

East Pierce Sub Mod
#21
Posted 24 October 2010 - 03:00 AM

Join http://ertrpg.com and beecome part in a fun emergency roleplay!
#22
Posted 16 November 2010 - 08:00 PM
Volunteer Fire Fighter for the Cure
#23
Posted 17 November 2010 - 08:10 PM
Don't worry about asking here, I personally don't mind; it actually keeps me up on the forum as I get an email :-PAny possible release date yet? sorry to ask.
I would expect it within a week, which is different than I said before...but... school has been keeping me busy, I'm carrying 20 credits so this is a "free-time" thing, and there is no "mod team" either, so everything i do is solo, and solo=slow. But anyways, I will try my best to get this out over thanksgiving. Note that it does incorporate and older version of additional units submod so I'll have to figure out who made that, and get their permission for release (hopefully this is the easy part). Feel free to post any questions/comments or to PM me, as it will keep me informed of demand, so far I think 3 or 4 people have asked.
Thanks Guys!
#24
Posted 01 December 2010 - 09:49 AM
#25
Posted 01 December 2010 - 03:39 PM
#26
Posted 02 December 2010 - 12:12 AM
Released. Still looking for any help with this, so that it can release as version 1.0!

#27
Posted 02 December 2010 - 06:07 AM
what kind of help are you looking for?
#28
Posted 03 December 2010 - 07:43 AM
I have about 10 units that I could use, I just don't know how to map textures.
or a mapped model donation that is not Hoppahs, so I can reskin it.
If you can't wait, here's the hotfile link.
#29
Posted 03 December 2010 - 06:11 PM
Basically UV Mapping, and file conversion, so that I can have my own unit in the mod and thus not have to worry about who else's stuff there is, they just haven't approved it yet as I can still go look at it.
I have about 10 units that I could use, I just don't know how to map textures.
or a mapped model donation that is not Hoppahs, so I can reskin it.
If you can't wait, here's the hotfile link.
Good job... Amazing thing... But... I have to report a bug, that maybe its me or i dont know... The CV´s doesnt have the "chase" command... Another thing... Does it works with Wood´s maps?
#30
Posted 04 December 2010 - 01:27 AM
Which CV? And I'm sure it would work with Wood's maps. In mine all CV's can chase... I'll look into that. Thanks for the heads up.Good job... Amazing thing... But... I have to report a bug, that maybe its me or i dont know... The CV´s doesnt have the "chase" command... Another thing... Does it works with Wood´s maps?
#31
Posted 04 December 2010 - 12:20 PM
Which CV? And I'm sure it would work with Wood's maps. In mine all CV's can chase... I'll look into that. Thanks for the heads up.
Another thing... The PD crew comes out of Firehouse 1 when the game begins. Is that your idea or a bug? Do you include a "ropes, ropes, ropes away" command for the EPPD chopper? (it will be really usefull to the sniper guy on kidnapping situacion or for the robbery.
#32
Posted 05 December 2010 - 01:49 AM
Another thing... The PD crew comes out of Firehouse 1 when the game begins. Is that your idea or a bug? Do you include a "ropes, ropes, ropes away" command for the EPPD chopper? (it will be really usefull to the sniper guy on kidnapping situacion or for the robbery.
I did notice the PD problem, I'll have to figure that out, and I am not sure about the PD Chopper, I want to say I does include that command, but if it doesn't then I can definitely add it, I might just change the PD to a black hawk. Thank you for the feed back, it's definitely appreciated.
#33
Posted 05 December 2010 - 02:40 AM
side note: the sheriff cars right side "sheriff" is not right, it needs to be flipped.
nice mod, and i like the little touches like the fire fighters uniforms and such.
#34
Posted 06 December 2010 - 02:51 AM
Thanks, I can fix the skin thing pretty quick, my roommate pointed that out when I was making them, but I blew it off for the early version. I will change that spawn point issue, and I hope to add a unit of my own.from what i have seen (nice looking mod by the way) the pd spawning problem is that the spawn point for the police is not set. after changing that they spawn correctly.
side note: the sheriff cars right side "sheriff" is not right, it needs to be flipped.
nice mod, and i like the little touches like the fire fighters uniforms and such.
#35
Posted 07 December 2010 - 07:03 AM
#36
Posted 09 December 2010 - 05:17 AM
I haven't encountered that problem, but I'll look into it. Look up a unit replacement guide to put the tiller back in, I left it out because there are no tillers that would even run mutual aide to this area.For Station 2 when the Faoam Unit is out on a run and I place it in service it tells me that it doesnt belongand takes off for headquarters any way to fix this and also anyway of having the tiller spawn in station 1?
#37
Posted 16 December 2010 - 02:16 PM
#38
Posted 17 December 2010 - 08:10 AM
#39
Posted 23 December 2010 - 06:18 AM
#40
Posted 24 December 2010 - 06:35 AM
Station 1:do u have this submod workin for u? if so wht are the station layouts? just curious
Engine 11 (ALS)
Engine 12 (BLS)
Engine 13 (ALS)
Engine 14 (BLS)
3 ALS Medics
1 ALS Medic Rescue Ambulance
Rescue 11
Squad 11
BC 11
FOAM 1 (Crash Truck/ARFF)
Rehab 11 (Reserve Ambulance)
Equipment Trailers
Station 2:
1 ALS Medic
Engine 18 (ALS)
Engine 812 (BLS/Foam Tender)
Brush 18 (USFS Engine; BLS)
Brush 11 (Brush Patrol)
Hospital:
2 AMR BLS Transport Ambulances
Police Station:
3 Slick-Top Patrol Cars
6 Marked Sheriff Units
1 Fife Police
1 Milton Police
2 SWAT SUV's
1 Bomb Squad
1 Sheriff SUV
2 Motorcycles
Update for V.95b:
So far...
Large Rescue Ambulance turns into Command Unit, replaces BC SUV.
Ambulances Replaced with Ford F350 Ambulances, Horton Bodies.