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Montana Mod v2.1 (In Development)


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#2661 fattboi94

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Geschrieben 10 Februar 2015 - 05:25

I wish there was a way to make the water last long in the trucks instead of only using it for a lil bit and it goes empty on ya

You could look at the scene for hydrants, if you don't see any call a water tanker. The water tanker has a huge amount of water in it. So its going to last longer, (thats what she said), by last longer I mean the water in the engines.



#2662 Jeremiah Trane

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Geschrieben 10 Februar 2015 - 05:51

Found another spot on where traffic gets hung up, the traffic moves once ya get a cop their, but once they make that turn, they seem to get stuck, its right where that white van is in the picture here

 

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Is there also a way to turn off certain calls to go to???  Like that accident scene seems to always pop up...I know there was a way to edit the calls in the files section but I dont know where to find them and what ones to delete so they dont come back up as a call



#2663 bama1234

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Geschrieben 10 Februar 2015 - 09:28

We're aware of all the traffic bugs and they will be fixed in 2.0.1. Please refrain from posting pictures of them. 


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#2664 Jeremiah Trane

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Geschrieben 11 Februar 2015 - 04:30

Sorry, I didnt know that they knew about this....All I was doing was trying to help to make sure they keep this mod an awesome one...Thats all....

 

Keep up the good work 



#2665 TheCHcuky

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Geschrieben 12 Februar 2015 - 02:22

Quick question. Will the standard map be used for multiplayer, or you using the free-mode made map for MP?


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#2666 WHFD ENGINE 23

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Geschrieben 12 Februar 2015 - 05:36

Quick question. Will the standard map be used for multiplayer, or you using the free-mode made map for MP?

as they have said time and time before the FREE PLAY map. Look before asking!

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#2667 TheCHcuky

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Geschrieben 12 Februar 2015 - 09:48

as they have said time and time before the FREE PLAY map. Look before asking!

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Since when is it a rule about asking legit questions about a mod? There is 134 pages about this topic and the main post didn't have my question in it. I checked a few pages after and didn't see it therefor I asked the question. Simple.

 

Thank you however for answering my question.  :happy:


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#2668 Olympus1492

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Geschrieben 13 Februar 2015 - 03:15

I think that the rule, if there is in fact an official rule about asking questions, ought to be worded in a way whereas to state that unless the author of the original post makes a list of FAQ's in the original post, members should be able to ask anything they need to short of questioning the release date. What's the point of having a mod thread if questions can't be asked?



#2669 fattboi94

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Geschrieben 13 Februar 2015 - 03:25

Now I don't know if anyone else posted this or even if this is the right place to post it, but it would be awesome if that instead of the PEV''s coming from off the map, they can come from their home on map. I was playing another mod, where it uses the LA Freeplay map, but the PEV's where at a house and they had lights and sirens to fit with the rural theme of Volunteer Depts. Now to be clear this is a suggestion. Its would make the game ever more cooler, if that's a word)!!!



#2670 Olympus1492

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Geschrieben 13 Februar 2015 - 03:40

Now I don't know if anyone else posted this or even if this is the right place to post it, but it would be awesome if that instead of the PEV''s coming from off the map, they can come from their home on map. I was playing another mod, where it uses the LA Freeplay map, but the PEV's where at a house and they had lights and sirens to fit with the rural theme of Volunteer Depts. Now to be clear this is a suggestion. Its would make the game ever more cooler, if that's a word)!!!

 

That would be cool indeed.  :holdglass:

The only issue I could see with that is nearly one third of the residential zones (houses) on the map would be responding to a fire, and it'd definitely make someone frustrated if a volunteer's house caught fire and they ended up hauling down to the station along with their whole city block and then all the way back I'd imagine. I know it was mentioned previously, but I think it'd be even more effective to have just one volunteer make their way to the station, get in their turn out gear and make their way to the scene while the others went directly to the scene in the POV's. Obviously the POV's would need some more controls available such as exiting/entering the vehicle and they'd need to carry their turnout gear with them. Theoretically it wouldn't be too hard to accomplish.  :happy:



#2671 Olympus1492

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Geschrieben 13 Februar 2015 - 03:49

Found another spot on where traffic gets hung up, the traffic moves once ya get a cop their, but once they make that turn, they seem to get stuck, its right where that white van is in the picture here

 

 

Is there also a way to turn off certain calls to go to???  Like that accident scene seems to always pop up...I know there was a way to edit the calls in the files section but I dont know where to find them and what ones to delete so they dont come back up as a call

The easiest solution I devised for fixing that traffic bug specifically was by moving the trigger area away from that side of the roadway so it only covered the left side (Left side being the oriented so that your camera is facing the front of the white Toyota Camry). It's pretty simple to do if you know your way around the editor. Feel free to send me a PM if you'd like some guidance in fixing it until the real patch is released.  :laugh:

 

And yes, you can edit the calls you get very easily. Open the mod's folder (C Drive/Program Files x86/Sixteen Tons Entertainment/Emergency 4/Mods/Montana Mod 2.0 Beta) then open the "specs" folder. You should find an XML file titled "endless_freeplay_perams" or something to that effect. Open it with Notepad or Notepad++ (Better, in my opinion), and then you'll be able to edit the call frequencies, starting time in the game, points you get for completing calls and most importantly you'll be bale to disable certain calls by changing the boolean at the top of every call statement to "0" instead of "1", disabling the call. Full tutorial here.



#2672 Jeremiah Trane

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Geschrieben 13 Februar 2015 - 04:39



The easiest solution I devised for fixing that traffic bug specifically was by moving the trigger area away from that side of the roadway so it only covered the left side (Left side being the oriented so that your camera is facing the front of the white Toyota Camry). It's pretty simple to do if you know your way around the editor. Feel free to send me a PM if you'd like some guidance in fixing it until the real patch is released.  :laugh:

 

And yes, you can edit the calls you get very easily. Open the mod's folder (C Drive/Program Files x86/Sixteen Tons Entertainment/Emergency 4/Mods/Montana Mod 2.0 Beta) then open the "specs" folder. You should find an XML file titled "endless_freeplay_perams" or something to that effect. Open it with Notepad or Notepad++ (Better, in my opinion), and then you'll be able to edit the call frequencies, starting time in the game, points you get for completing calls and most importantly you'll be bale to disable certain calls by changing the boolean at the top of every call statement to "0" instead of "1", disabling the call. Full tutorial here.

 

 

What file is it??? There are a lot to choose from

 

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#2673 JANJUA

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Geschrieben 13 Februar 2015 - 07:02



What file is it??? There are a lot to choose from

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It's the 9th file down from the top

#2674 Olympus1492

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Geschrieben 13 Februar 2015 - 04:05

 

 

What file is it??? There are a lot to choose from

 

7c29a31e218c0338a96979d70ebbb493.jpg

fp_params_endless.xml  :holdglass:



#2675 C.F.D

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Geschrieben 13 Februar 2015 - 07:07

Let me know if you'd like me to light up your units ;)

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#2676 bama1234

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Geschrieben 14 Februar 2015 - 12:50

Let me know if you'd like me to light up your units ;)

 

Shoot me a PM bud. 

 

Update for everyone: I've added all missing units, lights, etc. and am currently going through the list of bugs and knocking out the final few small bugs and touchups. Expect the patch/final version this weekend!


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#2677 TheCHcuky

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Geschrieben 14 Februar 2015 - 12:57

Shoot me a PM bud. 

 

Update for everyone: I've added all missing units, lights, etc. and am currently going through the list of bugs and knocking out the final few small bugs and touchups. Expect the patch/final version this weekend!

 

Yeehar!! Shoot me a pm man on your thoughts about a series on this mod!


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#2678 TACRfan

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Geschrieben 14 Februar 2015 - 01:11

Shoot me a PM bud. 
 
Update for everyone: I've added all missing units, lights, etc. and am currently going through the list of bugs and knocking out the final few small bugs and touchups. Expect the patch/final version this weekend!


Good to hear, thanks bama and itchboy for the amount of work you put in to this

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#2679 Macca

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Geschrieben 14 Februar 2015 - 04:09

Good to hear, thanks bama and itchboy for the amount of work you put in to this

Exactly what I'd say. Great work.



#2680 rcmp123

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Geschrieben 14 Februar 2015 - 05:47

Oh my God!!! I can't wait!!!