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[WIP] THE RED WATCH aka RCMP mod (in SLOW progress)


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#1981 PFD Emergency Reasponder

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Geschrieben 13 März 2012 - 10:58

Haha, it's going to be a challenge for the RCMP constables on scene. For a simple traffic accident may require a lot of resources on scene. You may be required to dispatch several police general duties for traffic control ( place traffic cones to bock off a lane, positioning your vehicles to re-reroute or block off traffic and pedestrians. You may have to make a landing zone for the BCAS life flight to extract the patient to the hospital. if it's possible, we can script in some DUI drivers around the map, some might not be fortunate enough and rolls through your accident scene, possibly injuring your members, but I'll have to take a look into that.

Another call may occur in the forestry area of the map, a bear attack on a creek and the only way to get there is by boat and dirt trails. Life flight is the best option as well. The bear will still be around, so you better take advantage of the RCMP for that, lol.

There is just a lot of calls that I can't spill out, I want to keep the element of surprise uncompromised for you guys.


That would be cool, though you should stop saying all of this before I start pulling my hair out from the excitement lol, and btw, I am not one that is easy to excite :P

#1982 cops

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Geschrieben 13 März 2012 - 11:01

wow I like your idea's!!!!!

But a bear attack?
Hmmm... I'm not really sure about that :P
But we will see :D

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#1983 PFD Emergency Reasponder

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Geschrieben 13 März 2012 - 11:22

wow I like your idea's!!!!!

But a bear attack?
Hmmm... I'm not really sure about that :P
But we will see :D


Bear Attacks/Wildlife attacks are fairly common in British Coulumbia, however unlike most other provinces they dont ussualy go on the news unless it was in a high denisty urban area such as vancouver. But I like the idea of an animal attack, a bear or cougar that attacked a guy and severly injured him, and when your units are advanceing towards the scene you have the suspense of a bear, cougar or a pack of wolves even waiting to ambush your units, or they stalk your personal and wait for them to isolate from the group. That kind of attention to scripting detail can keep a game fresh and playable over and over and over

#1984 cops

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Geschrieben 13 März 2012 - 11:29

Hmmm... I thought more if it was possible :P

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#1985 PFD Emergency Reasponder

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Geschrieben 13 März 2012 - 11:31

Thats for CFD/Good and the modding team to know and for us to find out :D

#1986 cops

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Geschrieben 13 März 2012 - 11:42

yup that's true look at the reallife lighting!

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#1987 Steve Winters

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Geschrieben 14 März 2012 - 01:52

Oh and by wolves you mean cougars, and or coyote (think I spelled that wrong)?

Most likely. However there have been reports of wolves in North Vancouver. In fact, we just had a call last december about a pack of wolves casually walking down a street over here. They were too big to be coyote's or cougar's. I haven't heard of anything recently.

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#1988 KILLERxCOP

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Geschrieben 14 März 2012 - 03:45

The amazing units + a variety of new and more in-depth calls + a new map = an awesome RCMP mod that I can't wait to come out.

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#1989 PFD Emergency Reasponder

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Geschrieben 14 März 2012 - 03:46

We have wolves here on the island, grey wolf's, so I wouldn't be suprised if there were more wolves on the mainland, sorry to go off topic

#1990 BlazingPuppies

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Geschrieben 14 März 2012 - 05:44

can you make a map with multiple stations? that way we can play multiplayer :P
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#1991 goog

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Geschrieben 14 März 2012 - 07:13

can you make a map with multiple stations? that way we can play multiplayer :P


if possible I would like to have 3-4 small 2 or 3 bay fire halls,dedicated BCAS station(also stationed at hospital) and 1 large police station.All would be Surrey staffed with all the additional units coming from off map.

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#1992 CoLDxXxFuSiOnxX

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Geschrieben 14 März 2012 - 05:39

I think that the most important aspect I would like to see improved is the gun damage. In the LA/NY mods even in original EM4, the gun damage is significantly low. This creates SO much unrealism and I HATE watching the two sides blatantly standing there shooting off rounds with blood splatters and no effects. It takes like 4 shots until they go down, don't even get me started on the MP5 for the LA/NY mod.
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#1993 CoLDxXxFuSiOnxX

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Geschrieben 14 März 2012 - 05:49

http://www.youtube.com/watch?v=xZRoCA5rHUk&feature=g-all-f&context=G27dbee5FAAAAAAAAGAAAWESOME VIDEO!! Coquitlam RCMP and Burnaby RCMP pursue stolen vehicle!

Also, a very nice video of the Tomar 930L during the day time:
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#1994 lefty2

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Geschrieben 14 März 2012 - 11:45

I think that the most important aspect I would like to see improved is the gun damage. In the LA/NY mods even in original EM4, the gun damage is significantly low. This creates SO much unrealism and I HATE watching the two sides blatantly standing there shooting off rounds with blood splatters and no effects. It takes like 4 shots until they go down, don't even get me started on the MP5 for the LA/NY mod.


to add to this i think it would be nice to have the police lose the fight every once and a while so you get an officer down. because in the other mods i have played i seem to always win and it gets boring after a few times
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#1995 C.F.D

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Geschrieben 15 März 2012 - 12:02

It's a sensitive topic, but if it is what the majority of the Red Watch Modifcation's followers want - we will include several line of duty deaths stemmed to each of the Emergency Services branches. I don't have any objections for the idea, however it is the matter of how feasible the scripting is when it comes to having LODDs to occur throughout your call of duty. I will talk to several EM4 pro scripters and see if I can get some consultation on the matter.

It is one of our goal to incorporate what would be single player missions, into the Freeplay map, and therefore can create a challenging environment with different severity and multitudes applied to each of the calls.

To be blunt with everybody here, we are not exactly acknowledged of scripting. We're a pair of greenhorns when it comes to that. So we hope to see some scripters that are willing to volunteer and join the team. If we balance the level of realism and authenticy of our models to scripting, the mod will progress faster. It's the matter of when and how...

One of our development members is Cops, and he is, as far as I know, our only scripter. Todd and I hope to join him after we figure everything out, lol.

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#1996 Wkboy714

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Geschrieben 15 März 2012 - 12:06

It could theoretically be done in an easier way - for example lowering the health of police officers slightly so that they sometimes lose fights ;)

#1997 KILLERxCOP

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Geschrieben 15 März 2012 - 12:32

It could theoretically be done in an easier way - for example lowering the health of police officers slightly so that they sometimes lose fights ;)


I believe there would have to be some sort of scripting because then cops would get their ass kicked all the time. It would need to fluctuate so it would be a toss up of whether the cop would be able to get the person under control or not before they take too much damage. If that is possible maybe it could be scripted so more than one cop could try to arrest a suspect at one time. More cops (to a certain extent, we don't need 30 cops trying to arrest someone, maybe 4-5) would equal more likely of a chance of arresting the guy without the cops getting too hurt. This would mean more then just sending out a lone cruiser to a violent call for a better chance of successfully completing it, and make the game more realistic.

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#1998 goog

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Geschrieben 15 März 2012 - 03:03

I love the BC Sheriff cars with their unique colour and decals,we will use them somehow in the mod,maybe have a courthouse on the map.I know in BC the Sheriff's do mainly court duty and prisoner transfer,but in Kelowna they are now doing traffic duties and if it is successfull it will be province wide.
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#1999 Surrey rcmp

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Geschrieben 15 März 2012 - 04:39

sssssssssw
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#2000 Surrey rcmp

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Geschrieben 15 März 2012 - 04:41

so can you do a sheriffs paddy wagon
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