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Mayberry County [Released]


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#441 Jeremiah Trane

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Posted 22 February 2015 - 09:55 PM

I miss the white trucks...Especially the one with the flag...Now there just a blah color orange 



#442 IvaVPK

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Posted 23 February 2015 - 02:10 PM

If there is coming new version, please change fire spreading speed, and remove all gas explosion events, or less them..



#443 Kahlua79

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Posted 23 February 2015 - 04:17 PM

If there is coming new version, please change fire spreading speed, and remove all gas explosion events, or less them..

You can do this yourself...



#444 iDonkey

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Posted 23 February 2015 - 05:52 PM

I'm loving this mod! Plays really well.



#445 dtmdragon

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Posted 23 February 2015 - 09:33 PM

I know you can remove events like the gas explosion but how do you change the speed of fire spread?


New Zealand Professional Fire Fighters Union http://www.nzpfu.org.nz/

#446 Mentor1159

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Posted 23 February 2015 - 09:47 PM

I know you can remove events like the gas explosion but how do you change the speed of fire spread?

Edit materials.xml

#447 itfosho

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Posted 24 February 2015 - 12:20 AM

Edit materials.xml

I have been wondering this myself. I am assuming it is the force or/and force radius? correct? 



#448 ENG51INE

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Posted 24 February 2015 - 05:11 AM

I am not changing the fire spread or the explosions.  It all depends on your system which events you get when.  When I play personally, I rarely get any fires and get all car accidents and medical calls, and my fires do not spread very quickly.



#449 Soldjaboy

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Posted 25 February 2015 - 06:09 PM

Hey, may seem like a silly question, but is that a LT resetting a box alarm in one of those screenshots?



#450 Turk_WLF

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Posted 25 February 2015 - 06:16 PM

Yes he is, LTs and the Chief can reset the Box Alarms when needed.



#451 itfosho

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Posted 25 February 2015 - 06:29 PM

Anyone notice sometimes a volunteer ff becomes a LT?



#452 Turk_WLF

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Posted 25 February 2015 - 06:41 PM

I have noticed that too & sometimes that Paramedics have becomes a FF too or FF becomes whatever the last person to handle the Supply line.



#453 itchboy

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Posted 25 February 2015 - 09:01 PM

I have noticed that too & sometimes that Paramedics have becomes a FF too or FF becomes whatever the last person to handle the Supply line.

This is a bug in the water supply script. All mods using the script have this issue. Montana does, my LA Mod does, this mod does. Can't be fixed unfortunately.



#454 Mentor1159

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Posted 25 February 2015 - 09:05 PM

This is a bug in the water supply script. All mods using the script have this issue. Montana does, my LA Mod does, this mod does. Can't be fixed unfortunately.

Yep. The script in a way remembers the proto that attached the line, so when you go to disconnect it, it automatically changes to the original proto. Noticed it in my Ocean City one day.

#455 The Loot

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Posted 26 February 2015 - 12:45 AM

This is a bug in the water supply script. All mods using the script have this issue. Montana does, my LA Mod does, this mod does. Can't be fixed unfortunately.

 

Actually, it just takes one line to fix the switch;. the only issue is that the firehose turns invisible for some reason. I can post later when I get to my main system after work.



#456 Davis Shugrue

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Posted 26 February 2015 - 01:49 AM

This has been occurring in the mod since it first came out. I have usually noticed it with my firefighters becoming county firefighters or FF/Paramedics becoming FF/EMTs. I try to make sure that I disconnect the hose with the same person who connected it, but if the different character really bothers you you ccan always send the vehicle back to HQ and call it out again with the correct crew.



#457 The Loot

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Posted 26 February 2015 - 10:30 AM

n->ChangePrototype(p.GetPrototypeFileName());

That's the line you need to add, usually just before a line like:

n->ClearFlag(OF_HIDDEN);

Scripts that will need it: Wye and Hose Exension scripts, and Attach Firehose.



#458 itchboy

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Posted 26 February 2015 - 10:38 AM

n->ChangePrototype(p.GetPrototypeFileName());

That's the line you need to add, usually just before a line like:

n->ClearFlag(OF_HIDDEN);

Scripts that will need it: Wye and Hose Exension scripts, and Attach Firehose.

 

But this means that for example: (using LA Mod units for context)

 

Two engines, one filled with FF PM's, the other, FF EMT's (so 4 PMs and 4 EMTs)

An FF PM sets up the wye. The EMT's then attach to it. Then one EMT removes the wye, but the hidden person becomes an EMT. So there are now 3 PMs and 5 EMTs

 

This still isnt the solution. It causes an imbalance of units.



#459 The Loot

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Posted 26 February 2015 - 11:49 AM

No, it works out.

 

PM places wye. PM hidden, new PM created.

EMT removes wye.  Hidden PM changed to EMT and un-hidden, EMT deleted.

  • 4 Initial Paramedics and EMTs (4/4).
  • 1 Paramedic Created (5/4), but hidden.
  • 1 hidden Paramedic changed to EMT (4/5), but 1 EMT deleted immediately (4/4).


#460 itchboy

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Posted 26 February 2015 - 12:08 PM

 

No, it works out.

 

PM places wye. PM hidden, new PM created.

EMT removes wye.  Hidden PM changed to EMT and un-hidden, EMT deleted.

  • 4 Initial Paramedics and EMTs (4/4).
  • 1 Paramedic Created (5/4), but hidden.
  • 1 hidden Paramedic changed to EMT (4/5), but 1 EMT deleted immediately (4/4).

 

I tried my own method. Its a bit intrusive though.

  • Normal method of placing wye/water supply BUT
    • Only the FF who set up the supply/wye/extension can remove it
    • If you select the wrong FF, the game will script the right one for you
    • The problem lies here. It isn't obvious that another FF has been selected, so he may be in the middle of doing something else important when you send him to remove the thing
    • Also, the FF would have to be on the map in the first place. Can't send him away otherwise -GAME CRASH-