New York Modification V.1.01
#221
Posted 07 April 2011 - 10:35 PM
As for the other amublances, feel free to post or message myself or MikeyPI the pictures of the ambulances AND the personnel on the in uniform, so we can get them right the first time
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#222
Posted 07 April 2011 - 11:06 PM
#223
Posted 08 April 2011 - 12:31 AM
It's already been said, the answer is no.Is there anyway to install this mod without using the ModInstaller? Mines corrupted and I can't find the thread about how to fix it, or if someone can direct me to the thread I need.
A corrupted ModInstaller is a possible sign of a pirated copy of the game. (Not saying you pirated it)
Which is not condoned.
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#224
Posted 08 April 2011 - 12:31 AM
I have been busy at work but have always been an FDNY buff to some sorts and i know youve been getting a lot of requests and i'll apologize early for this large of a post due to the pictures, but you stated in an earlier post that you needed to add vehicles to fill a fire house and i have some ideas for future releases:
the first is a High Rise Unit/ reserve rescue unit, which could be as easy as some equipment and skinning changes.
This unit could also be skinned for use as another hazmat unit, mobile command unit, collapse rescue.
High rise unit.jpg 140.54KB 172 downloads
High Rise Units are assigned to 10-76s and 10-77s citywide. They carry equipment, lights, and generators that are used in combating high-rise building fires. The High-Rise units are with Engs. 3 and 39, with Engs. 33 and 22 as backups. usuially staffed with 1 or 2 firefighters off of a unit from the station they are staffed in.
The second would be a NYP ambulance, New York Presbyterian Hospital is the largest hospital based EMS service in NYC, operating out of 10 hospitals with both ALS and BLS ambulances.
NYP.jpg 159.18KB 121 downloads
Third is an FDNY Haz Tac ambulance, these ambulances, in addition to their normal 911 call volume are trained as hazmat tech.'s and provide medical care and decon to contaminated individuals. i believe this would be useful in the game so that if an individual is injured you could just load and go with the ambulance being the decon unit, in turn, you could have EMS haz mat persons that can treat injured in the hot zone without becoming contaminated. to tell the difference between the two ( regular and HAZ Tac Medics) you could make the haz tac medics have blue chemical suits.
Haz Tac Ambulance.jpg 111.46KB 97 downloads
It would also be nice to see other engines and ladders so that u have more of a variety when u have to call in units from off the map. personally it would be amazing to see Ladder 10 housed with Engine 10.
10 Truck.jpg 164.16KB 88 downloads
again, sorry for the legnthy-ness of this post, and this is a great modification. since i found out of its release my xbox has started to collect dust.
#225
Posted 08 April 2011 - 02:13 AM
This unit could also be skinned for use as another hazmat unit, mobile command unit, collapse rescue.
uploads/monthly_04_2011/post-3430-0-36431000-1302216686_thumb.jpg
High rises cannot exist in game, and we won't be making other units out of said unit simply because they already exist in a real form, so creating ones wouldn't be neccessary. The Res1cue has everything that we could put in game for that kinda thing anyways
The second would be a NYP ambulance, New York Presbyterian Hospital is the largest hospital based EMS service in NYC, operating out of 10 hospitals with both ALS and BLS ambulances.
Other ambulances have been spoken about, we didn't have sufficient uniform and unit pics
Third is an FDNY Haz Tac ambulance, these ambulances, in addition to their normal 911 call volume are trained as hazmat tech.'s and provide medical care and decon to contaminated individuals. i believe this would be useful in the game so that if an individual is injured you could just load and go with the ambulance being the decon unit, in turn, you could have EMS haz mat persons that can treat injured in the hot zone without becoming contaminated. to tell the difference between the two ( regular and HAZ Tac Medics) you could make the haz tac medics have blue chemical suits.
We were planning that but omitted it for one reason or another. I think we replaced that with hazmat compnay no 1
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Executive Director: EMP Gulag
Do you have a warning that you want to go away, or are you facing another punishment you don't want? Contact me for the NEW alternative!
#226
Posted 08 April 2011 - 02:32 AM
#227
Posted 08 April 2011 - 02:50 AM
Volunteer Fire Fighter for the Cure
#228
Posted 08 April 2011 - 03:00 AM
We already filled the stations for now, so we don't need suggestions on what to put into them... Someone misunderstood the post that stated we had an extra slot, it had subsequently been filled by 61.What if you tried to add a seagrave TDA Ex. 101 truck
Won't be doing this because trailers can't have physics and I am not satisfied with how the tillers look when dragged around the map.
or maybe a seagrave Aerialscope Ex. Tower 146
Tower ladder is scheduled for a later version, it's not as simple as a conventional ladder is, it requires scripting and in V1 we wanted to try to ensure the mod worked not just put in things that might potentially be incapable of doing the task(s) required.
and also a third possible engine Ex. Engine 152 just some suggestions.
Additional engines are scheduled for a later release they will not make it into the mod's patch at this time. We will probrably end up putting the engines into a random script not unlike the police cars so the UI does not become a total mess starting with them in order of proximity unlike the PD which comes "randomly" we will probrably end up sending the engines out by who'd really come one after another etc. But I'm not 100% on how we're going to handle that just yet, it is V1 after all=)
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#229
Posted 08 April 2011 - 03:12 AM
Anime....that is all.
#230
Posted 08 April 2011 - 03:34 AM
#231
Posted 08 April 2011 - 04:01 AM
Anime....that is all.
#232
Posted 08 April 2011 - 04:14 AM
Squad 61 Is what filled the slot... Charger HP? *doesnt know which unit you're speaking of.. If it's hwy patrol Chargers they already exist.Ladder 61?! Those are my guys haha. Suggestion: Could you guys add a charger HP?
We will keep that in mind for the ambulancers.... As for the NYPD Hwy cars, they are not all brand new, hence why some have the old ones, some have the new LED model ones... The mod isnt all the latest units, some of them go back a good bit before LED started taking off in NYC, hence the old Hi-Risers being on them=) 2002-2008ish not all of em are specifically from the newest generation.for the ambulances, just make sure the have the FDNY 911 participating ambulance logo on the front doors. Ambulances that don't have those logos don't run 911 calls in the city. This includes volunteer (not to be confused with voluntary) units, and yes, that means if you're sitting 50 feet from the central park medical unit's garage and call 911 for an ambulance, you will be waiting for the closest available FDNY or voluntary unit to arrive. Also NYPD highway patrol units use metal bars with surface mount LEDs on them as high rise bars, rather than the highrise bars the FDNY uses on the Battalion Cheif cars (which are no longer being put on the new battalion trucks).
I'm not sure to be honest, the code system could be hard for people to work with who are not emergency services... Having to read a manual to understand what is going on might be a pain for some users.Are you guys going to implement a 10 code type of dispatch system? I mean, are you going to tell us which units to send. We don't HAVE to follow it but just to know? Just wondering?
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Executive Director, EMP Internment Camps
#233
Posted 08 April 2011 - 04:21 AM
Anime....that is all.
#234
Posted 08 April 2011 - 06:18 AM
#235
Posted 08 April 2011 - 09:13 AM
I have a picture of an older one pre-new inverted ugly headlights, the problem is that it is not as simple as that the script for ambulances has to be modified to be for that vehicle and that one alone... So that'll be added to a later version of the mod, the patch can't get that... It was intended to make V1 but time constraints kind of won out.According to Pearl71, It will be great to see Haz-Tac ambulance - very fuctional unit, if it can take infected people. Also Rescue medics ambulance.
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Executive Director, EMP Internment Camps
#237
Posted 08 April 2011 - 04:14 PM
Oups fail sorry
#238
Posted 08 April 2011 - 04:30 PM
And that hoppah has returned is also great!
Heres some tips for the mod to be a little better ( i know that most of those has already been sugested )
More traffic/civilians - for the nyc feeling
Different numbers on the battalion vehicles when they are called of the map.
Different ambulances.
May be something more, but i cant remember.
/ matte
#239 Guest_CyniacuL_*
Posted 08 April 2011 - 07:19 PM
#240
Posted 08 April 2011 - 07:22 PM
The rest of the ideas are on the cards, the traffic/civilians aspect will be explored once we have a new map for the mod... Traffic is a tricky thing, the game really is more like an orchestrated dance of sorts on how traffic flows, if a computer isnt in synch with the timing it can cause traffic jams, which usually result in cars just stopping dead... Kind of hard to guess what tolerance you can get away with on this game, but we will try to make traffic heavier on a new map when we do it.... The original map has too many "problem" roads that would backup very easy on it.This mod is awsome, one of the best i ever played actually.
And that hoppah has returned is also great!
Heres some tips for the mod to be a little better ( i know that most of those has already been sugested )
More traffic/civilians - for the nyc feeling
Different numbers on the battalion vehicles when they are called of the map.
Different ambulances.
May be something more, but i cant remember.
/ matte
Lazy Moderator - Will warn when agro >)
Executive Director, EMP Internment Camps