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[Released/Public] The Riverside Modification V1.5


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#101 itchboy

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Posted 18 July 2014 - 03:51 PM

I love the international model. My city uses them and I think the model came out very well and will be a great addition

Thank you. Good that you like it.



#102 marcoclusius1

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Posted 18 July 2014 - 06:26 PM

not wanna be rude or so, but al the links in first post are dead :)


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#103 Mentor1159

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Posted 18 July 2014 - 06:28 PM

****Version 1.2 Released****

 

-One known issue, Medic 52 may not park properly the first time. The only thing you have to do is just hit the ToStation button again and it should park no problem.



#104 marcoclusius1

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Posted 18 July 2014 - 06:29 PM

not wanna be rude or so, but al the links in first post are dead :)

 

 

 

****Version 1.2 Released****

 

-One known issue, Medic 52 may not park properly the first time. The only thing you have to do is just hit the ToStation button again and it should park no problem.

 

now the download works again haha :P


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#105 Mentor1159

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Posted 18 July 2014 - 06:31 PM

now the download works again haha :P

I was updating the links and you clicked on the old one that I had already deleted the file from. Should all be good now :holdglass:



#106 senecafire1218

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Posted 18 July 2014 - 11:14 PM

This looks Amazing!!
 But I am having troubles. I have tried to download it on both links.. However I can not get it to install as a mod. I have other mods and I tried to do it how I did those. When I try to install "the package" It says the mod doesn't exist, or something along those lines. If you could please help me install it, that would be great, Thank you..
 



#107 axeman1224

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Posted 19 July 2014 - 12:41 AM

 

****Version 1.2 Released****

 

-One known issue, Medic 52 may not park properly the first time. The only thing you have to do is just hit the ToStation button again and it should park no problem.

 

You should be able to place a VO between stalls, block the vehicle access and that should fix the problem.  I'll give it a try and see what happens.

 

-Worked.



#108 Mentor1159

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Posted 19 July 2014 - 01:13 AM

There are barricades there already. It just seemed that 52 didnt always want to pull into the station



#109 axeman1224

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Posted 19 July 2014 - 01:54 AM

There are barricades there already. It just seemed that 52 didnt always want to pull into the station

I checked the barriers and they are set to "Freely accessible."  When I set them to "No Vehicle" everything parked normally.  I also didn't have the issue with 52 not pulling in, mine would pull in sideways.


Edited by axeman1224, 19 July 2014 - 01:55 AM.


#110 Mentor1159

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Posted 19 July 2014 - 01:56 AM

hmm ok. Wooops i mush have forgot to make it a barricade



#111 willowfork fire capt

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Posted 19 July 2014 - 02:37 AM

why did you put firefighter/paramedic instead of ff/emt in the trucks



#112 Mentor1159

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Posted 19 July 2014 - 02:45 AM

Because that's how I wanted it

#113 axeman1224

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Posted 19 July 2014 - 02:55 AM

why did you put firefighter/paramedic instead of ff/emt in the trucks

This is a simple fix if you wish to change it yourself.



#114 willowfork fire capt

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Posted 19 July 2014 - 03:00 AM

Because that's how I wanted it

k



#115 Mentor1159

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Posted 19 July 2014 - 03:00 AM

It Really is. If you wish to change it, just edit the unit XML files. You just have to change the personel section from paramedic to ff/emt or something like that.



#116 willowfork fire capt

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Posted 19 July 2014 - 03:13 AM

ok thanks 



#117 jwillie

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Posted 19 July 2014 - 04:19 AM

Awesome mod. Believe it is going to me my new favorite. Just 2 questions. Is there anyway to limit the traffic? Traffic gets blocked up all of the time at every intersection. At the train crossings they always get hit by the train and blow up causing a huge mess. Any way to fix this? Also the other thing that happened was I had a fire the southeast corner of the map. As soon as I got trucks there a pop up showed up saying "Congratulations you have reached a high score, however things have become out of control" (or something to that affect) and then exited the game. Any way to shut that off? Other than that a totally awesome mod! Great work so far. Hope to see more to come! Thanks for your work!


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#118 byankeesjeter

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Posted 19 July 2014 - 04:32 AM

Great mod. Only having one problem while playing. The FF/Paramedics have so many commands that sometimes the option to pump on the engine disappears and can't be selected. Other than that throughly enjoying it.


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#119 Mentor1159

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Posted 19 July 2014 - 04:38 AM

When you hover over the engine the command should show up of you have a line installed

#120 axeman1224

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Posted 19 July 2014 - 04:42 AM

It Really is. If you wish to change it, just edit the unit XML files. You just have to change the personel section from paramedic to ff/emt or something like that.

 

 

This is a simple fix if you wish to change it yourself.

 

 

Because that's how I wanted it

Going back and reading our comments, it may seem that we came off as rude...this issue with FF_EMTs is that they have little to no use medically in the game.  If you wish to use an Engine for medical assists, having FF_EMT is pretty pointless.  I can understand some wish to try and run things realistic with 3 FF_EMT and 1 Paramedic but with the scripts involved it is much easier to just make all the personnel the same unit.  If I have read most of the stuff on limited water supply correctly, a lot of the scripting has to deal with the nearest idle unit conducting the desired operation.  So if you have the standard 3-1 ratio going, there is a good change you will loose your paramedic to pump operation or tagging a fire hydrant.  I hope this sheds some light on the topic.