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Xplorer4x4 mod with YSB changes (Available)


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#41 YSB

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Geschrieben 06 Dezember 2010 - 04:53

I'm very sorry, But can you be more specific for me. I am not really computer savy.

Hey guys, awesome mod! I'm really enjoying the changes. I am having an issue where I cannot change any of the original specs. I go into the correct folders and highlight the unit that needs to be changed, but I am unable to overwrite anything. Any ideas?


I'm assuming you got it installed by now.

In terms of changing specs, I'm if you are using Vista or Windows 7 this a 'security' feature of Windows. You need to copy the file you want to change to the desktop, do and save the changes on the desktop version, then copy the changed file back to its original location replacing the existing file.

Question ..well 1st off let me take a moment to say thank you to both yourself and 4x4 as I love the submod...My question is ..is there anyway I cn retain the Pierce pumper from 4x4 's mod in station 2 wiht the changes made to it with your sub submod LOL thank you in advance for your reply


I don't remember offhand how much of the Engine17 code I kept. Try to send the engine in FS2 back to HQ, call out an Engine 17 and try to send it to station. If my memory serves me correctly it should work. The one catch is that if you send an Engine1 back to station while Engine 17 is out, if FS2 is closer the Engine 1 will take the space instead. To prevent that there is one line in the ToFireStation script you could change that will reject the Engine 1 when it tries to park there. The engine might still try to go to FS2 but it will ultimately go to FS1 instead. To completely stop it from looking at FS2 there is a larger block of code that has to be edited that is a bit too complicated to explain here.

the oil tanker looking ship docked explodes but there is no fire afterwords


Yea, a friend of mine told me the same thing. I guess I still didn't quite get it right. Maybe I'll get it right for version 1.4.

Has anyone yet gotten the mission with the car in the water? I'd love to know if that one's working or not.

I've also found another small bug where a diver goes to the SWR truck when you pull the alarm even if there is already a diver in the truck. you then end up with a bunch of divers hanging around the parking lot.

I think that covers things for now.

Enjoy!

#42 swatlord

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Geschrieben 07 Dezember 2010 - 05:10

Personally, I think rescue 7 should not be considered an ambulance. If anything, I would suggest having 2 different models, one that's strictly a rescue and one that's a LRA. as far as other things, I would also suggest not having the FF/PM(EMT)'s already in SCBA gear when they respond out. Not all calls require it. I'm pretty happy with the seating and stuff, just a few tweaks.

TL;DR:

I suggest:
Rescue 7 becomes JUST a rescue again
FF's don't start out w/ SCBA
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#43 SirMoo

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Geschrieben 07 Dezember 2010 - 05:25

Personally, I think rescue 7 should not be considered an ambulance. If anything, I would suggest having 2 different models, one that's strictly a rescue and one that's a LRA. as far as other things, I would also suggest not having the FF/PM(EMT)'s already in SCBA gear when they respond out. Not all calls require it. I'm pretty happy with the seating and stuff, just a few tweaks.

TL;DR:

I suggest:
Rescue 7 becomes JUST a rescue again
FF's don't start out w/ SCBA

I assume it's not in this one, but a fun feature about the w00ds version (and I hope you don't mind me mentioning this Xplorer) is that the paramedics have 3 (maybe 4) outs that they turn out in. Each vehicle is randomly staffed when you call it. I really love this aspect. One may be in turnout gear while the other is wearing the blue outfit.

#44 cletus

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Geschrieben 11 Dezember 2010 - 05:46

i have a issue when i unlock the units that explorer took out... i use to not have this issue... am i forgeting something? the issue is that once i unlock all of the cars it will not let me dispatch other units
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#45 YSB

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Geschrieben 12 Dezember 2010 - 01:20

Personally, I think rescue 7 should not be considered an ambulance. If anything, I would suggest having 2 different models, one that's strictly a rescue and one that's a LRA. as far as other things, I would also suggest not having the FF/PM(EMT)'s already in SCBA gear when they respond out. Not all calls require it. I'm pretty happy with the seating and stuff, just a few tweaks.

TL;DR:

I suggest:
Rescue 7 becomes JUST a rescue again
FF's don't start out w/ SCBA


The way I see it, having Rescue 7 as just a rescue doesn't really make sense. First, because you already have a USAR truck and Rescue 7 wouldn't serve any real purpose. Second, the body type is much more ambulance style than rescue truck style. Alternatively it could be made into just a 2-patient ambulance. This would give it a distinctive role and fit its profile but I really like having the jaws on board so I don't need an extra rescue truck at an MVA. I have to double check what equipment it has right now. It really shouldn't have any other rescue equipment besides the jaws but I don't think it has anything, besides jaws, that the regular ambulances don't have. If I find anything else I might take it off.

As far as SCBA goes, truth be told, SCBA is NEVER needed in freeplay. There are no injuries to firefighters from smoke in freeplay even without SCBA. I wish I could figure out how to change that but that's the way it is for now. I use the SCBA for two reasons. First, I use the extra 2 ffs on the truck as utility guys. If I need some chain-saw work or if there are injured persons in the burning building or if I want to send a ff with an extinguisher into the building those are the guys I use. For a regular fire where all I need are hoses I just use rapid-deploy and leave the two extra guys alone. The SCBA makes them clearly identifiable as the utility guys even without clicking on them. Second, for every ff you have on the field, the cost of dispatching a ff from HQ goes up. Having a ff in SCBA though does not raise the price of a plain ff. By putting the two utility guys in SCBA they won't effect the cost of dispatching a ff if I have to do that for some reason.

In order to add some challenge to the game I might consider charging a fee to dispatch a unit from the station (right now no charges are assessed for that). Not in multiples the way the game charges for units dispatched from HQ but at least the base price should be charged to give you at least some incentive not to over-dispatch and to keep your units in good health. Does anyone think that's a good idea?

i have a issue when i unlock the units that explorer took out... i use to not have this issue... am i forgeting something? the issue is that once i unlock all of the cars it will not let me dispatch other units


Can you be more specific on what units you want and which ones can't be dispatched? In this sub-submod most of the units are already unlocked.

#46 cletus

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Geschrieben 14 Dezember 2010 - 11:51

i figured it out.... there were additional units submod cars taken out but what i unlocked did not match the portraits file... i still need to test this theroy but im pretty sure thats what it is
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#47 goog

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Geschrieben 15 Dezember 2010 - 01:00

YSB-good job on your improvements.I,on the other hand,love what you did to the big ambulance and suggest you leave it as is.It takes away the necessity of having 3 different vehicles at an accident....

LGWVNGu.gifqXqlMGJ.png


#48 swatlord

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Geschrieben 15 Dezember 2010 - 05:28

... the body type is much more ambulance style than rescue truck style.

Not all rescues look like that. Case and point, the rescue from my VFD

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But it's your submod. Not trying to start anything, just saying.
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#49 Xplorer4x4

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Geschrieben 16 Dezember 2010 - 07:05

I assume it's not in this one, but a fun feature about the w00ds version (and I hope you don't mind me mentioning this Xplorer) is that the paramedics have 3 (maybe 4) outs that they turn out in. Each vehicle is randomly staffed when you call it. I really love this aspect. One may be in turnout gear while the other is wearing the blue outfit.

Nah its fine, i think i mentioned this one already, but dont recall. ;)


Here is the real life basis of Rescue 7 from a volly company way out on the other side of town:
http://img163.images...e7ds2269529.jpg

Rescue 7 - 2005 Chevy C5500/EVI walk-in Medium Rescue
R-7 carries a wide range of rescue equipment including a 5000watt generator, a 4-Bottle Cascade system, an Amkus Combination Rescue Tool, short and long Hydro Rams, a Defibrillator, Water Rescue Equipment, and GPS.

It is a dedicated rescue truck, nothing more.

Another local example:
http://img89.imagesh...m1ds2317849.jpg
4 Medic 1 from another local county department.

4 Medic 1 - 2007 Freightliner M2/Wheel Coach Custom Type III
This rig is staffed full-time by a combination of FF/EMT and FF/Medics. In addition to it's medical equipment, the truck carries a combi-tool, shovels, brooms and other equipment for response to vehicle accidents. Heavier extrication tools are carried on Engines 2 & 3.

A bit more down played in the rescue department but still considered some what of a rescue truck, but has transport capabilities unlike 7R7.

Just saying, oh and YSB, feel free to release those patches, or release them as one patch, and ask a mod to put a download link in the first post of my topic crediting you for the patch. :)

Please DO NOT PM ME for help. Ask your questions on the forum to help others with the same issue.

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#50 Futureblue39

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Geschrieben 16 Dezember 2010 - 09:57

In order to add some challenge to the game I might consider charging a fee to dispatch a unit from the station (right now no charges are assessed for that).


Please do this!

#51 YSB

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Geschrieben 17 Dezember 2010 - 02:21

YSB-good job on your improvements.I,on the other hand,love what you did to the big ambulance and suggest you leave it as is.It takes away the necessity of having 3 different vehicles at an accident....


Thanks!

Not all rescues look like that. Case and point, the rescue from my VFD
But it's your submod. Not trying to start anything, just saying.


Point taken that the body type doesn't prove anything. As I said in my first post though my main priority is functionality in gameplay and to that end I find Rescue 7 to be very useful as is so I think I'm going to leave it that way. Sorry.

re: charging a fee for dispatching units from the station.

Please do this!


I think I will in the next version. I'm working now on making FS1 a bit more efficient. I also tried again to make the accident with the car in the water work and to make the gas explosion on the ship work. So far I haven't gotten either mission so I don't know if I succeeded yet or not.

Beyond that I don't know if there's too much more to change in this sub-submod I still want to fix up the dispatch of light squads so they shouldn't be limited to the truck in the station. Maybe I'll try to get that into the next update as well. Look out for version 1.4 some time in the near future.

Xplorer, let me see how long it takes me to get the latest fixes into the unchanged edition and I'll try to post it here as one patch. If I see I don't have time to do the latest fixes then I'll post the files I already sent you and post a second patch later.

Enjoy!

#52 Jakethejake

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Geschrieben 17 Dezember 2010 - 02:55

Thanks!



Point taken that the body type doesn't prove anything. As I said in my first post though my main priority is functionality in gameplay and to that end I find Rescue 7 to be very useful as is so I think I'm going to leave it that way. Sorry.

re: charging a fee for dispatching units from the station.


I think I will in the next version. I'm working now on making FS1 a bit more efficient. I also tried again to make the accident with the car in the water work and to make the gas explosion on the ship work. So far I haven't gotten either mission so I don't know if I succeeded yet or not.

Beyond that I don't know if there's too much more to change in this sub-submod I still want to fix up the dispatch of light squads so they shouldn't be limited to the truck in the station. Maybe I'll try to get that into the next update as well. Look out for version 1.4 some time in the near future.

Xplorer, let me see how long it takes me to get the latest fixes into the unchanged edition and I'll try to post it here as one patch. If I see I don't have time to do the latest fixes then I'll post the files I already sent you and post a second patch later.

Enjoy!


The only thing that I would ask for in the future is an installer. That would allow us "computer challenged" guys to enjoy the mod as well.

I would also like to see more interchangeable units at the stations. For instance, maybe having 4 ALS engines at station one. Or two tower ladders on the map instead of a tiller and a tower, or whatever. I don't like the Engine that's at station 2 from the 4x4 mod. I would put a regular ALS engine in that spot, and have a foam tender out back. Most of you guys can go in and change folders to set this up. I can't. Lord knows I have tried. It would be great to just be able to easily change out one unit for another. Send one to HQ, and put another similarly sized unit in its place. Other than that, I love the new units, the lights, etc. It's really a lot of fun.

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#53 YSB

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Geschrieben 17 Dezember 2010 - 04:39

The only thing that I would ask for in the future is an installer. That would allow us "computer challenged" guys to enjoy the mod as well.

I would also like to see more interchangeable units at the stations. For instance, maybe having 4 ALS engines at station one. Or two tower ladders on the map instead of a tiller and a tower, or whatever. I don't like the Engine that's at station 2 from the 4x4 mod. I would put a regular ALS engine in that spot, and have a foam tender out back. Most of you guys can go in and change folders to set this up. I can't. Lord knows I have tried. It would be great to just be able to easily change out one unit for another. Send one to HQ, and put another similarly sized unit in its place. Other than that, I love the new units, the lights, etc. It's really a lot of fun.


Installers are not so easy to put together in a case like this and carry some risk if someone changed the names of certain folders. Most people out there either know how to copy/paste or know someone else who does who can help them. Unfortunately an installer for such a submod is not likely to happen any time soon.

Interchangeable units as you would like them are very hard to create. There is a lot of programming involved in making the logic of which truck goes to which space when returned to the station and where to look for a truck when dispatched, which gates to open at the station etc. In some cases it's not that hard IF there is only one possible space for a vehicle to go. Once you start with multiple possible places for the same truck it starts getting sticky. Especially if there are two possible driveways at the same station like you would have if you put all ALS engines at FS1. These things are NOT simply done by swapping some folders. It probably took me well over an hour or more to put the Foam Tender behind FS2 and get it to park properly. Changing units around in some cases can be a fairly quick find/replace in the scripts for one truck in one space but it could take hours to code and debug the scripts needed to make interchangeable units.

If there is a particular unit that you want to have available that is not yet on the map let me know and I'll see what I can do for you. No promises though.

You mention the engine in FS2, in my mod that was already replaced with an engine 1 LED. Someone asked me if you could still put an engine 7 at FS2 and I haven't checked into it yet. I may have left enough code behind that an engine 7 will park at FS2 if the space is empty. I'm not sure though.

I'm glad you're enjoying it though. That's what I put it here for.

Keep having fun!

#54 swatlord

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Geschrieben 17 Dezember 2010 - 04:23

You mention the engine in FS2, in my mod that was already replaced with an engine 1 LED. Someone asked me if you could still put an engine 7 at FS2 and I haven't checked into it yet. I may have left enough code behind that an engine 7 will park at FS2 if the space is empty. I'm not sure though.


I checked into it, you can PARK engine 7 in station 2, but you can't call it from a BN Chief/EMS Supervisor
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#55 willa078

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Geschrieben 17 Dezember 2010 - 04:52

Well i love having rescue 7 being a rescue truck as well as an ambulance. The flordia mod thats work in progress has these as well and even has the newer model where there is a second cabin for more firefighters or etc.

#56 YSB

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Geschrieben 17 Dezember 2010 - 09:40

I checked into it, you can PARK engine 7 in station 2, but you can't call it from a BN Chief/EMS Supervisor


That makes sense but if you call for a tower light squad I think it would in fact dispatch the Engine 7. Again, personally I never use engine 7 so I haven't tried it.

#57 shadowzuziz

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Geschrieben 18 Dezember 2010 - 11:40

the port police car on the far left is still messed up xD

http://imageshack.us/a/img51/5213/62584626.png[/img][/url]



 

 


#58 YSB

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Geschrieben 19 Dezember 2010 - 11:44

the port police car on the far left is still messed up xD


I didn't know there was a problem there. I guess I never use more than 1 PP car. I'll check it out. Thanks for the tip!

#59 shadowzuziz

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Geschrieben 20 Dezember 2010 - 04:49

np and sometimes the cars run around in circles and cant park lol

http://imageshack.us/a/img51/5213/62584626.png[/img][/url]



 

 


#60 lacofd_FF51

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Geschrieben 21 Dezember 2010 - 08:03

i downloaded the submod and found it in the files then wht do i do