Was I asleep the whole time or did you just release the mod without announcing it? Anyways, I'm pretty happy about it and downloading it righ now. Thank You NYCERU!

Bergstall Modification [Released]
#21
Posted 24 November 2014 - 06:17 PM
Peace is constructed, not fought for.
~Brent Davis
#22
Posted 24 November 2014 - 09:27 PM
Was I asleep the whole time or did you just release the mod without announcing it? Anyways, I'm pretty happy about it and downloading it righ now. Thank You NYCERU!
It was never announced outside of the Sr. members of NYCERU. I did make a topic asking what yolu thought of it, but that was when it was in alpha.
this mod with American Vehicles.. perfect. Good Job tho.
That's what I said!
Didn't think ti was large compared to most peoples sig.... But alrightly then
NYCERU Senior Member
#23
Posted 25 November 2014 - 03:47 AM
havent seen anyone post these but in multiplayer with the vollys had like 2 FFs from both pages not want to go home and then a trashbag will also block the fire station driveway preventing vollys from intering the parking lot
Other wise vary good mod i really enjoy playing it
#24
Posted 25 November 2014 - 01:43 PM
I had someone not going home aswell can't you move the bags with a ff?havent seen anyone post these but in multiplayer with the vollys had like 2 FFs from both pages not want to go home and then a trashbag will also block the fire station driveway preventing vollys from intering the parking lot
Other wise vary good mod i really enjoy playing it
Sent from my iPhone using Tapatalk
#26
Posted 25 November 2014 - 03:45 PM
Nope ff can't move the bagI had someone not going home aswell can't you move the bags with a ff?
Sent from my iPhone using Tapatalk
sent from my samsung galexy s4 mini
#27
Posted 25 November 2014 - 06:46 PM
run it over with a car ect hehe
#28
Posted 25 November 2014 - 09:37 PM
Nope ff can't move the bag
sent from my samsung galexy s4 mini
run it over with a car ect hehe
Will be fixed in next patch.
Didn't think ti was large compared to most peoples sig.... But alrightly then
NYCERU Senior Member
#29
Posted 25 November 2014 - 10:59 PM
I can't find things that works fine, all parts seems bugged - missing cursors, immune fire, cars engine scripts and etc
Screenshots and vids please, haven't experienced anything like that.
Didn't think ti was large compared to most peoples sig.... But alrightly then
NYCERU Senior Member
#30
Posted 26 November 2014 - 06:00 AM
Maybe add a couple new car accidents.. small to large.. and maybe a incident at the airport.
Signature Removed due to size
#31
Posted 26 November 2014 - 05:36 PM
When I use the water tender to supply water to other apparatus on remote locations I can't supply the 6 seated engine (as well as one or two others but can't remember precisely). And when I call in units from off the map they get stuck on their spawn point, they all have the same model regardless of which engine I dispatch. They also have the '1 player' etc icons representing those actions. You need to manually select them (with a bit of camera work to be able to select them) to turn their engines on and redirect them to the location.
There are two options to call in volunteers, what's the difference between those? The squad leader also has a BMA script with a station bell as icon, what does it do?
A lot of questions so if possible, could you provide us with a bit of documentation regarding the scripts? Apart from that the mod seems like fun and is of good quality. Congrats!
#32
Posted 26 November 2014 - 06:26 PM
When I use the water tender to supply water to other apparatus on remote locations I can't supply the 6 seated engine (as well as one or two others but can't remember precisely). And when I call in units from off the map they get stuck on their spawn point, they all have the same model regardless of which engine I dispatch. They also have the '1 player' etc icons representing those actions. You need to manually select them (with a bit of camera work to be able to select them) to turn their engines on and redirect them to the location.
There are two options to call in volunteers, what's the difference between those? The squad leader also has a BMA script with a station bell as icon, what does it do?
A lot of questions so if possible, could you provide us with a bit of documentation regarding the scripts? Apart from that the mod seems like fun and is of good quality. Congrats!
Thank you for your input and feedback.
The 6 seated engine should be able to be fed, I'll look into that issue. The units called from off map spawn wait 70 seconds before starting their engines and move to the selected location (to simulate driving from neighboor town). The Player 1, 2 etc is mainly for Multiplayer use, this gives the Engine to player 1 (host), 2, 3 or 4, all of them will give it to yourself in singleplayer.
The leaders bell command is to reset the automatic fire alarm system after its been triggered. As for documentation are you looking for how it works, or who made it?
#33
Posted 26 November 2014 - 08:54 PM
Alright thanks for the clarification.
Bugs:
Regarding the water tender, I want to apologise since it does work. I guess I got things mixed up a bit since I was tackling a big fire out of town involving all of the units. I thought most of the engines were able to supply each other, which isn't the case.
1. Another thing I noticed is that pumpswitch cmd shows the error icon (red cross thingy).
2. If the water tender used the cannon, the water % wouldn't drop.
3. Police officers can't draw weapons nor can they get it from the equipment menu (kinda difficult to handle a rabies event)
4. When there is a suspect in a police vehicle you need to get it to HQ, can't send it to base. (don't know if this is intentional or not)
5. There is a bug with the animation when installing/Deinstalling the ladder truck.
Questions:
Regarding the documentation; I meant as in how things work. Sure we all know the basic concepts and commands for the game but I have a few remaining questions.
1. What's the difference between CallStation1 and the callStation12 cmd at the station's control panel?
2. Is there a specific use for the brush truck compaired to the other 'normal' apparatus?
3. In the spawn menu all of the trucks only show the axe as equipment, is there a difference between equipment carried by all the vehicles?
4. What is the switchvehicle cmd for? Only the fireengine1, the firerescue and ladder vehicles have these.
Suggestions:
1. Had two play throughs, the only fires I had so far were out of the town, or at least at a place where there was no fire hydrant near the scene. Nothing wrong with that itself but I did had large difficulty replenishing the other three water tanks since the only vehicle able to transfer water is the water tender. Which resulted in the last fire evolving into a forest fire very quickly and being uncontrollable. Sure I was able to call in the water plane but it's not that realistic imo for having to use it time and time again to keep it under control.
Can it maybe be adjusted that the water tanks don't run out that fast? Or did I miss something?
2.
Maybe also spawn the container truck somewhere at the station instead of having to call it manually? (just an idea)
#34
Posted 26 November 2014 - 08:55 PM
The switch vehicle is the command to upgrade them.
#35
Posted 27 November 2014 - 10:04 AM
Alright thanks for the clarification.
Bugs:
Regarding the water tender, I want to apologise since it does work. I guess I got things mixed up a bit since I was tackling a big fire out of town involving all of the units. I thought most of the engines were able to supply each other, which isn't the case.
1. Another thing I noticed is that pumpswitch cmd shows the error icon (red cross thingy).
2. If the water tender used the cannon, the water % wouldn't drop.
3. Police officers can't draw weapons nor can they get it from the equipment menu (kinda difficult to handle a rabies event)
4. When there is a suspect in a police vehicle you need to get it to HQ, can't send it to base. (don't know if this is intentional or not)
5. There is a bug with the animation when installing/Deinstalling the ladder truck.
Questions:
Regarding the documentation; I meant as in how things work. Sure we all know the basic concepts and commands for the game but I have a few remaining questions.
1. What's the difference between CallStation1 and the callStation12 cmd at the station's control panel?
2. Is there a specific use for the brush truck compaired to the other 'normal' apparatus?3. In the spawn menu all of the trucks only show the axe as equipment, is there a difference between equipment carried by all the vehicles?
4. What is the switchvehicle cmd for? Only the fireengine1, the firerescue and ladder vehicles have these.
Suggestions:1. Had two play throughs, the only fires I had so far were out of the town, or at least at a place where there was no fire hydrant near the scene. Nothing wrong with that itself but I did had large difficulty replenishing the other three water tanks since the only vehicle able to transfer water is the water tender. Which resulted in the last fire evolving into a forest fire very quickly and being uncontrollable. Sure I was able to call in the water plane but it's not that realistic imo for having to use it time and time again to keep it under control.
Can it maybe be adjusted that the water tanks don't run out that fast? Or did I miss something?
2.
Maybe also spawn the container truck somewhere at the station instead of having to call it manually? (just an idea)
1. The icon for the Vcmdpumpswitch, is not really suppose to show but on the out of town engine it does. As for the Pcmdpumpswitch I've tried changing the icon but It only works until you use the pump, then the icon dissappears.
2, 3, 4, 5. I'll look into these.
For your questions
1. There is not a whole lot of difference, Callstation1 brings 9 guys, and Callstation12 brings an additional 9 guys. Its simply another group of guys.
2. I was planning to only use engine and Rescue (as vehicle with hoses/pumps etc) but with all the forests etc I quickly found out I needed more. So I decided to drop the chief (as I really dont think they serve a purpose other than looks) and go with another vehicle with some water and hoses.
3. I've gone through and modified each unit to have appropriate tools, such as the rescue carries jaws of life, the engine does not etc, although it might not show the actuall onboard equipment in the call out menu. It only shows whatever is set in the unit.xml file. I'll see if I can get this fixed.
4. As Gunswat mentioned these commands will upgrade your vehicles if you have enough ca$h. The idea is that you start with somewhat old rigs then upgrade to newer ones as you will see.
Suggestions:
1. Part of the gameplay is to have limited resorces but this can be easily changed if you want to: Scripts - Game - Commands - WaterSupplyFreeplay.script
int MAX_WATER_TANKER = 3000; <-- Change value to whatever you'd like.
2. You are able to park it in the Rescues bay, so your going to have to make a choice of what rig to keep. I do not plan to adding another bay in there.
But thanks for your bugs and tips!
#36
Posted 27 November 2014 - 07:50 PM
Alright, thanks for the answer!
#37
Posted 27 November 2014 - 10:40 PM
Another bug: can't open the equipment menu with ff in scba gear while they're holding an equiped/attached hoseline which makes them unable to use the wye command.
#38
Posted 27 November 2014 - 10:49 PM
You sure? We have been able to achieve that...Another bug: can't open the equipment menu with ff in scba gear while they're holding an equiped/attached hoseline which makes them unable to use the wye command.
Didn't think ti was large compared to most peoples sig.... But alrightly then
NYCERU Senior Member
#40
Posted 28 November 2014 - 02:19 PM
Thats because firefighters with SCBA usually don't put out wyes, use the guy without it for now