
Project: New Freeplaymap
#401
Guest_Hanover Firefighter_*
Geschrieben 28 April 2009 - 04:34
#402
Geschrieben 28 April 2009 - 04:57
I don't know if this was brought up but on accidents is anything going to be changed? Realistically speaking, its rare to have entrapments in vehicles (escpecially in low speed areas)
I am not in the fase where I am going to add accidents yet, but I'll take this into consideration.
#403
Geschrieben 28 April 2009 - 05:54
I am not in the fase where I am going to add accidents yet, but I'll take this into consideration.
Thank you, maybe a quick extrication on some wrecks, like pop the door with a haligen tool in like a second. That would be way more realistic, then sometimes you need the jaws of life. Possiably with a generator.
Mike
CCFES
#404
Geschrieben 28 April 2009 - 06:49
Lazy Moderator - Will warn when agro >)
Executive Director, EMP Internment Camps
#405
Geschrieben 28 April 2009 - 07:24
Yes you're exactly right that is how you have to redirect traffic effectively, if you don't they will run into one another and become quite messy fairly fast.... Depending on the road layout IF it is long enough it may not apply to all, but with ours it definately will due to the spawn point locations vs the length of the road. Generally to avoid frustration i'd do that same behavior on ALL 4 lane roads, cops/cars can only redirect ONE lane at a time, not multiple lanes due to how paths work.
Is there anyway you can make lights red without making the others green? If that was able to happen then this whole problem would be avoidable in the first place, since all the cars in the intersection would have time to go through before the other turned green.
I wonder if it's possible to make traffic accidents with no injuries too.
#406
Geschrieben 28 April 2009 - 07:36
Yes, it is entirely possible to have traffic accidents without injuries and without extrication being required. Being able to choose a type of extraction and all that crap is realistic but this is a game so no we can't do all that. All that would be required is the wrecked vehicles, unoccupied and if you wanted it to be realistic just have people spawn with the accident standing there instead of hurt, sometimes you have them laying on the pavement injured, same deal except they are not injured... easy enough to do.
Lazy Moderator - Will warn when agro >)
Executive Director, EMP Internment Camps
#407
Geschrieben 28 April 2009 - 08:50
Also mikey, I will support your mod... I can provide a home and a family!

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#408
Geschrieben 28 April 2009 - 08:58


Lazy Moderator - Will warn when agro >)
Executive Director, EMP Internment Camps
#409
Geschrieben 28 April 2009 - 09:35
My mod by the way was neglected for so long by everyone, nobody would adopt it so it turned to a life of crack and theft to survive now it's serving 25 to life in the department of corrections
Not to go off topic here, but what exactly is your mod?

And where can one find it?
#410
Geschrieben 28 April 2009 - 09:48
@ Mikey, I do, do a lot of correctional stuff, so I'm good to help him back to the clean life, and maybe even early parole!
ON-TOPIC: I think there should be a mix of extrication and not, because I hate having everything all set up, ready to clear out, then I noticed I can't tow because someone is trapped inside.. I learnt after a while, but it was a real bummer at first, having to bring extrications to every call.. It's good to hear that there will be variations.. It'll add to the randomization (sorry couldn't find the word I was looking for) of the emergencies

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Executive Director: EMP Gulag
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!
#411
Geschrieben 29 April 2009 - 05:55
Mike
CCFES
#412
Geschrieben 29 April 2009 - 08:58
It's an old joke that he has had in his Sig for a while.
@ Mikey, I do, do a lot of correctional stuff, so I'm good to help him back to the clean life, and maybe even early parole!
ON-TOPIC: I think there should be a mix of extrication and not, because I hate having everything all set up, ready to clear out, then I noticed I can't tow because someone is trapped inside.. I learnt after a while, but it was a real bummer at first, having to bring extrications to every call.. It's good to hear that there will be variations.. It'll add to the randomization (sorry couldn't find the word I was looking for) of the emergencies
i agree it would be more realistic since alot of accidents dont have inuries or serious injuries with entrapment and then you would just have lapd or chp respond and clear the vehicle much easier than the urban rescue squad paramedics etc.
#413
Geschrieben 30 April 2009 - 12:07
Heres an idea, since car fires are possible combine this with wrecks. If fire personnel are not on scene quick enough to extinguish the fire then BOOM and you are now faced with even more casualties.
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#414
Geschrieben 30 April 2009 - 02:02
Lazy Moderator - Will warn when agro >)
Executive Director, EMP Internment Camps
#415
Geschrieben 30 April 2009 - 02:35
for the fire risk ones, what if you made the debris around it flammable, or even a gas puddle... A lot of the time, if the gas tank is punctured that will be everywhere... Would be a pretty cool thing to deal with too!
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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!
#416
Geschrieben 30 April 2009 - 02:59
To the best of my recolection none of the current maps have fire risk at wrecks. You may get a vehicle fire but never as part of a vehicle collision right?Generally I think a blend is the best solution, some you just need to show up and tow away, some will require extracation, some the injured will be out of the vehicle already, some will have fire risk.... That gives the most variety and makes the whole affair less "predictable" on what you require on scene.
Gas leaks would be perfect. Similar to on EM3 the mission that the tanker crashes into the house. If you do it right the gas trail never gets fully ignited.I wonder...
would there be a way
for the fire risk ones, what if you made the debris around it flammable, or even a gas puddle... A lot of the time, if the gas tank is punctured that will be everywhere... Would be a pretty cool thing to deal with too!
Please DO NOT PM ME for help. Ask your questions on the forum to help others with the same issue.
Enhance your LA Mod Freeplay Experience with LA Mod 2.0 4x4 Submod.
Los Angeles Mod v2.0 4x4 W00ds Map v1 - BETA RELEASE
If you appreciate my work, then please donate. Every little bit helps!
#417
Geschrieben 30 April 2009 - 03:00

Mike
CCFES PIO
To the best of my recolection none of the current maps have fire risk at wrecks. You may get a vehicle fire but never as part of a vehicle collision right?
Gas leaks would be perfect. Similar to on EM3 the mission that the tanker crashes into the house. If you do it right the gas trail never gets fully ignited.
Wrong, I get wrecks with fires. I have 911 FR. Weird
Mike
CCFES PIO
#418
Geschrieben 30 April 2009 - 03:14
I've never had a vehicle fire at a accident. Only during actual, "Vehicle Fire" events.Yea Bro great idea!
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Mike
CCFES PIO
Wrong, I get wrecks with fires. I have 911 FR. Weird
Mike
CCFES PIO
#419
Geschrieben 30 April 2009 - 03:27
#420
Geschrieben 30 April 2009 - 03:35