[WIP] THE RED WATCH aka RCMP mod (in SLOW progress)
#4701
Geschrieben 15 März 2015 - 01:56
Signature Removed due to size
#4702
Geschrieben 15 März 2015 - 02:23
A -
I love complex calls and trying to go all out and get the max use out of my resources but sometimes thats hard to do when im getting 5 calls at once
Do you enjoy text based role-play? Well if you do come visit ERT and take on the role of a Firefighter, EMT (or Paramedic) or a Police officer. Its a great community with a great group of people!
http://www.ertrpg.com/
#4703
Geschrieben 15 März 2015 - 02:31
#4704
Geschrieben 15 März 2015 - 02:38
I say A. Even though MP is fairly common with EM4, it's something that I think would further downtime the developers as they will have to try to optimize everything to work correctly in MP. Just means more testing in the longrun, and like said before one can't turn down a bag of cool stuff
Regards,
RCMPDude1337
#4705
Geschrieben 15 März 2015 - 02:52
A
Also Supporting: RCMP mod, Stillwater mod, Lampard mod, Ravenna sub-mod, Rockport mod.
State & National Park enthusiast can help modders in park related issues.
My statements in no way respect the views of any agency I am or was formerly associated with.
#4706
Geschrieben 15 März 2015 - 03:17
A) all day...I would love to see what new kinds of scenarios you all have in mind.
Join http://ertrpg.com and beecome part in a fun emergency roleplay!
#4707
Geschrieben 15 März 2015 - 03:34
Definitely A.
#4708
Geschrieben 15 März 2015 - 04:16
By popular votes based on here and facebook, we will be going with Option A.
#4709
Geschrieben 15 März 2015 - 04:20
By popular votes based on here and facebook, we will be going with Option A.
...and now I have so much to script.
To everyone else. Your ideas are helpful. Just try to keep it realistic and not mention something like a zombie outbreak or something. Nothing too large either because spawning too many objects causes the game to crash on weak systems.
Just letting it be known that I'll try my best to keep performance decent on most systems. I myself have a 5 year old PC and know what its like to experience lag.
#4710
Geschrieben 15 März 2015 - 04:42
#4711
Geschrieben 15 März 2015 - 04:50
I would say try to make more car accidents befitting to the area for example: car vs deer, maybe a small airplane crash.
In response to RCMP123'S small plane crash, this is a scenario I had in mind.
A pilot of a snall Cessna airplane loses control of the airplane and crash landed on the street. A total of 5 people are injured and 2 are dead. Within minutes the airplane starts leaking gas and blows up.
#4712
Geschrieben 15 März 2015 - 04:51
In response to RCMP123'S small plane crash, this is a scenario I had in mind.
A pilot of a snall Cessna airplane loses control of the airplane and crash landed on the street. A total of 5 people are injured and 2 are dead. Within minutes the airplane starts leaking gas and blows up.
The crash itself could be possible but the blowing up part, not so.
Here's some proof of concept:
Persons can be injured via script.
#4713
Geschrieben 15 März 2015 - 05:43
Could we do something with multiple criminals at once? Like a fight where you have to arrest both the subjects or a 2 or 3 person bank robbery? "Catching them one criminal at a time" may be a cool motto but it seems a little unrealistic after a while.
Also Supporting: RCMP mod, Stillwater mod, Lampard mod, Ravenna sub-mod, Rockport mod.
State & National Park enthusiast can help modders in park related issues.
My statements in no way respect the views of any agency I am or was formerly associated with.
#4714
Geschrieben 15 März 2015 - 05:45
Could we do something with multiple criminals at once? Like a fight where you have to arrest both the subjects or a 2 or 3 person bank robbery? "Catching them one criminal at a time" may be a cool motto but it seems a little unrealistic after a while.
Multiple suspects is possible, but multiple callouts at once are not.
Bank robbery seems like a good idea. Maybe CFD should compile list of events people want.
#4715
Geschrieben 15 März 2015 - 06:37
Based on real life experience I'd like to offer up some of the most common calls both on the Police and Fire/EMS side of this.
Boring and redundant as it may be, the reality of many fire department around the country is that a solid 80% of callouts that come through are medically related callouts. Granted, there are many, many variations of medical callouts to be experienced and I think adding some new systems and mechanics around such callouts would be an incredible improvement to this game. For example, on an all too often occasion, people make stupid or unnecessary calls to the emergency services. Things like bee stings (without the allergic reaction), stubbed toes, bloody noses, funny or odd smells, breathing disorders caused by laughter (yes, this has happened) and multitudes of other odd or quirky things. If you can imagine it, it's probably been called into a 911 operator at some point. My point is, not all the calls have to be a treat and transport or a code three response. Treating patients on scene is a fairly common occurrence for minor things and it adds realism to things.
Some cool calls to add may be:
- Sick patient: Person is sick. EMTs treat the patient on scene and determine if he or she requires transportation. (This could be determined using a random math function and then an if statement based on a variable to determine if random math is greater than 0.90, the patient requires transport so 1/10 patients require transport.)
- Minor traffic collisions: Basic collisions that require a police report and then they get back on their way.
- Smoke investigations: A box is outlined on the map where a caller reported smoke in the area. Once an apperatus is in the box, smoke will appear from a random object in the area. A fire may or may not start as a result.
- Automatic box alarms (Someone created a mod called BMA for this): Fairly self explanatory...
- Suspicious individual(s): Question and arrest suspicious suspect in an area based on your judgment and checking of their ID.
- Domestic disputes: Two neighbors or people shouting at each other with possible weapons involved. Maybe after 2:00-3:00 minutes since the call comes in, a physical altercation takes place.
- Murder: Investigate a crime scene for clues leading to a suspect. (No idea how this would be done in code, you'd have to be a true master of the art)
- Suicidal patient: Use a negotiator to talk make a suicidal patient put down their weapon before self inflicting damage with it.
- Drug deal: Self explanatory.
#4716
Geschrieben 15 März 2015 - 06:40
Maybe gas leak calls. If that's possible
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#4717
Geschrieben 15 März 2015 - 06:46
Maybe gas leak calls. If that's possible
Yeah, that happens fairly frequently, too.
#4718
Geschrieben 15 März 2015 - 10:23
A
Peace is constructed, not fought for.
~Brent Davis
#4719
Geschrieben 15 März 2015 - 02:29
Now i like your ideas but even though I'm no expert on scripting i want to say more than half of that is close to impossible. Now the crime scene investigation maybe possible because i know they have that in Berlin mod but that maybe a script only useable in "mission mode". But bama,bma, and or itchboy could answer better than i ever could.Based on real life experience I'd like to offer up some of the most common calls both on the Police and Fire/EMS side of this.
Boring and redundant as it may be, the reality of many fire department around the country is that a solid 80% of callouts that come through are medically related callouts. Granted, there are many, many variations of medical callouts to be experienced and I think adding some new systems and mechanics around such callouts would be an incredible improvement to this game. For example, on an all too often occasion, people make stupid or unnecessary calls to the emergency services. Things like bee stings (without the allergic reaction), stubbed toes, bloody noses, funny or odd smells, breathing disorders caused by laughter (yes, this has happened) and multitudes of other odd or quirky things. If you can imagine it, it's probably been called into a 911 operator at some point. My point is, not all the calls have to be a treat and transport or a code three response. Treating patients on scene is a fairly common occurrence for minor things and it adds realism to things.
Some cool calls to add may be:
- Sick patient: Person is sick. EMTs treat the patient on scene and determine if he or she requires transportation. (This could be determined using a random math function and then an if statement based on a variable to determine if random math is greater than 0.90, the patient requires transport so 1/10 patients require transport.)
- Minor traffic collisions: Basic collisions that require a police report and then they get back on their way.
- Smoke investigations: A box is outlined on the map where a caller reported smoke in the area. Once an apperatus is in the box, smoke will appear from a random object in the area. A fire may or may not start as a result.
- Automatic box alarms (Someone created a mod called BMA for this): Fairly self explanatory...
- Suspicious individual(s): Question and arrest suspicious suspect in an area based on your judgment and checking of their ID.
- Domestic disputes: Two neighbors or people shouting at each other with possible weapons involved. Maybe after 2:00-3:00 minutes since the call comes in, a physical altercation takes place.
- Murder: Investigate a crime scene for clues leading to a suspect. (No idea how this would be done in code, you'd have to be a true master of the art)
- Suicidal patient: Use a negotiator to talk make a suicidal patient put down their weapon before self inflicting damage with it.
- Drug deal: Self explanatory.
#4720
Geschrieben 15 März 2015 - 02:58
What about habing a Ladder truck or fire truck or ambulance crash as it can happen in real life hell two ladder trucks hit each other on way to a call causing one to flip and be destroyed