
[EM4] Central suggestions/ideas topic (CLOSED)
#1341
Gepost 18 augustus 2008 - 05:11
#1343
Gepost 18 augustus 2008 - 09:04
#1344
Gepost 18 augustus 2008 - 09:18
As I understand it, station 2 will have a BLS ambulance and an ALS engine. If the simulated patient's health is at a certain level (relatively healthy), can the BLS unit "stabilize" the patient and transport the patient themselves without ALS assessing the patient.
Mike, please correct me if I'm wrong, but in real life, for priority 3, non-emergent patients ("I stubbed my toe." "I've been on an antibiotic for 12 hours and it isn't working." "I've been weak for the past 4 months.") would just be evaluated by a BLS unit and transported BLS (ALS would be cancelled). So for those patients in the game that are found to be relatively healthy, like the ones that just got beat up by a "rioting civilian", could skip the ALS evaluation if the health line is near the top, and the FF/EMT "stabilizes" them early.
My other idea would be to have off-screen resources that you order take a certain amount of time before they appear. For example, if you order engine 2 from off the screen, it takes 30 seconds before it appears since that station is a certain distance away. If you order the water tender, it might take a full minute due to it's simulated location outside the map.
These ideas might make it more realistic, but you guys have already done so much and it's greatly appreciated. Thanks again Mike and Hoppah. Again, if there's anything I can do, let me know. I'm not as good a resource about LAFD as Mike, but I might be able to help on the EMS side of things if you ever decide to work on that.
#1345
Guest_Stukov_*
Gepost 18 augustus 2008 - 09:29
#1347
Gepost 18 augustus 2008 - 10:18
The default game behaviour is that a paramedic has to heal the person, (to any level passed the helicopter or ambualnce cutoff levels), to be able to take that person to the hospital. In the current game/mod format, you cannot stabilize with a firefighter and then transport with a stretcher team to the hospital.Once a patient is stabilized, they can be transported. Whether or not they survive depends on their condition. At least thats the way I think it works? As for real life, I know it depends on what the person calls in. In my area, all we have are ALS units, so they go to everything. But for a simple BLS call like a broken finger or something, its entirely possible only BLS will be dispatched. You don't need a medic to examine someone just to make sure its not an ALS incident. I don't know if LA does things the same way, but I can only imagine its a similar set up.
#1348
Gepost 18 augustus 2008 - 10:35
#1349
Guest_Stukov_*
Gepost 19 augustus 2008 - 01:04
The default game behaviour is that a paramedic has to heal the person, (to any level passed the helicopter or ambualnce cutoff levels), to be able to take that person to the hospital. In the current game/mod format, you cannot stabilize with a firefighter and then transport with a stretcher team to the hospital.
Really? I thought that I once stabilized someone without having a medic look at them and they were able to transport? Not sure though, but I'll take your word on it. In that case, you'd need a medic on scene certainly. Kind of defeats the purpose of BLS?
#1350
Gepost 19 augustus 2008 - 01:13
In the current game/mod format, you cannot stabilize with a firefighter and then transport with a stretcher team to the hospital.
Not correct, the Stabilize command checks the patient for its health and sets 'DrainLife' to zero.
If the patient is below a certain health level, you need a paramedic and then transport, otherwise you can transport it immediatly.
#1351
Gepost 19 augustus 2008 - 01:15
Really? I thought that I once stabilized someone without having a medic look at them and they were able to transport? Not sure though, but I'll take your word on it. In that case, you'd need a medic on scene certainly. Kind of defeats the purpose of BLS?
Not necessarily. You can use the engine as the ALS unit, and have the BLS ambulance transport. That way your medics are available while the BLS unit transports the patient. If you really want to be realistic, the paramedic would have to go into the BLS unit to transport an "ALS" patient (or a critical patient in the game). Mike, does LAFD have a medic assessment engine follow up to the hospital in an 800 rig if there are no medic RAs available in the area? How does the fire dept get away with having just 1 medic on their "paramedic assessment" engines if the county requires 2 to be an ALS unit?
#1352
Gepost 19 augustus 2008 - 01:19
Not correct, the Stabilize command checks the patient for its health and sets 'DrainLife' to zero.
If the patient is below a certain health level, you need a paramedic and then transport, otherwise you can transport it immediatly.
Cool. I never had any luck with transporting without a medic assessing the patient. I'll have to try it on the next relatively healthy patient.
#1353
Guest_Stukov_*
Gepost 19 augustus 2008 - 02:08
#1355
Gepost 19 augustus 2008 - 05:59
I did not know that...obviously. I'll try it out next game I play.Not correct, the Stabilize command checks the patient for its health and sets 'DrainLife' to zero.
If the patient is below a certain health level, you need a paramedic and then transport, otherwise you can transport it immediatly.
Thanks
#1356
Gepost 19 augustus 2008 - 09:22
And now

#1357
Gepost 19 augustus 2008 - 10:38
When you click the "Goto to Hospital" button on a BLS ambulance, the emergency lights and siren should be off for the trip back to the Hospital.
Would this be a typical behaviour Mike?
#1358
Gepost 19 augustus 2008 - 11:17
They ain't impossible to script. Just timeconsuming and hard work. I would like to do it, if I knew how.
That means you not wanting to try or don't want to work on it? Some of you other scripters can make the script.
Yes, it will take time. But worth it at the end when its finish. Hoppah maybe use your script if it works well.
I wouldn't give up a idea if no one even try to make the script in full. Their are hardly any easy script to make.
Now than ever the new script is going to be harder because the mod been around a long time. Easy is almost gone...
#1359
Gepost 20 augustus 2008 - 01:05
I think it should take like 20 seconds for the FFs to come out after the alarm. Not instantaneously.
Please see this post as to why it takes the time it takes.
Thoughts on the new BLS/ALS ambulances:
When you click the "Goto to Hospital" button on a BLS ambulance, the emergency lights and siren should be off for the trip back to the Hospital.
Would this be a typical behaviour Mike?
Depends on the status of the patient. BLS runs can be emergency transports that require no ALS intervention but are time critical . The default is lights and sirens because the behavior of the vehicle is to go around traffic and through lights. The great thing about the mod is that hoppah has made it so you can change the default setting of the lights by turning off the automatic lights and sirens. They will still respond with lights and sirens when dispatched via the BC or PD, but will respond to the hospital with lights and sirens off if you wish.
Nothing that needs to be changed in game, you already have the controls at hand to make it how you want it. Hoppah had the foresight to include that to compensate for everyones wishes.


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#1360
Gepost 20 augustus 2008 - 09:29
1. Swift water rescue vehicle:

This vehicle would be useful for carrying divers quickly to incidents where the are required (thus the word "swift"), i'm not sure what equipment they carry but I assume at least fire extinguishers.
2. LAFD Command Vehicle

It could operate similar to how your FBI Command vehicle works. You can buy FF/EMT, FF/PM, divers and other fire units from it. And when firefighters enter the vehicle it will heal them (so long as the health bar is not in the red). This would be quite useful at large fires where some of your firefighters might have been injured or where you find you need more firefighters and no more vehicles are available.
Regards
James