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helljumper51

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Everything posted by helljumper51

  1. Brush 7 is done(97%). I Will be doing the back wheel well right now and working on the full interior in a day or so.
  2. yeah. and I literally just decided factoryville when i was writing this. Originally it was going to be station 12.
  3. UPDATE: Here is the front of Brush 7. I plan on going into as much detail as possible on all vehicles. Here is a side by side veiw: And the back with indian packs and two airpack cases strapped on. Also I am looking into Alpha textures as windshields and windows, along with adding the full Station 7 fleet(that we have in real life).
  4. It may take some time but it WILL be completed. Longest time consuming task will be the modeling. Scripts are all done(not tested yet though which means some probably dont work.). I plan on going into as much detail as possible with the models so I expect atleast a solid week for each model.
  5. I was toying with the idea. Like to give each department 3 guys to stay in the station at all times. But I also thought, well if someone wants to do that they can! Just call some POVs off map and have them park at the station. I already finished the stations. Each one has 2-3 rooms where the personnel can hang out in off duty. I know for multiplayer purposes I am trying to convince my clan to make it so one person(in a 4 player game) works as a paid guy for shifts. so from say 0600-1700 they staff the stations with up to 3 men and ride in the units. So that way when the person gets to the station they can control the engine andput in a driver while the 4th man can assist on scene with hose lines and ems work. I know its hardto follow through text but I think it would add some depth to the game. SO like this. Station 5 is paged for a brush fire. Player 3 owns the station(so they have control of all station 5 units) and sends 3 POVs to the station. Player 4 controls 3 paid firefighters at station 5. He send 2 of them to the brush unit and 1 to the tanker. The 3 povs arrive at the station and gear up. One guy gets in the tanker and the other 2 get in the brush. Player 3 sends brush and tanker to scene and has command. Player 3 tells player 4 where he needs his guys and what they need to do. When they wrap up they all pack up and go home. the 3 paid guys stay at the station and the POVs go home *Also note that both CLS units are full time.
  6. I dontplan on removing stuff like directional lights. Traffic is a major pain in the ass and there is a reason some fire departments have fire police. Its a big job on MVAs and scenes. Police I am leaving alone. But sorry, no deck guns or rapid deploy. Deck guns are cheating anyway. in my 10 years at this department we used it ONCE.
  7. If you all are curious, here are the links to each department mentioned. Station 2 http://www.meshoppenfire.com/apparatus.htm Station 7 http://www.tritonhose.org/ Station 9(Station 5 in mod. I made a Mistake) http://www.factoryvillestation9.com/apparatus.html As you can see I altered the station assignments a bit to adjust for gameplay and to make multiplayer more involved with mutual aid. Debating on getting rid of Squad 5 and putting in their engine. We will see.
  8. Well I would go with the ACTUAL units in those departments, but I am not sure if I want to. Its really just a hodgepodge of different year units. Tower 7 is actually a snorkel from '87. And there is no squad 2 or 5. But some things have to be altered for gameplay.
  9. Well thats a complicated answer ha ha. I have been thinking about how to execute this since EM3 came out, but I only started work(On the map) for about 3 days. Hopefully it turns out to be well planned. As you can see each district is planned out to a certain point. Station 7 has the bigger buildings and shares the industrial complex with Station 2. Station 2 has a highway and all residential(Also every residential building on the map is enter-able). and Station 5 has the mountains and the wooded areas with a high way. Now I am working on decided the vehicles to make models of.
  10. LOOK TO PAGE 4 FOR A CONTEST ANNOUNCEMENT!!!! Welcome! I am finishing up all my current work and have been looking at doing my own Mod for awhile. Right now it will stay as a submod for LA Mod because It will use all of his scripts(plus a few others up my sleeve I have been working on ) The premise for this submod has been floating around in my head since EM3, and now I think I have developed the skills to pull it off. Nothing to fantastic, but it will be different from most other mods. I call it the "Your Home Town" Submod because that is what it is! I live in a very rural area and belong to a VFD. So that is what this mod will be, a Volunteer submod so to say. I will release different versions(IF I decide to release) in case you want to play it, but don't want to "roleplay" a volunteer county. In this, none of the vehicles will be staffed and the only way to get personnel is to have POVs(Personal Vehicles) to respond from their houses(Yes they will be at their houses and people will be in civilian clothes) to the stations. The trucks WILL NOT be able to move without personnel in them(One of those scripts I have up my sleeve). I have tested this idea and it works great. The map is completely custom by myself, and I am working on making new buildings and houses to more resemble a small US County. Now some of you may be wary right now because you think "GAHHHH! WHY U NO STAFF VEHICLES?! WHAT IF YOU HAVE BIG CALL AND NEED LOTS O PEOPLE?!?!?!111" well to answer this as politely as I can, You better work fast! the call volume has been significantly decreased. Very much so. This is meant to be fun, but challenging. So to take a page from Mikepi's book, I am not allowing the use of rapid deploy(unless you learn to add it in manually). It made LA MOD too easy and I want it to be a challenge. As many of you vollys know, sometimes it takes ingenuity to tackle a 3 alarm fire with only 6 guys and an engine and a tanker until mutual aid gets there. So this mod will require you to think. I will NOT be adding enough POVs on the map to staff every vehicle to the max. Again this mod is meant to be a roleplay experience. If you dont like any of these things, simple fix...dont play it! I will be taking suggestions but keep inmind most of the details have aready been decided. So with no more delays I present you the map(with stations on it), station assignments, and SUGGESTED SOPs *ALL UNITS AND STATIONS ARE MADE BY ME. ANYTHING I BORROW WOULD BE EITHER SCRIPTS OR GUIs AND I GIVE ALL CREDIT WHERE ITS DUE* Station 7(Tunkhannock Township/Borough Triton Hose Company) Engine 7 Engine 7-2 Tanker 7 Tanker 7-2 Brush 7 Tower 7 Station 2(Meshoppen Fire/EMS) Rescue(This also functions as an Engine) 2 Tanker 2 Brush 2 Squad 2 Station 1(Tunkhannock Community Ambulance Association) CLS 1(Paramedic Flycar) CLS 2 Ambulance 1-9(BLS Ambulance) Ambulance 1-10(BLS Ambulance) Ambulance 1-11(BLS Ambulance) Station 5(Factoryville Fire/EMS) Tanker 9 Brush 9 Support 9 Pennsylvania State Police Car 1 Car 2 Car 3 Patrol 1 Patrol 2 Swat 1 Copter 1 Tunkhannock Borough/Township Police POV's -All POVs are station number( for cheif) and their assigned two digit number(So not to confuse with any aparatus on the road). So Station 7 chief would be Chief 7 and any other units would be Firefighter 7-10, 7-11, 7-12, etc -Units will also be able to change into fire gear either at lockers at each station or from their own POVs. They can only change into SCBAs from fire apparatus. Each department will have their own custom skins so when doing mutual aid calls you will see the difference. Remember, this is meant as a roleplay mod, and it is based on a REAL county and REAL people. If you dont like some of these ideas that is fine, that is why its private and if I ever release it just dont download it. I will however make it available to be tested and played by the Squad 55 EM4 Clan. The intent of this mod is to be played with other people and even though freeplay will be included, try and play with others..it will make for a better experience. Vehicles/Screenshots! Mock SOPs for Mod I made these up based on actual response SOPs for each station, but slightly modified. Again this is more for the roleplayer, you dont have to follow these. I also made it so that if a fire goes to a second alarm it starts involving more mutual aid stations for added effect. remember: YOU DONT HAVE TO FOLLOW THESE, but the stations and map was set up according to how these are. Structure Fire Tunkhannock Twp 1st Alarm--> Engine 7, Tanker 7, Tanker 7-2, Ambulance 1-9/10/11 2nd Alarm-> Tower 7 , Tanker 9, Rescue 2, CLS 1/2 3rd Alarm--> Engine 7-2, Squad 2, Tanker 2 Optional RIT Assignment -->Squad 9 Meshoppen Twp 1st Alarm--> Rescue 2, Tanker 2, Ambulance 2 2nd Alarm-> Tower 7 , Engine 7, Engine 7-2, CLS 1/2 3rd Alarm--> Tanker 7-2, Tanker 9, Squad 2 Optional RIT Assignment -->Squad 9 Factoryville Borough 1st Alarm--> Brush 9, Tanker 9, Ambulance 1-9/10/11 2nd Alarm-> Tower 7 , Tanker 7-2, Engine 7-2, CLS 1/2 3rd Alarm--> Rescue 2, Squad 2 Optional RIT Assignment -->Squad 2 Brush Fire Tunkhannock Twp 1st Alarm--> Brush 7, Tanker 7 2nd Alarm-> Engine 7-2 , Tanker 9, Brush 2, CLS 1/2(If Available) 3rd Alarm--> Engine 7, Tanker 7, Brush 5 Optional RIT Assignment -->Squad 9/2 Meshoppen Twp 1st Alarm--> Rescue 2, Tanker 2, Brush 7 2nd Alarm-> Brush 9, Engine 7-2, CLS 1/2(If Available) 3rd Alarm--> Tanker 7-2, Tanker 9, Brush 2 Optional RIT Assignment -->Squad 9 Factoryville Borough 1st Alarm--> Brush 9, Tanker 9, Brush 7 2nd Alarm-> Brush 2, Tanker 7-2, CLS 1/2(If Available) 3rd Alarm--> Rescue 2, Tanker 2, Tanker 7 Optional RIT Assignment -->Engine 7-2 Industrial Fire Tunkhannock Twp 1st Alarm--> Engine 7, Tanker 7, Tanker 7-2, Ambulance 1-9/10/11, CLS 1/2 2nd Alarm-> Tower 7 , Tanker 9, Squad 2(with Hazmat trailer) 3rd Alarm--> Engine 7-2, Rescue 2, Tanker 2 Optional RIT Assignment/Deconn -->Squad 9 Meshoppen Twp 1st Alarm--> Rescue 2, Tanker 2, Ambulance 2, Engine 7-2, Squad 9(with Hazmat trailer put at EMA building) 2nd Alarm-> Tower 7 , Engine 7, Tanker7-2, CLS 1/2 3rd Alarm--> Tanker 7, Tanker 9, Squad 2 Optional RIT Assignment/Deconn -->Squad 9 Factoryville Borough 1st Alarm--> Brush 5, Engine 7, Tanker 9, Ambulance 1-9/10/11, Squad 2(with Hazmat trailer) 2nd Alarm-> Tower 7 , Tanker 7-2, Engine 7-2, CLS 1/2 3rd Alarm--> Rescue 2 Optional RIT Assignment/Deconn -->Squad 2 MVA Tunkhannock Twp 1st Alarm-->Engine 7-2, Ambulance 1-9/10/11, CLS 1/2, Squad 2 Meshoppen Twp 1st Alarm--> Rescue 2, Squad 2, Ambulance 2, CLS 1/2 Factoryville Borough 1st Alarm-->Brush 9, Ambulance 1-9/10/11, CLS 1/2, Squad 5 NOTE: All Stations have been altered due to game limitation/design. I understand some of you are from Wyoming county and will correct me on this, but do not get upset because I am leaving them out. Also the map has been completly made up becuase if I were to do all of Tunkhannock, Factoryville, Mehoopany, Meshoppen, and Lake Carry, it would be HUGE. Any questions feel free to ask. Here are more picks of the map!(Tunkhannock Twp/Meshoppen Twp) Industrial Sector)
  11. Hey all. I am going into Pararescue school in 3 or so months and was curious who else is going or served in the military in the emergency field? One of the guys in our Squad55 clan was an army firefighter and has some good stories. So if you served and have a good story or two please share! and I leave you with this thought.....
  12. Shut up-puppies where have u been? havent seen u around S55
  13. what script controls the rescue light for the LA Mod?
  14. I am looking at more of a roleplay aspect. You would have to control each POV.
  15. anyway I could get my hands on those sirens? lol
  16. Took me awhile to translate alot of them, but they have various alarm and station start scripts, False alarm scripts, trailer logic, different call commands, etc. all of them are quite impressive
  17. I have learned today that the German EM4 forums are the absolute BEST place to get scripts. To all the U.S. modders out there that cant script, head over there in the download section. They are absolutely amazing
  18. all I did was make a model of a tiny light bar and such and just put them on top of the vehicles lol. yay for being lazy! oh and I added a small liscense plate on the front
  19. anyway to alter this script to make it so the person uses a "special door" on the model instead of the person door. I looked in the script and found: void PushActions(GameObject *Caller, Actor *Target, int childID) { Caller->PushActionMove(ACTION_NEWLIST, Target, TARGET_PASSENGERDOOR); Caller->PushActionTurnTo(ACTION_APPEND, Target); Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_CHANGE, Target, 1, false); } and I changed it to void PushActions(GameObject *Caller, Actor *Target, int childID) { Caller->PushActionMove(ACTION_NEWLIST, Target, TARGET_SPECIALDOOR); Caller->PushActionTurnTo(ACTION_APPEND, Target); Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_CHANGE, Target, 1, false); } will this work or is the special door not the right command?
  20. POV? I would say Too many lights. my department around here, no one really has any lights. I only have 4 dash lights on my car
  21. If you look on my thread about a map texture in the modding forums, I will be using that map. It has spots for 3 stations(1 main town and 2 mutual aid) and an EMS station. I plan on putting POV's(already have several made along with custom persons) on a random spawn script on the map and at several "houses" on the map. I am looking for mostly sizes for the main town and mutual aid departments. My voly fire department back home is to big for what I am looking for(8 emergency vehicle not including EMS) Oh also, I made a script for drafting! no hydrants needed!
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