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Kent (UK) Mod (Dev Release)


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#1761 Pottyscotty

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Posted 14 August 2015 - 08:16 PM

Are you going to do BTP medics?

I don't think so, there won't be as many BTP personnel as there is Kent.

 

Boot looks absolutely fabulous!! I know it's only for role play but how will you go about opening it and will you do the same for other vehicles that have boots in the model??

It can be opened and closed like the Lockers on the Fire Appliances (Instead of just opening and closing within seconds when you get equipment from the vehicle). Yes I am currently doing the Great Boot Revamp :D


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#1762 pledge8236

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Posted 14 August 2015 - 08:18 PM

Sorry to come in on the convo a little after its been spoken about.

BTP are a national force that cover as has been mentioned only the railway infustructure, BTP does have a lot of history. The armed element of BTP was brought in because of the threat like seen in the Mumbai attrosity. Currently the armed element is only present in London. Other major cities like Birmingham and Manchester would call on the assistance of the home office force in that area.

There are around 3000 warranted officers within BTP however; given the geographical area covered I am confident you will appreciate why you don't always see officers parent at all stations.

It's nice that the up and coming mods have included BTP. The Kent mod is an excellent example of this and sits well with all the excellent models showcased. Very much look forward to the forth coming updates. :-)

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#1763 XTXTactics

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Posted 14 August 2015 - 09:01 PM

Wow, this mod is just getting better and better. There has been so many comments and posts by you and other people in the week I have been away, I have literally just got back from Cornwall. I like the boot opening feature :)
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#1764 Xynox

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Posted 14 August 2015 - 09:07 PM

Quick question, will TFU have an unmarked van (SWP use Merc Vito) and will TFU hve any additional plans or abilities than shown already?
Maybe a HQ with a kill house, etc.
Also, is it possible to add audio such as "ARMED POLICE, DROP THE GUN" or the sorts for related actions?
Thanks.

#1765 Pottyscotty

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Posted 14 August 2015 - 09:13 PM

Wow, this mod is just getting better and better. There has been so many comments and posts by you and other people in the week I have been away, I have literally just got back from Cornwall. I like the boot opening feature :)

Hope you enjoyed your time away!

 

Quick question, will TFU have an unmarked van (SWP use Merc Vito) and will TFU hve any additional plans or abilities than shown already?
Maybe a HQ with a kill house, etc.
Also, is it possible to add audio such as "ARMED POLICE, DROP THE GUN" or the sorts for related actions?
Thanks.

Yes TFU will have an unmarked van (In fact I have already added one). TFU will be based at the Police Station to be made for the new map but I don't think they would be getting a practice area as this is in the Police Training School.

 

Audio at those points would be something I would like to try to implement.


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#1766 Xynox

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Posted 14 August 2015 - 09:17 PM

Hope you enjoyed your time away!

Yes TFU will have an unmarked van (In fact I have already added one). TFU will be based at the Police Station to be made for the new map but I don't think they would be getting a practice area as this is in the Police Training School.

Audio at those points would be something I would like to try to implement.


That's great!

#1767 matthew

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Posted 14 August 2015 - 10:03 PM

Will they have Boot lights???



#1768 Pottyscotty

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Posted 14 August 2015 - 10:17 PM

Will they have Boot lights???

Unfortunately I don't think I will be doing boot lights because of the way lighting works in EM4. The lights would not move with the boot and therefore you would always have these floating lights behind the vehicles. Unless I can add a third lighting option it won't be happening. 


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#1769 randomperson139

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Posted 14 August 2015 - 10:36 PM

I would guess the simplest way of adding a third (or more) lighting option would be to use the various traffic light options as extras then modify a blue light script to turn on/off the lights designated as traffic lights on the particular vehicle.

 

Or actually, edit the open boot script so that when the boot is opened, it enables certain lights.


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#1770 Pottyscotty

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Posted 14 August 2015 - 10:46 PM

I would guess the simplest way of adding a third (or more) lighting option would be to use the various traffic light options as extras then modify a blue light script to turn on/off the lights designated as traffic lights on the particular vehicle.

 

Or actually, edit the open boot script so that when the boot is opened, it enables certain lights.

Yeah I am currently using Traffic Light Green as the Scene Lights (Which is why you can have Rear Reds and Scene lights separate) so I will try making a new script doing the same thing now.

 

That second option I would have never thought of!


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#1771 randomperson139

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Posted 14 August 2015 - 10:50 PM

Yeah I am currently using Traffic Light Green as the Scene Lights (Which is why you can have Rear Reds and Scene lights separate) so I will try making a new script doing the same thing now.

 

That second option I would have never thought of!

The second option might actually be the better option if you can work it out. It would avoid having an extra light command if those lights turned on automatically when the boot opened.


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#1772 Pottyscotty

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Posted 14 August 2015 - 11:58 PM

The second option might actually be the better option if you can work it out. It would avoid having an extra light command if those lights turned on automatically when the boot opened.

Yeah I would prefer to do this option but I am unsure how to do it.

 

However the other method is currently working (But you can not have the Hazard Light Ability on vehicles with boot lights, same as with scenelights).


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#1773 TWMCPE

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Posted 15 August 2015 - 08:35 AM

boot lights would be awesome if added!
Nice to hear you are doing other boots :)
The sounds you where talking about would be very interesting and I'm sure add a lot to the mod if you could do them

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#1774 Pottyscotty

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Posted 15 August 2015 - 02:15 PM

Stretcher script added.

 

lkYWzZ.png


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#1775 TACRfan

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Posted 15 August 2015 - 04:21 PM

Stretcher script added.

lkYWzZ.png


Looks good can't wait to use it

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Editing lights for the Kent (UK) Mod http://forum.emergen...0-kent-uk-mod/ 

 

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#1776 TWMCPE

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Posted 15 August 2015 - 07:29 PM

Stretcher script added.

lkYWzZ.png

Sounds awesome!!

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#1777 Tom Smy

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Posted 15 August 2015 - 10:27 PM

Are you going to add some CID units for police if you havent already?


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#1778 Griffo567

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Posted 15 August 2015 - 10:31 PM

Could someone help me I can't download the mod because mega is playing help up!
Help?......

#1779 Pottyscotty

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Posted 15 August 2015 - 11:06 PM

Are you going to add some CID units for police if you havent already?

Yes I am planning to but it will be a lot later down the line.

 

Could someone help me I can't download the mod because mega is playing up!

Does it come up with any errors? What is actually happening?

 

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Although it takes a little longer to do them, I hope you all appreciate the extra effort I am starting to put into the vehicles to make them more detailed :)

 

British Transport Police | Ford Transit Connect | Dog Unit | WIP

 

mZMgla.png

Ford Transit Model - Freelancer

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#1780 Will Sturgess1999

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Posted 15 August 2015 - 11:11 PM

Yes I am planning to but it will be a lot later down the line.

Does it come up with any errors? What is actually happening?

-----------------------------------------------------------------------------------------------------

Although it takes a little longer to do them, I hope you all appreciate the extra effort I am starting to put into the vehicles to make them more detailed :)

British Transport Police | Ford Transit Connect | Dog Unit | WIP

mZMgla.png
Ford Transit Model - Freelancer
Skin, childs and edits - Pottyscotty


Actually loving that transit connect!!! Especially with those rims......


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