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Montana Mod v2.1 (In Development)


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#921 BeastyBill88

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Geschrieben 04 Juni 2014 - 01:49

On the contrary, I'd say I prefer having a smaller station with only a few units. I find it more challenging to try and deal with as much as possible using as few units as possible, only calling in extra units if I'm struggling at an incident rather than just bomb bursting vehicles at everything. But then that's just me!

Its not just you, I do the same, IF I need more units like for a large traffic accident or a fire that is getting out of hand, but even for that, its usually the light force and a an extra engine or 2. Personally I like it that way because the Battalion Chief gets used more.


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#922 TacticalRooster22

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Geschrieben 04 Juni 2014 - 03:45

Yeah I agree.  I try to get the most use out of the units on the map before I call in more, but if I need more I only call in the ones I need.


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#923 the wolfhunter

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Geschrieben 06 Juni 2014 - 09:53

Playi with only few units is very challenging, yet when i get a call of a house fire if my units are not geting there in 2 mins the fire gets out fo control, so waht should i do call in another unit or maybe u guys have advice to give me?



#924 Fred03

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Geschrieben 06 Juni 2014 - 10:02

Since the map don't really match the units/stations I park a pumper and a ladder at the station that's on the map and another pumper and a squad somewhere else on the map. I figure since its still a city map I'll play with the units I figure a city that size would have.


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#925 axeman1224

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Geschrieben 06 Juni 2014 - 11:40

Since the map don't really match the units/stations I park a pumper and a ladder at the station that's on the map and another pumper and a squad somewhere else on the map. I figure since its still a city map I'll play with the units I figure a city that size would have.

At one time i had edited the map and created a Medical station at location of the old fire station.  However since I am not that great with scripting or VOs, I didn't have much success.  I had to disable the ambos from leaving the map then try and manually park them back in the station



#926 TheForceRD

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Geschrieben 07 Juni 2014 - 04:17

how you disable ambo from leaving the map?


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#927 Aether

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Geschrieben 07 Juni 2014 - 01:10

object DummyGoHome : CommandScript
{
	DummyGoHome()
	{
		SetGroupID(20);
	}

	bool CheckTarget(GameObject *Caller, Actor *Target, int ChildID)
	{
	}

	void PushActions(GameObject *Caller, Actor *Target, int ChildID)
	{
		if(ChildID == 1)
		{
			Vehicle v(Target);
			Game::ExecuteCommand(CMD_STANDBY_ON, &v, &v);
		}
		if(ChildID == 2)
		{
			Vehicle v(Target);
			Game::ExecuteCommand(CMD_STANDBY_ON, &v, &v);

I went into the script for the hospital and added the standby command at the end of the "ToHospital" script. Simple, but it works.



#928 BeastyBill88

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Geschrieben 07 Juni 2014 - 08:14

object DummyGoHome : CommandScript
{
	DummyGoHome()
	{
		SetGroupID(20);
	}

	bool CheckTarget(GameObject *Caller, Actor *Target, int ChildID)
	{
	}

	void PushActions(GameObject *Caller, Actor *Target, int ChildID)
	{
		if(ChildID == 1)
		{
			Vehicle v(Target);
			Game::ExecuteCommand(CMD_STANDBY_ON, &v, &v);
		}
		if(ChildID == 2)
		{
			Vehicle v(Target);
			Game::ExecuteCommand(CMD_STANDBY_ON, &v, &v);

I went into the script for the hospital and added the standby command at the end of the "ToHospital" script. Simple, but it works.

 

 

Thanks :) I think I will use this.


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#929 JustinJones

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Geschrieben 07 Juni 2014 - 11:10

can u post the download link



#930 mariuswww

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Geschrieben 08 Juni 2014 - 02:09

can u post the download link

Its on the front page...



#931 Terrow

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Geschrieben 08 Juni 2014 - 02:44

http://imgur.com/a/3LzGg



#932 CFDDIVE11

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Geschrieben 08 Juni 2014 - 05:14

Hoser is that a little project your doing??


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#933 Ace

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Geschrieben 08 Juni 2014 - 05:24

Looks sweet


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#934 Terrow

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Geschrieben 08 Juni 2014 - 02:57

Yeah, almost finished. Just some small light edits and moved it to Woods maps then edited the map so the traffic isn't so awful as it was before. I'll release it if Bama's cool with it

#935 BeastyBill88

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Geschrieben 08 Juni 2014 - 08:39

Yeah, almost finished. Just some small light edits and moved it to Woods maps then edited the map so the traffic isn't so awful as it was before. I'll release it if Bama's cool with it

What the whole mod or just the map and light edits? It looks great by the way :D


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#936 bama1234

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Geschrieben 08 Juni 2014 - 10:39

Yeah, almost finished. Just some small light edits and moved it to Woods maps then edited the map so the traffic isn't so awful as it was before. I'll release it if Bama's cool with it

 

Go for it!


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#937 Fred03

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Geschrieben 08 Juni 2014 - 11:12

Bama do you plan to base the map off the real Monida Pass?


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#938 bama1234

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Geschrieben 08 Juni 2014 - 11:43

Bama do you plan to base the map off the real Monida Pass?

 

Loosely, but the real Monida Pass is almost a ghost town. There's not much I can take away from it.


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#939 Fred03

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Geschrieben 08 Juni 2014 - 11:56

Perhaps Lima or Spencer could be better inspiration, keep the name but when it comes to units/buildings that might be a place to start.


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#940 bama1234

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Geschrieben 17 Juni 2014 - 02:17

Just want to give everyone a quick update, I'm still working hard on the map, it's around 20% done at this point, but looking great. BMA and I are in collaboration to make a simple volunteer fire response script, but can't put it to use until the new map is done. Just about every model is being replaced with an American counterpart. Tons of new road signs, road textures, utilities, you name it. Expect new media within a week or so. Feel free to ask questions.


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