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Rockport Modification [V2 W.I.P.]


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#661 Fred03

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Posted 09 February 2013 - 10:56 PM

Looks very nice. is their going to be a release soon with the updated unit skins?

Also Supporting: RCMP mod, Stillwater mod, Lampard mod, Ravenna sub-mod,  Rockport mod.

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#662 Surrey rcmp

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Posted 10 February 2013 - 02:15 AM

why are you asking for releases ????
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#663 Fred03

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Posted 10 February 2013 - 02:19 AM

Excuse me I should clarify: Is their going to be a minor release with the new skins or a larger update later with more stuff added? Not asking date, asking for clarification.

Also Supporting: RCMP mod, Stillwater mod, Lampard mod, Ravenna sub-mod,  Rockport mod.

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#664 squamishfire

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Posted 10 February 2013 - 07:13 AM

Uh oh I asked for a release. So i guess I should ask for a smaller release....
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#665 Surrey rcmp

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Posted 10 February 2013 - 07:43 AM

haha funny :holdglass:
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#666 Ghost Graphic Designs

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Posted 10 February 2013 - 12:27 PM

Looks very nice. is their going to be a release soon with the updated unit skins?

I'm not quite sure, I need to work on the FD units and update the rest of the Police vehicles before a minor release. :)

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#667 Fred03

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Posted 10 February 2013 - 03:50 PM

So are we going to be able to pick which livery we want on the police units? I personally like the new skins but some members might prefer the original skins.

Also Supporting: RCMP mod, Stillwater mod, Lampard mod, Ravenna sub-mod,  Rockport mod.

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#668 CFDDIVE11

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Posted 10 February 2013 - 04:24 PM

There was a poll up and members chose the new ones.

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#669 Fred03

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Posted 10 February 2013 - 05:04 PM

Oh sorry I forgot. Thanks

Also Supporting: RCMP mod, Stillwater mod, Lampard mod, Ravenna sub-mod,  Rockport mod.

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#670 cancadet

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Posted 17 February 2013 - 08:19 PM

I have found 2 bugs (and the patch didn't fix them), The pumper doesn't go back to Station 2, instead it tries to go to station 1 and gets and error "No space available, vehicle will return to base". No matter how many times I moved it back to station 2, it always go back to station 1 when I press the return to station button. 2nd bug, I tried to park the ambulance back at station 1 (Using the back to station command) and it wouldn't drive into the station, it would park infront of the door, blocking the ambulances. I tried to lower the doors and raise the again but that didn't work :(

#671 Fred03

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Posted 17 February 2013 - 08:24 PM

These bugs are known. The pumper bug can be fixed by moving the rescue out of station 1 and then giving the pumper the "return to station" command, once the pumper is parked in the station then send the rescue back, it works.

Also Supporting: RCMP mod, Stillwater mod, Lampard mod, Ravenna sub-mod,  Rockport mod.

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#672 tallen01

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Posted 17 February 2013 - 08:24 PM

I know that your first bug you are having I read about eariler. You have to pull the rescue truck out of station 2 in order to tell the pumper to go back to the station. The other problem i'm not sure about
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#673 CFDDIVE11

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Posted 17 February 2013 - 09:01 PM

Yeah i don't know what's up with the ambulance i have the same problem to.

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#674 Fred03

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Posted 17 February 2013 - 09:16 PM

I think it has something to do with the new ambulance being much larger than the original LA mod ambulance for which the station was scripted. This same problem happens when you use the upgraded ambulance in the LA mod. It does work however if you only send out one ambulance at a time.

Also Supporting: RCMP mod, Stillwater mod, Lampard mod, Ravenna sub-mod,  Rockport mod.

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#675 cancadet

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Posted 18 February 2013 - 11:06 PM

A fire started at the powerplant (On the second island at the top of the map) and i didn't see a toxic gas cloud. Little did I know there actually was a hazard and my men became sick. Because there was no cloud, I was unable to know where to contamination was!

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#676 met police999

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Posted 18 February 2013 - 11:19 PM

A fire started at the powerplant (On the second island at the top of the map) and i didn't see a toxic gas cloud. Little did I know there actually was a hazard and my men became sick. Because there was no cloud, I was unable to know where to contamination was!

thats easy to deal with just quarantine the entire upper right area of the map (nobody in,nobody out) set up an exclusion zone with only HAZ-MAT aloud then a medical staging ground just down from it and things should be fine

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#677 squamishfire

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Posted 18 February 2013 - 11:57 PM

Agreed. Once when I see a fire in that zone it's a all hands on deck. I make sure I send a min four engine, 1 ladder, bls ambulance, als ambulance, a squad, batt chief and ems supervisor. As well I dispatch a hazmat ASAP. If I have cars with two police officers in them I send a min of 2. I will also send a stick top or SUV as a supervisor.

Same with the fire in the lower warehouse portion of the map. (Where the containers are)
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#678 met police999

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Posted 19 February 2013 - 12:22 AM

Thats one of the best things to do with the dock area an other way is get the fire out ASAP before it gets to the chemical containers if that does happen then quarantine the docks get engines and a ladder around the back away from the toxins and move in HAZ-MAT In two squads one to contain the fire with extinguishers and the other to remove the contaminated back to a safe zone.

On an other note Squamishfire I like that idea in using that unit as a supervisor but I use the Land Rover as a armed response unit sort to go to calls involving firearms and to assist officers on them.

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#679 squamishfire

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Posted 19 February 2013 - 01:27 AM

In Canada most police dept use a SUV or stick top as a supervisor.

Also with the hazmat RF. If you edit the personnel in the editor you can get them to use the fire hose.
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#680 cancadet

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Posted 19 February 2013 - 02:01 AM

I have a suggestion that would make the game better, only fire rescue ambulances should return to station, the rest should automaticly start a patrol (Which is what I want) like in the LA Mod after stopping at the hospital

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