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whilst ERT's bomb squad deploys one of their Robot for a closer look...
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Waiting for the "take them down" order ...
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Posted 02 November 2011 - 06:18 AM
Posted 02 November 2011 - 07:36 AM
Posted 02 November 2011 - 10:48 PM
sweat modelsRCMP Air one monitoring a drug deal in progress at the pond -
EM4 2011-11-01 23-08-08-92.jpg 0bytes 279 downloads
whilst ERT's bomb squad deploys one of their Robot for a closer look...
EM4 2011-11-01 23-08-53-87.jpg 58.49KB 378 downloads
Waiting for the "take them down" order ...
EM4 2011-11-01 23-09-46-39.jpg 0bytes 281 downloads
Original Meriden Ct Mod Leader
Posted 02 November 2011 - 11:52 PM
Posted 03 November 2011 - 01:12 AM
Posted 03 November 2011 - 02:46 AM
Posted 03 November 2011 - 02:58 AM
those are just grouped together sound clips to give you an idea of the sirens we will have,our final version will have for example:smart siren,there will be wail,yelp,phaser and horn which will be manual set by you the game player,each setting will stay untill you change it...so you can set wail and drive to your emergency,as you reach an intersection you can push the phaser and so on.Never heard the Tomar siren before, didn't believe the Pacman 'waka waka' someone else mentioned before, but the video proves it exists, hahaha. Someone with an interesting idea for a siren, for sure.
Awesome sirens, the only thing I don't like about them, the ... second set I believe in particular, is that they don't "match", you can tell they're separate audio clips mashed together rather than one fluid series of siren tones, and the Mastercom sounds rather fake (by design, not the audio), but that's inherent, can't change that. So really that's my only complaint, otherwise loving how the project's comin along!
Posted 03 November 2011 - 03:47 AM
i love the lights so much and does the fire and ems have four different siren options as well? or is it just the policeSorry, FortErie, no Code 3 V-Con for this one...BUT, we are adding Code 3 Mastercom siren, Federal Signal Smart Siren, EQ2B/Q2B, PA300, Carson Siren, Tomar Supervisor Siren and Whelen Cencom siren. You will be able to play any of the 4 siren tones available on each siren box.
http://www.youtube.com/watch?v=RWQXyfUaP3g
Original Meriden Ct Mod Leader
Posted 03 November 2011 - 04:44 AM
Posted 03 November 2011 - 04:50 AM
Original Meriden Ct Mod Leader
Posted 03 November 2011 - 04:53 AM
Posted 03 November 2011 - 05:40 AM
yupoh so theres different siren buttons for each siren you mean?
Posted 03 November 2011 - 06:25 AM
those are just grouped together sound clips to give you an idea of the sirens we will have,our final version will have for example:smart siren,there will be wail,yelp,phaser and horn which will be manual set by you the game player,each setting will stay untill you change it...so you can set wail and drive to your emergency,as you reach an intersection you can push the phaser and so on.
Each brand of siren we included in the video will have this option, not the run together siren you feared in the video.
Posted 03 November 2011 - 07:04 AM
Posted 03 November 2011 - 10:03 AM
One other thing I had on my mind, I nearly had a conniption fit with my patrolling NYPD vehicles in traffic ALWAYS bunging up an intersection trying to cut through traffic and stopping the flow of traffic for miles around, or even see a couple civvy vehicles at a turn light somehow managing to get caught up and freezing together, dunno if that's a bug in the script or what, but it drives me mental having to spend half my time getting traffic to flow properly, hopefully Surrey will perform a bit better XDD Havin trouble with the LA mod, so dunno if it's doing it on that one, can't remember from when I used to play it
Posted 03 November 2011 - 06:02 PM
Posted 03 November 2011 - 10:23 PM
Posted 03 November 2011 - 10:49 PM
Join http://ertrpg.com and beecome part in a fun emergency roleplay!
Posted 03 November 2011 - 11:01 PM
It happens in the LA mod too, the patrol feature is the same in both mods. I'm not a scripter but I'm guessing there is a reason (not out of choice) why Hoppah didn't make it so patrolling vehicles act as civilian vehicles and stop at stoplights. That's one of the downsides of setting your units to patrol and if you choose to do so you need to keep an eye out for them so if a jam up does happen you can catch it early. For example even after a considerate amount of editing to the Woods Map I play on I still have traffic troubles so I choose to park PD units around the city so they don't have to get stuck patrolling. The only way to really deal with the traffic problems is constant testing and minor fixes. Its kind of a pain to constantly be changing between game and editor all while still trying to keep the traffic looking realistic (I can fix all your traffic troubles for any map in a couple minutes but there's only gonna be 5 civilian cars on the map)
Making patrolling vehicles stop at lights might be something the Red Watch team should look into as it would definitely make the lives of the mod players a lot easier so they can focus on their tasks, not traffic.
Posted 03 November 2011 - 11:39 PM