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[WIP] Manhattan Modification [The Upper East Side] *New Video*


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#181 wkfc393

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Geschrieben 18 August 2013 - 01:35

The peds are split into 2 groups. You have the 'pathed peds' and the 'unpathed peds'.

 

The peds with paths will stand still but then return to their set path after seeing an incident or whatever (more normal)

However the peds without paths dont have anywhere to return to, your best bet is to arrest these guys and just move them out of the way, I knew this was an issue and thats why 95% of the on map population has paths, to reduce this problem as much as possible.

 

As for traffic, as I've told people before, it takes some getting used to, we've been playing this mod since early developments. Our suggestions are to block traffic where it spawns. I.e. if it's 8th Avenue all the traffic starts at the south of the map going upwards, grab a traffic unit and send them to this point, set them up to block all traffic before setting up on scene. Give it about 20 seconds (perhaps stage somewhere else in the meantime) then once the avenue is empty you can set up. If you find yourself using perhaps only 2 lanes, open up the rest.

 

Another note, is that any traffic bugs, (with any mod usually) 2 cars will get stuck, the tow trucks have been edited to pick up non exploded vehicles, so just drive down and pick the vehicle up. You can even usually release the vehicle after and it will either resume its original course or just delete itself. Another reason to have a few tow trucks patrolling.

 

I know this isn't necessarily a perfect system, but until em4 runs on a better engine where AI is smart enough to drive properly, it'll have to do :)

 

Hope this is of some help!

 

Dyson

 

x

yes is does help.. ill give that a try and see how it goes thanks! i love the game play though 



#182 Dyson

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Geschrieben 18 August 2013 - 01:47

yes is does help.. ill give that a try and see how it goes thanks! i love the game play though 

 

Thanks, I'm currently taking steps to make the gameplay more stable and easy to use. The return and leave commands are head of the list to be tinkered with to give the user more freedom and simplify the experience.



#183 TacticalRooster22

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Geschrieben 18 August 2013 - 01:59

The peds are split into 2 groups. You have the 'pathed peds' and the 'unpathed peds'.

 

The peds with paths will stand still but then return to their set path after seeing an incident or whatever (more normal)

However the peds without paths dont have anywhere to return to, your best bet is to arrest these guys and just move them out of the way, I knew this was an issue and thats why 95% of the on map population has paths, to reduce this problem as much as possible.

 

As for traffic, as I've told people before, it takes some getting used to, we've been playing this mod since early developments. Our suggestions are to block traffic where it spawns. I.e. if it's 8th Avenue all the traffic starts at the south of the map going upwards, grab a traffic unit and send them to this point, set them up to block all traffic before setting up on scene. Give it about 20 seconds (perhaps stage somewhere else in the meantime) then once the avenue is empty you can set up. If you find yourself using perhaps only 2 lanes, open up the rest.

 

Another note, is that any traffic bugs, (with any mod usually) 2 cars will get stuck, the tow trucks have been edited to pick up non exploded vehicles, so just drive down and pick the vehicle up. You can even usually release the vehicle after and it will either resume its original course or just delete itself. Another reason to have a few tow trucks patrolling.

 

I know this isn't necessarily a perfect system, but until em4 runs on a better engine where AI is smart enough to drive properly, it'll have to do :)

 

Hope this is of some help!

 

Dyson

 

x

Thanks for clearing that up.  Yes, the traffic is fine.  I can work my way around that by closing off avenues, no problem.  It's the peds that cause the traffic to back up.  I've noticed a few areas that are prone to these peds, and I have tried to arrest and move them but they keep coming back into the street lol.


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#184 Dyson

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Geschrieben 18 August 2013 - 02:01

Thanks for clearing that up.  Yes, the traffic is fine.  I can work my way around that by closing off avenues, no problem.  It's the peds that cause the traffic to back up.  I've noticed a few areas that are prone to these peds, and I have tried to arrest and move them but they keep coming back into the street lol.

 

Haha yeah, Em4s engine tells them to move away from events, so I usually stick them across the road far away, or just heard them that way with the block ped command or send peds command :)



#185 mc1

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Geschrieben 18 August 2013 - 03:28

I have only been able to play this mod 1 time (I have the HD version) and thought it was AWESOME!  However, I have been getting consistent Microsoft Visual C++ runtime library errors....abnormal program termination everytime I try to load freeplay.  This is extremely frustrating.  I have uninstalled the mod and re installted at least 4 or 5 times.  Please, somebody who knows more than I do, read the attached logfile.  Help me PLEASE!  Thanks.

 

 

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#186 Dyson

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Geschrieben 18 August 2013 - 03:32

I have only been able to play this mod 1 time (I have the HD version) and thought it was AWESOME!  However, I have been getting consistent Microsoft Visual C++ runtime library errors....abnormal program termination everytime I try to load freeplay.  This is extremely frustrating.  I have uninstalled the mod and re installted at least 4 or 5 times.  Please, somebody who knows more than I do, read the attached logfile.  Help me PLEASE!  Thanks.

 

When creating the mod I sometimes get these errors after adding something new thats big. I usually -

Move the entire mod out of the mods folder, onto the desktop (move dont copy)

 

Restart my computer

 

Run as admin

 

Then I'm usually fine. However if you're still having issues try the contig suggestions someone posted a few posts back, that also works well (as far as I can tell)



#187 TacticalRooster22

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Geschrieben 18 August 2013 - 05:29

Haha yeah, Em4s engine tells them to move away from events, so I usually stick them across the road far away, or just heard them that way with the block ped command or send peds command :)

For some reason, it seemed like the block/send ped commands didn't work for me...I just recently also tried to solve a whole city-wide traffic jam to get to a fire, couldn't do it so I quit lol.  Still, it was fun to try haha.


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#188 MFDHoward

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Geschrieben 18 August 2013 - 06:33

  • For the police events there is no suspect, havent passed one PD event so far.

 

 

....Search the building in which the suspect is stealing/robbing. You can send police into building to arrest people....


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#189 Jim_Brass

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Geschrieben 18 August 2013 - 11:58

 Another reason to have a few tow trucks patrolling.

 

I know this isn't necessarily a perfect system, but until em4 runs on a better engine where AI is smart enough to drive properly, it'll have to do :)

 

Hope this is of some help!

 

Dyson

 

x

 

This reminds me, I get a bug where I set vehicles on patrol and they get locked at patrol speed (Changing to speeds 1,2 or 3 do not change the speed to respond to incidents after a patrol) So I have to send them to HQ and bring a new vehicle onto map. This bug isn't too bad for tow trucks but PD on patrol will take forever to get to a crime/incident.

 

Note: This is on normal V3 not tried on the SD version will do now and update :)

Update: This also occurs on SD version so on both I just station cars around the map and not patrol for now.

Update 2: Just noticed when I click send to HQ it forces the car out of patrol speed and you can change speeds again although to have to click Return to HQ after every patrol and then direct it to an incident.



#190 999madtom

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Geschrieben 18 August 2013 - 07:38

Ummm, I have intel but I tried the normal mod and it ran. For a minute then it CTD.


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#191 gunswat

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Geschrieben 18 August 2013 - 10:29

Was responding to an automatic fire alarm and noticed a car or something driving past with missing model file on it :/



#192 ghp010498

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Geschrieben 19 August 2013 - 03:31

Hate too ask but how do u use the roof venting script
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#193 Dyson

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Geschrieben 19 August 2013 - 11:05

Hate too ask but how do u use the roof venting script

 

Its not a script, just three houses have the ability of roof access, it's a lot of work to create these houses so there's only 3 available.



#194 ghp010498

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Geschrieben 19 August 2013 - 01:29

Its not a script, just three houses have the ability of roof access, it's a lot of work to create these houses so there's only 3 available.

K Thanks
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#195 RTJ43

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Geschrieben 19 August 2013 - 04:22

Hi

I wonder how I install the mod after I downloaded it :cool:



#196 Rascle_08

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Geschrieben 19 August 2013 - 05:11

Hey,

 

I open it in mods and open a new freeplay game and it loads almost all the way then crashes


mva3_thumb.jpg


#197 ghp010498

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Geschrieben 19 August 2013 - 06:24

Hey,

I open it in mods and open a new freeplay game and it loads almost all the way then crashes

Intel graphics?
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#198 Rascle_08

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Geschrieben 19 August 2013 - 08:18

AMD FX™ 4100 Quad core Processor


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#199 ginger303

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Geschrieben 19 August 2013 - 10:07

Where can I find the false alarm script? because I want to look at it

Thanks,

Ginger



#200 Ron Huth

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Geschrieben 20 August 2013 - 04:23

Dyson i got the MOD to work fantastic now, had to get a better video card,

now I have a question how do you hook the Fire Truck to a hydrant?

 

 

Your MOD is awesome