
[EM4] Central suggestions/ideas topic (CLOSED)
#941
Posted 14 July 2008 - 08:07 PM
as you know when calling a vehicle to the map you have 2 options, The Circle just brings the vehicle to it spawn point, and the Arrow which allows you to select the exact location you want to send the vehicle upon comeing to the map..
is there any way to have Police vehicles that are called to the map and NOT sent to the arrow location automatically go on patrol instead of just waiting outside the police station?
#942
Posted 14 July 2008 - 09:31 PM
It would still look nice in the game though. I wish I knew how to model cars.Wow, Ok..... Let me say this as clearly as I can.
The smart car in the videos you saw has a DUTCH license plate. The people in the video are speaking dutch. The title of the video even mention this is at a car show in the Netherlands. Look at the response video, the license plates are NOT from California of any of the vehicles on the street... or from the US for that matter.
Here is a close up still image of the car that shows the license plate better.
In Europe, many people like to create fake LAPD, CHP, NYPD and other american police cars, take them to car shows, and it is all in good fun. Here are some other examples:
A Swiss NYPD replica
Smart car in NYPD colors from Holland
To learn more about the replica you seem so fascinated by, contact YoMusic on youtube. He seems to be very big in the American Police replicas in Europe scene.
This is not an official LAPD car. This is not a car even operated in the United States. I hope that helps clear things up.
Mike
I even found a Model Hoppah can use: http://www.3dvia.com...337B7899BADBF91
#943
Posted 14 July 2008 - 09:57 PM
I've edited that (and some other stuff) in for my personal mod, if youre interested in the texture, pm me. Also I've edited the texture of the slicktop to make it into a maroon undercover car without bullbars (similar to how the lapd detective cars look). You can have that too if you want.I am going to change the blue grille lights on the unmarked to blue/red instead of blue only, because that's what the LAPD uses.
#944
Posted 14 July 2008 - 10:56 PM
It would still look nice in the game though. I wish I knew how to model cars.
I even found a Model Hoppah can use: http://www.3dvia.com...337B7899BADBF91
I see you've edited your original reply but if you'd like to know more about that car and it's owner, read this amusing article from Copcar . com.
You can see all of the changes Johan Wiegman done to it over the years, including adding the galls 911 logo on the back which is what is seen in the video. That was probably the biggest give away since LAPD, LASD and other agencies in Cali use this logo which is procured through the State of California's Dept. of General Services, Telecommunications Division.
Mike


.jpg)
http://MikesPhotos.us- For the best in General and Fire/Law Enforcement photography in the Southern California Area.
#945
Posted 15 July 2008 - 02:43 AM
I've edited that (and some other stuff) in for my personal mod, if youre interested in the texture, pm me. Also I've edited the texture of the slicktop to make it into a maroon undercover car without bullbars (similar to how the lapd detective cars look). You can have that too if you want.
how did u change the texture for the grille lights and the slicktop
#946
Posted 15 July 2008 - 02:47 AM
So they were going to use them for patrol, but they decided not too. Thanks for the information Mike.I see you've edited your original reply but if you'd like to know more about that car and it's owner, read this amusing article from Copcar . com.
You can see all of the changes Johan Wiegman done to it over the years, including adding the galls 911 logo on the back which is what is seen in the video. That was probably the biggest give away since LAPD, LASD and other agencies in Cali use this logo which is procured through the State of California's Dept. of General Services, Telecommunications Division.
Mike
CVC
#947
Posted 15 July 2008 - 05:41 AM
So they were going to use them for patrol, but they decided not too. Thanks for the information Mike.
CVC
No, they weren't. These pictures even show the car with a Dutch license plate again. 'Politie' means police in Dutch. 'But the service center ended up playing a cruel joke instead.' It was a joke.
#948
Guest_[SAP]Francis_*
Posted 15 July 2008 - 05:47 AM
[attached]
According to this:
http://mikesphotos.u...9-034a.jpg.html
Hope it can/will be included as a texture

#949
Posted 15 July 2008 - 07:22 AM
Photoshop. Its easy, takes some time to do a whole car though, well at my skill level anyway. Dont ask how to unpack the .dds files though, dont ask how to open .dds files in photoshop either. Search for it instead.how did u change the texture for the grille lights and the slicktop
Anyway:

Hoppah, theyre yours if you want them.
#950
Guest_lord_bonev_*
Posted 15 July 2008 - 08:58 AM
Good job! The blue car it's looking amazing.Photoshop. Its easy, takes some time to do a whole car though, well at my skill level anyway. Dont ask how to unpack the .dds files though, dont ask how to open .dds files in photoshop either. Search for it instead.
Anyway:
Hoppah, theyre yours if you want them.
#951
Posted 15 July 2008 - 10:12 AM
While this has been discussed and thought over quite a bit, so far a solution to the Paramedic issue hasn't come up yet. Maybe someone can suggest one? The problem lies in being able to tell the difference between the paramedic and the standard firefighter by looking at it. In the LAFD the only visbile difference is a very small tag on the side of the helmets that would not be visible in game.
The only thing i could think of is if you make the paramedics in SCBA gear like the ones from Fire Chief (or Fire Department).
I couldn't find a decent picture so i'm going to have to describe it from the back of the case.
The SCBA gear is a dark grey with with bands at the ankles, elbows and at the bottom of the waist. A red line is at the center of the white bands. They also wear white helmets with a red line going around them. It also appears that the air tank on their back is red and white compared to the normal firefighters air tanks.
Has anyone really been far even as decided to use even go want to do look more like?
#952
Posted 15 July 2008 - 02:18 PM
The only thing i could think of is if you make the paramedics in SCBA gear like the ones from Fire Chief (or Fire Department).
I couldn't find a decent picture so i'm going to have to describe it from the back of the case.
The SCBA gear is a dark grey with with bands at the ankles, elbows and at the bottom of the waist. A red line is at the center of the white bands. They also wear white helmets with a red line going around them. It also appears that the air tank on their back is red and white compared to the normal firefighters air tanks.
LAFD gear is standard though. Helmets are color coded to denote rank, not level of medical training. White Helmets are Chief officers, Orange Helmets are Captain, Yellow Helmets are Engineer and Firefighter. Blue helmets are the only thing that is truly identifiable as Paramedic but unfortunately, these are used only by the Single Function Resource medics who have no fire training and are not allowed to partake in any fire suppression.
Jackets are the same as well regardless of rank. Same color striping and reflective gear regardless of rank or position.
The air tanks are identical as well for department commonality.
As you can see in this photo, the only way to tell these two guys are paramedics is 1) they're leaning on the ALS gear, and 2) the guy on the left is a Single Function Resource medic. If it wasn't for the gear and the blue helmet, they'd be unidentifiable as medics from the rest of the Firefighters on scene.
Mike


.jpg)
http://MikesPhotos.us- For the best in General and Fire/Law Enforcement photography in the Southern California Area.
#953
Posted 15 July 2008 - 04:45 PM
#954
Guest_xpac_*
Posted 16 July 2008 - 01:04 PM
some feedback for the new 1.6 LA Mod - it's just amazing.
I'm impressed by your skill to make a mod so detailed, so almost bug-less, one can really see the love and dedication you put in.
I just love all those blinky noisy cars, the small details like the improved armed-arrest-script and so on, which makes your mod one of the two greatest EM4 mods known to me.
Keep up the good work, don't get pissed by the kids and do your job as before. The results are impressive

PS: No suggestions by me, I haven't even tried all the new things in 1.6.
Looking out for rappeling units

#955
Posted 16 July 2008 - 05:53 PM
If people want to 'leave me alone', I leave them too and won't answer their questions anymore.
#956
Posted 16 July 2008 - 06:28 PM
#957
Guest_Traft_Carissan_*
Posted 16 July 2008 - 08:22 PM
Hello, I am trying to recover sirens FBI if you're interested. I have two kinds.
Bye.
#958
Posted 16 July 2008 - 08:32 PM
1. Second hospital, fire station or police station on freeplay map.
Good idea, but requires alot of time to make it. Won't be added to mod until I have more time.
2. Add the stations to multiplayer.
Bad idea, Unless someone comes up with a genius idea how to deal with 4 players who want to park THEIR cars in the station only.
The stations have nothing to with cooperation and would slow down gameplay. It would just act as a place to mess around.
3. Add a tiller/trailer with ladder.
Good idea. It's possible to add trailers to Emergency 4, but game limitions withhold me. Reasons:
- The trailers in Emergency 4 have problems with physic/collision data.
- You can't send a truck + trailer from the menu, because they're two seperate vehicles (but attached together)
- These tillers are huge. That would cause problems with the ingame pathfinding.
- Installing a tiller near a window would be a pain in the ass. Maybe not even possible.
4. Add a police supervisor.
Bad idea, the normal police officers already have abilities to call for help (patrol cars, ambulances or police helicopter).
What would be the unique function of a supervisor?
5. Remove the paramedics with stretcher.
Bad idea, I want to preserve some of the original gameplay. It will slow down gameplay, because you will have to give paramedics a stretcher manually. Doing this automaticly is useless and unnecessary. The mod already has 'Get/drop stretchter' commands, so this won't be added to the mod.
6. Vehicles can only move when it has at least one passenger (a driver) inside.
Bad idea, it adds realism and makes the game more difficult and challenging. But it will add alot of frustration too, so it won't be added to the mod.
Hey Hoppah, how about adding this vehicle.

#959
Guest_lord_bonev_*
Posted 16 July 2008 - 09:31 PM
You mean the sound not light, right?TO HOPPAH
Hello, I am trying to recover sirens FBI if you're interested. I have two kinds.
Bye.
You can uploud this filer to all

#960
Posted 16 July 2008 - 11:58 PM
LAFD gear is standard though. Helmets are color coded to denote rank, not level of medical training. White Helmets are Chief officers, Orange Helmets are Captain, Yellow Helmets are Engineer and Firefighter. Blue helmets are the only thing that is truly identifiable as Paramedic but unfortunately, these are used only by the Single Function Resource medics who have no fire training and are not allowed to partake in any fire suppression.
Jackets are the same as well regardless of rank. Same color striping and reflective gear regardless of rank or position.
The air tanks are identical as well for department commonality.
As you can see in this photo, the only way to tell these two guys are paramedics is 1) they're leaning on the ALS gear, and 2) the guy on the left is a Single Function Resource medic. If it wasn't for the gear and the blue helmet, they'd be unidentifiable as medics from the rest of the Firefighters on scene.
Mike
Ok I know this is not how it is. But what the FF dress paramedic had the paramedic log on back of the turn out gear. I know that not how it is. But to do as you suggest we have to do something to make it easy to tell in the game.