I speak Swedish, Finnish, English and German (only a little German).
The massive image has been removed. Refer to the ToS for acceptable sizes.
#4503
Geschrieben 13 Dezember 2011 - 08:04
#4504
Geschrieben 13 Dezember 2011 - 08:06
In game it acts as a normal engine, it is only included because we used the E9 L6 S1 firehouse
#4505
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!
Check out my public mod, Honolulu Modification
I speak Swedish, Finnish, English and German (only a little German).
The massive image has been removed. Refer to the ToS for acceptable sizes.
#4506
Geschrieben 14 Dezember 2011 - 01:59
#4507
Geschrieben 14 Dezember 2011 - 03:12
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#4508
Geschrieben 14 Dezember 2011 - 03:14
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#4509
Geschrieben 14 Dezember 2011 - 03:28
Original Meriden Ct Mod Leader
#4510
Geschrieben 14 Dezember 2011 - 03:50
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.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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#4511
Geschrieben 14 Dezember 2011 - 03:52
#4512
Geschrieben 14 Dezember 2011 - 04:10
#4513
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)
And i was playing the beta last night, and i have to say i was blown away by how awesome it was. And i somehow managed to get E10 stuck between 2 parked cars
Student Paramedic
#4514
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
Geschrieben 14 Dezember 2011 - 02:09
#4518
Geschrieben 14 Dezember 2011 - 07:34
Engine 9 and satellite 1 are two different engines, aren't they?
Its not even an engine its like a Foam truck they use.
#4519
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
Student Paramedic
#4520
Geschrieben 14 Dezember 2011 - 08:28
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).This relese keeps going on and on
That is all.
Dyson
x
Also tagged with one or more of these keywords: new, york, manhattan, mod, fdny, nypd, ems, dyson, rafael, submod
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