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Harbor City Mod

Squad 55 Harbor City Blackout

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#441 CFDDIVE11

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Posted 21 June 2013 - 11:23 AM

I believe so and yes station 6 is foam 5,6 hazmat 6 station 5 is engine 5 medics 5,6 and no problem with all the questions that's what were here for!

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#442 erfd

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Posted 21 June 2013 - 02:45 PM

I have no problem saving/loading my games. Your trying to save through the main menu while playing the game right?

#443 hauntedlighthouse

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Posted 21 June 2013 - 05:25 PM

@Erfd- Yup.I wanted to save it so I didn't have to load a new game again and have to send the units to station as it takes a while, and the most difficult of calls always happens when I'm focusing on sending them to the station lol.

edit: I can save endless game freeplay fine. But I can't save challenge freeplay.

Also, I need some help with a call.I put it in the spoiler code as there is some spoilers to it.

Spoiler


#444 Blackout

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Posted 22 June 2013 - 11:54 PM

I've never had that call happen, apparently you can shoot him down with a sniper.

Harbor City 5 in development!


#445 hauntedlighthouse

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Posted 23 June 2013 - 04:20 AM

I've never had that call happen, apparently you can shoot him down with a sniper.


I tried, unfortunately all my sniper did was shoot the building.His gun didn't reach lol.

#446 gunswat

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Posted 24 June 2013 - 08:01 PM

Just had an underground pipe explosion in freeplay...It failed instantly tho :( and kept blowing stuff up :( hmm top left corner

#447 CFDDIVE11

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Posted 24 June 2013 - 08:08 PM

If it's the one behind the nuclear reactor it always fails, and the explosions are the gas tanks and the trucks going BOOMMMMMM.

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#448 gunswat

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Posted 24 June 2013 - 08:21 PM

@Erfd- Yup.I wanted to save it so I didn't have to load a new game again and have to send the units to station as it takes a while, and the most difficult of calls always happens when I'm focusing on sending them to the station lol.

edit: I can save endless game freeplay fine. But I can't save challenge freeplay.

Also, I need some help with a call.I put it in the spoiler code as there is some spoilers to it.

Spoiler

Just got that call 2 :/ he aint killed anybody...yet ;) haha

#449 Tommy van Extel

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Posted 24 June 2013 - 09:03 PM

This mod is really great! But i do have some suggestions / bugs... please let me know if you can work on these.

- Foam and Medic 5 go to station 6. Other fire units seem to work fine.
- Path finding in the upper left and lower right corner is really bad, vehicles get lost / drive around the entire map.
- The medics do not carry EMT-bags by default. This is, in my opinion, a downside since they now can lift persons (so why use stretchers?) but even worse: they stop healing when a person is recovered AND do not look for injured persons by them self.
- The hospital does not work 9 out of 10 times. Stretchers do not step out the vehicle so injured persons stay in it causing vehicles to stay at the hospital also. This counts both for the heli as the ambulances.
- Other players, except from the host, do not see the bottles of gas laying everywhere. This is a big one that influences the game play in a negative way.
- Stand-by option: when clicking HQ or somewhere in the map; the sirens go on but the lights stay off while the primary light button is enabled (you'll have to disable end enable it again to active the lights).
- Vehicles coming from the hospital do not use sirens by default (same issue as above, but then for sirens).
- Prices for vehicles: in the beginning they cost like 100 bucks. When buying the prices suddenly go through the roof (45K+).
- Using the right mouse button on a fire vehicle enabled the lights or something instead of deploy, which is preferred.
- Shouldn't coroners be in the medical category instead of police?
- Same for the crane; is now located under fire instead of services.

I hope you don't take this as criticism, we love the mod!

#450 EmergencyFan97

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Posted 24 June 2013 - 09:58 PM

The crane is purposely under fire. The coroners are purposely under police. The ambulances are scripted to not automatically go back to their stations. Medic 5 parks with Medic 6 and Engine 5, Foam 5 and 6 park together.
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#451 bigal

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Posted 24 June 2013 - 10:16 PM

u guys know that there is a part of la called harbor city
If anyone needs help with anything in the editor or needs a map texture please PM me!

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#452 Tommy van Extel

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Posted 24 June 2013 - 10:51 PM

The crane is purposely under fire. The coroners are purposely under police. The ambulances are scripted to not automatically go back to their stations. Medic 5 parks with Medic 6 and Engine 5, Foam 5 and 6 park together.


Could be, but i do not see how this adds something to my post. Ambulances do not unload at the hospital, totally different than not going back to stations.

#453 gunswat

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Posted 24 June 2013 - 11:07 PM

This mod is really great! But i do have some suggestions / bugs... please let me know if you can work on these.

- Foam and Medic 5 go to station 6. Other fire units seem to work fine.
- Path finding in the upper left and lower right corner is really bad, vehicles get lost / drive around the entire map.
- The medics do not carry EMT-bags by default. This is, in my opinion, a downside since they now can lift persons (so why use stretchers?) but even worse: they stop healing when a person is recovered AND do not look for injured persons by them self.
- The hospital does not work 9 out of 10 times. Stretchers do not step out the vehicle so injured persons stay in it causing vehicles to stay at the hospital also. This counts both for the heli as the ambulances.
- Other players, except from the host, do not see the bottles of gas laying everywhere. This is a big one that influences the game play in a negative way.
- Stand-by option: when clicking HQ or somewhere in the map; the sirens go on but the lights stay off while the primary light button is enabled (you'll have to disable end enable it again to active the lights).
- Vehicles coming from the hospital do not use sirens by default (same issue as above, but then for sirens).
- Prices for vehicles: in the beginning they cost like 100 bucks. When buying the prices suddenly go through the roof (45K+).
- Using the right mouse button on a fire vehicle enabled the lights or something instead of deploy, which is preferred.
- Shouldn't coroners be in the medical category instead of police?
- Same for the crane; is now located under fire instead of services.

I hope you don't take this as criticism, we love the mod!

yea quite of those Is fixable ingame ;) ill walk you through them later :)

#454 Blackout

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Posted 25 June 2013 - 03:02 AM

Foam and Medic 5 go to station 6. Other fire units seem to work fine.
- Never heard of this, Medic 5 and Medic 6 always go back to Station 5. Foam 5 and 6 go to station 6 like they are supposed to

Path finding in the upper left and lower right corner is really bad, vehicles get lost / drive around the entire map.
- If you could be more specific with street name I may be able to do something about it

The medics do not carry EMT-bags by default. This is, in my opinion, a downside since they now can lift persons (so why use stretchers?) but even worse: they stop healing when a person is recovered AND do not look for injured persons by them self.
- All you have to do it tell your medic to pick up a bag. Also if a person is healed, they don't need to be healed anymore sooo....

The hospital does not work 9 out of 10 times. Stretchers do not step out the vehicle so injured persons stay in it causing vehicles to stay at the hospital also. This counts both for the heli as the ambulances
- I am aware of the hospital glitches, and trying to work on fixing them

Other players, except from the host, do not see the bottles of gas laying everywhere. This is a big one that influences the game play in a negative way.
- When things go flying in game they land in different spots for different players, so this counts for explosions as well as if someone gets hit by a train.. nothing I can do about that

Stand-by option: when clicking HQ or somewhere in the map; the sirens go on but the lights stay off while the primary light button is enabled (you'll have to disable end enable it again to active the lights
- Not even sure why the Stand-by option would be used. As far as the HQ button goes, I know it's kinda buggy but I don't know how to fix it, I barely know how to script

Vehicles coming from the hospital do not use sirens by default (same issue as above, but then for sirens
- Turn the siren on

Prices for vehicles: in the beginning they cost like 100 bucks. When buying the prices suddenly go through the roof (45K+
- They should all be set to $1, and you have 10,000,000 by default

Using the right mouse button on a fire vehicle enabled the lights or something instead of deploy, which is preferred
- I am award of it but again, don't know how to fix it

Shouldn't coroners be in the medical category instead of police?
- nope

Same for the crane; is now located under fire instead of services.
- That's where we want it :)

Also, We didn't know about the part of LA called Harbor City until we released the mod.

Harbor City 5 in development!


#455 hauntedlighthouse

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Posted 25 June 2013 - 04:17 AM

Just got that call 2 :/ he aint killed anybody...yet ;) haha


He killed 2 people on the roof.I could pick up the injured, but I couldn't get him.lol


"Path finding in the upper left and lower right corner is really bad, vehicles get lost / drive around the entire map.
- If you could be more specific with street name I may be able to do something about ii"



I do notice at one of the stations, my fire truck when I send it back to station, it doesn't go, instead it parks on the grass close by the station; I have to manually drive it to the station then click return to station, I can't remember off the top of my head which it is, next time I'm in game I'll check.

#456 gunswat

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Posted 25 June 2013 - 08:16 AM

I distracted him before he did it ;) lol

#457 Tommy van Extel

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Posted 25 June 2013 - 09:27 AM

Foam and Medic 5 go to station 6. Other fire units seem to work fine.
- Never heard of this, Medic 5 and Medic 6 always go back to Station 5. Foam 5 and 6 go to station 6 like they are supposed to


Does not sound logical to me; why should units numbered 5 go to station 6?

Path finding in the upper left and lower right corner is really bad, vehicles get lost / drive around the entire map.
- If you could be more specific with street name I may be able to do something about it


I need to look into this. I know, for example, the bridge with the waterfall in the right lower corner is hard to find for vehicles.

For the upper left corner i found that vehicles drive down (via the big bridge in the middle), go left and go up again via the bridge at the left.

The medics do not carry EMT-bags by default. This is, in my opinion, a downside since they now can lift persons (so why use stretchers?) but even worse: they stop healing when a person is recovered AND do not look for injured persons by them self.
- All you have to do it tell your medic to pick up a bag. Also if a person is healed, they don't need to be healed anymore sooo....


When in chaos you might forget persons (or want to leave them for a while to focus on other things). Is this some setting i can set myself so people can choose?

The hospital does not work 9 out of 10 times. Stretchers do not step out the vehicle so injured persons stay in it causing vehicles to stay at the hospital also. This counts both for the heli as the ambulances
- I am aware of the hospital glitches, and trying to work on fixing them


Thanks.

Other players, except from the host, do not see the bottles of gas laying everywhere. This is a big one that influences the game play in a negative way.
- When things go flying in game they land in different spots for different players, so this counts for explosions as well as if someone gets hit by a train.. nothing I can do about that


I understand, we've seen this with police officers and arial trucks in LA MOD (being invisible / not working properly for others) but that's not as bad as this one. We get a lot of injured fire man and such more because other players don't see them laying around. I'd rather see those objects being removed from the mod if this cannot be fixed.

Stand-by option: when clicking HQ or somewhere in the map; the sirens go on but the lights stay off while the primary light button is enabled (you'll have to disable end enable it again to active the lights
- Not even sure why the Stand-by option would be used. As far as the HQ button goes, I know it's kinda buggy but I don't know how to fix it, I barely know how to script


For ambulances: instead of stations we use particular places to 'store' ambulances and therefor like to put them in standby to prevent flashing lights all the time. No big issue.

Vehicles coming from the hospital do not use sirens by default (same issue as above, but then for sirens
- Turn the siren on


The siren button is activated when ambulances leave the hospital. You however have to deactive and activate it again to get it to work. Seems like a (small) bug to me.

Prices for vehicles: in the beginning they cost like 100 bucks. When buying the prices suddenly go through the roof (45K+
- They should all be set to $1, and you have 10,000,000 by default


Played the mod a few times now but start budget is around a few hunderd K max. I remember that i tried to increase this value in LA mod but it simply stops at one point. We definitly don't have 10 mil, that's one thing i know for sure.

Using the right mouse button on a fire vehicle enabled the lights or something instead of deploy, which is preferred
- I am award of it but again, don't know how to fix it


Maybe gunswat can, thanks anyway :)

Shouldn't coroners be in the medical category instead of police?
- nope

Same for the crane; is now located under fire instead of services.
- That's where we want it :)


OK if this is a choice, it just crossed my mind :)

Thanks!

#458 hauntedlighthouse

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Posted 25 June 2013 - 11:22 AM

Your mod makes for very interesting gameplay.I literally just watched a pedestrian get squished by a train.:o Its not an actual mission, but its something different to take care of when nothing else was happening.

For the truck issue- The trucks at Station 2 on Macdonald street, don't park properly, the fire engine and the rescue keep parking on the hill a short distance from the station.

#459 Dyson

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Posted 25 June 2013 - 03:30 PM

Using the right mouse button on a fire vehicle enabled the lights or something instead of deploy, which is preferred
- I am award of it but again, don't know how to fix it


Regarding this, you need to adjust the priority settings in the script, the one which is highest (in this case lights on/off) will be the default right click event.

Hope this helps you fix it

x

#460 camhesse1

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Posted 25 June 2013 - 07:48 PM

Does not sound logical to me; why should units numbered 5 go to station 6?


Ok. So, in our mod we have two designated hazmat stations on the map. Station 7 and station 6. Since foamers are mostly, and i mean MOSTLY, used for hazmat fires, that makes them paired to the hazmat. Blackout didnt want foamers in a different station than the hazmat companies... Understand? That also makes sense so we dont have to deal with naming the foamers at staiton 7 like foam 7 and foam 7-1 or something.