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Mayberry County [Released]


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#101 tysohug

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Geschrieben 06 November 2014 - 09:29

To add to the last commenter, when using the Tanker to act as a hydrant, my Engine was unable to detach its supply line. Now I know you guys said you cant do Engine to Engine but Engine to Tanker, is that the same rule? I thought it wasnt.

To use the tanker as a hydrant you have to use the rapid deployment button on the tanker for it to work properly.


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#102 Handsup!

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Geschrieben 06 November 2014 - 09:39

Anyone else not having the dog spawn? :/

 

But great mod. Like using the vollies. :D


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#103 ENG51INE

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Geschrieben 06 November 2014 - 09:43

To add to the last commenter, when using the Tanker to act as a hydrant, my Engine was unable to detach its supply line. Now I know you guys said you cant do Engine to Engine but Engine to Tanker, is that the same rule? I thought it wasnt.

In the V1.1 update that bug is fixed, however, you still can not link engine to engine or tanker to tanker

#104 Unit 42

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Geschrieben 07 November 2014 - 03:33

Okay, thank you.


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#105 ses

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Geschrieben 07 November 2014 - 02:35

liking this mod .... alot

great work guys


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#106 Robi1845

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Geschrieben 07 November 2014 - 06:20

Hey man, amazing mod!!!! Reminds me exactly like my towns fire district.

 

I do have one question though.. In my town due to the limited water resources, our chief has the ability to call for a Tanker Task Force (TTF) which sends 2 or 3 tankers to the scene, could you have the ability to put that as a option in the chiefs menu? 



#107 ENG51INE

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Geschrieben 07 November 2014 - 06:24

Hey man, amazing mod!!!! Reminds me exactly like my towns fire district.

I do have one question though.. In my town due to the limited water resources, our chief has the ability to call for a Tanker Task Force (TTF) which sends 2 or 3 tankers to the scene, could you have the ability to put that as a option in the chiefs menu?

I am working on that today actually, you read my mind

#108 Robi1845

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Geschrieben 07 November 2014 - 06:29

I am working on that today actually, you read my mind

Thanks, ive always wanted a mod thats simulates my town. My life is complete lol



#109 freakinfuzzball

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Geschrieben 07 November 2014 - 11:50

I've played a couple long freeplay sessions with the mod so far and it's great! The units are awesome, the volunteer aspect is very cool and the updated map all add up to new and exciting gameplay.  I would agree with what others have mentioned before me about the frequency of events, having that slowed down would be great.  I just had two Man with a Gun calls, a commercial structure fire and a EMS call all going on at the same time. Other than that, keep up the good work.


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#110 Handsup!

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Geschrieben 08 November 2014 - 12:50

I've played a couple long freeplay sessions with the mod so far and it's great! The units are awesome, the volunteer aspect is very cool and the updated map all add up to new and exciting gameplay.  I would agree with what others have mentioned before me about the frequency of events, having that slowed down would be great.  I just had two Man with a Gun calls, a commercial structure fire and a EMS call all going on at the same time. Other than that, keep up the good work.

 

They've corrected that in an update which should come out tonight (US time; I'm British!) :D


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#111 novius

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Geschrieben 08 November 2014 - 01:46

First fire call: fleet services and surrounding structures. R1 E2 T3 E8 E10 L10 forestry and all medical units for 10 patients. Very impressive, definitely a busy call.
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#112 squamishfire

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Geschrieben 08 November 2014 - 01:53

Curious you didn't call in E3 or E2?


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#113 novius

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Geschrieben 08 November 2014 - 03:08

E3 manned the station with two for calls. R2 members were on the engine. So far I've only used the starting number of firefighters. It's a neat challenge
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#114 Fred03

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Geschrieben 08 November 2014 - 04:58

I am working on that today actually, you read my mind

Could they be different model tankers?


Also Supporting: RCMP mod, Stillwater mod, Lampard mod, Ravenna sub-mod,  Rockport mod.

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#115 ENG51INE

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Geschrieben 08 November 2014 - 05:00

Could they be different model tankers?

As discussed elsewhere in this post, no. The script fire not currently allow for more than one prototype of tanker

#116 tft.cf

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Geschrieben 08 November 2014 - 06:03

Which unit or personel can transport dead body ? 


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#117 WHFD ENGINE 23

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Geschrieben 08 November 2014 - 06:06

Yah the corner guys cant pickup dead bodys

#118 ENG51INE

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Geschrieben 08 November 2014 - 06:27

And if you look at the other posts, that has been fixed in the update.

#119 tft.cf

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Geschrieben 08 November 2014 - 08:22

OK, I found some errors, ambulances loses direction when leaving hospital and stucked in parking lot, tow trucks, fire engines, etc. stucked between buildings when arriving to case.
 
Fire captain is useles for firefighting, he is only call county firetrucks and switching off box alarm.


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#120 freakinfuzzball

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Geschrieben 08 November 2014 - 09:20

OK, I found some errors, ambulances loses direction when leaving hospital and stucked in parking lot, tow trucks, fire engines, etc. stucked between buildings when arriving to case.
 
Fire captain is useles for firefighting, he is only call county firetrucks and switching off box alarm.

That is what an incident commander/Chief does...........


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