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Adding third Fire Station


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#21 ChrisGa

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Posted 17 January 2011 - 01:55 AM

you just need to install the mod without the new map, and when you update it make sure you dont check the update for the new map.


ok thank you. I will try that now. Do you know if I will still be able to play my xplorer4x4 with ysb submod with this new map?? And would I be able to make a back up of my current copy and when the new changes made just paste it back in and it work?

#22 Station27

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Posted 17 January 2011 - 02:06 AM

The NY SUBMOD v2.3b (The Christmas One) has successfully added a third fire station the only issue is that Rescue 1 cannot leave the station and the ambulance cannot re enter the station.

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#23 Texas_DPS

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Posted 17 January 2011 - 05:25 AM

if it works then why cant rescue 1 not dispatch? i am having problems but 90% of them are the return to. and not really the return to but more of the dummy check, dont park right or i get the "doesnt belong" error.
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#24 griffy

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Posted 23 March 2011 - 08:50 PM

how is the third station coming along
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#25 Texas_DPS

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Posted 24 March 2011 - 12:58 AM

rather nicely mater of fact. i like how it runs. i have made a lot of changes to a lot of scripts that i have to work with. you will see the result hopefully here in a few weeks with my OMO first release. and after that hopefully i can get two more smaller stations (im trying to learn zmod) and then I can have 4.
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#26 griffy

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Posted 28 March 2011 - 09:30 PM

awesome i hate zmod though for modeling i use google sketchup i use zmod for uv map (which i still havent figured out how to to yet) and conversion
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#27 DeHe

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Posted 29 March 2011 - 01:20 AM

Hi I would like to add units (not new created ones) in the LA map.And I'm going to try including a third FS.I've made virtual points for them and give them names.It's my very first time with scripting and using the editor.Could someone tell me please what scripts I've to change or is there any tutorial?I will search myself too.
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#28 griffy

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Posted 23 April 2011 - 03:13 AM

how is this coming along texas (or xplorer who ever responds first) id like this for something im working on currently
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#29 MikeyPI

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Posted 23 April 2011 - 09:32 AM

It is theoretically possible to add more stations, the only problem is that the LA mod script it's self needs to be "leaned" down, it is a bit more complicated than it really should be unfortunately... Because of this depending on what all else a mod has going on, along with the comp specs playing with it, chances are the script it's self will be prone to failure as it was originally written because of how EM4 handles the script mechanism.... It might work but there is alotta script that is not totally required, perhaps try a third station without having dual doors? it might work easier than the double door setup the LA mod came with where the things are front/back.

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#30 Texas_DPS

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Posted 23 April 2011 - 04:20 PM

In reference to what MikeyPi said it is really hard to modify the station scripts. I cheated in a way becuase I cut the scripts up inside a single script. It doesnt own the streets but it will turn a head or two. The three fire stations work indepentantly, the only draw back is you have to have sperate v3o's for each station if you want multiple engines. Doesnt really effect me because I use diferent skins for each station. It works like a champ, i have not had a glitch on the stations yet. i had to modify the start, station and tostation scripts. Took me a while to figure it out but once you understand the scripts and how they work you could set up as many stations as you want.


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#31 griffy

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Posted 23 April 2011 - 11:51 PM

well if you guys could at least teach me how to make the parking spots i know how to make the VO's but i dont know how to script it and the doors id like to be able to manually control
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#32 Texas_DPS

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Posted 24 April 2011 - 12:31 AM

manually work the doors, that sounds like another script all together. that would be a lot of work. if i didnt have serious classes this 12 weeks i would help you out right now but i can. i am also working on my own little submod.
- Jon

#33 MikeyPI

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Posted 24 April 2011 - 02:21 AM

The problem most people that mod this game forget, including myself is that diff people = diff comp specs, so while DPS can handle more load, some may not so when you over complicate a script it can fail for them but not for you because of the CPU/GPU load your comp can take vs theirs...... Thats the only pain in modding this game is that to meet a median load you have to watch what you ask of it... In reality with a "clean" loading script you can probrably get away with 4 stations in the original game framework, but would require scripting to fix such an issue..

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#34 griffy

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Posted 24 April 2011 - 02:44 AM

The problem most people that mod this game forget, including myself is that diff people = diff comp specs, so while DPS can handle more load, some may not so when you over complicate a script it can fail for them but not for you because of the CPU/GPU load your comp can take vs theirs...... Thats the only pain in modding this game is that to meet a median load you have to watch what you ask of it... In reality with a "clean" loading script you can probrably get away with 4 stations in the original game framework, but would require scripting to fix such an issue..

me i have a gaming rig so i could care less how bad it lags but my laptop on the other hand it was on sale i paid 200 on it and after the warranty and crap it was 700 i have issues playing minecraft let alone 911FR

EDIT:and cant we make a new script from the lamod raise/lower garage door script just change it up a bit

Edited by griffy, 24 April 2011 - 02:47 AM.

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#35 Texas_DPS

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Posted 24 April 2011 - 05:24 AM

you can do whatever you want as long as you pay the respect to Hoppah. I dont know where to start but im sure its possible.
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#36 griffy

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Posted 24 April 2011 - 06:42 AM

you can do whatever you want as long as you pay the respect to Hoppah. I dont know where to start but im sure its possible.

i havent scripted a day in my life ive tried but continuously fail all i need to know is how to put in the garage doors and the add them to the script
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#37 MikeyPI

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Posted 24 April 2011 - 07:31 AM

If i were to attempt to mod it I'd probrably have the core station script do one thing, IE add a dummy or something of the like, have a secondary script that responded to if the door proto had the dummy open to run open animation and things like that..... The more you ask of a single script in freeplay the higher the odds it will subsequently fail.

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#38 griffy

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Posted 24 April 2011 - 07:45 AM

If i were to attempt to mod it I'd probrably have the core station script do one thing, IE add a dummy or something of the like, have a secondary script that responded to if the door proto had the dummy open to run open animation and things like that..... The more you ask of a single script in freeplay the higher the odds it will subsequently fail.

good point i think im just gonna wait for the release of texas's OMO submod but im still gonna sit here and tinker and reinstall til i figure it out or his submod is released
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#39 Cosreski

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Posted 09 June 2011 - 09:09 PM

My 3rd sta @ Coastal Resort Mod is still fenced in till I get help. :holdglass:

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#40 ScotiaFD

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Posted 03 August 2011 - 10:28 PM

Hey yall, I'm also trying to make a third station, but first off i am trying to add in the vehicle spawns and people spawns, then i will deal with the doors and such. I already have all the models setup. Here is a link to pictures and such: http://forum.emergen...vehicle-spawns/ thanks if you can help!

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