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[EM4] Los Angeles Mod by Hoppah


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#341 randomperson139

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Gepost 13 december 2009 - 07:11

Awesome. Can't wait. :D
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#342 LittleFoX

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Gepost 13 december 2009 - 08:03

"All i want for chrismas is......." :P

#343 Forensics

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Gepost 13 december 2009 - 08:05

The maximum I'll have to wait is 18 days. :)


#344 randomperson139

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Gepost 13 december 2009 - 08:06

The maximum I'll have to wait is 18 days. :)

It's the same for all of us . :P
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#345 Forensics

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Gepost 13 december 2009 - 08:08

It's the same for all of us . :P

Oh yeah :P
Unless you live in Australia then it would be......ummm.......I'm not very good with timezones. :P


#346 randomperson139

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Gepost 13 december 2009 - 08:10

Oh yeah :P
Unless you live in Australia then it would be......ummm.......I'm not very good with timezones. :P

It would still be 18 days from now wherever you live. :P
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#347 billyfromhill

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Gepost 13 december 2009 - 08:10

Update: There won't any other additions to v2.0 besides the new features which were already posted (click!), but I can happily announce that v2.0 will be released before the end of the year! :1046276057_GroupHug:

I am still busy with testing the new additions and making a Deluxe version of the new freeplaymap, but that shouldn't take that long. I also need a few trustworthy people who are willing to host a mirror of the Los Angeles Mod v2.0 when it's going to be released. PM me of you're interesed and let me know how you are going to host the mod.

Great! One question. Are the fire stations scripts unchanged from 1.9.3? It would be nice if they were the same so I can just copy and paste my current edited scripts that have the tiller in FS1.

A suggestion. The timers for the light force to leave the station when the BC or EMS captain calls them are too short if you have the tiller in FS1. The engine ends up driving inside the trailer of the tiller since trailers have no physics. The engine should always be following the truck anyways because tha's what MikesPhotos said in his guide.

#348 firefighter111

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Gepost 13 december 2009 - 08:18

Great! One question. Are the fire stations scripts unchanged from 1.9.3? It would be nice if they were the same so I can just copy and paste my current edited scripts that have the tiller in FS1.

A suggestion. The timers for the light force to leave the station when the BC or EMS captain calls them are too short if you have the tiller in FS1. The engine ends up driving inside the trailer of the tiller since trailers have no physics. The engine should always be following the truck anyways because tha's what MikesPhotos said in his guide.

I don't know if that's possible, because like you said the trailer has no physics, so it's like it's not there.
@Hoppah: very nice, is the new truck like the old motor boat transporter, or will it carry equipment (besides the boat) and people?

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#349 billyfromhill

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Gepost 13 december 2009 - 08:42

I don't know if that's possible, because like you said the trailer has no physics, so it's like it's not there.

I would think all you would have to do is increase the timer on the engine so that it leaves 3-4 seconds later than the current value, so its not following in the trailer.

#350 Hoppah

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Gepost 13 december 2009 - 08:46

Great! One question. Are the fire stations scripts unchanged from 1.9.3? It would be nice if they were the same so I can just copy and paste my current edited scripts that have the tiller in FS1.

A suggestion. The timers for the light force to leave the station when the BC or EMS captain calls them are too short if you have the tiller in FS1. The engine ends up driving inside the trailer of the tiller since trailers have no physics. The engine should always be following the truck anyways because tha's what MikesPhotos said in his guide.


The only changes are the 'automatic vehicle emptying' switch I have added.

#351 billyfromhill

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Gepost 13 december 2009 - 08:46

The only changes are the 'automatic vehicle emptying' switch I have added.

What about the light force tiller bug?

#352 Hoppah

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Gepost 13 december 2009 - 08:57

What about the light force tiller bug?


Increased the waiting time of the engine with 3 seconds, so it doesn't end up driving inside the trailer of the tiller anymore. :)

#353 Xplorer4x4

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Gepost 13 december 2009 - 11:27

I really like the idea of a K-9 Unit...but most k-9 units that i have seen are all SUV's not the crown vic. correct me if im wrong but i dont think that the crown vic is most sutible for the K-9

The few SUVS we have here are CSI units, aside from one.

Update: There won't any other additions to v2.0 besides the new features which were already posted (click!), but I can happily announce that v2.0 will be released before the end of the year! :1046276057_GroupHug:

I am still busy with testing the new additions and making a Deluxe version of the new freeplaymap, but that shouldn't take that long. I also need a few trustworthy people who are willing to host a mirror of the Los Angeles Mod v2.0 when it's going to be released. PM me of you're interesed and let me know how you are going to host the mod.

This isnt a PM but I might be able to host a mirror, but isnt EMP on thee dedicated server now? Shouldnt it be able to handle the traffic now?

Great! One question. Are the fire stations scripts unchanged from 1.9.3? It would be nice if they were the same so I can just copy and paste my current edited scripts that have the tiller in FS1.

A suggestion. The timers for the light force to leave the station when the BC or EMS captain calls them are too short if you have the tiller in FS1. The engine ends up driving inside the trailer of the tiller since trailers have no physics. The engine should always be following the truck anyways because tha's what MikesPhotos said in his guide.

Im not sure the timer matters. I would think that the Engine, being the smaller truck, would have slightly faster speeds then the tiller, so even if it dispatches a few seconds later, it will still colide regardless.

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

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#354 Guest_[SAP]Francis_*

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Gepost 14 december 2009 - 01:44

I will also be able to host a mirror at general-board.com and at gta-sa-mp.com. (two)

#355 Fuzzyface

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Gepost 14 december 2009 - 12:26

Really liking the additions.

Good work :)

I was online when LA2.0 was released!
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#356 FortErieFireEli

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Gepost 14 december 2009 - 01:04

Hoppah; Marry me?
lol jks

But, seriously, I'm only worried you're going to run out of improvements to your Mod... What more can you do? :P

#357 billyfromhill

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Gepost 15 december 2009 - 02:00

Will there be a script that replaces the tower in FS1 with the tiller? The current script in the alterations sectopn won't exactly work because of the new command for the fire stations.

Also, if you do decide to make and release a script for the tiller, will FS1 be fully staffed with four engines and three RAs? I would rather have the partial staffing as opposed to a full station. Maybe you could release two scripts, one for a partially filled station and one wit ha full station.

#358 ChicagoFirefighterL3

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Gepost 15 december 2009 - 02:08

Hoppah is there any why you can make 2.0 so that you can download it either the old way or the new way you made for 1.9, i havent played 1.9 yet and im dieing to. But if you can make that little change it would make a hell of a christmas present.
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#359 nycguy555666

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Gepost 15 december 2009 - 02:16

Hey Hoppah is there any possiblity of makin the freeplay map the multiplayer map. Jw did yout get the stolen car to work.
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#360 resTIMcue

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Gepost 15 december 2009 - 05:42

QUOTE (resTIMcue @ Dec 10 2009, 06:59 PM)
I really like the idea of a K-9 Unit...but most k-9 units that i have seen are all SUV's not the crown vic. correct me if im wrong but i dont think that the crown vic is most sutible for the K-9

The few SUVS we have here are CSI units, aside from one

.


Okay...i am from the east coast in a small town...our only K-9 Unit is an SUV as well as the surrounding area. Thanks for correcting me tho. :)