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[EM4] Los Angeles Mod by Hoppah


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#281 elt97

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Posted 04 December 2009 - 10:27 PM

hoppah, when on the first post it says 10 new missions, on v1.9 there the same from v1.8 or are you talking about v2.0?
i need to post more i am sure of it
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#282 randomperson139

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Posted 04 December 2009 - 10:31 PM

hoppah, when on the first post it says 10 new missions, on v1.9 there the same from v1.8 or are you talking about v2.0?

It means that the mod has 10 new missions that aren't in the original game :)
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#283 Hoppah

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Posted 04 December 2009 - 11:45 PM

hoppah, when on the first post it says 10 new missions, on v1.9 there the same from v1.8 or are you talking about v2.0?


The feature list is just general information for new people. :12:

#284 Tactics

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Posted 05 December 2009 - 12:33 AM

Hoppah, are more new missions on your list of things to do...sometime down the line?

#285 Forensics

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Posted 05 December 2009 - 12:35 AM

I think EM3 La mod had 20 new missions!
Anyway, I would prefer more freeplay events then more missions, I don't tend to play missions much...


#286 dor21600

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Posted 05 December 2009 - 06:52 PM

News

All news regarding the newest and unreleased Los Angeles Mod version will be posted here.

New Los Angeles Mod v2.0 features:

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Added news: 10/26/2009

1. LAPD K-9. I have decided to make a K-9 Ford Crown Victoria, a dog handler and a police dog. The police dog can chase down and attack persons. The dog can also bark at people to send them away. Screenshots:

2. Possibility to cover dead bodies with a yellow tarp. Because most of the units already have the maximum amount of commands (visible in the menu) I had to integrate this with the Heal/Stabilize and the Check Victim command. When you use one of these commands the body will be automatically covered if the person is deceased. All LAFD and most of the police personnel have this ability. Only the coroner team can remove and transport the covered bodies, so it also makes the game a bit harder. Screenshot:


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Added news: 11/09/2009

3. Command to drop a diver in the water from a rescue helicopter.

4. Switch to disable/enable the 'automatic vehicle emptying' at the fire stations. When disabled, personnel will no longer exit the vehicles automatically.



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Hoppah

Last update: 11/09/2009






For hoppah.

You can do that the large ambulance rescue that can enter the station or create a separate station

for mod 2.0 please

#287 billyfromhill

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Posted 05 December 2009 - 08:27 PM

I have an idea for 2.0. What if you made LASD search and rescue ATVs. There would have to be a vehicle pulling a trailer to transport them and there would have to be a special SAR deputy that could get an ATV off the trailer. The ATV would function like the motorcycle in that it can't be moved when nobody is on it.

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#288 Col. Ghost

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Posted 05 December 2009 - 08:41 PM

hey hoppah,
is it likely that you add more flashing flights
like the large ambulance in the submod has?
I think they are far more american style and
realistic just because america is kind of fancy and
"flashy"
:23_31_4:


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#289 Newfoundking

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Posted 05 December 2009 - 11:12 PM

For hoppah.

You can do that the large ambulance rescue that can enter the station or create a separate station

for mod 2.0 please


The large ambulance would need a new station to enter because it is too large, and it is a lot of work to create a new station, plus this is just a submod.


I have an idea for 2.0. What if you made LASD search and rescue ATVs. There would have to be a vehicle pulling a trailer to transport them and there would have to be a special SAR deputy that could get an ATV off the trailer. The ATV would function like the motorcycle in that it can't be moved when nobody is on it.


Trailers are still rather buggy, plus for the map for freeplay as well as the missions, a SAR atv would be rather pointless, just my opinion though.

hey hoppah,
is it likely that you add more flashing flights
like the large ambulance in the submod has?
I think they are far more american style and
realistic just because america is kind of fancy and
"flashy"
:23_31_4:


Hi, I did the lights for that ambulance, and they are more or less the same in regards to the other ambulances.. It's a fictional unit, so I made up most of the lights, and did as I thought would look decent for the unit, the rest of the lights in the actual mod are realistic and based off of the real life unit.

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#290 firefighter111

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Posted 05 December 2009 - 11:16 PM

hey hoppah,
is it likely that you add more flashing flights
like the large ambulance in the submod has?
I think they are far more american style and
realistic just because america is kind of fancy and
"flashy"
:23_31_4:

If you want more lights on each unit, download the project reality lights submod, that should keep you happy for a while.

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#291 dor21600

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Posted 06 December 2009 - 12:41 PM

The large ambulance would need a new station to enter because it is too large, and it is a lot of work to create a new station, plus this is just a submod.




Trailers are still rather buggy, plus for the map for freeplay as well as the missions, a SAR atv would be rather pointless, just my opinion though.



Hi, I did the lights for that ambulance, and they are more or less the same in regards to the other ambulances.. It's a fictional unit, so I made up most of the lights, and did as I thought would look decent for the unit, the rest of the lights in the actual mod are realistic and based off of the real life unit.



So you can do at least be possible to order the ambulance commands great

#292 Hoppah

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Posted 06 December 2009 - 01:13 PM

For hoppah.

You can do that the large ambulance rescue that can enter the station or create a separate station

for mod 2.0 please


What large ambulance? The one in the Additional Units Submod? I am not going to work on that submod anymore. Besides a few issues, that submod has been finished.

#293 PFAexplorer

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Posted 06 December 2009 - 05:22 PM

hey guys, this is NOT a suggestion topic. we dont want this closed down

#294 Hoppah

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Posted 06 December 2009 - 07:54 PM

I have an idea for 2.0. What if you made LASD search and rescue ATVs. There would have to be a vehicle pulling a trailer to transport them and there would have to be a special SAR deputy that could get an ATV off the trailer. The ATV would function like the motorcycle in that it can't be moved when nobody is on it.

http://www.code2high...asd_avsar_6.jpg


It's a nice vehicle, but I doubt if it worth to spend days on moddeling it and its trailer. I don't think it would be that useful in the mod anyway.

#295 Guest_[SAP]Francis_*

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Posted 06 December 2009 - 10:32 PM

I must say good work on the lights, Mike. Although, you should and, I dare you to, use polygon lights, they look more realistic than only a corona. If you need help on that, I sure would be glad to help you out. :)

#296 Ami89E1234

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Posted 06 December 2009 - 11:22 PM

lol i never figured out the difference between polygon lights besides being 'attached' to a place. how do you use them lol? (sorry for off topic, but in the current context i guess its alright)

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#297 Newfoundking

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Posted 07 December 2009 - 12:17 AM

look in the aus, the signal on the large ambulance has a polygon in the shape of an arrow, see how it lights up nice?

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#298 Forensics

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Posted 07 December 2009 - 12:20 AM

I think the lights on the big ambulance are amazing and I love that yellow bar on the back :)
Well done NFK! :12:


#299 Hoppah

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Posted 09 December 2009 - 05:03 PM

New stuff!

I have added a Swift Water Rescue truck and a new motorboat to the mod. They will replace the older LAFD Motorboat Transporter and Motorboat. The new motorboat can transport up to two firefighters/divers and two victims. The visible people on the boat will be updated, so when there is only one firefighter on the boat you will actually see only one person on it.

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The LAFD Motorboat Transporter will be deleted from the mod, because it does not exist in real life, but I might add the older motorboat to the Additional Units Submod later.
I still need people to take a look at this bug.

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#300 randomperson139

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Posted 09 December 2009 - 05:07 PM

It looks great. :gut:
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