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Showing content with the highest reputation on 01/02/2023 in all areas

  1. Thank you Miles, and everyone who provided pictures. Even with Montana mod's release and subsequent post-release bugfixes, I am still working on retro content. For the time being, I am revising some older models already in the mod, and making new civilian assets. I don't have as much content finished due to my time being divided between 2 mods.
    3 points
  2. Was curious what all the different call types in the mod were and the values to start them so ran through each one and noted it down. Figured other people might find this useful too. Can start these using the debug script menu command at the cop at the police station. @itchboy these weren't in the manual so let me know if you wanted these to stay random for some reason, and I'll delete
    2 points
  3. Version 2.5

    21,763 downloads

    The Montana Mod includes many new vehicles, personnel, structures, and equipment. It is set in an alternate history/re-visualization of the real-life ghost town of Monida Pass, in Beaverhead County, Montana. The mod provides the player with control over the first responders of an American small town and changes the look and feel of the gameplay environment to match. All content in this mod may NOT be used in other mods! Not for commercial use! You are not allowed to make money from this mod. Conversion of any assets to other games besides the Emergency games is prohibited. Reuploading this mod to other sites besides emergency-planet.com and emergency-forum.de is prohibited.
    1 point
  4. Amazing mod and love it. A few bugs / findings to report so far: A couple of events spawn and have a "location" but nothing seems to spawn or happen for them: Missing person Powerline down When you call for backup of vehicles set on standby. Their lights and sirens turn on, but doesn't actually make them move to the location. Calling a BCSO sheriff unit sometimes fails when one is at the city hall. It appears this happens when: the officers have been clicked on before (even if nothing else is done with them) the officers have the traffic vest or tactical vest equipped. but this has also happened to me when the explorer is at the city hall. Hazmat events doesn't seem to actually contaminate people or have a contamination cloud until the event is cleared. Other units can freely walk close and interact with the persons without contamination. Montana Highway police units don't have a "to HQ" command. On the car accident by the hospital with the car in the water, the crane can pickup the car before the diver has searched for the vehicle.
    1 point
  5. @itchboy, have you thought about adding the advanced medical system to water rescue calls? Because you are dealing with one patient and you have time to treat them.
    1 point
  6. Amazing mod. As a firefighter who likes to stage scenes realistically in the game the new scripts are incredible. Any chance you bring back the stretcher script that let the EMT/Paramedic drop the stretcher in place and pick it back up? Loved that for the realism, but also with there now being a benefit to treating with more than one provider it would be way more convenient to bring the cot over instead of having to send someone back to the unit. Would also love at least a second ladder truck/more of all police/fire units overall. Couple bugs I've run into are the regular traffic backups that I just debug and when FFs went interior on the courthouse all the units turned invisible. haven't had that problem anywhere else. Then a few things with the traffic redirect script. Sometimes my own units, even when driver less, get pulled into the redirect path Have also had traffic cones start following it Have had cars coming from the opposite direction start following it and then get caught in an endless loop
    1 point
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