Los Angeles Mod bugs, issues and problems
#321
Gepost 25 januari 2010 - 09:17
this of course will result in one traffic jam after the other until the situation is completely out of control .......
my question would be now this ....... as seen on the pic above someone mentioned to put in another light ( lane north-east to south-west ) and another on the opposite side ( south-west to north-east ) but then we do have the intersection still not cleared , unless the new light (south- west to north-east lane ) turns sooner red than the already existing light , in order to give some time to get the intersection clear
i am in no position to judge the scripting part of this game to be honest but I ask myself if it would be possible to script the timing for traffic lights more dependent on each other ........ kind of a ripple effect
i.e. starting at the first light of a major through way and going from one light to the next with a few seconds delay , so that each buildup keeps on moving without having the next idiot right behind him , so that when the crossing lanes turn green , they don't encounter vehicles in their path and congest because of this the other lane ,when their light turns green again
#322
Gepost 25 januari 2010 - 03:35
Exactly, the chances of it happening are so slim, and in such a case you could argue no truck would have enough equipment.They might be used in a VERY major incident. But then in a VERY major incident they would probably use everything they could.
But that's not going to happen very often.
I don't see any point them having hoses in the game.
Whereas I think the tiller should as it would be used for front line fire fighting
I agree, seems practical to have hoses on a tiller considering theres to much storage space, but LAFD has deemed it impractical.
Interesting..now as far as if they carry them on there truck, I could see this two ways. 1) A Paramedic Assessment Engine would be on scene as well eliminating the need for the SWR truck to carry it. 2) The SWR trucks would be more adequately prepared forActually, what they do is put on a cap on each end of the hose and then fill them with air. Makes a boom that floats and it bigger to have people grab onto.
I know the swift water rescue teams from LA use them, just not sure if they are actually carried on the SWR units.
Source here
-d
water rescues if they have a hose on the truck. Hard to say.
But like Nick said, it cant be done in game, yet atleast, so no need for the SWR trucks to have them.
The traffic lights are hard coded in to the game. We cant alter that as it would be illegal for one, and two it would require reverse engineering. Now I believe, and Hopefully Hoppah can comment on this, it would be possibly to write a new script for the traffic lights and script in a delayed signal.i am in no position to judge the scripting part of this game to be honest but I ask myself if it would be possible to script the timing for traffic lights more dependent on each other ........ kind of a ripple effect
i.e. starting at the first light of a major through way and going from one light to the next with a few seconds delay , so that each buildup keeps on moving without having the next idiot right behind him , so that when the crossing lanes turn green , they don't encounter vehicles in their path and congest because of this the other lane when their light turns green again
Im anxious to get the patch so i can redo my VOs already.
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Enhance your LA Mod Freeplay Experience with LA Mod 2.0 4x4 Submod.
Los Angeles Mod v2.0 4x4 W00ds Map v1 - BETA RELEASE
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#323 Guest_twistedpretzel_*
Gepost 26 januari 2010 - 04:41
But I know that since what they do is water rescue, they are going to have real tools made specifically for water rescues, instead of improvising and using hose.
#324
Gepost 26 januari 2010 - 11:24
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!
#325
Gepost 26 januari 2010 - 04:26
AS for that hose water rescue thing... It is interesting.
But I know that since what they do is water rescue, they are going to have real tools made specifically for water rescues, instead of improvising and using hose.
There are products designed to take advantage of this fact that a floating hose is better than a thin rope that sometimes gets dragged under the surface.
I posted a link to one above.
-d
#326 Guest_echo04_*
Gepost 26 januari 2010 - 10:32
#327
Gepost 26 januari 2010 - 10:48
^ what he said
#328
Gepost 26 januari 2010 - 10:52
I don't think it is possible to make emergency vehicles behave like civilian cars in the game.Police cars also should drive like civilians when patrolling or returning to the station, don't know if this is possible though. Ambulances etc, too. They always try to take priority, overtaking the car infront if it is stopped, and if they then get stuck, they cause huge jams :\
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#329
Gepost 26 januari 2010 - 10:55
I don't think it is possible to make emergency vehicles behave like civilian cars in the game.
Yeah, I think I remember seeing this in the "list of things that are impossible to do" thread ...
^ what he said
#330
Gepost 27 januari 2010 - 07:55
#332
Gepost 27 januari 2010 - 09:45
Okay i have sifted through the forum for 2 hours and only see 2 posts about the traffic issue in here. Is there a fix cause for me this huge traffic jam happens in about 20 to 30 minutes of playing in freeplay. once its starts you cant get units from one side of town to the other and you have no choice but to restart.
you cold try to reduce the traffic within the " freeplayparameters.xml" ( make a backup first and don't forget to think about the UAC if you are using Vista or Win7 , because otherwise it will not let you save your changes )
look for a line like this <vehicletraffic factor="2.0"/> and change the number to a lower one ..... there are multiple lines like this in the above mentioned file , which correspond to a certain time of day or something like this ( something about timezone )
you will have to start a new game after this changes to take affect
#333
Gepost 27 januari 2010 - 03:59
I had only been playing for an hour and a hazmat event happened at the top part of the map. Naturally, I created a perimeter. A few minutes after the perimeter was established, a train rolled through. To my complete surprise..... IT STOPPED! I tried moving units and such but the train wouldn't budge.
It just freaking stopped cold
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#334
Gepost 27 januari 2010 - 04:19
Before you install the patch you need to point out which map you installed during the installation of the full mod. Make sure you don't miss that, otherwise the fixes for the new map won't be installed. This is necessary because the installer does not detect which map you installed. Other than, that installing the patch should be really easy.
Patch 1
* DOWNLOAD *
Size: 1,87 mb
CONTENT:
- Fixed disappearing missions (LA Mod missions are now listed 21 to 30)
- Removed fire hose from the LAFD Tiller
- Detach trailer command is no longer a priority command of the LAFD Tiller
- Removed the possibility to cover dead bodes in buildings without ground entrance
- Removed the use of directional lights command in "VIP escort" mission
- Added text 'Heavy Rescue' on the arm of the LAFD Heavy Rescue
- Fixed missing prototype error in LA Mod mission 4 "Crash at race track"
- Fixed freezing taxi in LA Mod mission 6 "Forest fire"
- Fixed pathing issue on the new freeplay map
- Fixed equipment error of LAFD Swift Water Rescue truck
- New civilian vehicle: 2009 Audi A8
- New civilian vehicle: 2003 Ford F-350
This patch updates the mod to: v2.0.1
#336
Gepost 27 januari 2010 - 05:05
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#339
Gepost 27 januari 2010 - 07:08
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