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LA Mod 2.1 4x4


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#21 Wayne2224

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Posted 16 October 2009 - 03:49 AM

This looks great by i completely agree with nycguy, that would be a super nice addition so you dont have to keep buying new cop cars and such!

#22 Xplorer4x4

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Posted 16 October 2009 - 08:11 AM

would it be possible to make a jail button so u drop the prisoners off there

Yes it would be possible. I dont know that I will be adding it to my mod, but we will see.


Sadly time has not been on my side, so I havent really gotten to make any updates but I have some ideas in mind.

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#23 randomperson139

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Posted 16 October 2009 - 05:18 PM

Sadly time has not been on my side, so I havent really gotten to make any updates but I have some ideas in mind.

OK. Can't wait :)
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#24 917893678251

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Posted 17 October 2009 - 10:02 PM

I can't see the pics but great job,I was thinking about making prisons too where criminals would be held for their crimes along with a prisoner escort.
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#25 Firefighter5

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Posted 17 October 2009 - 10:17 PM

so you are replacing the rescue squad with the rescue crane? just currious

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#26 Luisinho

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Posted 17 October 2009 - 10:29 PM

Sounds good. Can't wait to try this out :P

Here's a suggestion, it would be a great addition:

- Be able to park ambulances outside the Hospital.
- Port police cars will only patrol the port area.

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#27 Xplorer4x4

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Posted 18 October 2009 - 02:14 AM

so you are replacing the rescue squad with the rescue crane? just currious

Nope. Station 1 has a HES and HRC.

Sounds good. Can't wait to try this out :P

Here's a suggestion, it would be a great addition:

- Be able to park ambulances outside the Hospital.
- Port police cars will only patrol the port area.

Parking ambulances would be simple enough, but it would be easiest to rely on the firestation script to staff them. I may add AMRs around the hospital but I kind of doubt it.

This is indeed something I plan to look into. The problem lies with in the pathing. If the path over laps another path im not sure its going to stick to its path.

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#28 jab16

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Posted 18 October 2009 - 03:06 AM

you can add X amount of port police cars, and X amount of paths to match, but make those paths excape paths and assign one to each car??
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#29 Wayne2224

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Posted 18 October 2009 - 04:52 PM

I noticed on the regular map when i had all the spots full at the police station (infront) that the other cop cars i sent to the station would go to the donut shop and park there. If they can do that their is it possible to make the ambulances do that in the parking lot maybe in a designated area for just ambulances??

#30 Firefighter5

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Posted 18 October 2009 - 06:07 PM

[quote]Nope. Station 1 has a HES and HRC.[quote]


are you changing any thing at station two? such as the hazmant with a Rescue squad or a tower?


[quote]I noticed on the regular map when i had all the spots full at the police station (infront) that the other cop cars i sent to the station would go to the donut shop and park there. If they can do that their is it possible to make the ambulances do that in the parking lot maybe in a designated area for just ambulances??[quote]
That would be a great thing to do

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#31 Guest_madforce_*

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Posted 19 October 2009 - 09:39 PM

I noticed on the regular map when i had all the spots full at the police station (infront) that the other cop cars i sent to the station would go to the donut shop and park there. If they can do that their is it possible to make the ambulances do that in the parking lot maybe in a designated area for just ambulances??


The only catch is the only dropoff in the default scripts for arrests are the 3 spots in front of the station, units at the donut shop, or additional units that go on patrol won't take any arrests to the station for intake.

You'll also notice the only vehicle by default to go to the donut are the reg CV patrol cars by default. So if you happen to use the charger reguarly, they will only use the donut parking. Minor, and can be worked around.

Really looking forward to seeing what you have put together!.

Edit; Awesome, I just totally didn't pay attention to the dialog box that was open in the editor thinking it was the load map box, but was actually the save box so I just overwrote my map I was working on with an empty map. SCHWEET! ...sigh

#32 Xplorer4x4

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Posted 19 October 2009 - 11:02 PM

you can add X amount of port police cars, and X amount of paths to match, but make those paths excape paths and assign one to each car??

I doubt i would add multiple port police paths.


I noticed on the regular map when i had all the spots full at the police station (infront) that the other cop cars i sent to the station would go to the donut shop and park there. If they can do that their is it possible to make the ambulances do that in the parking lot maybe in a designated area for just ambulances??

Not sure what you mean. Have the ambulances park in the FS parking lot or doughnut shop?

Nope. Station 1 has a HES and HRC.



are you changing any thing at station two? such as the hazmant with a Rescue squad or a tower?

I have listed the changes to FS2 in this thread.

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#33 Wayne2224

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Posted 19 October 2009 - 11:33 PM

Well it would be cool if you would hit the stand by button and they would park in certain places in the map?? Hope you kinda get that haha....

#34 Guest_madforce_*

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Posted 20 October 2009 - 07:28 PM

Well it would be cool if you would hit the stand by button and they would park in certain places in the map?? Hope you kinda get that haha....


Well, the standby button would essentially be for excess cars. As it stands, when you hit return to PD, they'll find the open spot somewhere around the map designated for them. That;s kinda one of the points in his edits that there will be much more than the default parking spaces than default. For all intents unless you have a very large force, you prob will have a spot at PD or a substation for all units you will need.

Since I screwed up and overwrote my map, I'm just going to see what Xplorer has when he releases it, we have pretty much been on the same page I think it adding the additional sub stations and parking. The only other addition I'm planning on is maybe a BLS ambulance or 2 on standby at the hospital, I'm still debating.

I do have the tendency of using a BC out of the car hotkeyed, just occasional I would misclick and he'd run across the map. lol. So I just added a BC in the editor and surrounded him with a couple barricade VOs so he can't move and problem solved. lol

#35 ShaneGreen

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Posted 21 October 2009 - 09:37 AM

Hi Xplorer4x4,

Have managed to get all the vehicles to spawn and crew as per earlier discussion. Find below what I have managed to achieve so far.

Attached File  Policestation.jpg   0bytes   314 downloads Attached File  Firestation_1.jpg   0bytes   336 downloads Attached File  Firestation_2.jpg   0bytes   296 downloads Attached File  Hospital_AMR.jpg   0bytes   253 downloads

I am still having that issue with the firestation.script stating that there are too many "}"
but am working on it.

All police patrol units (CHP, LAPD patrol cars, Motorcycles amd UMPC's) will respond if they are the closest vehicle when request for patrol car is made. SWAT, Bomb and LAPD SUV must be dispatched manually.

To make USAR more usable, I have modified so that USAR Firefighter can change into and out of diver gear at scene as long as USAR or LEV/HES vehicle at scene.

You may notice that the LEV and Brush at Firestation 2. plus the LAPD SUV at Policestation are facing in the correct direction ..... finally.
I managed to achieve this by intructing them to rotate towards gate6a in the Firestationstart.script (same as Hazmat/Ladder in bay 6 of Station 2) - and it works !

Go figure :nixweiss: but I am not complaining. (possibly that instruction states to set rotation in same direction rather than straight towards)

Will keep in touch

Take care

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#36 randomperson139

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Posted 21 October 2009 - 10:25 AM

Shane, I like your changes to the map. Would you release them as a submod?
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#37 Xplorer4x4

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Posted 21 October 2009 - 10:37 AM

When I get more time i will look into the firestation.script if you dont fix it first.

Im a bot confused on the police back up. How does it operate normally LAPD back up LAPD, LASD, back up LASD, and CHP backs up CHP no matter whos closest?

Your doing an awesome job Shane, thanks for all your help along the way on my project.

Please DO NOT PM ME for help. Ask your questions on the forum to help others with the same issue.

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#38 ShaneGreen

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Posted 21 October 2009 - 10:40 AM

Shane, I like your changes to the map. Would you release them as a submod?


Hi randomperson139,

Thankyou for your interest in my version of the mod. As with all that I do, I am happy to share and would be more than happy to release as a submod .... but, it must be done with Hoppahs blessing - to make my changes would involve downloading a file which is about 35 mb in size (uncompressed).

In addition to spawning the extra vehicles at startup and the extra parking, it includes extra LAPD vehicles LAPD CV 1 -5, 3 extra umpcs, Firestation 1 has ALS Engine 1, 2, BLS Engine 201, 202, ALS Ambulance 1, 2, 3, Light Equipment Vehicle 1 and Heavy Equipment Squad 2, while Firestation 2 has Engine 51 (HA HA), Ladder 51, ALS Ambulance 51, Light Equipment Vehicle 51 and Brush 51. I have set up AMR ambulances as BLS and all LAFD as ALS. All Battalion Chief calls work with the extra vehicles and I have included a Call Tower Lightforce which will call Ladder plus ALS Engine 51 together from station 2.

As mentioned earlier, I have also modified the USAR Firefighter so they can change into diver gear and back to USAR provided they are near USAR truck, LEV or HES.

The Negotiator and SWAT Officer have also been modified so tht they can equip MP5 or PSG-1, from SWAT SUV, Helicopter or any SWAT vehicle.

The LAPD Helicopter can rappel officers like the Blackhawk - the animations are still those of national guardsmen when sliding down rope. But good for bringing SWAT to scene.


With so many changes to the mod, I am not sure that Hoppah will be happy for general release .... so don't get too excited, but I will ask.

When I get more time i will look into the firestation.script if you dont fix it first.

Im a bot confused on the police back up. How does it operate normally LAPD back up LAPD, LASD, back up LASD, and CHP backs up CHP no matter whos closest?

Your doing an awesome job Shane, thanks for all your help along the way on my project.


Hi Xplorer4x4,

Thanks for your kind words - I am always happy to help.

The problem with the firestation.script I have only just now solved (I will test a bit further to make sure).

The call patrol car script, I have set up so it will call LAPD, CHP, LASD, LAPP, LAAP - which every police unit is closest (cross service co-operation). I have disabled the purchse units component of the scripts so that I have to rely on the resources on the map. Also the original police station parking is unused so any other unit called onto the map can use those parking spaces to park and drop off criminals. The vehicles that are parking at the police station will still offload criminals to the policestation, when they return.

Take care

Shane
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#39 Guest_madforce_*

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Posted 21 October 2009 - 08:38 PM

I like where your going.

Quick question, I typically use a single freestanding BC hotkeyed for most my dispatch needs, any thoughts about adding commands for the additional units on the BC?

For freeplay purposes a Police Chief for dispatching the Bomb Squad, Swat teams would be nice too, but all that may require too much additional scripting if we ever want to see it.

Regardless, I like what you've both done. It's exactly in line with what i was working towards, even limiting the purchases to whats on map. Nicely done, i look forward to it. For me will be LA Mod Plus.

#40 Guest_predator95_*

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Posted 22 October 2009 - 09:09 AM

Where I can download this mod?? Pls links :)