Additional Units Submod
#301 Guest_jacob1029_*
Gepost 02 november 2009 - 07:17
#302 Guest_mrpolice1996_*
Gepost 02 november 2009 - 07:26
No i don't think so...Just out of question, will the bus from EM3 be added back into this submod? That would be cool and it involves 0 modderling unless you want to add extra stuff to it.
I also remember someone saying it wasn't very realistic as they were only used for transporting prisoners between prisons
#303
Gepost 02 november 2009 - 10:23
does this means it is allready out srry for asking because i belive this is against the T.O.S
-Jake
Bellingham Modification Creator
Private
#304 Guest_mrpolice1996_*
Gepost 02 november 2009 - 10:25
As there are more than 2 days in November!
#305
Gepost 02 november 2009 - 10:26
#306
Gepost 02 november 2009 - 10:33
#307
Gepost 02 november 2009 - 11:13
Just out of question, will the bus from EM3 be added back into this submod? That would be cool and it involves 0 modderling unless you want to add extra stuff to it.
Sigh...
That model of that bus is very undetailed and not realistic. It doesn't look like anything like the real one. Then you have to redo the coding which involves making prototypes, unit images, text files and some other important files. Oh, and I also need to make the scripts (like the siren script) compatible with the vehicle. The vehiclecoding in EM3 is not the same as EM4, so it DOES NOT involve 0 'modderling'.
#308
Gepost 04 november 2009 - 04:38
You can download v0.1b of the Additional Units Submod now.
Download
Most recent version: v1.0
* DOWNLOAD *
Size: 7,02 MB
Compatible with v1.9.3 of the Los Angeles Mod.
Installation instructions:
Double click the .exe file and follow the instructions. Make sure the installation directory points to your EM4/911:FR folder.
Deinstallation instructions:
Delete and reinstall the Los Angeles Mod (and its patches if necessary).
You can find more information in the first post.
Please report bugs and other issues in this topic.
Hoppah
#309
Gepost 04 november 2009 - 04:42
because the staffing is different.... ( 2 medics in the ambulance instead of 1 medic + a paramedic)
so i cant put wounded people in the ambulance.
#310
Gepost 04 november 2009 - 04:49
I really think that would be cool! Its so cute!I want the furrtruck..
http://img.photobuck...azombie/699.jpg
Hoppah
I think my scripts are a bit wrong.
because the staffing is different.... ( 2 medics in the ambulance instead of 1 medic + a paramedic)
so i cant put wounded people in the ambulance.
You can put wounded people in the ambulance. Just select both of them and choose the Stretcher from the equipment menu and pick 'em up. After you drop off the victim at the hospital, you should probably give them the Medic Bags or whatever they're called.
Very nice Hoppster! Can't wait to play it!
#311
Gepost 04 november 2009 - 04:51
Executive Director: Forum Child Watch
Think a lot. Say little. Write nothing.
-J.P. Morgan
#312
Gepost 04 november 2009 - 04:57
It very nice!
I cant wait till the full release, but this is also enough!
#313
Gepost 04 november 2009 - 04:59
I think my scripts are a bit wrong.
because the staffing is different.... ( 2 medics in the ambulance instead of 1 medic + a paramedic)
so i cant put wounded people in the ambulance.
Huh?
Space for personnel is 3
Loadspace for patients is 2
So the large rescue ambulance can transport 2 patients.
Default staffing is 2 x FF/PM's with stretcher and 1 x FF/PM
#315
Gepost 04 november 2009 - 05:20
#316
Gepost 04 november 2009 - 05:21
OK....Forgot to mention that Newfoundking made the lights for 5 vehicles. That means all vehicles have lights.
Thanks Hoppah and NFK
Executive Director: Forum Child Watch
Think a lot. Say little. Write nothing.
-J.P. Morgan
#317
Gepost 04 november 2009 - 05:39
Great! Except half of the vehices don't have red steady burns (LEV, ATF MCP, ATF NRU, ATF Unmarked, and BP Tahoe), and they feel too "blinky" to me when compared to the lights on the base vehicles.Forgot to mention that Newfoundking made the lights for 5 vehicles. That means all vehicles have lights.
Also, doesn't the USCG boat seem a little big compared to the other units?
Overall it's excellent though.
#318
Gepost 04 november 2009 - 05:43
Great! Except half of the vehices don't have red steady burns (LEV, ATF MCP, ATF NRU, ATF Unmarked, and BP Tahoe), and they feel too "blinky" to me when compared to the lights on the base vehicles.
Also, doesn't the USCG boat seem a little big compared to the other units?
Overall it's excellent though.
Steady burns are only part of the regulations in California I believe. It's not policy for every US state.
#319
Gepost 04 november 2009 - 05:49
-ATF Agent when putting Traffic Vest disappears
-No chase command for Border Patrol and ATF Unmarked
Little sugestion:
ATF Agent can change into SWAT or Sharpshooter
and
ATF Agent can negotiate and be a scout
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]
#320
Gepost 04 november 2009 - 05:53