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Edit of FD Command (Patch 3 Release)

wip fd command la mod multiplayer

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#21 squamishfire

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Geschrieben 22 November 2012 - 11:41

No, this is one of the few ones where you don't require a mod installer.

DUDE!!!!! this is awesome!!! I just finished playing it... although I was playing the EMS/FIRE only but I was getting police calls and it actually booted me when a fire got "out of control"

It sucks that you can't place another police station in the upper left hand corner. Even a small one like a LASD or a CHP.

Way to go pal!!! I am going to really enjoy this map.
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#22 woody_BLAH

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Geschrieben 23 November 2012 - 12:34

Not sure i just get it when the game loads, is there a log file i could pm you?


Don't think there is, but try extracting this to your game directory, let it over-write the current file.

Sorry if this has answered but does this require the mod installer? I bought mine online and now it doesn't work.


No .e4mod file, just the mod compressed in a rar file. Makes it easier for people who seem to be missing things! :happy:


DUDE!!!!! this is awesome!!! I just finished playing it... although I was playing the EMS/FIRE only but I was getting police calls and it actually booted me when a fire got "out of control"


Yeah, thanks for pointing that out, realised I missed it and the event files were the same... Patch 1 is here. It should also fix the boot when the fires get a little big.

As for the extra police station, I'll see what I can do, but no promises!

Just keep me posted on any issues you guys have, and I'll try to stay on-top of it. :happy:

I have begun working on a new project.

If you want in, PM me and let me know what you can bring to the team.

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#23 rescue_nerd

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Geschrieben 23 November 2012 - 06:04

Thanks for the patch.

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#24 CFDDIVE11

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Geschrieben 23 November 2012 - 09:44

did this patch include not ending the game if a fire gets to out of hand because theres a call behind the engine 236's station where a tree catches on fire and i can't put it out so i just started cutting trees down and it said i failed -__-

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#25 William Dodd

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Geschrieben 24 November 2012 - 08:45

How do you install the patch so it works with the mod as I had the same problem as CFDDIVE11

#26 Mentor1159

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Geschrieben 24 November 2012 - 09:31

If anyone wants to play multiplayer with this mod pm and we could set up a game. must have a mic and teamspeak.

#27 woody_BLAH

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Geschrieben 26 November 2012 - 12:17

did this patch include not ending the game if a fire gets to out of hand because theres a call behind the engine 236's station where a tree catches on fire and i can't put it out so i just started cutting trees down and it said i failed -__-


Should fix it, if it doesn't, then you can just post here and I'll remove all those fires around the edge of the map :happy:


How do you install the patch so it works with the mod as I had the same problem as CFDDIVE11


Cause its a .rar file, just do exactly the same as you did with the game, and extract it to the FD Command mod directory

I have begun working on a new project.

If you want in, PM me and let me know what you can bring to the team.

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#28 Mentor1159

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Geschrieben 26 November 2012 - 04:55

I have a problem. in the beginning of the game when i am calling out ems units, the last 4 or 5 ambo's get stuck at the top of the map behind the hospital.

#29 squamishfire

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Geschrieben 26 November 2012 - 01:10

Are you calling more than one ambulance at a time? (which I believe you are) only call one at a time it will fix this problem :)
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#30 Reaper

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Geschrieben 27 November 2012 - 06:02

Will this work with any submods? I would love to see the tiller in there as well as the dodge ambos

#31 willa078

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Geschrieben 27 November 2012 - 11:28

Tanker 50, Hazmat 51 and Squad 10 in station 3

EMS squad, Engine 236 and Medic 45 in station 4

Engine 50, Brush 51 and AMR in station 5

AMR and Helicopter at Hospital, with station 2 housing Tower 51, Engine 51 and Medic 410 and EMS Supervisor next to it

Station 1 with Medic 10, 210 and 310, Rescue 3, Tower 10, and Engines 10 and 210

And lastly police station with 3 parking spaces out the front, and the Heli on the roof.



So the last picture of the police station shows the old police units. I currently use the new police units made by Dyson Goog. If i used them for this mod would it work?

And secondly, are there scripts for the battalion chief to call units rather than you selecting the unit in the station and deploying it yourself?

Currently abroad but can't wait to play it when i get home. (hence the questions lol)

Looks good!!

#32 woody_BLAH

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Geschrieben 27 November 2012 - 12:14

Will this work with any submods? I would love to see the tiller in there as well as the dodge ambos


I'm sure that it would, just changing some files and VO's should make it work fine. As for me adding them, at this point in time I am not planning on adding them, but I may in the near future!


So the last picture of the police station shows the old police units. I currently use the new police units made by Dyson Goog. If i used them for this mod would it work?

And secondly, are there scripts for the battalion chief to call units rather than you selecting the unit in the station and deploying it yourself?

Currently abroad but can't wait to play it when i get home. (hence the questions lol)

Looks good!!


The new police units should work, assuming that they return to the same station places. I'm currently adding another smaller police station and a TEC station to the map, but probably don't hang out for them if you just want more police units :happy:

As for the battalion chief, I attempted to add him in, but ran into a bit of an issue. So at this point in time, nothing. But I really do want to have at least one, (possibly a battalion and a station chief for a couple of the stations if I get around to it).

Travel safe mate

I have begun working on a new project.

If you want in, PM me and let me know what you can bring to the team.

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#33 Mentor1159

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Geschrieben 28 November 2012 - 03:15

i still had problems calling out ems units. The last 3 or 4 units didnt even pop on the map and when i tried calling them out again it didnt do anything.

#34 squamishfire

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Geschrieben 28 November 2012 - 05:10

Again. Did u call more than one at a time. did u wait until the one thatvyou had called cleared completely. I find it odd how your the only one that is complaining about this
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#35 Mentor1159

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Geschrieben 29 November 2012 - 10:13

eah i waited untl each one was at the station b4 i called he other one. i think you should just change your spawn point anyways.

#36 BlazingPuppies

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Geschrieben 30 November 2012 - 05:11

Hey guys i'm just wondering if you get these same setups in your firestations:
http://beta.xfire.co...shots/126393298
http://beta.xfire.co...shots/126393301
http://beta.xfire.co...shots/126393301
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#37 EMFan

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Geschrieben 15 Dezember 2012 - 01:51

First off I just want to say that this is a really really great submod. I have enjoyed playing it, however I've run into 2 problems.

1) after a stolen car incident, I can't tow the cars away. Some of them can be shot by police, then towed, but the orange sports car in the upper right area of the map won't go away.

2) Even after the patch , the fire/ems only still ends if a fire gets too big.

Is there any way around these?

#38 TheCadetForce

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Geschrieben 15 Dezember 2012 - 05:15

First off I just want to say that this is a really really great submod. I have enjoyed playing it, however I've run into 2 problems.

1) after a stolen car incident, I can't tow the cars away. Some of them can be shot by police, then towed, but the orange sports car in the upper right area of the map won't go away.

2) Even after the patch , the fire/ems only still ends if a fire gets too big.

Is there any way around these?

You could edit your freeplay files to remove the Police events from the first one, this will allow you to play Fire/EMS without it ending if a fire gets out of control.

#39 MNBug

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Geschrieben 07 Januar 2013 - 09:28

This is my new favorite mod, thanks! Do you plan to continue development on it?

Thanks a bunch. All the small stations and large events make this mod very fun to play and it can be difficult at times.

#40 woody_BLAH

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Geschrieben 08 Januar 2013 - 12:40

This is my new favorite mod, thanks! Do you plan to continue development on it?


At this point in time I have managed to add a LASD station and am adding a LAPP station at the moment. I have plans to add a TEC station, but that really shouldn't be that hard. :D

Just a quick update to those who have followed this, I ran into a bit of a road block with the Battalion Chief, so unfortunately I won't add them. And I'm hoping to get another release of this up soon, but no guarantees!

Finally, if anyone has anything that they wanna see in the mod, be it a vehicle to some new mission ideas (for freeplay of course) then now is the time to post!

I have begun working on a new project.

If you want in, PM me and let me know what you can bring to the team.

(Modelers preferred)






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