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Montana Mod v2.1 (In Development)


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#2821 Michael Jones

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Geschrieben 20 Februar 2015 - 09:22

I've never actually tried this with the Montana Mod, but generally when you select a police vehicle with a guest of the state in the back, you can click the suspect's icon shown in the transport panel of the vehicles available "seats," if you will, and it may release the suspect. 

 

Thanks! That works!



#2822 TheCHcuky

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Geschrieben 20 Februar 2015 - 09:32

Did anybody noticed the intersection in the top left corner which was a roadside, is now finished?

great! those are the small lovely details I like so much.

Another feature I felt for are the hydrants. The ones befor where unique but the current ones are superb.

Overall I really enjoy playing the mod.

There is a good balance in calls and units and just some very minor issues like I guess every mod and game has.

 

And guys please stop flooding this thread with bugs, crashs and complains about lag it is annoying as hell and we all know about it.

A usefull tip: If your game crashes, take your logfile add it to the bugreport and explain as good as you can what you did right before the game crashed.

Noone can help if you say: " my game crashed anybody got some help?"

Why can't you read the first 2 scentences written in bold on top of the first thread? It's those situations where I lose my faith in humanity...

On my rig the mod runs fluid with no major lag just little spikes (after 4 hours but who plays this long :holdglass:   )

 

Thats the first thing I noticed. :)

 

I don't wish to complain about their being some blank spots for fire hydrants. I rather say THANK GOD FOR THE TANKER or else I would of been screwed in those pesky fires up near all the homes in the north part of the map. I realized that I should of stretched the tanker a little more so the engines would get closer to the heart of the fire.

 

http://steamcommunit...s/?id=395659801


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#2823 Tevion2GO

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Geschrieben 20 Februar 2015 - 12:09

Thats the first thing I noticed. :)

 

I don't wish to complain about their being some blank spots for fire hydrants. I rather say THANK GOD FOR THE TANKER or else I would of been screwed in those pesky fires up near all the homes in the north part of the map. I realized that I should of stretched the tanker a little more so the engines would get closer to the heart of the fire.

 

http://steamcommunit...s/?id=395659801

 

Haha. I know exactly how you feel. Same thing at the hospital but yeah I guess that is the challange.



#2824 iTitan

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Geschrieben 20 Februar 2015 - 04:23

10/10 best mod ever.



#2825 itfosho

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Geschrieben 20 Februar 2015 - 05:24

Haha. I know exactly how you feel. Same thing at the hospital but yeah I guess that is the challange.

 I edited the number of units allowed because we were at 75/35 so i couldnt buy any more tankers, once i changed it i bought more tankers, anytime an engine rolls now i call a tanker for it :) 



#2826 BullsFan21

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Geschrieben 20 Februar 2015 - 06:09

Hello, I love this mod and realize it still is in process of being fixed. I was wondering though why the game just crashes? None of my other mods do so I was just curious. It crashes mid game basically for no reason just shuts off with no error code or anything. Just want to know why this may be happening. Thank you



#2827 sambo613

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Geschrieben 20 Februar 2015 - 08:35

Hello, I love this mod and realize it still is in process of being fixed. I was wondering though why the game just crashes? None of my other mods do so I was just curious. It crashes mid game basically for no reason just shuts off with no error code or anything. Just want to know why this may be happening. Thank you

Does it basically minimize the screen and go to the desktop? If so, I have the exact same problem. 



#2828 MFDHoward

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Geschrieben 20 Februar 2015 - 09:16

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#2829 BullsFan21

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Geschrieben 20 Februar 2015 - 10:04

yeah that's what it does. I'll be in the middle of the game and itll just go blank and right to desktop



#2830 Commissioner Sherrill

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Geschrieben 20 Februar 2015 - 10:09

yeah that's what it does. I'll be in the middle of the game and itll just go blank and right to desktop

Yeah just sitting there then poof, I feel the pain.


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#2831 FireRescue50

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Geschrieben 20 Februar 2015 - 11:05

I just wish there was more than one tanker. In a real situation you would have at least four or more tankers on a house fire. That is the only thing I would suggest. Also I was thinking of a new script I thought would be cool, and it would add to the realism . . . maybe have like a trash line script, so that firefighters could just show up to a small fire and start putting water on it right away, rather than having to get a hose out and connect it just for a small brush fire or trash fire.



#2832 itfosho

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Geschrieben 21 Februar 2015 - 12:25

I just wish there was more than one tanker. In a real situation you would have at least four or more tankers on a house fire. That is the only thing I would suggest. Also I was thinking of a new script I thought would be cool, and it would add to the realism . . . maybe have like a trash line script, so that firefighters could just show up to a small fire and start putting water on it right away, rather than having to get a hose out and connect it just for a small brush fire or trash fire.

 

If you edit the fp_params_endless.xml and change the <MaxParkingSpace value="35"/> value to something higher than 75 (75 is the number of starting units). I have mine set to 150, that way i can buy lots of tankers, i also send 1 tanker per engine called to the fire. 



#2833 fire28

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Geschrieben 21 Februar 2015 - 12:42

If you use the dispatcher in the firehouse you can dispatch more then 1 tanker (which effectivly buys more).



#2834 Olympus1492

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Geschrieben 21 Februar 2015 - 01:33

I just wish there was more than one tanker. In a real situation you would have at least four or more tankers on a house fire. That is the only thing I would suggest. Also I was thinking of a new script I thought would be cool, and it would add to the realism . . . maybe have like a trash line script, so that firefighters could just show up to a small fire and start putting water on it right away, rather than having to get a hose out and connect it just for a small brush fire or trash fire.

Fire extinguishers...?



#2835 FireRescue50

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Geschrieben 21 Februar 2015 - 02:57

I mean you could use a fire extinguisher, but in real life when you have a brush fire (at least where I live) you would use a hose. We don't use the extinguisher too much.



#2836 MFDHoward

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Geschrieben 21 Februar 2015 - 06:01

Thats the first thing I noticed. :)

 

I don't wish to complain about their being some blank spots for fire hydrants. I rather say THANK GOD FOR THE TANKER or else I would of been screwed in those pesky fires up near all the homes in the north part of the map. I realized that I should of stretched the tanker a little more so the engines would get closer to the heart of the fire.

 

http://steamcommunit...s/?id=395659801

 

It's kind of the point places that have a town water supply don't need tankers unless its in the sticks. Your vehicle placement alone needs to be cleaner lol. Your setup allows for nothing to get past so if you needed another unit or tanker you would have to go down the street from the different side which wastes time. lol


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#2837 Olympus1492

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Geschrieben 21 Februar 2015 - 09:01

I don't remember who mentioned it, but if anyone wants the version of this mod I created with an added BCFD station, AMR ambulance replacing the Sprinter and a few fixed traffic bugs, various small map edits and alarm boxes (Occasionally they are triggered and it's a false alarm with a box that must be reset), PM me. 



#2838 TACRfan

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Geschrieben 21 Februar 2015 - 10:50

I don't remember who mentioned it, but if anyone wants the version of this mod I created with an added BCFD station, AMR ambulance replacing the Sprinter and a few fixed traffic bugs, various small map edits and alarm boxes (Occasionally they are triggered and it's a false alarm with a box that must be reset), PM me.


I'm pretty sure you have to get permission from the creators of the mod before you relese that

8202526697_750685e818_m.jpgUK-Air-Force-Chief-RAF-Missions.gif

 

Editing lights for the Kent (UK) Mod http://forum.emergen...0-kent-uk-mod/ 

 

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#2839 Harkie

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Geschrieben 21 Februar 2015 - 02:36

How do I get the v2.0.1 to work? I'm a bit slow when it comes to mods. I also have the beta version



#2840 TACRfan

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Geschrieben 21 Februar 2015 - 02:48

How do I get the v2.0.1 to work? I'm a bit slow when it comes to mods. I also have the beta version

1:  After opening the downloaded file click Montana mod 2.0.1 and rename the file that is named mods to Montana Mod V2.0.1

 

2: Go to C:\Program Files (x86)\sixteen tons entertainment\Emergency 4\Mods

 

3: Drag the newly renamed Montana Mod V2.0.1 into the folder

 

It should work after that if done correctly :happy:

 

 

 

 

 

 

 

 

 

 

 

 

Is there a way to make buildings burn for longer but not destroy everything around them, i had a fire at the theatre in the town and by the time i got everyone out of the way the fire was out?


8202526697_750685e818_m.jpgUK-Air-Force-Chief-RAF-Missions.gif

 

Editing lights for the Kent (UK) Mod http://forum.emergen...0-kent-uk-mod/ 

 

Editing lights for the West midlands mod V2-submod http://forum.emergen...od/#entry305864

 

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