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Harbor City Mod

Squad 55 Harbor City Blackout

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#241 Topper

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Gepost 11 februari 2013 - 12:19

The commands for the chief units are largely unavailable, there may still be some that work. Again, this mod is designed and modded for multiplayer use, and those commands would regularly crash the mod if used.

As far as turning off PD calls - just edit the "fp_params_freeplay.xml" file found in your specs folder. for any Police calls change the <Enabled value = "1" /> to <Enabled value = "0" /> and make sure to save it when you are done. Should work as S55 has both FD/EMS/PD games and FD/EMS games.


Should that be the "fp_params_endless.xml" ? just verifying

#242 randomperson139

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Gepost 11 februari 2013 - 12:45

Should that be the "fp_params_endless.xml" ? just verifying

Yes, it should be fp_params_endless.xml for the standard version of the game, or fp_params_endless_d.xml for deluxe freeplay in the deluxe version of the game.
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#243 Topper

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Gepost 12 februari 2013 - 12:27

Yes, it should be fp_params_endless.xml for the standard version of the game, or fp_params_endless_d.xml for deluxe freeplay in the deluxe version of the game.


Thanks a ton!!

#244 FlorianKroyer

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Gepost 17 februari 2013 - 06:40

I got one question. In multiplayer we got only calls in the northern districts. Only 1 of 10 calls are in the south district. Can you help me to fix the problem?

#245 camhesse1

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Gepost 18 februari 2013 - 06:45

There's no way to fix it.... it is a random thing... some games end up being like that, but the next mp game could have fires all in the south.....

#246 Radar

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Gepost 19 februari 2013 - 12:51

I got one question. In multiplayer we got only calls in the northern districts. Only 1 of 10 calls are in the south district. Can you help me to fix the problem?


As Cam said the calls are randomly generated. We've had times when all the calls are in one area or another, or all over the map. It's just a matter of chance.

#247 Todd15

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Gepost 20 februari 2013 - 12:02

Just got a new computer! Hoping to get back in the swing of things in a day or so :cool:

#248 FlorianKroyer

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Gepost 20 februari 2013 - 05:02

I found the problem yesterday. We played in a 2 Player game, which generates calls only in the Northern Districts. In a 4 Player game we had Calls over the whole map. So its fixed :D

#249 Todd15

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Gepost 20 februari 2013 - 06:52

Post deleted.

Deze post is bewerkt door Todd15: 20 februari 2013 - 08:39


#250 kicks270

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Gepost 24 februari 2013 - 03:49

I found the problem yesterday. We played in a 2 Player game, which generates calls only in the Northern Districts. In a 4 Player game we had Calls over the whole map. So its fixed :D


:cheers:


Also:

Another great video made by FF NVME

p.s. thats shadows are from his shadows crashing, its not the mod itself!

http://www.youtube.com/watch?v=9bF2vkMwgTU

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#251 Blackout

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Gepost 18 maart 2013 - 07:02

Harbor City 4.0 Will be released to Squad 55 on Monday, March 17th. It will be released to the public in early April. The delay is to ensure that the mod is in working order. Here is a preview of all the changes in 4.0:


Official release notes for Harbor City 4.0

VEHICLES:

- All vehicles now have "Primary" (PRI) lighting, instead of "Flashing lights". This command will also activate the <u> animmation</u> for the directional lights, not the command itself
- All vehicles now have "Secondary" (SEC) ligting, instead of "Scene lights". This command will activate, some of the flashing lights, and any scene lights the vehicle has
- Icons edited by Blackout, and help from Zach1019
- All vehicles now the "Re-direct Command". This command DOES NOT activate any lights but simply tells the vehicles to turn around
- If a vehicle has a 'directional lightbar' it will be on with both primary and secondary lighting
- New sirens for all medics, squad and chief vehicles. There are back ups located in the audio folder (old 3 and 4)

EMS:
- New skin for all EMS units by Blackout - winner of skinning competition
- New skin for MCU unit by Blackout
- New skin for Air Ambulance by Blackout
- New Secondary lighting for all medics
- Updated MCU marker lights
- Removed MCU 'deploy' command, as it was not working, and doesn't do anything but take up more space

FIRE:
- New skin for ALL fire units - Skins are less sporadic, have a fire decal, and the same stripe down the side
- All units now have updated marker lights
- All units have new Secondary lighting (except marine and crane)
- New Engine 3+4 Seagrave model - thanks to Manhattan mod. All lights and skin editing done by Blackout

POLICE:
- All Patrol cars have new secondary lighting
- Patrol 1, 2, 4, and 5 have been re-skinned by Radar
- Patrol 1, 4, 5 Edited Primary lighting
- Patrol 3 Edited Primary lighting
- Patrol 6 Edited Primary lighting
- Patrol 6 (undercover) is now blue, and not red

NOTE: Not all vehicles will have secondary lighting, but all vehicles will have the secondary light button.

GENERAL:
- The mod will be installed via Emergency 4 mod installer system
- New loading screen
- Removed the 'suicide by jumping' call from multiplayer and singleplayer games, as it currently the most common cause of game crashes
- Chase script has been fixed so all players should be able to use the chase command, regardless of being the host or not
- Changed the name on the hospital to "Harbor City General Hospital"
- Fixed several "id_tooltip" glitches

MAP:
- HQ has been removed and several new buildings were added in it's place
- The hospital has been moved to the north and the entrance now faces the south
- New apartment complex has been added in the hospitals old location
- Station 2 moved and E2, R2, and M2 all park properly!!! It is moved to the East where the gas station used to be.
- Station 4 has been rotated 90 degrees so it faces Normandy Ave
- Removed and added buildings at the strip mall and across the street from walmart, as well as editedt the map texture
- Added severeral buildings accross the map in various places
- Spawn point for all fire units is in the old despawn ramp
- New despawn area for fire units will be at the edge of the map
- Added several explosive containers to the inside of buildings, so be careful

CALLS:
- Added a new 'MVC' where a crane collapses into a house

Note: No Fire alarms will be incorperated into this mod


For some pics of the new mod check out my xfire page:

http://www.xfire.com...1fr/screenshots

Harbor City 5 in development!


#252 squamishfire

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Gepost 18 maart 2013 - 01:14

Hey Blackout! Thats great I can't wait to see the new changes.

I do have Three Questions though <--- that was the first. 2nd Has the battlion chief commands been added to this update? 3rd Are we able to put the Police cars to Patrol in their own sector?

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#253 Blackout

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Gepost 19 maart 2013 - 12:10

Battalion chief commands? not sure what you mean... and unfortunately no, you will have to manually send your patrol cars to where you want them, assuming the PD HQ isn't where you want all your units.

Harbor City 5 in development!


#254 erfd

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Gepost 19 maart 2013 - 12:28

Are fire alarms a feature you are working on for future versions? New version looks excellent, one of my favorite mods.

#255 FInn Rescue 12

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Gepost 19 maart 2013 - 12:50

Yes the new charge looks sharp any vidoe of the lights yet.

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#256 squamishfire

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Gepost 19 maart 2013 - 12:51

Battalion chief commands? not sure what you mean... and unfortunately no, you will have to manually send your patrol cars to where you want them, assuming the PD HQ isn't where you want all your units.


What I am talking about is in regards to the idea like in the LA mod where you have a battalion chief (or a captain or what have you) able to call in additional close units instead of going half cross acre to get the unit that you need.
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#257 FInn Rescue 12

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Gepost 19 maart 2013 - 01:28

Yes it sounds like the Lt. would be good call for additional back units Correct me if i am wrong but Capt and Battalion cheif get to the scene after first initial response of units .

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#258 squamishfire

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Gepost 19 maart 2013 - 02:10

Now that depends. lets take a typical Vancouver Fire Rescue response to a building fire. It will consist of 12 fire fighter not including the Bat chief. This can consist of 2 Engines 1 Rescue and 1 ladder and then the bat cheif. So lets say the Fire is in VFR Hall 2 District. (check http://maps.google.c...14&source=embed to understand what I am talking about) so you would call, E1, E2, L1, Medic 1 (VFR medics are actually Rescues) (that is a total of 12. 4 each E 2 on the Medic and 2 on the Ladder) to the scene. Lets say that BC1 was on the way to hall two at the time and he was on Prior St and heading to Jackson Ave. The fire happens to be on Jackson Ave, then yes. Your BC would arrive well before any other units arrive.

How ever in most canadian cities a BC will not take command right off the bat (at least the ones I have seen) they would more become a safety officer making sure that everything is safe on the scene or dealing with the press. They would also be in charge of checking up with FF health as well.

So in reality is it really 50 half a dozen times that they would make it to the call before any other unit but they get called in the intial page out like everyone eles. :)

Edit: oh haha I just thought of it... you typically see this in volunteer fire departments where they have a duty officer. My home town (which I was part of the fire department) had this. They would 99% of the time beat us to a call and we had a pretty good roll out time, (around 3-4 minutes after inital page out) for our hall.

Yea :)
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#259 Blackout

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Gepost 19 maart 2013 - 04:15

No - the battalion vehicles have not had any commands added to them, as they are unable to be used in multiplayer. This mod is designed for Squad 55, a multiplayer clan, so this was not even looked at as a feature.

It is unlikely that there are going to be any more major changes to the mod, so no, the fire alarms will not be included in this mod at any time.

I will likely not be doing any more new releases until Emergency 5 comes out.

Harbor City 5 in development!


#260 Reaper

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Gepost 19 maart 2013 - 05:13

Any chance it will be released without the need for Mod Installer due to many of us who bought the game legally & it did not come with it?