[WIP] THE RED WATCH aka RCMP mod (in SLOW progress)
#1221
Geschrieben 02 November 2011 - 06:18
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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
Geschrieben 02 November 2011 - 07:36
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
Geschrieben 02 November 2011 - 10:48
sweat modelsRCMP 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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Original Meriden Ct Mod Leader
#1224
Geschrieben 02 November 2011 - 11:52
#1225
Geschrieben 03 November 2011 - 01:12
#1226
Geschrieben 03 November 2011 - 02:46
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!
#1227
Geschrieben 03 November 2011 - 02:58
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!
Each brand of siren we included in the video will have this option, not the run together siren you feared in the video.
#1228
Geschrieben 03 November 2011 - 03:47
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
#1229
Geschrieben 03 November 2011 - 04:44
#1230
Geschrieben 03 November 2011 - 04:50
Original Meriden Ct Mod Leader
#1231
Geschrieben 03 November 2011 - 04:53
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#1232
Geschrieben 03 November 2011 - 05:40
yupoh so theres different siren buttons for each siren you mean?
#1233
Geschrieben 03 November 2011 - 06:25
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
#1234
Geschrieben 03 November 2011 - 07:04
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
Geschrieben 03 November 2011 - 10:03
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 )
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.
#1236
Geschrieben 03 November 2011 - 06:02
Haha, well not just my imagination then, or just the NY mod. Never thought of having them just park somewhere, though, good call
#1237
Geschrieben 03 November 2011 - 10:23
#1238
Geschrieben 03 November 2011 - 10:49
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#1239
Geschrieben 03 November 2011 - 11:01
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.
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
Geschrieben 03 November 2011 - 11:39
If not then it would be another idea to intergrate into the map