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Manhattan Modification General Topic

new york manhattan mod fdny nypd ems dyson rafael submod

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#5681 Cosreski

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Geschrieben 28 Februar 2012 - 10:31

Yea for the Bunker Gear..............LOL
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#5682 Cosreski

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Geschrieben 28 Februar 2012 - 10:34

Bunker gear got pimped.
From left to Right
Standard FF, Rescue 1 FF, Rescue 1 FF Catain


Where's Cosres's?.......just kidding
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#5683 met police999

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Geschrieben 28 Februar 2012 - 11:08

Double post edit please I don't want to sound like a moderator

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#5684 Dyson

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Geschrieben 28 Februar 2012 - 11:11

Double post edit please I don't want to sound like a moderator


The double posting rule is to stop spam, so your post was as much spam as the second post from corses..,

Anyway working on random FF now, hoping to make the firefighters unique, hopefully around 7 different guys with different faces and names.

#5685 met police999

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Geschrieben 28 Februar 2012 - 11:14

Agreed sorry and sounds great

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#5686 FDNY Engine 321

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Geschrieben 29 Februar 2012 - 12:22

Nice update
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#5687 Jackman

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Geschrieben 29 Februar 2012 - 01:43

cool update were gunna start calling it Emergancy manhattan ;) looking great :)
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#5688 Entonox

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Geschrieben 29 Februar 2012 - 01:55

^ From the looks of things so far, This deserves to be a game itself, Not just a mod :P

Everything's looking great, looking forward to more :)

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#5689 EmergencyFan97

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Geschrieben 01 März 2012 - 04:34

Nice job on the turnouts, Dyson. Keep up the great work, guys.
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#5690 squamishfire

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Geschrieben 02 März 2012 - 08:33

So, I am curious how the beta testing is going and what else there is left to do?
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#5691 Dyson

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Geschrieben 03 März 2012 - 05:57

All has been quiet lately, anyway me and Rafael are still working, currently on the agenda:

Ladder 6 is getting a make-over, midtown is getting a renovation and we're making every FF look different so you can track firefighters rather than just having endless generic guys. More to come later.

#5692 lemon

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Geschrieben 03 März 2012 - 07:02

All has been quiet lately, anyway me and Rafael are still working, currently on the agenda:

Ladder 6 is getting a make-over, midtown is getting a renovation and we're making every FF look different so you can track firefighters rather than just having endless generic guys. More to come later.


Thanks Dyson for putting so much effort into this mod even with all the haters putting you down.
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#5693 Dominik31

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Geschrieben 03 März 2012 - 08:29

Does tiller ladder 6 have bug like in L.A. mod that they can't turn normally or you fixed it?

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#5694 aitor

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Geschrieben 04 März 2012 - 01:54

I think it's a good idea, but you'll have repeated FFs anyway due to the practically infinite FF you can buy.
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#5695 met police999

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Geschrieben 04 März 2012 - 11:15

Your right I never thought of that unless it was like in squads like for example engine 3 blue markings ladder 4 yellow etc

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#5696 Dyson

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Geschrieben 04 März 2012 - 01:04

The tiller is still the tiller, buggy as hell.

The FF, if you spawn a rig or use one of the rigs from the firehouses on startup then they will be ready staffed with either 6 unique firefighters, or if its a ladder, 5 unique firefighters and a captain. Each Firefighter will be repeated if say you spawn 2 engines, you'll get 2 of every guy if that makes sense. It's just a little something, rather than them all looking identical etc. They will all also have their own different no turnout gear models so when they all de-bunker it will look like a real house rather than a bunch of clones.

This come in handy, as for example, I was just responding to a reported fire in a subway station, I assigned my guys different roles, then by looking at their names, knew Smith was Chauffeur with assistance on street level from Turner to deal with traffic. Dyson and Chung had entered the station first with SCBA gear to perform a preliminary evaluation and search if necessary. Then Marius and Taylor I equipped with a high rise pack each, in case of any fires.

So when on scene I knew what everyone was supposed to be doing, rather than sending 6 generic guys in with hoses.
I hope this will make the game far more enjoyable/realistic/dynamic, as it has been considerable amount of work haha.

#5697 Dominik31

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Geschrieben 04 März 2012 - 01:15

The tiller is still the tiller, buggy as hell.

The FF, if you spawn a rig or use one of the rigs from the firehouses on startup then they will be ready staffed with either 6 unique firefighters, or if its a ladder, 5 unique firefighters and a captain. Each Firefighter will be repeated if say you spawn 2 engines, you'll get 2 of every guy if that makes sense. It's just a little something, rather than them all looking identical etc. They will all also have their own different no turnout gear models so when they all de-bunker it will look like a real house rather than a bunch of clones.

I like Your idea Dyson!

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#5698 met police999

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Geschrieben 04 März 2012 - 01:52

That's great that'll make it easer to deal with gas explosions and search and rescue operations

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#5699 chrisfarmer13

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Geschrieben 04 März 2012 - 06:41

i got a question & it may have been asked on the fire trucks do they have return to stations on them cause i notice when i watched the videos of muti player in yur mod that they parked them manualy so i was not sre if you could hit a button & they go back or not

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#5700 matte31

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Geschrieben 04 März 2012 - 06:53

The tiller is still the tiller, buggy as hell.

The FF, if you spawn a rig or use one of the rigs from the firehouses on startup then they will be ready staffed with either 6 unique firefighters, or if its a ladder, 5 unique firefighters and a captain. Each Firefighter will be repeated if say you spawn 2 engines, you'll get 2 of every guy if that makes sense. It's just a little something, rather than them all looking identical etc. They will all also have their own different no turnout gear models so when they all de-bunker it will look like a real house rather than a bunch of clones.

This come in handy, as for example, I was just responding to a reported fire in a subway station, I assigned my guys different roles, then by looking at their names, knew Smith was Chauffeur with assistance on street level from Turner to deal with traffic. Dyson and Chung had entered the station first with SCBA gear to perform a preliminary evaluation and search if necessary. Then Marius and Taylor I equipped with a high rise pack each, in case of any fires.

So when on scene I knew what everyone was supposed to be doing, rather than sending 6 generic guys in with hoses.
I hope this will make the game far more enjoyable/realistic/dynamic, as it has been considerable amount of work haha.

I hope that there are 1 event at the time and the fire is not burned out before you can start the "roleplay".
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