I assume you have added the steady burners that burn while the lights are off under the category "Special Light" in the editor. If so, when you both have the "Blue Light" and "Special Light" active, the steady burn will add into a brighter light, making it somewhat unrealistic. But hey, more powerful steadyburners is more realistic than no steadyburners at all.
Currently I've done pretty much the same thing on the LAPD Patrol Car. My problem however is that the steadyburners drowns in the other lights on the car. And doesnt show very well. It might be different at night though..
As you can see from the proof of concept video, while it does make them a tad bit brighter with all lights on, its is almost unnoticeable due to the fact that all lights are on, while if anything, it gives them a bit more definition so they aren't completely drowned out. The trick is to copy the parameters of the blinker and add polygons so that you arent so much casting light as the rotators do, but just lighting up.
Mike this is a great idea. How do I do it? Also did you happen to see my post (#88) on March 1st? Its listed below.
It's quite simple actually to change the entry point! I really encourage all who are requesting ad nauseum for a fire station to try this method on your own first before expecting Hoppah to put so much time and effort into recreating his amazing innovention.
Forgive me for going off memory at the moment, I'm nowhere near a computer with the game but...
In the editor, load the mod and then the map found in the mod/maps folder. You want to edit the first freeplay.e4m map listed. I beleive it is in the map properties under tools, but you want to find the button that says entry and exits. If you scroll to the upper left area where the FD apparatus enter, you'll see numerous green circles and 1 red one. Each green circle bassically represents a different police and fire vehicle type. You just drag and drop those circles to the south or north east or whatever side of the map you want it on, and voila, that is where they enter from! I chose to move all of the green circles and the red circle to the first east/west road in the southeast corner of the map.
It really only takes 5 mins, it solves most of the issues with that area being "uncovered," and it is something everyone can do for themselves easily.
Was looking for your input on the reality of it currently. Thanks
http://forum.emergen...h...ost&p=37765
AMR Ambulance at one time was a power house in the Los Angeles area as Spaloo can attest. They had a monopoly on the LA County Fire 911 contract and were the only players in the game, so to speak, for many years. In 2006 though, the county board decided that AMR was not living up to its requirements and put the contract up to bid for the various areas. AMR, Schaefer, CARE, and Westmed/McCormick ended up splitting the contract between them with AMR virtually getting shoved out to just the antelope valley and a handful of other areas. A far cry from the dominance they originaly had. While they do run some paramedic units, they are mostly in other contract counties such as Riverside and Ventura, and the ones in LA that are paramedic are used for interfacility transports and routine calls like that, not emergency calls. The ones that are part of the LA County Fire contract are staffed by two BLS EMT's instead.
Personally I wouldn't mind seeing a private contract BLS ambulance in the game, but you really wont see them in LA City at all on an emergency run, just in the County.
An interesting side note, in may areas like the 5 freeway near the 14 interchange, and in LACoFD FS 75s first in, the LACoFD and LAFD respond to all calls in that area mutually. Due to issues with private ambulances and response times, more often then not, the patient will be transported by an LAFD RA instead of waiting for the AMR rig.