In the map editor, you can expand the map margins and make it easier to get to those edge spots.We haven't changed any hydrants so there are no less than other versions. It is hard to get into the corners on any map.
Mayberry County [Released]
#381
Geschrieben 03 Januar 2015 - 03:19
#382
Geschrieben 03 Januar 2015 - 04:51
For some reason all of the Ambulances refuse to transport to the hospital. I click the command, but they never move. There's no error, they don't get stuck, they just stay in one place. I'm assuming this has to be a problem on my end since no one else is reporting it, but do you have any idea what it could be?
I've noticed the same thing and brought it up a page or two back. It was explained to me by the mod creator that there was a path issue. I also had the issue of ambulances sitting in the street in front of the hospital. The creators of the mod made it like this to be a bit more realistic. Wouldn't be too much of a problem if traffic didn't pile up while the ambulance figured out where to go. Also, the Dodge 5500 ambulance would get stuck under the entrance. My solution is to go into the editor and find the virtual object named "hospital_entrance" and move it directly outside and in front of the door. Your ambulances will find a path to that point a lot easier. It does decrease the amount of your ambulances spend at the hospital, which it IS unrealistic for a ambulance to spend less than a minute at the hospital but it makes life a little easier.
ANOTHER and easier solution is to direct your ambulances to move to the parking lot next to the hospital, where the security cars are. Then click on the "go to hospital" command. It will take a minute for the ambulance to get to the entrance, but it doesn't jam traffic and create a headache.
#383
Geschrieben 03 Januar 2015 - 04:55
This was all fixed back in V1.3 and also in V1.4 and again in V1.4.1. I have not been able to recreate this issue as the ambulances are al set to park in the "keep clear" area next to the hospital. Every time I have played it, or one of the members of the mod team, the ambulances have followed their path to this parking area. I am not sure why you or anyone else continues to have this issue.I've noticed the same thing and brought it up a page or two back. It was explained to me by the mod creator that there was a path issue. I also had the issue of ambulances sitting in the street in front of the hospital. The creators of the mod made it like this to be a bit more realistic. Wouldn't be too much of a problem if traffic didn't pile up while the ambulance figured out where to go. Also, the Dodge 5500 ambulance would get stuck under the entrance. My solution is to go into the editor and find the virtual object named "hospital_entrance" and move it directly outside and in front of the door. Your ambulances will find a path to that point a lot easier. It does decrease the amount of your ambulances spend at the hospital, which it IS unrealistic for a ambulance to spend less than a minute at the hospital but it makes life a little easier.
ANOTHER and easier solution is to direct your ambulances to move to the parking lot next to the hospital, where the security cars are. Then click on the "go to hospital" command. It will take a minute for the ambulance to get to the entrance, but it doesn't jam traffic and create a headache.
#384
Geschrieben 03 Januar 2015 - 05:02
That makes two of us, bud! I have to say, that is the ONLY issue I've had. All in all, very good job on a very good mod. Hats off to you, sir!
I do have another question, regarding the volunteers. So does the script not allow for you to call volunteers back for another run unless all of them have left the fire station? I toned them to the station to respond to the epic fire in station four's ward. After the fire, I sent them back to Station 3 and sent them home after doffing their gear. Well, a gas explosion occurred in Ward 3 and I tried to call them back with no luck. I did notice that there was one volunteer POV in the parking lot that didn't leave and wouldn't leave. I was wondering if that was the reason or not. Any thoughts on that? Not a big issue at all, it really doesn't effect gameplay at all. I was just curious if it was possible to use the Volunteer Call Out command more than once.
#385
Geschrieben 03 Januar 2015 - 06:55
Quick question, How would one go about if at all possible to edit the amount of water that the units carry, I just want to edit some of the units to make it a bit more realistic at least for where I come from.
Do you enjoy text based role-play? Well if you do come visit ERT and take on the role of a Firefighter, EMT (or Paramedic) or a Police officer. Its a great community with a great group of people!
http://www.ertrpg.com/
#386
Geschrieben 03 Januar 2015 - 06:56
It's in the limited water supply script. Right now engines are all 1,000 gallons and tankers are 3,000 gallonsQuick question, How would one go about if at all possible to edit the amount of water that the units carry, I just want to edit some of the units to make it a bit more realistic at least for where I come from.
#387
Geschrieben 03 Januar 2015 - 11:33
This mod is pretty dang cool. The only thing I don't like is how there aren't any Medics with the Vol. Station over on the bottom right. Is it possible to have a "Medical" tone out? So Medically trained Vols respond? I think that'd be a lot better so there can be more medics around the map.
#388
Geschrieben 03 Januar 2015 - 02:38
it be cool if trucks could refill water tanks in the station ;'(
#389
Geschrieben 03 Januar 2015 - 03:23
it be cool if trucks could refill water tanks in the station ;'(
I just use the Hydrant out front of the station.
It's in the limited water supply script. Right now engines are all 1,000 gallons and tankers are 3,000 gallons
Oh I see, It I was gunna try and change the Brush trucks to 300 and the one engine with a large tank on the back to 1500 or 2000 gal but I guess its not possible. Thanks though!
Do you enjoy text based role-play? Well if you do come visit ERT and take on the role of a Firefighter, EMT (or Paramedic) or a Police officer. Its a great community with a great group of people!
http://www.ertrpg.com/
#390
Geschrieben 03 Januar 2015 - 03:25
I just use the Hydrant out front of the station.
Oh I see, It I was gunna try and change the Brush trucks to 300 and the one engine with a large tank on the back to 1500 or 2000 gal but I guess its not possible. Thanks though!
You actually can. All you need to do is define various water levels in the script, then set conditions for them below so that certain specific vehicles use these defined water levels.
#391
Geschrieben 03 Januar 2015 - 04:29
Is there a way to send the volunteers back home after they have been used?
#392
Geschrieben 03 Januar 2015 - 07:25
No, I think that was said when the mod was released that you cannot send volly's back homeIs there a way to send the volunteers back home after they have been used?
#393
Geschrieben 03 Januar 2015 - 07:27
Easier said than done. I am not at that level of script writing/editing yetYou actually can. All you need to do is define various water levels in the script, then set conditions for them below so that certain specific vehicles use these defined water levels.
#394
Geschrieben 03 Januar 2015 - 09:08
I've noticed the same thing and brought it up a page or two back. It was explained to me by the mod creator that there was a path issue. I also had the issue of ambulances sitting in the street in front of the hospital. The creators of the mod made it like this to be a bit more realistic. Wouldn't be too much of a problem if traffic didn't pile up while the ambulance figured out where to go. Also, the Dodge 5500 ambulance would get stuck under the entrance. My solution is to go into the editor and find the virtual object named "hospital_entrance" and move it directly outside and in front of the door. Your ambulances will find a path to that point a lot easier. It does decrease the amount of your ambulances spend at the hospital, which it IS unrealistic for a ambulance to spend less than a minute at the hospital but it makes life a little easier.
ANOTHER and easier solution is to direct your ambulances to move to the parking lot next to the hospital, where the security cars are. Then click on the "go to hospital" command. It will take a minute for the ambulance to get to the entrance, but it doesn't jam traffic and create a headache.
I tried manually moving the ambulances to both the parking lot, and in front of the hospital, but they still didn't go anywhere. I'm going to try and move the virtual objects and see if that helps. Thanks.
#395
Geschrieben 04 Januar 2015 - 06:24
Can this topic be moved to the Released Mods section......?
#396
Geschrieben 04 Januar 2015 - 06:32
Can this topic be moved to the Released Mods section......?
Moderator will do it when they have the time. Until then it will be in Development/Concepts.
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#397
Geschrieben 07 Januar 2015 - 02:59
Is there a way to send the volunteers back home after they have been used?
Yes you can send the Volunteers home you have them take off their gear and click on them again and click Go Home command.
Thank you,
"Station 27"
Captain (Callsign 2703)
Plymouth Volunteer Fire Department
#398
Geschrieben 08 Januar 2015 - 06:21
I've been noticing a bug with the SE volunteer station where two green landrovers show up, but only one leaves. The volunteers get out of their own vehicles, but carpool home! I wouldnt care except for the fact that unless all the volunteers take their own vehicles all the way home, they cannot return and I have to start a new freeplay or call an extra engine from out of the map to fill up the station with regular guys. This doesnt happen all the time, and its not game breaking, but just so youre aware of it. This is in 1.4.1. Otherwise its an awesome mod, good job guys!
#399
Geschrieben 09 Januar 2015 - 06:38
is there a way to switch the pink engine to the regular white on at ST 1
#400
Geschrieben 09 Januar 2015 - 07:03
There is no more pink engine, you have an outdated version.is there a way to switch the pink engine to the regular white on at ST 1