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Montana Mod v2.1 (In Development)


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#1461 bama1234

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Posted 10 November 2014 - 08:58 PM

 

Hello everyone I'm new here
 
Wants to show you my project but I can not because it says that you can not set up a new topic in the section mods what's going on administrator ?
 
what to mod it and play in it is a great look forward to New version of 

 

 

Modding Concepts. The rules changed, now a thread doesn't get moved to Mods until it has enough content to be considered a real mod. But this is definitely the wrong place to be posting that. 

 

What program do you use to showcase your models?

 

Em4 editor, then Photoshop to clean it up and add the white background.


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#1462 TheNorthernAlex

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Posted 10 November 2014 - 11:26 PM

Well i am not asking for a release date, all I say is i hope all stars line up and your projected rel;ease date holds true. I am looking forward to this mod, thanks for the hard work and dedication!


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#1463 randomperson139

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Posted 10 November 2014 - 11:40 PM

@ Emergency, you should get youreself a warning, the mods will do what they need, you dont have to instruct them ;)

 

Well, i think a sort of connection in the station, and also if you dont disconnect you cant leve the station.

Technically, you're instructing us what to do as well by saying he should get a warning...

 

There keep it easy this guy is new but warn him @randomperson139

As RangerDog pointed out, we don't need instructing. In fact, we don't appreciate people telling us when we should or shouldn't give warnings. Seeing as you can't see other users warning points, how would you even know whether or not I had issued a warning?

 

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#1464 gunswat

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Posted 11 November 2014 - 01:52 AM

Stay out of issues that don't involve you. Enjoy your little holiday.

That's not very fair he does something wrong and he gets a holiday?why don't I get one?:(


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#1465 Fred03

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Posted 11 November 2014 - 04:34 AM

Or we could all stop fighting and return to topic.

bama, what's the word on state patrol? what state units can we expect to see? cars? suvs? riot control? helicopters? all offmap?


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#1466 rcmp123

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Posted 11 November 2014 - 04:36 AM

Or we could all stop fighting and return to topic.
bama, what's the word on state patrol? what state units can we expect to see? cars? suvs? riot control? helicopters? all offmap?

I would definitely like to see the little bird helicopter from Hoppah's army mod be used, and I know they were going to use it for SWAT in the Miami mod.

#1467 bama1234

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Posted 11 November 2014 - 04:40 AM

Or we could all stop fighting and return to topic.

bama, what's the word on state patrol? what state units can we expect to see? cars? suvs? riot control? helicopters? all offmap?

 

I've added an MHP Tahoe and Caprice PPV, and will probably keep the CVPI. I've changed the skins to more closely resemble the real-life counterpart. No word yet on helicopters for the state patrol. And yes, all off-map. 

 

I would definitely like to see the little bird helicopter from Hoppah's army mod be used, and I know they were going to use it for SWAT in the Miami mod.

 

You're in luck, it will be featured in the mod! I've updated it's texture, and it will have a brand new feature 


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#1468 willowfork fire capt

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Posted 11 November 2014 - 05:27 AM

bama in my opinion this is one of the best mods cant wait to play it



#1469 gunswat

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Posted 11 November 2014 - 11:23 AM

National guard?


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#1470 Fred03

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Posted 11 November 2014 - 02:18 PM

Game Wardens/State Park Ranger?


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#1471 BeastyBill88

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Posted 11 November 2014 - 03:37 PM

Bama would you be able to answer a couple of questions for me, just a simple yes/no answer will do lol?

1) have you implemented the multiply siren buttons like other mods have?
2) will vehicles have the speed controls like the Manhattan/Brooklyn mods have?

Because I never liked them features (no offence to the people who made them) but they clogged up the UI and where a pain in the arse to have to change everytime.


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#1472 itchboy

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Posted 11 November 2014 - 04:03 PM

Bama would you be able to answer a couple of questions for me, just a simple yes/no answer will do lol?

1) have you implemented the multiply siren buttons like other mods have?
2) will vehicles have the speed controls like the Manhattan/Brooklyn mods have?

Because I never liked them features (no offence to the people who made them) but they clogged up the UI and where a pain in the arse to have to change everytime.

I can answer these questions:

  • Multiple sirens have been considered but I have not implemented them yet.
     
  • Speed commands are automatic. Vehicles spawned on map will only travel at normal speeds until their sirens are enabled. Vehicles will only move at high speed when their sirens are on. Player can force vehicles to go at high speed by pressing left or right control key with the MoveTo command.
     
  • Vehicles travelling to station or off map in freeplay will travel at normal speeds automatically. This actually helps with parking somewhat (although I cannot prove this)
     
  • GoHome command will not be changed though because this affects ambulances going off map. I might figure a workaround for it.
     
  • Off map vehicles coming onto the map will be going fast by defualt. I would like to enforce a speed limiter on some vehicles though such as tow trucks, cranes and in fact, all TEC and non emergency vehicles actually.
     
  • Now since the speeds are automatic, they dont clutter up the UI. Everyone wins.

What I say here isn't final or guaranteed. At the end of the day, it is up to bama to decide.



#1473 topfuzz

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Posted 11 November 2014 - 04:54 PM

That actually sounds perfect! I hope that makes it in the final product. 


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#1474 erfd

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Posted 11 November 2014 - 05:21 PM

I can answer these questions:

  • Multiple sirens have been considered but I have not implemented them yet.
     
  • Speed commands are automatic. Vehicles spawned on map will only travel at normal speeds until their sirens are enabled. Vehicles will only move at high speed when their sirens are on. Player can force vehicles to go at high speed by pressing left or right control key with the MoveTo command.
     
  • Vehicles travelling to station or off map in freeplay will travel at normal speeds automatically. This actually helps with parking somewhat (although I cannot prove this)
     
  • GoHome command will not be changed though because this affects ambulances going off map. I might figure a workaround for it.
     
  • Off map vehicles coming onto the map will be going fast by defualt. I would like to enforce a speed limiter on some vehicles though such as tow trucks, cranes and in fact, all TEC and non emergency vehicles actually.
     
  • Now since the speeds are automatic, they dont clutter up the UI. Everyone wins.

What I say here isn't final or guaranteed. At the end of the day, it is up to bama to decide.

Kind of like the script in the Harbor City mod? Sounds great!



#1475 serch248

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Posted 11 November 2014 - 08:12 PM

There will be Ford Police Interceptors in the mod?

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#1476 bama1234

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Posted 11 November 2014 - 08:32 PM

There will be Ford Police Interceptors in the mod?

 

Probably not.

 

I can answer these questions:

  • Multiple sirens have been considered but I have not implemented them yet.
     
  • Speed commands are automatic. Vehicles spawned on map will only travel at normal speeds until their sirens are enabled. Vehicles will only move at high speed when their sirens are on. Player can force vehicles to go at high speed by pressing left or right control key with the MoveTo command.
     
  • Vehicles travelling to station or off map in freeplay will travel at normal speeds automatically. This actually helps with parking somewhat (although I cannot prove this)
     
  • GoHome command will not be changed though because this affects ambulances going off map. I might figure a workaround for it.
     
  • Off map vehicles coming onto the map will be going fast by defualt. I would like to enforce a speed limiter on some vehicles though such as tow trucks, cranes and in fact, all TEC and non emergency vehicles actually.
     
  • Now since the speeds are automatic, they dont clutter up the UI. Everyone wins.

What I say here isn't final or guaranteed. At the end of the day, it is up to bama to decide.

 

I personally don't like the multiple sirens thing, it's cluttered. The manual speed control Itchboy mentioned is fine.

 

Bama would you be able to answer a couple of questions for me, just a simple yes/no answer will do lol?

1) have you implemented the multiply siren buttons like other mods have?
2) will vehicles have the speed controls like the Manhattan/Brooklyn mods have?

Because I never liked them features (no offence to the people who made them) but they clogged up the UI and where a pain in the arse to have to change everytime.

 

1) No.

2) Manual controls, like itchboy mentioned, but I doubt there will be buttons for it.

 

National guard?


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Will be bigger and better.

 

Game Wardens/State Park Ranger?

 

Will make an appearance as a side agency.


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#1477 Smeal170

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Posted 11 November 2014 - 08:47 PM

Great to hear the progress on the mod and good job with all your work you have put into it. Couple questions, with being alot of vehicles their shouldn't be any lag in the mod right? Just with their lights and stuff, Also I think you have answered this early but not sure if you have changed your mind are you gonna be slowing down the call volume rate or no. I have been playing the south county mod and it seems like there are alot of calls but do to on map quantity it is do able. Finally will you be making a Fire/EMS mode and a Fire/EMS and police mode. I have just seen in the past people make the Fire/EMS the challenge mode and with the size of the department on the map i would be hard to last long. Thank-you and keep up the good work!


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#1478 BeastyBill88

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Posted 11 November 2014 - 08:52 PM

I can answer these questions:

  • Multiple sirens have been considered but I have not implemented them yet.
     
  • Speed commands are automatic. Vehicles spawned on map will only travel at normal speeds until their sirens are enabled. Vehicles will only move at high speed when their sirens are on. Player can force vehicles to go at high speed by pressing left or right control key with the MoveTo command.
     
  • Vehicles travelling to station or off map in freeplay will travel at normal speeds automatically. This actually helps with parking somewhat (although I cannot prove this)
     
  • GoHome command will not be changed though because this affects ambulances going off map. I might figure a workaround for it.
     
  • Off map vehicles coming onto the map will be going fast by defualt. I would like to enforce a speed limiter on some vehicles though such as tow trucks, cranes and in fact, all TEC and non emergency vehicles actually.
     
  • Now since the speeds are automatic, they dont clutter up the UI. Everyone wins.

What I say here isn't final or guaranteed. At the end of the day, it is up to bama to decide.

 

 

1) No.

2) Manual controls, like itchboy mentioned, but I doubt there will be buttons for it.


Thank you both for your answers, I wasn't expecting to have such a detailed response and regarding the manual speed controls, if it is like the way you have said Itchboy, then I think it might just make me change my mind about it.


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#1479 rcmp123

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Posted 11 November 2014 - 11:01 PM

oh sweet!! Game wardens!!

#1480 Fred03

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Posted 12 November 2014 - 12:22 AM

That settles it, now this is my #1 mod.


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State & National Park enthusiast can help modders in park related issues.

My statements in no way respect the views of any agency I am or was formerly associated with.