Jump to content

billyfromhill

Members
  • Posts

    1,653
  • Joined

  • Last visited

Everything posted by billyfromhill

  1. The trailer has no commands. All the commands need to be on the cab of the vehicle.
  2. OK, I tried adding directional lights to the tiller and I ran into a problem. When I activate the command on the cab of the tiller, the cab redirects traffic and the directional lights on the rear of the tiller doesn't illuminate. This results in the vehicles driving partially into the rear of the tiller due to the trailer having no physics. In order to continue I would have to edit the redirect script and I don't want to do that.
  3. I am thinking about starting a submod for the LA mod. It would modify the HAZMAT portion of the game, primarily in freeplay. I need people's ideas on a few things. The submod would add a new unit, called a HAZMAT firefighter or squad member. The idea is to staff the HAZMAT squad with four of these firefighters, just as in real life. The only difference is that they would look and function as regular firefighters instead of the current HAZMAT firefighter. These new firefighters would not have HAZMAT protection, instead they would be wearing turnouts. This way, you can call the squad out for structure fires and car accidents and you would have four extra firefighters instead of four nearly useless firefighters in HAZMAT suits. The unit picture would be the regular firefighter picture with the tri-color HAZMAT triangle in the upper left corner. The HAZMAT triangle can be seen on the side of the squad. These new firefighters would have the command "change clothes", just like every other firefigher, but the only difference would be that they change into a HAZMAT suit, rather than a SCBA, and they could only change at the squad. In this way you could use the squad as a regular company to fight fires and such, and then have them respond to HAZMAT incidents and suit up on scene. This would have much more functionality, as well as reflect the real life operations of LAFD squads. There is only one problem, I don't know how to distingush the HAZMAT firefighters in turnout from regular firefighters so this is where I need ideas. I need some way to distingush HAZMAT firefighters from regular firefighters, not unlike how the firefighter/paramedic is not wearing turnout pants. I did some research and someone told me that specialized units in the LAFD (ARFF, USAR, HAZMAT, etc. etc.) had green numbers on their helmet. However, I was told that the LAFD does not do this anymore and I have found recent pictures that back this up. This is where I need ideas. This submod would also require a change to the fire station scripts to add the command to call this new firefighter. None of the script editing should be too hard. All that has to be done is copy the part of the script that calls another unit and change it around so it calls the new unit. So what do you think? Please post some ideas as to how to differentiate the HAZMAT firefighters as that is the only thing that is preventing this submod idea from moving forward.
  4. Just adjust the scripts so that the engine leaves 2-5 seconds later or however more time you need. You'll have to edit the battalion chief script I believe.
  5. http://www.megaupload.com/?d=1VT88THJ Download it, unzip it, and run the .exe file and follow the prompts to install it. It does not use the EM4 mod installer. Make sure to install the patch for version 2.0 also. You can find it at the link below. Install it the same way as the mod. http://forum.emergency-planet.com/index.php?showtopic=9437
  6. Why don't you just install version 2.0?
  7. In version 2.0 there is a command on the fire station control panel to stop them leaving the trucks.
  8. I added the redirect command to the SWR truck and it works perfectly. I didn't have to add lights to the vehicle because they were already there. I don't believe the tiller will be so easy and straightforward. The game treats the tiller as two seperate vehicles, and the directional lights are on the trailer as opposed to the cab, so I'm not sure what I'm going to do.
  9. The SWR truck already has directional lights but no commands for them if you all bothered to check in the editor. But since the the tiller does not have the light I'll need to add them.
  10. How would I add directional lights to the tiller and the SWR truck? Would I just add the commands or would editing of scripts be required?
  11. I don't know if anybody has reported this yet but the rear indicator lights on engine 288 are all messed up. The turn signal lights are where the brake lights are supposed to be, the brake lights are where the tail lights are supposed to be, and the taillights are way up in the middle of the hi-hiz striping. Also, on both engines the large red light above or below the traffic advisor should be a brake light.
  12. It's quite possible to transfer the deluxe map to the regular map, the problem is that there are loads of objects on the deluxe map that are not included in the regular version of EM4. You would either have to copy all the objects from the deluxe version into the regular version, or you would have to go through the map and replace all the deluxe objects with regular objects.
  13. I sort of feel that same way as Bart, but I still gave my congratulations. I especially don't think you should be moving into your own apartment with your girlfriend and son at age 15 but that's your business. If both your parents are okay with it and you can support yourselves, I suppose that makes it slightly better but still. As for the photo definitly upload it now, but take some more later.
  14. All that seems a little excessive to me. All I have is three police cars patroling (one per patrol path), an empty police helicopter at the police station, a medical helicopter with one FF/PM stretcher team at the hospital, one task force, one USAR, two ALS RAs and one BCT at station one, one BLS RA, an assessment engine, and the squad at station two. I also have a LACo sheriffs car at the hospital for security. Typically the busiest units will be the light force, the BLS RA, and the assessment engine at station 2. I find I can handle 90% of the calls on the map with only the units on the map already. Very rarely do I have to call units from offmap, and when I do it's usually SWAT or swift water rescue or something specialized like that.
  15. Congradulations!! We need to see some pics. An apartment? You're moving into an apartment together? In some places you can marry at 15 or 16 with parental consent. I've heard of stories where people get married before they graduate high school. I don't know if they live together in one of their houses or move out or what since they're still in high school.
  16. Thanks for all the ideas so far, but the whole point of this topic is to see if it is possible to create a unit that can run on land, swim in the water, rescue people in the water, but NOT dive to rescue people in cars or mark cars for salvage. So far it seems that this is not possible, in which case I will abandon the idea. The extra button would work if we wanted the diver to run on land, but I think the current diver is fine how it is now.
  17. Are you sure that would work? In order to swim in the water the unit needs the dive command. I understand what you mean by creating a script that switches the commands. That would solve the running on land issue, but the SWR guy would still have the dive command after you click the "prepare to swim" button. It's not even as if you can remove the dive command after the SWR guy gets in the water since there is no special command to swim, just the move script.
  18. So we need to edit the move script so that the diver still walks slow, but the SWR guy runs and can still swim without the dive command.
  19. So swimming in the water relies on the dive command?
  20. Why would ithe dive command need to be added back?
  21. He'll still be able to swim and rescue people then?
  22. Is there any way to make personnel run on land and swim in water but not dive? I'm trying to make a swift water rescue guy. One possible way to do it is to modify the diver to run on land and then just remove the dive command.
  23. Mods for Emergency 5 would likely have to be redone from scratch. I imagine you could still use the models and skins, but that's about it.
  24. I only play with three police cars with two officer each patrolling the map. One for each patrol path. I only staff station one with two ALS RAs, one task force, the USAR and the BC. I also have a helicopter staffed with one PM stretcher team at the hospital, and one empty police helicopter at the police station. I also usually have a LACo sheriff's car with two deputies at the hospital to provide security there. For medical runs I usually dispatch the closest ALS unit and a BLS RA. The ALS unit treats the patient and the BLS RA transports the patient to the hospital. If the BLS RA is tied up on a call, I have an ALS RA transport but I try to avoid having the ALS RAs transport. For fires it's usually a task force and sometimes an extra engine. I usually send a BLS RA as well for extra manpower. I'll have the guys drop the stretcher and grab hoses or something. For traffic accidents it's usually a light force and some ALS RAs. I only call out the USAR for large traffic accidents or large fires. For water rescues it's a light force, an ALS RA, and the SWR truck. The HAZMAT squad over in station two runs even less than the USAR. I'll only call it out for HAZMAT incidents. I would call it out more if the guys were regular FF's that could change into the HAZMAT suits though, Typically the busiest units will be the light force and the BLS RA, with usually the assessment engine at station two being the third busiest. The ALS RAs from station 1 are usually pretty busy as well. I rarely call in units from outside the map, unless I need extra RAs or the SWR truck or something specialized.
×
×
  • Create New...