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#41 Newfoundking

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Posted 15 February 2011 - 02:04 AM

I think what he means is not to use the hose, if so, have you tried getting a firefighter up there without the hose? I never had such problem?

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#42 dyson20

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Posted 15 February 2011 - 02:47 PM

in the americas the ones that have a sprayable tub on the end usually have an extendable boom that has under each segment a section of pipe, the truck it's self is hooked into the feed not a hose that is then ran up the boom... that's how we do things personally i don't see how running a hose up from ground level with water in it to a basket or a ladder unless you ran it up the ladder it's self would be safe... water weighs alot fast and a hose danglin off a ladder just seems dangerous to me. it'd require scripting to cause such an effect that imo just isnt justified for the effort required you have to basically make the vehicle become the FF instead of the dude that was carrying it so the hose *attaches* to it.




yeh thats what i mean because at the moment you can see the hose hanging from the basket in the game and i wondered if it was possible to make it how you explained


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#43 MikeyPI

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Posted 15 February 2011 - 07:36 PM

The ladder and it has the ability to spray without a hose being required... It has to have a cannon component for the original ladder structure to work. I just tried it, and apparently yeah a guy with a hose can indeed go onto a ladder but his hose is inactive while he is on the ladder, kinda odd they let you do that my guess is to fight interior fires on the 2nd floor instead of using a fire extinguisher... To attatch a hose to a truck on the other hand I think people have done it in other mods for engines so I can't see a reason that would not work through scripting to have to attatch it....

*EDIT*
yeah he can't enter the building with the hose, apparently that is a major bug in the ORIGINAL game mechanisms, for laughs try to disconnect the hose while on the ladder, wait for him to stop going nuts, and he is on the ladder but the truck can be undeployed and moved, the ladder is still extended with him on top of it=)

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#44 frm03064

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Posted 06 March 2012 - 01:57 AM

Some things id like to see modded, but would require additional scripting:

1. Ventilation.- Half of the work done on a fire scene is related to ventilation. Id like to see the ability to have firefighters cut roofs and smash windows, and have it affect the intensity and burn time of the fires.

2. Ground ladders- It would be nice to see ground ladders modelled in some form or another.

3. Foam- Im pretty sure people have already suggested the ability to have foam.

4. More fire related injuries- The only time i see victims that require EMS in a fire is when something explodes and knocks down civilians. It would be nice to see things like burns/smoke inhalation modeled, like having anyone close or in the burning structure fall unconcious and require healing by a EMT/PM.

5. Firefighter health- It seems like i can send firefighters without SCBA's right into burning buildings no problem... Sending them in without an SCBA should affect their health... Otherwise theres no purpose of equipping them with the SCBA.

6. Interior attack- Getting firefighters to go inside with a hoseline is sometimes impossible and othertimes very buggy.

7. Hydrant/truck connections- I know winterberg did it, and its a common request... id like to see the ability to hook trucks up to hydrants... maybe limit how much water a truck can pump without having a hydrant connection.

#45 Newfoundking

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Posted 06 March 2012 - 02:57 AM

1. This is something the NY mod team has been experimenting with. Though they recreated freeplay with a mission script, so that's different
2. Theoretically, it is possible, possibily creating a human holding a ladder that works like a ladder truck with no water
3. To adjust the fire extinguishing capabilities is beyond that of this game
4. You could create more injuries by organizing fires more designed on the map, however all injuries would appear to be the same, so it's up to you to pretend the cause.
5. In missions, certain structures have a virtual object that states if a fire is burning, only SCBA firefighters can enter without injury. I don't think anyone tried this with freeplay
6. That's something related to the game. You've gotta send someone in before them, and then click move to position them inside
7. Winterberg is essentially a recreation of freeplay using mission scripts from what I can tell. This means that it is not possible to recreate in freeplay. No one bothered putting it in their mod, as they figured that it would be too much trouble for the twenty or so missions people SOMETIMES play

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#46 Dyson

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Posted 06 March 2012 - 09:39 AM

I've been dabbling with ventilation, so far I've got the guys on the roof, made sliceable objects for the guys to cut up, but where would I even begin to make this affect the burn time or intensity? D:
Just thought I'd throw that out there :)

#47 Newfoundking

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Posted 07 March 2012 - 05:12 AM

The only way I could see venting helping slow the fire down would to be giving it some kinda extinguishing ability once it's activated.. The only problem is you can't really tweak that to my knowledge.

The only other way I could see making venting necessary without re-creating freeplay would be to have it as an object that is very flamable, but not so easy to extinguish, and if it's burning, you can "use" it and open it, which would function the same as extinguishing, that could allow the venting to be necessary in the way of fully clearing a call.

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#48 cops

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Posted 07 March 2012 - 10:58 PM

Winterberg has a script like that, but that's only for the smoke in a building otherwise you still keep victims... :)

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#49 erfd

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Posted 07 March 2012 - 11:58 PM

Just a guess, but what if you set up a fire like in the oil rig mission where you need to shut off the gas line. Make it so there is an active fire inside that wont go out unless the 'source' is put out by ventalation. Then the fire will go out as usual.

#50 Wkboy714

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Posted 27 April 2012 - 11:39 PM

Hmm, what about driving on the left side of the street? Would that be possible, if you know how to path correctly?

#51 erfd

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Posted 27 April 2012 - 11:45 PM

Hmm, what about driving on the left side of the street? Would that be possible, if you know how to path correctly?

It's possible to make civilians drive on the left of the road, however impossible for emergency vehicles.

Civilians follow 1 path and can go anywhere you tell them.

Emergency vehicles have a two way path, preset so they drive on the right side of the road.

#52 Wkboy714

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Posted 27 April 2012 - 11:55 PM

Hm okay, thanks for the swift response :)
I'm wondering if there's any way around that..maybe putting the emergency vehicle path close together in the centre of the road?

#53 stormoffires

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Posted 09 May 2012 - 06:54 PM

Wkboy, I tried running the fire trucks on the left side and even when I put the "road" paths close, they still picked the one on the right, when i deleted the "right lane" then they went to the left, but then nothing was in the right lane.

also @frm, for the injuries and fire fighters, if i remember right the mods like LA mod have set so engines and what not cant be damaged, or firefighters take smoke/heat damage only blast and haz. In the editor you can alter all of that. I changed my game around so fires are hotter, do more damage, more smoke, so whenever i have building fires with folks inside they tend to be down when i arrive from smoke or heat. So it required fire fighters with SCBA to go in for the rescue.

#54 Wkboy714

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Posted 09 May 2012 - 08:06 PM

Alright, thanks for the feedback. I'll try and play around myself.
And how do you increase the amount of smoke? I think it'd look way better if fires actually had more/realistic amounts of smoke.

#55 search_destroy

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Posted 09 May 2012 - 08:43 PM

You don't want to have too much smoke where it would lag the game up though.

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#56 Wkboy714

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Posted 09 May 2012 - 09:08 PM

Not too much, but in my opinion the default game has unrealistically small amounts of smoke, if any at all! Even a slight increase would be better.

#57 stormoffires

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Posted 10 May 2012 - 06:55 AM

You don't want to have too much smoke where it would lag the game up though.


this all depends on your comp, mine doesnt even break a sweat with this game even with mods/alterations. Also to much smoke can make it impossible to see x_x darn camera

anyways to alter it if i remember right just fiddle with the smoke effects in the editor, for me most house fires now produce smoke similar to that on the oil rig mission in the original game, pretty thick and black

#58 NathanDollinger

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Posted 22 April 2013 - 01:06 AM

7. Hydrant/truck connections- I know winterberg did it, and its a common request... id like to see the ability to hook trucks up to hydrants... maybe limit how much water a truck can pump without having a hydrant connection.


7. Winterberg is essentially a recreation of freeplay using mission scripts from what I can tell. This means that it is not possible to recreate in freeplay. No one bothered putting it in their mod, as they figured that it would be too much trouble for the twenty or so missions people SOMETIMES play




Any idea what mission scripts this would be or what script controls this?!?!?!

I have been searching! Any tips in the right direction would be great!

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#59 Dyson

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Posted 22 April 2013 - 03:55 PM

Yo, thought I'd throw a concept idea out here to get some feedback on things to take into account.
I'm hoping to write up a script (trying to get hoppah's involvement on this too) to run a search of a building.

So in terms of script this is how I was planning it.

1. Person (must be FF in SCBA)
2. Target (must be house with child 'DOOR')
3. Move to child position 'DOOR'
4. Hide person model (for around 1-2 minutes)
5. Create person (FF SCBA) in position (child 'DOOR' position)
6. Rand math (10% chance of appearing with an injured person)
a. if spawns with injured person (change animation to carrying injured and place injured person on FF although not too sure how to do that bit )
b. spawn normal - play message primary search found no vitims
c. 5% chance FF spawns with injured - low health - play message MAYDAY FF down

Obviously there's like a lot of stuff you could do with this kinda concept, but as a basic idea any feedback on things I might not have thought about or particular code lines suggested. If this was do-able it could completely alter the Fire part of the game engine, far more dynamic.

x

#60 The Loot

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Posted 22 April 2013 - 08:28 PM

All I can give is feedback, which is to say "YES" to that idea as a whole.