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#41 Fisk1

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Posted 13 November 2008 - 12:33 PM

I think I want to try that Lightning Strike-modification too, it sounds really... interesting. ^^
On a sidenote, I usually hate dealing with forest fires. They spread out of hand too quickly, but, maybe I´m just not using enough engines!

#42 MikesPhotos

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Posted 13 November 2008 - 01:02 PM

I think I want to try that Lightning Strike-modification too, it sounds really... interesting. ^^
On a sidenote, I usually hate dealing with forest fires. They spread out of hand too quickly, but, maybe I´m just not using enough engines!


The "'trick" if there is one is to employ the real life tactic of Strike Teams. A Strike Team is a group of 5 like resources and 1 Command Officer. For example, a Charlie or Type III USFS strike team would be 5 Type III brush engines and 1 Chief officer. An Alpha or Type I LAFD strike team would be 5 Type I engines and 1 chief. In the game the chief isnt really needed, but by responding groups of 5 to stage at the fire, and ahead of the fire, you can then surround and drown with enough resources. Remember, you always want to stop the forward progress of the fire and make a stand that says the fire isn't going to get past this point. Concentrate most of your resources at containing the fire, not attacking what is already burning.

If PD incidents are more of your cup of tea, think of it like the pickpocket suspect on the run. You dont want to respond your PD units to where the criminal was and then have to run after him on foot, but instead you respond your units where he is running to, get out and grab him! You want to cut him off and stop him or you'll always just be 1 step behind the whole time and its the same with the fire. Don't chase the tail, hit the head!

Also use the brush Patrols (type IV/VI for those who are curious) for quick hits and to structure protection. A single strike team of them can be broken up and used for quick mop up and attacks of spot fires that might take off.

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#43 Shadylasse

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Posted 13 November 2008 - 08:13 PM

Hey Mike.

Thanks for all your good info.

Seems as you think before you type, and thanks for the good advises :)

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#44 rihis

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Posted 13 November 2008 - 09:54 PM

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First select a person or vehicle,person used in this screenshot
then second panel from right,you can see a box with 3 people in it,and then next to that numbers 1 to 6
hit the box with 3 pp in,then select one of the numbers,and that will assign that person to that number hotkey(Make sure you have a person of vehicle sellected first)

to reselect the person use the number keys on yr keyboard,do this for upto 6 people or vehicles,it best to mix and match your style of play okies


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#45 AUX3AE

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Posted 14 November 2008 - 04:19 AM

I've disabled PD missions, so I only have to deal with Fire/EMS calls. I also use the new map submod.

Unit | Hotkey | Location
Engine 1 | 1 | Fire Station One
Engine 3 | 3 | Fire Station One
Engine 2 | 2 | Fire Station Two
Ladder 5 | 5 | Fire Station One
Rescue 6 | 6 | Fire Station One
RA1 | | Fire Station One
RA11 | | Fire Station One
A2 | | Fire Station Two
Station Control | 4 | Fire Station One and Two

I use the station control hotkey to fill personnel in both stations. I've designated the top and western part of the map as "Box 1", and the city and southern portion of the map as "Box 2". Units are listed in the order in which I dispatch them.

Box Area| Call Type | Units (MA = Mutual Aid)
1 | Unknown Type Fire | E1 or E3, L5 or R6 (depending on what is available)
1 | Reported Building Fire | E1 E3, L5 R6
1 | Confirmed Building Fire | E1 E3 E2 MA-E4, L5 MA-L55 R6, B1, RA1 or RA11
1 | Vehicle Accident | E1 or E3, R6, RA1 or RA11
1 | Car Fire | E1 or E3, R6
1 | ALS Call | A1 or A11, E1 or E3, A2 (if no ambulance available)
1 | BLS Call | RA1 or RA11, A2 (if no ambulance available)
2 | Unknown Type Fire | E2, MA-L55
2 | Reported Building Fire | E2 MA-E4, MA-L55, MA-L66
2 | Confirmed Building Fire | E2 MA-E4 E1 E11, MA-L55 MA-L66 R6, B1, A2 (or MA Ambulance if none available)
2 | Vehicle Accident | E2, R6, A2 RA1 or RA11
2 | Car Fire | E2, MA-L55 or R6
2 | ALS Call | E2, A2
2 | BLS Call | A2

Additional units can be called depending upon situational requirements. Additionally, I play rather oddly as I simulate the use of hydrants, generally staging engines on them. Special service pieces are located on sides A and C initially (if possible), and I usually try to keep each units roles as traditional as possible. Police are used for traffic control when needed.

#46 Fisk1

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Posted 15 November 2008 - 02:54 AM

The "'trick" if there is one is to employ the real life tactic of Strike Teams. A Strike Team is a group of 5 like resources and 1 Command Officer. For example, a Charlie or Type III USFS strike team would be 5 Type III brush engines and 1 Chief officer. An Alpha or Type I LAFD strike team would be 5 Type I engines and 1 chief. In the game the chief isnt really needed, but by responding groups of 5 to stage at the fire, and ahead of the fire, you can then surround and drown with enough resources. Remember, you always want to stop the forward progress of the fire and make a stand that says the fire isn't going to get past this point. Concentrate most of your resources at containing the fire, not attacking what is already burning.

If PD incidents are more of your cup of tea, think of it like the pickpocket suspect on the run. You dont want to respond your PD units to where the criminal was and then have to run after him on foot, but instead you respond your units where he is running to, get out and grab him! You want to cut him off and stop him or you'll always just be 1 step behind the whole time and its the same with the fire. Don't chase the tail, hit the head!

Also use the brush Patrols (type IV/VI for those who are curious) for quick hits and to structure protection. A single strike team of them can be broken up and used for quick mop up and attacks of spot fires that might take off.

Mike.


Hehe, that would essentially sum up the best tactic for the fire incidents, I guess. :)
Thanks alot!

#47 szron

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Posted 15 November 2008 - 07:26 PM

In my freeplay:

3 LAPD patrol cars (patroling)
2 LAPP (in docks)
2 LAPD motorcycles (patroling)
1 LASD patrol car (in police station)
1 LASD van (in police station)
2 CHP patrol cars (near railway cross)
1 CHP dodge (patroling)
1 SWAT rescue 1 (in SWAT base, in upper part of map is my SWAT base :D )
1 SWAT rescue 2 (in SWAT base)
1 SWAT rescue 3 (in SWAT base)
1 LAPD Unmarked with SWAT officers (in SWAT base)
1 SWAT truck (the big one xD) (in SWAT base)
2 Bomb Squads (in SWAT base)
2 FBI van (in FBI base, somewhere in city ;])
1 FBI truck (in FBI base)
1 LAPD heli (on police station)
2 ALS (patroling)
2 BLS (patroling)
2 EMS supervisor (patroling, another one near police station)
1 Technics (near police station)
1 EMS heli (on hospital)

+

Defalut start Units

Edited by MikesPhotos, 15 November 2008 - 08:25 PM.
Removed innapropriate icon.

So, what is it the fire fighters do? Do they wait a block away before going to the station to get the truck? Nope. 10 or 12 guys go into the Station, put their gear on, and 6 of them jump in the Pump. The rest, they stay in the building in case they need the Rescue. So, Pump 1 responds from 119 Bertie St to 119 Bertie St, but, they have to follow protocol. So, they drive around they block, and stage at the corner, waiting for police to clear the building they just left.

x]


#48 Shadylasse

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Posted 16 November 2008 - 05:25 PM

I've disabled PD missions, so I only have to deal with Fire/EMS calls. I also use the new map submod.

Unit | Hotkey | Location
Engine 1 | 1 | Fire Station One
Engine 3 | 3 | Fire Station One
Engine 2 | 2 | Fire Station Two
Ladder 5 | 5 | Fire Station One
Rescue 6 | 6 | Fire Station One
RA1 | | Fire Station One
RA11 | | Fire Station One
A2 | | Fire Station Two
Station Control | 4 | Fire Station One and Two

I use the station control hotkey to fill personnel in both stations. I've designated the top and western part of the map as "Box 1", and the city and southern portion of the map as "Box 2". Units are listed in the order in which I dispatch them.

Box Area| Call Type | Units (MA = Mutual Aid)
1 | Unknown Type Fire | E1 or E3, L5 or R6 (depending on what is available)
1 | Reported Building Fire | E1 E3, L5 R6
1 | Confirmed Building Fire | E1 E3 E2 MA-E4, L5 MA-L55 R6, B1, RA1 or RA11
1 | Vehicle Accident | E1 or E3, R6, RA1 or RA11
1 | Car Fire | E1 or E3, R6
1 | ALS Call | A1 or A11, E1 or E3, A2 (if no ambulance available)
1 | BLS Call | RA1 or RA11, A2 (if no ambulance available)
2 | Unknown Type Fire | E2, MA-L55
2 | Reported Building Fire | E2 MA-E4, MA-L55, MA-L66
2 | Confirmed Building Fire | E2 MA-E4 E1 E11, MA-L55 MA-L66 R6, B1, A2 (or MA Ambulance if none available)
2 | Vehicle Accident | E2, R6, A2 RA1 or RA11
2 | Car Fire | E2, MA-L55 or R6
2 | ALS Call | E2, A2
2 | BLS Call | A2

Additional units can be called depending upon situational requirements. Additionally, I play rather oddly as I simulate the use of hydrants, generally staging engines on them. Special service pieces are located on sides A and C initially (if possible), and I usually try to keep each units roles as traditional as possible. Police are used for traffic control when needed.


Great tactic.

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#49 emergency4freak

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Posted 17 November 2008 - 12:24 AM

Man everyone has such great ideas for playing ingame. I'll let you all know I am stealing some of your tactics :1046276313_Up_to_something:
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#50 Guest_MonkeySquasher_*

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Posted 17 November 2008 - 03:20 AM

Hey guys. Haven't been around in awhile, with my PC taking a crap on me and working lots of overtime to pay the bills. Hell, I haven't even played 1.7 yet! =x

Anyway, this topic struck my fancy, and I've actually got a couple good ideas from it, too.. ;)

Seeing as I run EMS in Buffalo and Niagara Falls NY, and run with both city FD and PDs, I tend to match my computer city to how we do emergency services in my real city, with a mix of my Niagara County volunteer fire company.

I had ALL my scripts modified... I took out most PD incidents, but I left the violent incidents. Upped the MVAs a lot, took my ambulances out of the building entirely, and put a equipment vehicle in it's place, and modified the number of vehicles and personnel. Gas explosions and earthquakes are very VERY rare, but I've made them neigh-apocalyptic. haha

- I staff my station with 4 engines (E1-E4), 2 Ladders (A1 & A2), 2 tankers (T1 & T2), 2 equipment vehicles (M1 & M2), and Chief (BATT 1).
- I then call a PD helo to land at the station and fill all the spaces outside with LAPD cars, including 1 unmarked and 1 SUV. I send another good number on patrol... usually 4-7.
- I call in 7-9 ambulances to stage around the city. At my work, we use postings on street corners. We DID have Zones, but recently went to postings to eliminate the whole "who is closer to this call?" thing.
- I send a Flycar, Crane, 2 Towtrucks, and an engineer to that gas station.

For dispatching...

- First off, I wish the game had a "fire alarm" or "still alarm", and a "gas alarm" or "CO alarm". I have theories on how to do them, and it'd add realism, but probably just annoy many people. haha It would have the same response as any small fire in my city, like a bush or a bench... 1 engine.
- Car fire: 1 Engine, 1 Towtruck, 2 PD
- Building Fire, 1st alarm: Full assignment (2 engines, 1 ladder, 1 tanker, BATT, 2 PD, 1 RA) - Same for Gas Explosion
- Building Fire, 2nd alarm: All Hands (any remaining equipment, plus any equipment that clears current assignment of small fire, MVA, etc.), plus 1 or 2 Mutual Aid engines to back-fill.
- Motor Vehicle Accident: 1 Engine, 1 Ladder, 1 RA, 2 PD, enough towtrucks.
- EMS call: 1 RA, M1 if entry required
- Violent incident: 1 RA to stage, 2 PD to scene, additional units as necessary.
- Car in the water: 1 RA, M1, Crane, 2 PD, towtruck.
- Person in the water: 1 RA, M1, boat or USCG chopper
- Forest Fire (rah!): Full assignment, plus 2 USFS Strike Teams (2 engines each, total 4), and the plane. I don't play around with forest fires. lol
- Gas explosion: Full assignment, enough PD to block the area
- Earthquake (lol): Initiate Major Incident Response.. RAs respond to any injured party to stabilize, then use fire equipment until Mutual Aid ambulances arrive. Call in 2 USAR vehicles to assist. Fire equipment responds as needed... A small fire that will burn out gets nothing, a large spreading fire gets enough to contain it. Fires near key buildings (hospital, fire/police stations), or threatening an injured party, are extinguished first. Mutual Aid from USFS and outside fire companies as needed. My Earthquake is set to have well over 50 casualties and 20 fires, and I've still never had one happen. I'm pretty sure I'll just shit my pants and quit the game. haha

#51 Guest_Zohar_*

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Posted 17 November 2008 - 05:46 AM

Hah monkey, earthquakes are usually not that large, I've had one before and only had 3 injuries and 2 fires.
Also about buffallo, that is funny, I always listen to your guys FD radio scanner =)

#52 Guest_Cop2Be_*

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Posted 17 November 2008 - 08:57 PM

I do it really really weird...

I load up station, staff my Ladder with 2 normal ff 2 SCBA FFs, 1 PM and a USAR FF
I have an emergency response center for earthquakes
a Dispatcher...
a BC at each station

Like 25 LAPD Units patroling
10 CHP
a LASD Transport Van, with LASD Escort
and also a repair center....

want more info on this stuff?
Or want to know how I do my calls? ask, and I shall explain!


Wait, How do you have a center for earthquakes and a dispatcher?

I do it really really weird...

I load up station, staff my Ladder with 2 normal ff 2 SCBA FFs, 1 PM and a USAR FF
I have an emergency response center for earthquakes
a Dispatcher...
a BC at each station

Like 25 LAPD Units patroling
10 CHP
a LASD Transport Van, with LASD Escort
and also a repair center....

want more info on this stuff?
Or want to know how I do my calls? ask, and I shall explain!


Wait, How do you have a center for earthquakes and a dispatcher? Also How do you have a repair center?

#53 Guest_GB619_*

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Posted 18 November 2008 - 08:52 AM

In wOOd's MOD he has a repair centre,and as for a centre for earthquakes,you can really use one of the large carparks,to hold units,when im playing freeplay i tend to park up several police units around the city,so they canbe easily despatched to nearby incidents,same as real life,i also park the crane on the map as this is so slow,that it handy to have it central on the map,be creative,and use your imagination when playing,and if you wanted to edit the map to add a proper earthquake centre,you would need to know how to use the editor,but i cant help you with that

#54 Newfoundking

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Posted 18 November 2008 - 08:25 PM

I can, I am hoping to finish up a script I just got permission to use (thank you Hoppah again! :D ) and hopefully I will be able to make a fully functioning repair center( automated of course) and even a couple other goodies.. But repair center is my top priority ATM

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#55 ARMYBDYGUARD

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Posted 18 November 2008 - 11:51 PM

Hello all, I'm getting lots of good ideas. The way I run my city is quite bare compared to the rest of you guys.
I have 4 LAPD cruisers patrolling. Out of the 4, 1 is a slick top which acts as my Sargent.( sorry I like having a boss around lol) another cruiser acts as my traffic unit, so they are in vests and responds to all traffic collisions and vehicle fires. (as well as all other calls) These selected units are "hotkeyed" 3 for the supervisor and 4 for the traffic unit.
I do not use the chief as a dispatcher since technically thats what we are. However my BC is "hotkeyed" 1. I keep the LCFD light rescue at the main stn and hot keyed as 2.
I have the ambulances patrol and the EMS supervisor kept at the large stn. I have a light boat in the water with a diver. ( cause I hate watching the diver take his sweet azz time walking to an entry point. lol)
I have two CHP cruisers at each end of the road along the tracks, and the power plant. I have two LAPP around the port area and the crash tender staged in that area. I have one FBI suv staged by the bank with LAPD swat (2). I have the Ford Explorer with LAPD SWAT (2) staged near the Dealership. I use them for QRF (Quick Reaction Force) and will be on Sean to secure till the rest of the SWAT team arrives. I have one works van (techie) staged at the gas stn, and another one staged near the dealership.
I hoep this explains what I do. I am using the old map for now till I can get the mod map working.

Enjoy :)

#56 Guest_MonkeySquasher_*

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Posted 21 November 2008 - 03:02 PM

Hah monkey, earthquakes are usually not that large, I've had one before and only had 3 injuries and 2 fires.
Also about buffallo, that is funny, I always listen to your guys FD radio scanner =)




I went into the values and changed the values for # of injuries and # of fires when an earthquake occurs, then put the value for frequency astronomically low. So it'll almost never happen, but when it does.. Oh boy. lol

#57 Paramedic_Engine_2

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Posted 03 December 2008 - 07:28 PM

On a large structure fire I will:

1. Dispatch
3-4 Engines
2 Truck's (1 working the fire, the other as a FAST truck or RIT (Rapid Intervention Team)
1 USAR
1 ALS Ambulance
EMS supervisor
1 Battalion chief
1-3 PD units for ped. and Car control

When the fire engine arives, I will set him up on the far side of the street from the fire so the first due truck can get easy acess to the fire.

When the battalion chief and the EMS car arrive,I will make a small command.

The next due engine will set up, and cover the exposures.

If you can enter the building, I have the second engine in get packed up and ready. They enter the build with 1 line and man with an axe and a PM fireman.

I know that all of this is mostly unnecessary but it is more realistic. Fires dont only appear on the first floor too. Once the fire has been rolling for a while, It tends to spread towards the top of the building.

Once its under control, I release all units but I keep 1 Engine there, 1 truck, and the BC.

Thats it!

#58 Guest_MonkeySquasher_*

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Posted 03 December 2008 - 07:31 PM

Since it was brought up, I figured I'd mention it here... I had my first modified earthquake yesterday.


30 minutes into it, I had MORE than the 50 casualties than I started with, because of stuff exploding and fires. This is with 13 ambulances running. And a good 1/4 of the map was just ablaze, even with all 10 engines, 2 ladders, 4 USFS engines, and a fire boat for the hell of it. Then my game lagged so bad on my laptop that I had to task out and quit. =/


I have since lowered the values. LOL

#59 gary599

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Posted 05 December 2008 - 01:39 AM

Why do I get an mva, but then nothing no additiaonal mva's

[codebox]<freeplayparameters>
<MinDurationBetweenEvents value = "140.0" />
<MaxIdleDuration value = "5.0" />
<Seed value="0"/>
<BuyFactor value="10.0"/>
<SellFactor value="0.5"/>
<GlobalEventFrequencyFactor value="1.0"/>
<TimeSpeedFactor value="1.0"/>
<StartBudget value="150000"/>
<MaxBudget value="990000"/>
<Earnings value="95000"/>
<SquadPriceGrowth value="30.0"/>
<MaxParkingSpace value="150" />
<InitialEventFrequencyBoost value="100000.0"/>
<InitialEventWaitDuration value="60.0"/>
<starttime value="7:30"/>

<Rating>
<!-- Schwierigkeitsgrad (je höher desto schwerer)-->
<UpperLimitEasy value = "35.0" />
<UpperLimitMedium value = "50.0" />
<UpperLimitHard value = "75.0" />
<!-- abbrechen wenn gesamtzustand im challengemode zu groß wird -->
<ChallengeAbortRatingDifference value = "100.0" />
<!-- Einstellungen der Punkte
Wenn auf 0, dann gibt es 0 Punkte wenn der gesamtzustand gleich dem UpperLimit ist.
Bei negativen Werten gibt es mehr Punkte, bei positiven weniger Punkte -->
<ScoreUpperLimitBonus value = "0.0" />
<!-- UpperLimit wird bei jedem Tick um diesen Wert erhöht -->
<TimeFactor value = "0.0" />
<Factor name="Burning Houses" value="15.0" />
<Factor name="Burning Objects" value="8.0" />
<Factor name="Gangsters" value="10.0" />
<Factor name="Injured Persons" value="8.0" />
<Factor name="Dead Persons" value="5.0" />
<Factor name="Contaminated Persons" value="10.0" />
</Rating>

<!-- score -->
<InitialScorePerMinute value="500.0"/>
<InnocentPersonWoundedPermanentPenalty value="75.0"/>
<InnocentPersonKilledPermanentPenalty value="90.0"/>
<InnocentVehicleShotPermanentPenalty value="75.0"/>
<RegeneratePermanentPenaltyPerMinute value="0.001"/>
<MaxScoreStepPerMinute value="1.0"/>

<!-- cheat penalties -->
<!-- penalty as soon as x spawns where blocked within the last minute -->
<!-- <CheatPenaltyMinSpawnsBlockedPerMinute value = "1"/> -->
<!-- more spawns blocked than max are ignored -->
<!-- <CheatPenaltyMaxSpawnsBlockedPerMinute value = "50"/> -->
<!-- ratio of stopped vs. moving vehicles. All move it's 0 - all traffic blocked it's 1 -->
<CheatPenaltyMinTrafficJamRatio value = "0.5"/>
<!-- highest value cheat penalties can reach (between 0=none and 1) -->
<CheatPenalityScaling value = ""/>


<!-- no longer used, will now be calculated using the worth values of the events
<BurningHousePenalty Basic="75.0" PerObject="0.0"/>
<BurningObjectPenalty Basic="50.0" PerObject="0.0"/>
<InjuredPersonPenalty Basic="75.0" PerObject="0.0"/>
<ContaminatedPersonPenalty Basic="50.0" PerObject="0.0"/>
<DeadPersonPenalty Basic="90.0" PerObject="0.0"/>
<DestroyedVehiclesPenalty Basic="30.0" PerObject="0.0"/>
<UnarmedGangsterPenalty Basic="75.0" PerObject="0.0"/>
<ArmedGangsterPenalty Basic="90.0" PerObject="0.0"/>
<HostagePenalty Basic="50.0" PerObject="0.0"/>
-->

<!-- misc -->
<ContaminationRange value="10.0"/> <!-- in meter -->
<TrainCycle value="240.0"/> <!-- in seconds -->

<events>
<!-- JH -->
<EFPEventFall>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.7" />
<Worth value = "4.0" />
<SupervisorStart value = "ID_SUPERV_EVENT17" />
<SupervisorFinish value = "" />
</EFPEventFall>

<!-- JH -->
<EFPEventShock>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.7" />
<Worth value = "4.0" />
<SupervisorStart value = "ID_SUPERV_EVENT18" />
<SupervisorFinish value = "" />
</EFPEventShock>

<!-- JH -->
<EFPEventCirculatoryCollapse>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.7" />
<Worth value = "4.0" />
<SupervisorStart value = "ID_SUPERV_EVENT19" />
<SupervisorFinish value = "" />
</EFPEventCirculatoryCollapse>

<!-- JH -->
<EFPEventFoodPoisoning>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.7" />
<Worth value = "4.0" />
<SupervisorStart value = "ID_SUPERV_EVENT20" />
<SupervisorFinish value = "" />
</EFPEventFoodPoisoning>

<!-- JH -->
<EFPEventHeartAttack>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.7" />
<Worth value = "4.0" />
<SupervisorStart value = "ID_SUPERV_EVENT21" />
<SupervisorFinish value = "" />
</EFPEventHeartAttack>

<!-- JH -->
<EFPEventStroke>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.7" />
<Worth value = "4.0" />
<SupervisorStart value = "ID_SUPERV_EVENT22" />
<SupervisorFinish value = "" />
</EFPEventStroke>

<!-- JH -->
<EFPEventFlashStrike>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes (gets multiplied by timezone parameter "flash/frequenceyfactor") -->
<AverageFrequency value = "90.0" />
<!-- DamageRadius: in meter -->
<DamageRadius value = "25.0" />
<Worth value = "10.0" />
<SearchDamageRounds value = "100" />
<SupervisorStart value = "ID_SUPERV_EVENT36" />
<SupervisorFinish value = "" />
</EFPEventFlashStrike>

<!-- JH -->
<EFPRandomFire>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "4.0" />
<Worth value = "10.0" />
<SupervisorStart value = "ID_SUPERV_EVENT33" />
<SupervisorFinish value = "" />
</EFPRandomFire>

<!-- JH -->
<EFPEventCigarette>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "3.0" />
<!-- MaxDropDistance: in meter -->
<MaxDropDistance value = "10.0" />
<Worth value = "10.0" />
<SupervisorStart value = "ID_SUPERV_EVENT28" />
<SupervisorFinish value = "" />
</EFPEventCigarette>

<!-- JH -->
<EFPEventShopLifting>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.5" />
<!-- IsArmed: probability in percent -->
<IsArmed value = "0.5" />
<!-- VictimWaitTime: in seconds (time the victim needs to detect the crime) -->
<VictimWaitTime value = "3.0" />
<!-- VictimMoveDistance: in meters (distance the victim moves out of the shop) -->
<VictimMoveDistance value = "4.0" />
<!-- VictimWaveTime: in seconds (time the victim waves for help) -->
<VictimWaveTime value = "30.0"/>
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT23" />
<SupervisorFinish value = "" />
</EFPEventShopLifting>

<!-- JH -->
<EFPEventCarTheft>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "40.0" />
<!-- MaxRadius: in meter (max. distance between committer and car) -->
<MaxRadius value = "75.0" />
<Worth value = "8.0" />
<SupervisorStart value = "ID_SUPERV_EVENT02" />
<SupervisorFinish value = "" />
</EFPEventCarTheft>

<!-- DG -->
<EFPEventCarAccident>
<Enabled value = "1" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.1" />
<!-- SafetyRadius: in meters -->
<SafetyRadius value ="12.0" />
<!-- LifeDrain: in Energy per tick -->
<LifeDrain value = "2.0" />
<Worth value = "8.0" />
<SupervisorStart value = "ID_SUPERV_EVENT01" />
<SupervisorFinish value = "" />
</EFPEventCarAccident>

<!-- DG -->
<EFPRabidDog>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.5" />
<!-- Resistance against energy -->
<Resistance value = "10000.0" />
<!-- MaxDistance: in meter (max. distance between committer and victim) -->
<MaxDistance value = "50.0" />
<Worth value = "8.0" />
<SupervisorStart value = "ID_SUPERV_EVENT15" />
<SupervisorFinish value = "" />
</EFPRabidDog>

<!-- DG -->
<EFPEventTrafficLightFailure>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.4" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT37" />
<SupervisorFinish value = "" />
</EFPEventTrafficLightFailure>

<EFPEventRailwayCrossingFailure> <!-- Bahnschranke defekt -->
<Enabled value = "0" />
<AverageFrequency value = "0.4" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT38" />
<SupervisorFinish value = "" />
</EFPEventRailwayCrossingFailure>

<!-- DG -->
<EFPRowdy>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "2.0" />
<!-- Resistance against energy -->
<Resistance value = "100.0" />
<!-- MaxDistance: in meter (max. distance between committer and victim) -->
<MaxDistance value = "25.0" />
<Worth value = "10.0" />
<SupervisorStart value = "ID_SUPERV_EVENT10" />
<SupervisorFinish value = "" />
</EFPRowdy>

<!-- DG -->
<EFPBomber>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "2.0" />
<!-- MaxDistance: in meter (max. way between bomb and bomber) -->
<MaxDistance value = "75.0" />
<!-- MinBombTime: minimum seconds till bomb explods -->
<MinBombTime value = "90.0" />
<!-- MaxBombTime: maximum seconds till bomb explods -->
<MaxBombTime value = "120.0" />
<!-- Armed: probability in percent -->
<Armed value = "75.0" />
<Worth value = "15.0" />
<SupervisorStart value = "ID_SUPERV_EVENT14" />
<SupervisorFinish value = "" />
</EFPBomber>

<!-- DG -->
<EFPHostageTaking>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.5" />
<!-- Time to send a flight car -->
<TimeFlightCar value = "180.0" />
<!-- MaxDistance: in meter (max. distance between committer and victim) -->
<MaxDistance value = "50.0" />
<Worth value = "10.0" />
<SupervisorStart value = "ID_SUPERV_EVENT13" />
<SupervisorFinish value = "" />
</EFPHostageTaking>

<!-- DG -->
<EFPArsonist>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.5" />
<!-- Time to next arson -->
<TimeToNextArson value = "45.0" />
<!-- MaxDistance: in meter (max. distance between committer and victim) -->
<MaxDistance value = "50.0" />
<Worth value = "15.0" />
<SupervisorStart value = "ID_SUPERV_EVENT12" />
<SupervisorFinish value = "" />
</EFPArsonist>

<!-- DG -->
<EFPDemonstration>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "2.0" />
<!-- MaxDistance: in meter (max. distance between committer and victim) -->
<MaxDistance value = "50.0" />
<MaxAttractRadius value = "25.0" />
<MaxDemonstrants value = "10" />
<MaxMolCockTime value = "30.0" />
<CalmDownTime value = "60.0" />
<Worth value = "10.0" />
<SupervisorStart value = "ID_SUPERV_EVENT11" />
<SupervisorFinish value = "" />
</EFPDemonstration>

<!-- DG -->
<EFPBankRobbery>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.0" />
<!-- Time to stay in bank -->
<TimeInBank value = "15.0" />
<!-- MaxDistance: in meter (max. distance between committer and victim) -->
<MaxDistance value = "50.0" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT25" />
<SupervisorFinish value = "" />
</EFPBankRobbery>

<!-- DG -->
<EFPPickpocketing>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.5" />
<!-- MaxDistance: in meter (max. distance between committer and victim) -->
<MaxDistance value = "50.0" />
<!-- Armed: probability in percent -->
<Armed value = "25.0" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT24" />
<SupervisorFinish value = "" />
</EFPPickpocketing>

<!-- DG -->
<EFPEventSuicideDrowning>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "2.0" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT26" />
<SupervisorFinish value = "" />
</EFPEventSuicideDrowning>

<!-- DG -->
<EFPEventSuicideTrack>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.8" />
<Worth value = "5.0" />
<ChanceChangeMind value = "50.0" />
<SupervisorStart value = "ID_SUPERV_EVENT26" />
<SupervisorFinish value = "" />
</EFPEventSuicideTrack>

<!-- DG -->
<EFPEventSuicideWindow>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.8" />
<Worth value = "5.0" />
<ChanceChangeMind value = "25.0" />
<WaitingTime value = "180.0" />
<WaitingTimeIncrease value = "30.0" />
<SupervisorStart value = "ID_SUPERV_EVENT27" />
<SupervisorFinish value = "" />
</EFPEventSuicideWindow>

<!-- AE -->
<EFPEventCivilcarDefect>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "2.0" />
<!-- AverageTimeTillExplode (in sec. - 50% spreading) -->
<AverageTimeTillExplode value = "90" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT09" />
<SupervisorFinish value = "" />
</EFPEventCivilcarDefect>

<!-- AE -->
<EFPGasExplosion>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.8" />
<Worth value = "15.0" />
<SupervisorStart value = "ID_SUPERV_EVENT32" />
<SupervisorFinish value = "" />
</EFPGasExplosion>

<!-- AE -->
<EFPEventShortCircuit>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "2.0" />
<!-- InjureInhousePersons: probability in percent -->
<InjureInhousePersons value = "50.0" />
<!-- BurnHouse: probability in percent -->
<BurnHouse value = "50.0" />
<Worth value = "10.0" />
<SupervisorStart value = "ID_SUPERV_EVENT03" />
<SupervisorFinish value = "" />
</EFPEventShortCircuit>

<!-- AE -->
<EFPRunningAmok>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.0" />
<!-- ReactionRange: in meters -->
<ReactionRange value = "25.0" />
<!-- ShootRange: in meters -->
<ShootRange value = "20.0" />
<!-- Spread: in degrees -->
<Spread value = "5.0" />
<!-- ShootPower: in percent -->
<ShootPower value = "250" />
<!-- ShotDuration: in seconds -->
<ShotDuration value = "1.0" />
<!-- SightAngle: in degrees -->
<SightAngle value = "120.0" />
<!--- resistance agains shots: like in editor -->
<ResistanceShot value = "0.0" />
<Worth value = "10.0" />
<SupervisorStart value = "ID_SUPERV_EVENT40" />
<SupervisorFinish value = "" />
</EFPRunningAmok>

<!-- AE -->
<EFPBecomingMurderer>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.0" />
<!-- MaxDistanceToVictim: in meter -->
<MaxDistanceToVictim value = "25.0" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT39" />
<SupervisorFinish value = "" />
</EFPBecomingMurderer>

<!-- AE -->
<EFPEarthquake>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.5" />
<!-- AverageNumberOfBurningHouses (50% spreading) -->
<AverageNumberOfBurningHouses value = "2" />
<!-- AverageNumberOfInjuredPersons (50% spreading) -->
<AverageNumberOfInjuredPersons value = "5" />
<!-- CameraShakeDuration (in sec.) -->
<CameraShakeDuration value = "10.0" />
<!-- CameraShakeStrength -->
<CameraShakeStrength value = "30.0" />
<Worth value = "15.0" />
<SupervisorStart value = "ID_SUPERV_EVENT16" />
<SupervisorFinish value = "" />
</EFPEarthquake>

</events>

<cleanup>
<wait min="300.0" max="600.0"/>
<choppedtree safetyradius_nopeople="8.0" safetyradius_nofire="50.0"/>
<killedperson safetyradius="20.0"/>
<deleteobject safetyradius="20.0"/>
<deletewreck safetyradius="20.0"/>
<unburnobject safetyradius="100.0"/>
<restoreposition safetyradius_source="10.0" safetyradius_destination="10.0"/>
<sliceablecar waitmultiplier="5"/>
</cleanup>

<climate initial="fair">
<weather name="fair" changeduration="15.0" minduration="60" maxduration="180">
<fog intensity="0.0" color="ffffff"/>
<rain intensity="0.0"/>
<storm intensity="0.0" speed="0.0"/>
<flash frequencyfactor="0.0"/>
<sound name=""/>
<sound2 name=""/>

<transition state="cloudy" weight="1.5"/>
<transition state="misty" weight="0.7"/>
</weather>
<weather name="cloudy" changeduration="15.0" minduration="60" maxduration="180">
<fog intensity="0.3" color="7F7F7F"/>
<rain intensity="0.0"/>
<storm intensity="0.0" speed="0.0"/>
<flash frequencyfactor="0.0"/>
<sound name=""/>
<sound2 name=""/>

<transition state="fair" weight="1.0"/>
<transition state="misty" weight="0.7"/>
<transition state="light rain" weight="1.5"/>
</weather>
<weather name="misty" changeduration="7.0" minduration="30" maxduration="90">
<fog intensity="0.7" color="a0a0a0"/>
<rain intensity="0.0"/>
<storm intensity="0.0" speed="0.0"/>
<flash frequencyfactor="0.0"/>
<sound name=""/>
<sound2 name=""/>

<transition state="fair" weight="0.5"/>
<transition state="cloudy" weight="1.0"/>
<transition state="light rain" weight="1.0"/>
</weather>
<weather name="light rain" changeduration="15.0" minduration="60" maxduration="180">
<fog intensity="0.1" color="7F7F7F"/>
<rain intensity="0.2"/>
<storm intensity="0.1" speed="0.1"/>
<flash frequencyfactor="0.0"/>
<sound name=""/>
<sound2 name=""/>

<transition state="cloudy" weight="1.0"/>
<transition state="misty" weight="0.7"/>
<transition state="heavy rain" weight="1.0"/>
<transition state="thunderstorm" weight="1.5"/>
</weather>
<weather name="heavy rain" changeduration="15.0" minduration="60" maxduration="180">
<fog intensity="0.3" color="7F7F7F"/>
<rain intensity="0.5"/>
<storm intensity="0.1" speed="0.2"/>
<flash frequencyfactor="0.0"/>
<sound name="mod:Audio/Ambient/rain01.wav"/>
<sound2 name=""/>

<transition state="misty" weight="0.7"/>
<transition state="light rain" weight="1.0"/>
<transition state="thunderstorm" weight="2.0"/>
</weather>
<weather name="thunderstorm" changeduration="15.0" minduration="60" maxduration="180">
<fog intensity="0.4" color="606060"/>
<rain intensity="1.0"/>
<storm intensity="0.5" speed="0.4"/>
<flash frequencyfactor="1.0"/>
<sound name="mod:Audio/Ambient/rain02.wav"/>
<sound2 name="mod:Audio/Ambient/thunder02.wav"/>

<transition state="heavy rain" weight="1.0"/>
<transition state="light rain" weight="1.0"/>
</weather>
</climate>

</freeplayparameters>[/codebox]

#60 Madman

Madman

    Captain

  • Members
  • 190 posts
  • Gender:Male
  • Location:Calgary, CANADA

Posted 05 December 2008 - 03:05 AM

Change the frequency of MVA's from 0.1 to 10 or something similar. The 0.1 is a percentage of sorts that the system uses to determine the next event. The game reads your config file when an event is supposed to occur and uses your values to pick the next one, (or none at all for that matter).

Because you only have one event enabled and its frequency is set so low, the chances of getting another MVA anytime soon is pretty low.