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Mayberry County [Released]


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#341 Ace

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Posted 30 December 2014 - 06:02 PM

Yeah I realized that near the end haha


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#342 rescue_nerd

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Posted 30 December 2014 - 06:15 PM

There are many great improvements to the mod in the new version. Unfortunately you removed the normal station-control thing (the one from LA-mod). Now there's no way to change the personnel in the vehicles, right? I also didn't get what the use of the REHAB-button was... :flagwave: little help.


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#343 ENG51INE

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Posted 30 December 2014 - 06:18 PM

There are many great improvements to the mod in the new version. Unfortunately you removed the normal station-control thing (the one from LA-mod). Now there's no way to change the personnel in the vehicles, right? I also didn't get what the use of the REHAB-button was... :flagwave: little help.

You are given plenty of personnel to start with. There is a new control panel that allows you to call more personnel to stations 1 and 3. The rehab button works with Squad 4 which is the scene support/lighting/rehab unit.

#344 Soldjaboy

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Posted 30 December 2014 - 06:27 PM

Nice update, guys! Do y'all have any plans on using another model for the Mayberry County engines or are y'all going to continue to use the same Peirce model from the La Mod?  I do have one issue, though.  I've noticed that the ambulances have a hard time finding a path to the hospital. That's if I use the "Go to Hospital" command.  I don't have that problem when I use the "Move to" command. However, when they finally get to the hospital, they sit at the front door forever before they unload the patient. Any thoughts? 



#345 ENG51INE

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Posted 30 December 2014 - 06:32 PM

Nice update, guys! Do y'all have any plans on using another model for the Mayberry County engines or are y'all going to continue to use the same Peirce model from the La Mod? I do have one issue, though. I've noticed that the ambulances have a hard time finding a path to the hospital. That's if I use the "Go to Hospital" command. I don't have that problem when I use the "Move to" command. However, when they finally get to the hospital, they sit at the front door forever before they unload the patient. Any thoughts?

The models will all be updated after the Boston mod comes out. As for the hospital issue, the paths are all there, I just need to do a minor update to the barriers. As for them sitting there forever, I built that in. Working in an ambulance personally, you are never just in and out of the hospital in s matter of seconds.

#346 Soldjaboy

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Posted 30 December 2014 - 06:38 PM

Oh okay.  Yeah, I know that is true.  I spent hour upon hour at the Med in Memphis, TN when I was doing clinicals with my local ambulance service for EMT-B.  I didn't realize that was for a purpose.  In that case, VERY good addition! lol



#347 rescue_nerd

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Posted 30 December 2014 - 06:52 PM

You are given plenty of personnel to start with. There is a new control panel that allows you to call more personnel to stations 1 and 3. The rehab button works with Squad 4 which is the scene support/lighting/rehab unit.

Yes, there are plenty units but why don't you allow to call more personnel? Okay, thank You. :xmas:


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#348 CFDDIVE11

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Posted 30 December 2014 - 09:29 PM

If you guys call in the vollys you get 10 more guys

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#349 BeastyBill88

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Posted 30 December 2014 - 10:24 PM

I love the mod, but I accidently broke the tanker lol. Also is anyone else having the problem with the tow truck having its move to command disabled?


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#350 MikeyPI

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Posted 30 December 2014 - 10:27 PM

No. It is not possible to alter the way the game operates.
Let me ask you this... What happens in real life when you drop thousands of gallons of water onto people and vehicles from a plane traveling at 200 miles per hour and from 1,000 +/- feet?

IRL most of the drop systems are setup to disperse the water not directly dump it so in reality you just get a heavy rain shower on top of you, not really damage as a result of the rain.  Think a heavy thunderstorm, same idea... Except that is falling from far higher than 1,000-2,000 feet. Without having ice in the water drop you don't really have to worry about damages.  The Forward speed of the aircraft really does not have a heavy effect on the end velocity when it strikes the ground. 


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#351 Ace

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Posted 30 December 2014 - 11:17 PM

I love the mod, but I accidently broke the tanker lol. Also is anyone else having the problem with the tow truck having its move to command disabled?

Yeah but it's not much of a problem because there's the pickup and HQ commands.


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#352 BeastyBill88

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Posted 30 December 2014 - 11:21 PM

Yeah but it's not much of a problem because there's the pickup and HQ commands.

That's true but it would be nice to actually move the truck to where we need it :/ hopefully there is a fix, because the same problem is in the WCCM v2.0 aswell.


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#353 itchboy

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Posted 31 December 2014 - 02:47 AM

Yeah but it's not much of a problem because there's the pickup and HQ commands.

This is caused by people not including an exception in the move script. I noticed they disabled vehicle's ability to move without any passegners. They forgot to add an exception to the tow truck and rescue crane.



#354 ENG51INE

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Posted 31 December 2014 - 02:50 AM

This is caused by people not including an exception in the move script. I noticed they disabled vehicle's ability to move without any passegners. They forgot to add an exception to the tow truck and rescue crane.

Ha! Missed that one. Makes sense now! I myself sat there for hours trying to figure it out

#355 itchboy

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Posted 31 December 2014 - 02:54 AM

Ha! Missed that one. Makes sense now! I myself sat there for hours trying to figure it out

Here's some code you might like. Add this as an else if to the no passengers code.

else if (v.GetVehicleType() == VT_FIREFIGHTERS_ASF || v.GetVehicleType() == VT_POLICE_GETAWAY || v.GetVehicleType() == VT_THW_FGRR_RL || v.GetVehicleType() == VT_THW_FGRR_TRL || v.GetVehicleType() == VT_THW_FGRR_BKF || v.GetVehicleType() == VT_THW_FGRB_BLF || v.GetVehicleType() == VT_FIREFIGHTERS_FLB)
	return true;


#356 The Loot

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Posted 31 December 2014 - 08:37 AM

This is caused by people not including an exception in the move script. I noticed they disabled vehicle's ability to move without any passegners. They forgot to add an exception to the tow truck and rescue crane.

I just ended up adding personnel and space to every vehicle.



#357 itchboy

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Posted 31 December 2014 - 08:39 AM

I just ended up adding personnel and space to every vehicle.

That would mean having to rewrite the entercar script to allow entry into the tow truck, rescue crane and bridge laying vehicle.
Then you would have to add the empty car command to every vehicle. Too much work for me IMO.



#358 ENG51INE

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Posted 31 December 2014 - 02:46 PM

That would mean having to rewrite the entercar script to allow entry into the tow truck, rescue crane and bridge laying vehicle.
Then you would have to add the empty car command to every vehicle. Too much work for me IMO.

I just did all that, took 10 minutes

#359 Unit 42

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Posted 31 December 2014 - 08:22 PM

The models will all be updated after the Boston mod comes out. As for the hospital issue, the paths are all there, I just need to do a minor update to the barriers. As for them sitting there forever, I built that in. Working in an ambulance personally, you are never just in and out of the hospital in s matter of seconds.

Barriers at the hospital? Like Gates? And I work for a medical transport company and volly. I truly wish we were as fast as the Mayberry Mod guys -_-


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#360 BeastyBill88

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Posted 31 December 2014 - 09:58 PM

 

Here's some code you might like. Add this as an else if to the no passengers code.

else if (v.GetVehicleType() == VT_FIREFIGHTERS_ASF || v.GetVehicleType() == VT_POLICE_GETAWAY || v.GetVehicleType() == VT_THW_FGRR_RL || v.GetVehicleType() == VT_THW_FGRR_TRL || v.GetVehicleType() == VT_THW_FGRR_BKF || v.GetVehicleType() == VT_THW_FGRB_BLF || v.GetVehicleType() == VT_FIREFIGHTERS_FLB)
	return true;

I'm no expert at scripting... So were abouts in the move to script do I need to put this? Thanks in advance.


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