I miss the white trucks...Especially the one with the flag...Now there just a blah color orange
Mayberry County [Released]
#441
Geschrieben 22 Februar 2015 - 09:55
#442
Geschrieben 23 Februar 2015 - 02:10
If there is coming new version, please change fire spreading speed, and remove all gas explosion events, or less them..
#443
Geschrieben 23 Februar 2015 - 04:17
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
Geschrieben 23 Februar 2015 - 05:52
I'm loving this mod! Plays really well.
#445
Geschrieben 23 Februar 2015 - 09:33
I know you can remove events like the gas explosion but how do you change the speed of fire spread?
#446
Geschrieben 23 Februar 2015 - 09:47
Edit materials.xmlI know you can remove events like the gas explosion but how do you change the speed of fire spread?
#447
Geschrieben 24 Februar 2015 - 12:20
Edit materials.xml
I have been wondering this myself. I am assuming it is the force or/and force radius? correct?
#448
Geschrieben 24 Februar 2015 - 05:11
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
Geschrieben 25 Februar 2015 - 06:09
Hey, may seem like a silly question, but is that a LT resetting a box alarm in one of those screenshots?
#450
Geschrieben 25 Februar 2015 - 06:16
Yes he is, LTs and the Chief can reset the Box Alarms when needed.
#451
Geschrieben 25 Februar 2015 - 06:29
Anyone notice sometimes a volunteer ff becomes a LT?
#452
Geschrieben 25 Februar 2015 - 06:41
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
Geschrieben 25 Februar 2015 - 09:01
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
Geschrieben 25 Februar 2015 - 09:05
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.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.
#455
Geschrieben 26 Februar 2015 - 12:45
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.
Hoppah's Limited Water Supply Script Redone! (Released 2014/7/29)
Looking for some minor modding assistance; any help is appreciated.
Handful of Bugs I've Encountered with Personal LA Mod Edit
Looking for Freeplay Event Tutorial
Treat Person Script: Heal script overhaul and replacement complete. Autoheal script in progress.
#456
Geschrieben 26 Februar 2015 - 01:49
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
Geschrieben 26 Februar 2015 - 10:30
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.
Hoppah's Limited Water Supply Script Redone! (Released 2014/7/29)
Looking for some minor modding assistance; any help is appreciated.
Handful of Bugs I've Encountered with Personal LA Mod Edit
Looking for Freeplay Event Tutorial
Treat Person Script: Heal script overhaul and replacement complete. Autoheal script in progress.
#458
Geschrieben 26 Februar 2015 - 10:38
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
Geschrieben 26 Februar 2015 - 11:49
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).
Hoppah's Limited Water Supply Script Redone! (Released 2014/7/29)
Looking for some minor modding assistance; any help is appreciated.
Handful of Bugs I've Encountered with Personal LA Mod Edit
Looking for Freeplay Event Tutorial
Treat Person Script: Heal script overhaul and replacement complete. Autoheal script in progress.
#460
Geschrieben 26 Februar 2015 - 12:08
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-