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[EM4] Los Angeles Mod by Hoppah


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#1121 Guest_firemedic28_*

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Geschrieben 11 Februar 2007 - 10:55

sorry didn't read the all the pages but know that i know im not going to ask again sorry stan but you and hoppah are awsome i plan on buying 2 copies of 911 1st responders from the shop to support the site and mabey another game and i was just making sugestions the ones that i made before where undertaken by hoppah and completed and i say thanks just want to know if the game could feel a little more like home because i don't know that much about scripting

#1122 Guest_Chicken_*

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Geschrieben 12 Februar 2007 - 12:16

Wasnt my last post polite then?


Previous posts....

End of story

#1123 Hoppah

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Geschrieben 12 Februar 2007 - 12:21

sorry didn't read the all the pages but know that i know im not going to ask again sorry stan but you and hoppah are awsome i plan on buying 2 copies of 911 1st responders from the shop to support the site and mabey another game and i was just making sugestions the ones that i made before where undertaken by hoppah and completed and i say thanks just want to know if the game could feel a little more like home because i don't know that much about scripting


Suggestions are no problem, of course. I'm very happy people like the mod and some ideas are very good. But I can't add everything to my mod. Creating a second fire station is A LOT of work and won't be added in the NEXT version.

@ others:
Please stop the discussion about being polite or not. Using the Search function for a certain question doesn't work, so it isn't firemedic28's fault. It's too much work to check 57 pages. That's why I'm going to expand the LA MOD FAQ. I'm also going to create a new (sticked) topic about the FAQ (Frequently Asked Questions) soon. People have to check the FAQ first before they're going to post a suggestion/question again. This will prevent the same questions and discussion (and irritations) like this.

Problem(s) solved.

#1124 Guest_new to mods_*

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Geschrieben 12 Februar 2007 - 01:39

:sporty: :1046275747_biggthumpup: i cant wait till i comes out.i will tell you what hoppah when i get it i will be on your mod so fast... i cant wait to see/test it your movie is cool the pics are cool now lets see if it really is . :rolleyes: so ya, i cant wait to test it!

#1125 emergency4freak

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Geschrieben 12 Februar 2007 - 02:09

I just wanted to make a small suggestion for the new mod coming out. I was wondering if there could be the possibility of including a slicktop in the mod. If so, I will post a pic of it. Thanks for such a great mod :1046275747_biggthumpup: :laugh:

REgards,
Shane
Freelance Photographer, Ontario Canada.
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#1126 emergency4freak

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Geschrieben 12 Februar 2007 - 02:29

Posted Image

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Hope that helps!

Regards
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#1127 Guest_Fenor Koroto_*

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Geschrieben 12 Februar 2007 - 05:24

Posted Image

Posted Image

Hope that helps!

Regards

Vehicles without flashing lights are no fun. :unsure:

#1128 Stan

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Geschrieben 12 Februar 2007 - 11:02

I just wanted to make a small suggestion for the new mod coming out. I was wondering if there could be the possibility of including a slicktop in the mod. If so, I will post a pic of it. Thanks for such a great mod :1046275747_biggthumpup: :laugh:

REgards,
Shane


Well Hoppah won't do it ^^

In some of the 50 previous pages people aready asked and this where the answears

- There are already enough police vehicles
- I don't want 10 crown vics in the game
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#1129 emergency4freak

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Geschrieben 12 Februar 2007 - 09:54

Well Hoppah won't do it ^^

In some of the 50 previous pages people aready asked and this where the answears

- There are already enough police vehicles
- I don't want 10 crown vics in the game

Oh, ok Stan, and Fenor Koroto, the lights are on the inside...
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#1130 Guest_ranger211_*

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Geschrieben 13 Februar 2007 - 11:58

Vehicles without flashing lights are no fun. :unsure:



http://www.youtube.com/v/C4u7WtlC-m0

wow dude, you need to think about what you say before something dumb like that comes out of your mouth.

just because a slick top doesn't have a light bar, doesn't mean it doesn't have lights. how are they going to pull you over, follow you untill they get close enough and throw their shoe at you?

#1131 Guest_ranger211_*

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Geschrieben 14 Februar 2007 - 12:19

anyway, something a little more reverent and constructive:

I'm sure everyone has experienced when you send units on patrol, they sometimes get bunched up or stuck in traffic. i used to before this ability park cruisers around the map with there lights off then when a distant call came in, i would have some units in the area. But, i also love that the "call for backup" feature is back from EM3 LA Mod, but units not on patrol or at the station can't be called in using this feature. I was wondering if you could make a command that would put the cruiser or ambulance or engine in a "standby" mode where they are currently parked. They are still "in service", but are standing by from a dispatch from a officer or battalion chief.

and another tiny suggestion. i took a look around the script for the "heal" and the stretcher command for this but couldn't find what i was looking for. When you separate the stretcher crew into 2 paramedics, unlike the just paramedics you can call in, they don't auto heal a close victim. sometimes when you have a lot going on, this feature lets you unload the ambulance and worry about something else for a moment without having to micromanage each medic to a victim. those few seconds can sometimes save the gas explosion, train light failure, drowning people trapped in cars, and a guy running around shooting the first and every thing he comes across :laugh:

#1132 Hoppah

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Geschrieben 14 Februar 2007 - 01:39

anyway, something a little more reverent and constructive:

I'm sure everyone has experienced when you send units on patrol, they sometimes get bunched up or stuck in traffic. i used to before this ability park cruisers around the map with there lights off then when a distant call came in, i would have some units in the area. But, i also love that the "call for backup" feature is back from EM3 LA Mod, but units not on patrol or at the station can't be called in using this feature. I was wondering if you could make a command that would put the cruiser or ambulance or engine in a "standby" mode where they are currently parked. They are still "in service", but are standing by from a dispatch from a officer or battalion chief.


I can add that to the 'Call for backup' commands and it will work like this:
Enable the 'Standby mode'. (select vehicle -> click icon)
As soon you move the vehicle to another position, 'Standby mode' will be disabled automaticly.
But if the vehicle is in standby mode, you can use the 'Call for backup' command.

Call for backup will check the following things in this order:
1. Parked vehicles at fire station or police station
2. Patrolling vehicles (patrol cars & ambulances)
3. Vehicles in 'standby mode'.

Maybe I should switch 1 and 2?

and another tiny suggestion. i took a look around the script for the "heal" and the stretcher command for this but couldn't find what i was looking for. When you separate the stretcher crew into 2 paramedics, unlike the just paramedics you can call in, they don't auto heal a close victim. sometimes when you have a lot going on, this feature lets you unload the ambulance and worry about something else for a moment without having to micromanage each medic to a victim. those few seconds can sometimes save the gas explosion, train light failure, drowning people trapped in cars, and a guy running around shooting the first and every thing he comes across :laugh:


I just checked the script and it says this:
Med1.SetAutoHealDistance(0.1f);
Med2.SetAutoHealDistance(0.1f);
The distance seems to be wrong, but I don't know the default distance.

Hoppah

#1133 Guest_CHP_*

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Geschrieben 14 Februar 2007 - 04:40

If you're looking for realism, then yeah, the patrolling vehicles should be the first to respond, then the standby units, as they are in reality still ative patrol units, then lastly the units parked up at the police station. But that's the realism side of things, I mean for a game, does it really make a huge difference?

#1134 Guest_Fenor Koroto_*

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Geschrieben 14 Februar 2007 - 07:44

http://www.youtube.com/v/C4u7WtlC-m0

wow dude, you need to think about what you say before something dumb like that comes out of your mouth.

just because a slick top doesn't have a light bar, doesn't mean it doesn't have lights. how are they going to pull you over, follow you untill they get close enough and throw their shoe at you?

Haha, it sounds as if i personally offended you or something. :laugh:

#1135 Guest_ranger211_*

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Geschrieben 14 Februar 2007 - 10:57

Call for backup will check the following things in this order:
1. Parked vehicles at fire station or police station
2. Patrolling vehicles (patrol cars & ambulances)
3. Vehicles in 'standby mode'.

Maybe I should switch 1 and 2?


i was going to say right off the bat from reading this that you should switch 1 & 2, but now that i think about it, since then units that are dispatched by an officer on the scene don't respond from the closest patrolling unit, it really doesn't matter, even if the station is right next to the scene, "calling for backup" could dispatch a unit from the other corner of the map. So as CHP said, If you're looking for realism, then you should switch 1 & 2. but in this case, it really doesn't matter (unless somehow you could script to have the closest unit respond)

Med1.SetAutoHealDistance(0.1f);
Med2.SetAutoHealDistance(0.1f);

i saw the same thing when i took a look around, i tried to chance the values a bit, but i didn't really see any difference

#1136 Hoppah

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Geschrieben 14 Februar 2007 - 11:28

don't respond from the closest patrolling unit


I tried to add that, but even Bass-ti (the script master) told me that isn't possible.

#1137 Voodoo_Operator

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Geschrieben 17 Februar 2007 - 03:22

Maybe that was asked before (Couldn't find it in the topic though), but would it be possible to call units from outside the map? I.E. have battalion chiefs call for units that aren't patrolling or in a station, like the Hazmat truck or MCU, so that they would spawn from the side of the map (as long as you own one) just like when you manually dispatch them?

If that was possible, it would be great to call for outside help from special units (Hazmat, MCU, fire plane), since some situations can become tricky in a matter of seconds.

In the same line of thought, I was also thinking a police equivalent of the battalion chief could eventually be useful (something like a patrol supervisor or captain, maybe?). He could have the ability to call for a SWAT team, a hostage rescue team (scout + negociator) or any other police vehicle that might come in handy. Also, if calling units from outside the map can be done, police officers should be able to call for a towtruck on the scene of an accident.
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#1138 Hoppah

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Geschrieben 18 Februar 2007 - 09:43

I am working on a bus since the release of v1.2.
Picture:
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It will replace the original EM4 busses.

Hoppah

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Geschrieben 18 Februar 2007 - 11:01

I am working on a bus since the release of v1.2.

It will replace the original EM4 busses.

That's a very nice-looking NABI 40-LFW CNG! :1046275747_biggthumpup: I'd nitpick at it, but I won't.

#1140 Hoppah

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Geschrieben 19 Februar 2007 - 12:19

That's a very nice-looking NABI 40-LFW CNG! :1046275747_biggthumpup: I'd nitpick at it, but I won't.


In real life, the bus is even longer. But I decided to make it shorter so it would better match the game size.
It's almost twice as long as the original EM4 busses.