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


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#1221 C.F.D

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Posted 02 November 2011 - 06:18 AM

RCMP Air one monitoring a drug deal in progress at the pond -

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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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#1222 FortErieFireEli

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Posted 02 November 2011 - 07:36 AM

Modding Jesus and Virgin Mary, right here... lol
Quick question, The Suburban in the third pic. Headlights are off, only the parking lights are running... Scripted? Did you get a headlight script in play? I tried, and it f*cked with my Floodlights command... did you pull it off?

#1223 FDNYpower

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Posted 02 November 2011 - 10:48 PM

RCMP Air one monitoring a drug deal in progress at the pond -

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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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sweat models :gut:

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#1224 FDNY Engine 321

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Posted 02 November 2011 - 11:52 PM

Nice :D
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#1225 PFD Emergency Reasponder

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Posted 03 November 2011 - 01:12 AM

I was just gonna say, that tomar siren sounds like a recording they took out of mario.

#1226 railker

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Posted 03 November 2011 - 02:46 AM

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!
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#1227 goog

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Posted 03 November 2011 - 02:58 AM

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!

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.

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#1228 FDNYpower

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Posted 03 November 2011 - 03:47 AM

Sorry, 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

i love the lights so much and does the fire and ems have four different siren options as well? or is it just the police

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#1229 goog

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Posted 03 November 2011 - 04:44 AM

each service and unit in it will have it's own manual sirens,the fire will have the Q on constant when in code 3 but you can press air horn ,welp or wail

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#1230 FDNYpower

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Posted 03 November 2011 - 04:50 AM

oh so theres different siren buttons for each siren you mean?

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#1231 C.F.D

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Posted 03 November 2011 - 04:53 AM

2011 Smeal Surrey Heavy Rescue enjoying the spa treatment in the furbishing factory, before it's time to report for duty to you guys.

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#1232 goog

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Posted 03 November 2011 - 05:40 AM

oh so theres different siren buttons for each siren you mean?

yup

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#1233 railker

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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.


Ah, gotcha. Definitely a cool option. And definitely understand the 'rough draft' as it were, an idea is wonderful. The volume levels were a bit different between wails and yelps too, but final product will be more polished, of course! In any case, lookin' awesome, can't wait to play.

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
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#1234 C.F.D

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Posted 03 November 2011 - 07:04 AM

2011 Smeal Surrey Heavy Rescue refurbishment - Stage 2.

Whelen Pioneer scene lights mounted on the front-roof end of the apparatus.

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Whelen lights being tested at night - note the quality.

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#1235 KILLERxCOP

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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


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 :loldev:)

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.

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#1236 railker

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Posted 03 November 2011 - 06:02 PM



Haha, well not just my imagination then, or just the NY mod. Never thought of having them just park somewhere, though, good call
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#1237 FDNY Engine 321

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Posted 03 November 2011 - 10:23 PM

Nice!!!!
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#1238 TacticalRooster22

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Posted 03 November 2011 - 10:49 PM

I'm loving that rescue! And the siren feature is cool, I've been waiting to see something like that. Glad you guys got it to work.

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#1239 FortErieFireEli

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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 :loldev:)

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.


What I did was I made the civil-traited police cars added to specific paths, because they'll stop at traffic lights... Then, with the commandable units, I park them in a dark-ish spot or somethin... obviously using the stand-by script to make them available. I just kinda think of the moving police cars that I can't command as units from another division/precinct...

#1240 PFD Emergency Reasponder

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Posted 03 November 2011 - 11:39 PM

Sort of off topic a little bit, but since it is winter and it ussualy snows in surrey, is there anyway to toggle snow off and on within the map? because it looks absolutely stunning when you see a fire truck roaring down a snowy highway going code 3, the snow defines and illuminates the lighting espicaly at night time.

If not then it would be another idea to intergrate into the map :P