Montana Mod v2.1 (In Development)
#2421
Geschrieben 04 Januar 2015 - 04:28
sent from my samsung galaxy s4 mini
#2422
Geschrieben 04 Januar 2015 - 04:38
Personally, I think the random number would be more annoying than fun. Imagine a fully involved structure and you get 3 firefighters, when you want every hand on deck. Wouldn't that be a pain in the ass?
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#2423
Geschrieben 04 Januar 2015 - 04:44
Personally, I think the random number would be more annoying than fun. Imagine a fully involved structure and you get 3 firefighters, when you want every hand on deck. Wouldn't that be a pain in the ass?
That's why the control panel calls one at a time so that the player can choose how many one wants.
OR people could try using the battalion chief call script that calls the exact amount necessary for each vehicle.
#2424
Geschrieben 04 Januar 2015 - 04:53
Ive fought a house fire with 3 people vary intresting and as you said a painPersonally, I think the random number would be more annoying than fun. Imagine a fully involved structure and you get 3 firefighters, when you want every hand on deck. Wouldn't that be a pain in the ass?
sent from my samsung galaxy s4 mini
#2425
Geschrieben 04 Januar 2015 - 05:42
Ive fought a house fire with 3 people vary intresting and as you said a pain
sent from my samsung galaxy s4 mini
Same
@NFK It would be a pain ,however realism is the point of this mod to a certain extent (I believe) and having random numbers of people show up is the essence of a volly department. I've had 12+ firefighters respond to a brush fire less than one acre and had 3 firefighters respond to a structure fire with occupant inside. Yes its a pain but so is
Limited Water Supply
Only one medic unit on map
Small amounts of PD on map
Waiting for volunteers to arrive before you can roll trucks
Rural emergency services is all about "pain" lol
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#2426
Geschrieben 04 Januar 2015 - 05:45
I very much support this. This is basically what happens here. I also think it would provide more variance with calls and add more of a reliance on mutual aid, something small departments have to rely on quite often, especially as small a town as Monida Pass. I think part of the fun of a volunteer script is getting what you can get and working with what you got. If you don't get enough vollies, Beaverhead County is a tone away. I know when I was on a small department (larger than MPVFD) we automatically had as many as three or four surrounding departments auto respond mutual aid for fires (however this was with three, eventually four part time staffers) and my home city can have as many as two to three responding mutual aid agencies during part time AND volunteer hours.What abot a random number of vollys and 4 pages for the volunteers on my department we only have 3 or 4 show up and from time to time we have 8 or 9 show up
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#2427
Geschrieben 04 Januar 2015 - 06:14
I could script this in, but not for the patch probably. This is gonna be a long term thing. As for the sounds, as I said, give me a sound that real volunteer fire departments use. This tone will be scripted into the automatic call command on the battalion chief. The individual call volunteer command will have no sound attached to it because there isn't a way to create a timer in a command script.
The limitation in the volunteer script is that the automatic dispatch is dependent on the number of passengers. The script does not ATM support variable numbers of passengers to trigger the dispatch script unfortunately.
#2428
Geschrieben 04 Januar 2015 - 09:11
Ps I use the battalion chief to call the engines.
Gunswat
#2429
Geschrieben 04 Januar 2015 - 09:27
I think the bigger thing here is not getting flooded with five different callouts, like two structure fires, and arsonist, and barricade situation, big car crash. If anyone has settings to keep this from happening. Please save me the trouble, small towns don't have this much happening at once and this has always been an EM4 thing. :/
#2430
Geschrieben 04 Januar 2015 - 09:37
I think the bigger thing here is not getting flooded with five different callouts, like two structure fires, and arsonist, and barricade situation, big car crash. If anyone has settings to keep this from happening. Please save me the trouble, small towns don't have this much happening at once and this has always been an EM4 thing. :/
Go to this file: fp_params_endless.xml. Open it. Go to the line MinDurationBetweenEvents value =
Change that value from whatever it is to 180-240
#2431
Geschrieben 04 Januar 2015 - 10:45
Weird, I've changed it a couple of times to crazy values like that but I still get a slew of callouts whilst in the middle of a callout. Never mind anyways, I'm still too happy about this mod existing to let that ruin anything. \<.>/
#2432
Geschrieben 04 Januar 2015 - 11:01
Weird, I've changed it a couple of times to crazy values like that but I still get a slew of callouts whilst in the middle of a callout. Never mind anyways, I'm still too happy about this mod existing to let that ruin anything. \<.>/
That shouldn't happen. I am running @ 240 and it gets boring quite often. I don't know why its still like that.
#2433
Geschrieben 04 Januar 2015 - 01:03
Wow great small town map so much detail and hard work, few bugs like all Betas.
First. we need at least two three Fire Station on the map for the amount of events that are kicking off.
Two. The Volunteer Firefighters once called remain on station or have a skeleton crew. Nice idea but while the town is going up they coming in lol!
Third. earthquake gone with the all random events fights, shots, man with a gun, loads of fire events no need for that in Montana lol! Cool idea with the hoses turn on, turn off but can be a pain with multiple events going on and the spinal board C caller for a fight maybe car accident yes falling or jumping out of building etc.
Four. I like to see the Engines have function cannon for quick response. In place I have changed the value of the water supply much higher to combat that. Also the plane needs to be put back in play, so it help with forest fires, The map has a lot of open space in the hay files or crop files, Just idea for a Smoke jumper base, few rescue vehicles and plane, mountain view in the back round Montana look.
Five. a small barracks for the STPD, I spent a lot of time playing this mod, it was fun and frustrating because of CTD after an hour or a few hours as the events be come stronger the map gets backed up and lags bad so it is tough to move fast on the events or the for going one place to another on map freezes the map for several seconds frustrating.
Over all I give this Beta a thumbs up for the creativity of the map and hard work that went it to making this . I could not do something like this good work Guys.
Whats up!
#2434
Geschrieben 04 Januar 2015 - 01:33
I could script this in, but not for the patch probably. This is gonna be a long term thing. As for the sounds, as I said, give me a sound that real volunteer fire departments use. This tone will be scripted into the automatic call command on the battalion chief. The individual call volunteer command will have no sound attached to it because there isn't a way to create a timer in a command script.
The limitation in the volunteer script is that the automatic dispatch is dependent on the number of passengers. The script does not ATM support variable numbers of passengers to trigger the dispatch script unfortunately.
This was the best one I could find and I think it would fit perfect
#2435
Geschrieben 04 Januar 2015 - 01:42
This was the best one I could find and I think it would fit perfect
Video is from 13-14 years ago. Except for the most resource-strapped departments and communities, most have probably gone to more modern forms of communications that don't cause loud disruptions to their communities.
Hoppah's Limited Water Supply Script Redone! (Released 2014/7/29)
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#2436
Geschrieben 04 Januar 2015 - 02:09
This was the best one I could find and I think it would fit perfect
Holy crap it would suck living next to a place like that. Knowing how many false alarm calls departments get, eeeek.
#2437
Geschrieben 04 Januar 2015 - 02:13
Well a lot of volunteer depts have pd respond first and if its real everyone keeps rolling but if not they can just turn home.Holy crap it would suck living next to a place like that. Knowing how many false alarm calls departments get, eeeek.
And I know of a lot of departments that aren't money strapped and still have them.Video is from 13-14 years ago. Except for the most resource-strapped departments and communities, most have probably gone to more modern forms of communications that don't cause loud disruptions to their communities.
#2438
Geschrieben 04 Januar 2015 - 02:36
Expect that sounds exact like what I hear after the scanner goes off for local small town fire department. Not as load because I am farther away but when I am in town it exactly like that.Video is from 13-14 years ago. Except for the most resource-strapped departments and communities, most have probably gone to more modern forms of communications that don't cause loud disruptions to their communities.
Around here pd will roll but the fire department officer still decide if they respond and with what.
#2439
Geschrieben 04 Januar 2015 - 04:23
This was the best one I could find and I think it would fit perfect
Ever heard of texting or phoning the volunteers? Maybe even a pager?
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#2440
Geschrieben 04 Januar 2015 - 04:31