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Dyson

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Everything posted by Dyson

  1. Rescue 1 personnel will also be able to rapidly switch between No turnout gear/Turnout Gear/Diver/Hazmat along with being able to administer full ALS first aid along with all the usual equipment. Squad 18 also still serves a key role even though it would seem it would be no match for the Rescue, the Squad can also spawn Hazmat personnel, but also more importantly controls the decon tent. Therefore the two units, very similar in roles, have very different roles when it comes to Hazmat. Rescue company can be used to treat infected people and stabilize them, ready for the squad personnel to collect and decontaminate the people. This should mean both units are still needed in game Dyson x
  2. He knows, it was an insight into the FDNY, just chill out man yeah? So this post isn't also spam I'll attach an update - we now have working high rise packs replacing the firehoses in game.
  3. Cha Change the unit alignment to custom rather than whatever you have it on atm (aligned edges or whatever)
  4. 0.9.6b be on tonight and I'm uploading an entire version so no patches or anything
  5. FDNY personnel without turnout gear can now change into turnout gear same as FF can into SCUBA. So FF can chill around the firehouse then change into turnout gear when they have a call. Engine s will be unlimited, but if you get a call that requires more than 1 of every unit I'll eat my hat.
  6. If you wanna You need to join the teamspeak channel on the first post and then wait for release
  7. BETA applicants are no longer being taken, but we still are taking on Clan members to guarantee some MP time on release
  8. Yes and multiplayer, the only hazmat unit we have is Squad 18, (not the hazmat van just the regular rig) it can hold Hazmat FF and deploy the tent. However the incidents sure are hard work! Lots of peds
  9. Change the 'fs_hazmat' to whatever the name of the Hazmat bay is now called, for example if the Hazmat is now parked in the ladder bay change it to fs_ladder
  10. SP and MP are almost identical, The fifth alarm issue. Look, if you're balls deep in fire, coupla men down, you can call it up to a fifth, obviously we haven't made 20 engine and 16 ladders, what's the point, would fill the map. Our fifth alarms (relative to tha game) are: 7 Engine 6 Ladders That's more than enough to sort any situation out, and by the time they're dispatched the fire will be under control.
  11. ^ Agreed, all these speculative release dates aren't 'the word of the lord' they're just me and Rafael guessing progress
  12. Yet more Mp testing today... Had a third alarm today, which was 3 full firehouse response plus support from L24
  13. I was thinking more along the lines of, Skyscraper collapse onto main road, crushing cars, creating fires. Although I'm not too sure how to make a fire from an event.. will look into it though
  14. Planning units so that we can respond up to a Fifth Alarm (obviously not accurate) A fifth alarm in the world of EM4 constitutes: Fifth alarm (signal 5-5) ----------------------------------------- 7 engines 6 ladders 3 battalion chiefs 1 high rise 1 rescue 1 squad 1 deputy chief 1 satellite 4 MERVs So here goes, adding a tonne new units to fill out the reserve engines and ladders. Then onto freeplay to attempt to create something that could constitute a fifth Alarm, any ideas?
  15. Post removed -_- stupid app
  16. Hahaha! Tell me about it! I managed to make this mod and remain pretty social, but since we went MP I've had none at all! haha
  17. Apologies I posted this last night, but my phone posted it as a status -_- The street names are accurate but not to scale kinda like GTA. Ground zero is lower on the new version with a proper access road. From everyone at Manhattan Mod, Happy New Year. Thanks for the continued support, really means a lot. I see your point, and myself I am not a keen multiplayer, never do, didn't really like LA mod MP and hated stupid clans. But gotta say, I love MP on this more than freeplay! The clan uses realistic dispatch and 10- codes, but remains friendly to chat aswell. But regardless, you'll be pleased to hear, the MP map is (for this version) the same as SP, so any bugs in MP will also be in SP, which we have removed from both . But SP development has not stopped either, we're just editing both maps the same amount. Hope this explained Off Topic Have a good'un Dyson xx p.s. No MP sessions today until.. Multiplayer Sessions Again Today: 15:00 Central Time (US) 16:00 Eastern Time (US) 21:00 GMT (UK) 22:00 CET (GER) 07:00 EDT (Australia) I will try my best to be online, but can't promise anything, just try a game with people already online To anyone who is looking to get the MP beta: All available slots now filled, you can join the clan and listen in/chat with members, but there will be no further MP members until release now. Players already signed up, and online often will continue to be updated with patches.
  18. The street names are accurate but not to scale kinda like GTA.

    Ground zero is lower on the new version with a proper access road.

    From everyone at Manhattan Mod, Happy New Year. Thanks for the continued support, really means a lot.

    Dyson

    xx

    1. erfd

      erfd

      Good to hear, thats what it looked like on the map.

  19. Thanks for holding us in such high regard, but nothing on the LA mod, outright winner!
  20. A small update for MP play. We have a map of the map which is used during MP to dispatch units to direct locations. Also it looks pretty neat
  21. Multiplayer Sessions Again Today: 07:30 Central Time (US) 08:30 Eastern Time (US) 13:30 GMT (UK) 14:30 CET (GER) 23:30 EDT (Australia) Then Again 09:30 Central Time (US) 10:30 Eastern Time (US) 15:30 GMT (UK) 16:30 CET (GER) 01:30 EDT (Australia) These sessions are for people with BETA permissions ONLY. You must already have 0.9.3b or higher to play. The most current version was released last night and is 0.9.4b.
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