[EM4] Suggestions/Ideas Thread: (Revised)
#61
Gepost 25 december 2008 - 07:36
merry Christmas!
#62
Gepost 26 december 2008 - 04:52
about the chase script, Winterberg mod team managed to make a chase script that stops the car. i am writing this post because i think that someone said it is not possible.
merry Christmas!
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#63 Guest_Zohar_*
Gepost 26 december 2008 - 05:41
#64
Gepost 26 december 2008 - 06:16
#65
Gepost 26 december 2008 - 06:28
Some of it's functions are really cool but the game downright hates them, then there are others they have tried to make work but have not gotten there yet. The problem with borrowing from that mod is that they have changed so many things it really is hard to tell what exactly the culprit is when your game crashes:(
Our mod you're usually very good in SP, in MP shutting down the log file usually fixes the stability issues, with the exception of a few we've still not figured out.
We have tried everything under the sun to try to get this to work correctly (I wanted it too since a car is cheaper than a helicopter) but dynamic pathing seems to be what we can't crack, the car always moves to the target's last known position instead of to the target. Basically we can only make it behave as move does right now, unless the car is stupid enough to stop for fast food or gas we can't catch him.
As for the other function, I think it's hard coded that we can't make the guys all work on someone at once, it doesnt really have to do with animation restrictions, but more the heal script. It might be possible to ammend the script to add a multiplyer to it for when more persons are present and trying to work on someone to increase the rate of healing, but I honestly don't know.
ok Mikey i understand it. about the Winterberg mod it has so many features that you can't play the game more than 10 minutes(the chase command isn't so good though)
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#66
Gepost 26 december 2008 - 08:22
always friendly, nick the greek
#67
Gepost 26 december 2008 - 09:01
Is there a way to have people assist others? For example, when someone is full health you can only get one firefighter PM to heal at a time, or at least the animation. I would like to have multiple guys healing one person at a time even if they're full health for realism, is this possible because its annoying when someone gets a heart attack and you have 1 guy treating while the other 7 are standing around.
As for the other function, I think it's hard coded that we can't make the guys all work on someone at once, it doesnt really have to do with animation restrictions, but more the heal script. It might be possible to ammend the script to add a multiplyer to it for when more persons are present and trying to work on someone to increase the rate of healing, but I honestly don't know.
Actually Mikey, what zohar is asking is already part of 1.7! While it is true that you can only have 1 FFPM with a bag healing (the original doctor in the game), you can have that person assisted by additional medics and medic teams without the bag which will cause the patient to heal faster and unlike with the FFPM with the bag who stops treating the patient when health reaches full, these guys will keep treating he patient until picked up and transported. So yes Zohar there is a way and it's already part of the game.
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#68
Gepost 26 december 2008 - 09:49
I'm kinda confused
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#69
Gepost 26 december 2008 - 10:11
So basically, I can have more than 1 guy heal someone injured, or normal?
I'm kinda confused
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#70
Gepost 26 december 2008 - 10:30
Facepalm - Apply directly to the forehead. If it isn't a Boeing, you shouldn't be going.
"If at first you don't succeed, try, try again. If you don't try again you will be hit in the face with a shovel."
#71
Gepost 26 december 2008 - 10:37
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Do you have a warning that you want to go away, or are you facing another punishment you don't want? Contact me for the NEW alternative!
#72
Gepost 27 december 2008 - 12:48
have fun guys,
mk.
EDIT**** Please if you believe something works that I call dead and can't work outright, please try to explain to me in as much detail as possible where it is in the mod and I will check it out as I can to verify if it works or does not work correctly, other mods I don't have:( already have LA mod 200X so adding more mods would just make my folders look like the Mod yellowpages. If it is from another mod go into depth about how it works and if there are any bugs, if someone else made it work stable we might be able to find a way to make it work, assuming it is functional and related to America-style mods of course:)
duh, stupid me, Thanks Mikey
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#73
Gepost 27 december 2008 - 12:50
How about adding a few storms where trees fall down in the road and FD has to go cut it out of the road. Down in GA, when there is a storm, FD is running calls all night and removing trees from roads, etc.
mike
Odd, the Dept. of public works should respond to that. Also the only "real" way to get rid of trees is to use the recovery crane-
Wait Idea, forming...
I know, you can use the "Ctrl" Key to make the trees block the road, then the only way to move them is with the firefighter and chain saw. (I'm a genuis) The only problem is is that there will be no roots.
#74
Gepost 27 december 2008 - 12:59
DPW is more often in major locales responsible for landscaping downed trees into firewood but I aint sure how often you would need to do that, other than areas where trees gotta go. I sware at times I wish the bulldozer could run over trees, I ran over small trees doing a wheely on a quad without breaking it so I don't get why the dozer can't do that job too.
One of those things I guess.
Adding new events is hard if not impossible, basically from my knowledge we have to work with what is available, that's not to say would couldnt try to tweak a pre-existing mission into something else, but I honestly do not know how stable it'd be nor if it would work at all
Take care
mk
Odd, the Dept. of public works should respond to that. Also the only "real" way to get rid of trees is to use the recovery crane-
Wait Idea, forming...
I know, you can use the "Ctrl" Key to make the trees block the road, then the only way to move them is with the firefighter and chain saw. (I'm a genuis) The only problem is is that there will be no roots.
Lazy Moderator - Will warn when agro >)
Executive Director, EMP Internment Camps
#75
Gepost 27 december 2008 - 01:26
...
We have tried everything under the sun to try to get this to work correctly (I wanted it too since a car is cheaper than a helicopter) but dynamic pathing seems to be what we can't crack, the car always moves to the target's last known position instead of to the target. Basically we can only make it behave as move does right now, unless the car is stupid enough to stop for fast food or gas we can't catch him.
...
I believe that how they did this. I watch the police car the last time I try it winterberg. The police car drove to were the car was when I click the command. Stop for a few seconds then drove on and arrived behind the car I had targeted. That car stops at that point.
I think it only works because they increased the speed for the police cars to a very fast speed when the lights and sirens are on.
#76
Gepost 27 december 2008 - 03:27
Is there a way to have people assist others? For example, when someone is full health you can only get one firefighter PM to heal at a time, or at least the animation. I would like to have multiple guys healing one person at a time even if they're full health for realism, is this possible because its annoying when someone gets a heart attack and you have 1 guy treating while the other 7 are standing around.
1 guy treating while the others stand around....you're not that far off. Usually the second medic has the clipboard and is taking notes, unless the patient is in very very bad shape. If you want realism for an average medical call in LA, you should have 1 guy standing by the engine, kicking a tire, 1 guy in the back of the room watching the medics, and 1 firefighter maybe helping out.
Actually Mikey, what zohar is asking is already part of 1.7! While it is true that you can only have 1 FFPM with a bag healing (the original doctor in the game), you can have that person assisted by additional medics and medic teams without the bag which will cause the patient to heal faster and unlike with the FFPM with the bag who stops treating the patient when health reaches full, these guys will keep treating he patient until picked up and transported. So yes Zohar there is a way and it's already part of the game.
While I'm usually in agreement with you, two medics "healing" someone shouldn't really speed up the process. I like the idea of using the gurney medics to heal and maybe having an engine medic helping out. Although, I know personally when I'm out of treatment options, I neither hover over the patient completely idle nor do I keep running my hands over the patient pretending to do something but doing nothing except creeping the patient out. I'm interested to see how you adapt this part of life to the game. Good luck!
I gotta ask again....any chance for an AMR BLS rig and an LA County FD engine in the near future? Hoppah, I'll buy you beer, ship it and everything!
#78
Gepost 29 december 2008 - 06:54
#79
Gepost 29 december 2008 - 08:31
#80
Gepost 29 december 2008 - 09:38