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Everything posted by mutu
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It seem like something is blocked. I have the same problem with my game. Your computer has a 2.2ghz proccesor. Emergency 4 requires 2.5ghz at recommended options, if I'm not wrong...
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Really nice pictures Mike
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Nice screens. I wish I could post some too. But my game keep crashing Keep posting those screenshots
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When posting a new post here (Must be "Add reply" and not "Fast reply") you see a place where it says "upload". Just upload your files there and put them into the post. Ask if you need more help
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The logfile you find in the Emergency 4 folder And the DXDIAG you need too search for it and then run it
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Nice screens and stories PS: My 300th post
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Ok, so I have tried every option mentioned. At one point I did get it to work, but that was only until I turned off the computer. It's something with the access to the game folder. The folder is protected, and when I try to remove the protection, it doesn't work. I'm considering moving back to Windows XP...
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I did try to disable it some time ago, but it didn't work, but I will try again. I can't think of any codec packs, even though I'm not quite sure what you are talking about. The drivers might be a problem, I have the latest drivers, but when I for example, start Far Cry 2, it tell me to update my video or sound drivers. And I will check the FAQ. I will tell you if I get anymore help or get it working
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That video really was enjoyable And great news for the new version
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Bad news... I do still have crashes Is there anyone that can help me, please?
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The game was running on high settings, now I put them on low and everything works fine ATM. Kind of strange though, my game did run fine on high settings, no lag at all. Thank you
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Great work Hoppah! That truck is awesome. You are the best!
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I hope it's this you are talking about.
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Where is that located? I couldn't find it in the Emergency 4 folder.
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I did download Wood's map, but I can't think of anything else. And if so, it should had been deleted when I re-installed the game. Or?
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I'm having some trouble uploading them. So I'll copy and past the text fp_params_endless <freeplayparameters> <MinDurationBetweenEvents value = "30.0" /> <MaxIdleDuration value = "5.0" /> <Seed value="0"/> <BuyFactor value="10.0"/> <SellFactor value="0.5"/> <GlobalEventFrequencyFactor value="1.0"/> <TimeSpeedFactor value="1.0"/> <StartBudget value="75000"/> <MaxBudget value="160000"/> <Earnings value="30000"/> <SquadPriceGrowth value="30.0"/> <MaxParkingSpace value="35" /> <InitialEventFrequencyBoost value="100000.0"/> <InitialEventWaitDuration value="5.0"/> <starttime value="7:30"/> <Rating> <!-- Schwierigkeitsgrad (je höher desto schwerer)--> <UpperLimitEasy value = "35.0" /> <UpperLimitMedium value = "50.0" /> <UpperLimitHard value = "75.0" /> <!-- abbrechen wenn gesamtzustand im challengemode zu groß wird --> <ChallengeAbortRatingDifference value = "100.0" /> <!-- Einstellungen der Punkte Wenn auf 0, dann gibt es 0 Punkte wenn der gesamtzustand gleich dem UpperLimit ist. Bei negativen Werten gibt es mehr Punkte, bei positiven weniger Punkte --> <ScoreUpperLimitBonus value = "0.0" /> <!-- UpperLimit wird bei jedem Tick um diesen Wert erhöht --> <TimeFactor value = "0.0" /> <Factor name="Burning Houses" value="15.0" /> <Factor name="Burning Objects" value="8.0" /> <Factor name="Gangsters" value="10.0" /> <Factor name="Injured Persons" value="8.0" /> <Factor name="Dead Persons" value="5.0" /> <Factor name="Contaminated Persons" value="10.0" /> </Rating> <!-- score --> <InitialScorePerMinute value="500.0"/> <InnocentPersonWoundedPermanentPenalty value="75.0"/> <InnocentPersonKilledPermanentPenalty value="90.0"/> <InnocentVehicleShotPermanentPenalty value="75.0"/> <RegeneratePermanentPenaltyPerMinute value="0.001"/> <MaxScoreStepPerMinute value="1.0"/> <!-- cheat penalties --> <!-- penalty as soon as x spawns where blocked within the last minute --> <!-- <CheatPenaltyMinSpawnsBlockedPerMinute value = "1"/> --> <!-- more spawns blocked than max are ignored --> <!-- <CheatPenaltyMaxSpawnsBlockedPerMinute value = "50"/> --> <!-- ratio of stopped vs. moving vehicles. All move it's 0 - all traffic blocked it's 1 --> <CheatPenaltyMinTrafficJamRatio value = "0.5"/> <!-- highest value cheat penalties can reach (between 0=none and 1) --> <CheatPenalityScaling value = ""/> <!-- no longer used, will now be calculated using the worth values of the events <BurningHousePenalty Basic="75.0" PerObject="0.0"/> <BurningObjectPenalty Basic="50.0" PerObject="0.0"/> <InjuredPersonPenalty Basic="75.0" PerObject="0.0"/> <ContaminatedPersonPenalty Basic="50.0" PerObject="0.0"/> <DeadPersonPenalty Basic="90.0" PerObject="0.0"/> <DestroyedVehiclesPenalty Basic="30.0" PerObject="0.0"/> <UnarmedGangsterPenalty Basic="75.0" PerObject="0.0"/> <ArmedGangsterPenalty Basic="90.0" PerObject="0.0"/> <HostagePenalty Basic="50.0" PerObject="0.0"/> --> <!-- misc --> <ContaminationRange value="10.0"/> <!-- in meter --> <TrainCycle value="240.0"/> <!-- in seconds --> <events> <!-- JH --> <EFPEventFall> <Enabled value = "1" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "0.6" /> <Worth value = "4.0" /> <SupervisorStart value = "ID_SUPERV_EVENT17" /> <SupervisorFinish value = "" /> </EFPEventFall> <!-- JH --> <EFPEventShock> <Enabled value = "1" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "0.6" /> <Worth value = "4.0" /> <SupervisorStart value = "ID_SUPERV_EVENT18" /> <SupervisorFinish value = "" /> </EFPEventShock> <!-- JH --> <EFPEventCirculatoryCollapse> <Enabled value = "1" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "0.6" /> <Worth value = "4.0" /> <SupervisorStart value = "ID_SUPERV_EVENT19" /> <SupervisorFinish value = "" /> </EFPEventCirculatoryCollapse> <!-- JH --> <EFPEventFoodPoisoning> <Enabled value = "1" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "0.6" /> <Worth value = "4.0" /> <SupervisorStart value = "ID_SUPERV_EVENT20" /> <SupervisorFinish value = "" /> </EFPEventFoodPoisoning> <!-- JH --> <EFPEventHeartAttack> <Enabled value = "1" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "0.6" /> <Worth value = "4.0" /> <SupervisorStart value = "ID_SUPERV_EVENT21" /> <SupervisorFinish value = "" /> </EFPEventHeartAttack> <!-- JH --> <EFPEventStroke> <Enabled value = "1" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "0.6" /> <Worth value = "4.0" /> <SupervisorStart value = "ID_SUPERV_EVENT22" /> <SupervisorFinish value = "" /> </EFPEventStroke> <!-- JH --> <EFPEventFlashStrike> <Enabled value = "1" /> <!-- AverageFrequency: average number of events per 10 minutes (gets multiplied by timezone parameter "flash/frequenceyfactor") --> <AverageFrequency value = "100.0" /> <!-- DamageRadius: in meter --> <DamageRadius value = "25.0" /> <Worth value = "10.0" /> <SearchDamageRounds value = "100" /> <SupervisorStart value = "ID_SUPERV_EVENT36" /> <SupervisorFinish value = "" /> </EFPEventFlashStrike> <!-- JH --> <EFPRandomFire> <Enabled value = "1" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "5.0" /> <Worth value = "10.0" /> <SupervisorStart value = "ID_SUPERV_EVENT33" /> <SupervisorFinish value = "" /> </EFPRandomFire> <!-- JH --> <EFPEventCigarette> <Enabled value = "1" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "3.0" /> <!-- MaxDropDistance: in meter --> <MaxDropDistance value = "10.0" /> <Worth value = "10.0" /> <SupervisorStart value = "ID_SUPERV_EVENT28" /> <SupervisorFinish value = "" /> </EFPEventCigarette> <!-- JH --> <EFPEventShopLifting> <Enabled value = "1" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "1.5" /> <!-- IsArmed: probability in percent --> <IsArmed value = "0.5" /> <!-- VictimWaitTime: in seconds (time the victim needs to detect the crime) --> <VictimWaitTime value = "3.0" /> <!-- VictimMoveDistance: in meters (distance the victim moves out of the shop) --> <VictimMoveDistance value = "4.0" /> <!-- VictimWaveTime: in seconds (time the victim waves for help) --> <VictimWaveTime value = "30.0"/> <Worth value = "5.0" /> <SupervisorStart value = "ID_SUPERV_EVENT23" /> <SupervisorFinish value = "" /> </EFPEventShopLifting> <!-- JH --> <EFPEventCarTheft> <Enabled value = "1" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "50.0" /> <!-- MaxRadius: in meter (max. distance between committer and car) --> <MaxRadius value = "75.0" /> <Worth value = "8.0" /> <SupervisorStart value = "ID_SUPERV_EVENT02" /> <SupervisorFinish value = "" /> </EFPEventCarTheft> <!-- DG --> <EFPEventCarAccident> <Enabled value = "1" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "2.5" /> <!-- SafetyRadius: in meters --> <SafetyRadius value ="12.0" /> <!-- LifeDrain: in Energy per tick --> <LifeDrain value = "2.0" /> <Worth value = "8.0" /> <SupervisorStart value = "ID_SUPERV_EVENT01" /> <SupervisorFinish value = "" /> </EFPEventCarAccident> <!-- DG --> <EFPRabidDog> <Enabled value = "1" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "2.5" /> <!-- Resistance against energy --> <Resistance value = "10000.0" /> <!-- MaxDistance: in meter (max. distance between committer and victim) --> <MaxDistance value = "50.0" /> <Worth value = "8.0" /> <SupervisorStart value = "ID_SUPERV_EVENT15" /> <SupervisorFinish value = "" /> </EFPRabidDog> <!-- DG --> <EFPEventTrafficLightFailure> <Enabled value = "1" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "0.5" /> <Worth value = "5.0" /> <SupervisorStart value = "ID_SUPERV_EVENT37" /> <SupervisorFinish value = "" /> </EFPEventTrafficLightFailure> <EFPEventRailwayCrossingFailure> <!-- Bahnschranke defekt --> <Enabled value = "1" /> <AverageFrequency value = "0.5" /> <Worth value = "5.0" /> <SupervisorStart value = "ID_SUPERV_EVENT38" /> <SupervisorFinish value = "" /> </EFPEventRailwayCrossingFailure> <!-- DG --> <EFPRowdy> <Enabled value = "1" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "2.0" /> <!-- Resistance against energy --> <Resistance value = "100.0" /> <!-- MaxDistance: in meter (max. distance between committer and victim) --> <MaxDistance value = "25.0" /> <Worth value = "10.0" /> <SupervisorStart value = "ID_SUPERV_EVENT10" /> <SupervisorFinish value = "" /> </EFPRowdy> <!-- DG --> <EFPBomber> <Enabled value = "1" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "2.0" /> <!-- MaxDistance: in meter (max. way between bomb and bomber) --> <MaxDistance value = "75.0" /> <!-- MinBombTime: minimum seconds till bomb explods --> <MinBombTime value = "90.0" /> <!-- MaxBombTime: maximum seconds till bomb explods --> <MaxBombTime value = "120.0" /> <!-- Armed: probability in percent --> <Armed value = "75.0" /> <Worth value = "15.0" /> <SupervisorStart value = "ID_SUPERV_EVENT14" /> <SupervisorFinish value = "" /> </EFPBomber> <!-- DG --> <EFPHostageTaking> <Enabled value = "1" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "1.5" /> <!-- Time to send a flight car --> <TimeFlightCar value = "180.0" /> <!-- MaxDistance: in meter (max. distance between committer and victim) --> <MaxDistance value = "50.0" /> <Worth value = "10.0" /> <SupervisorStart value = "ID_SUPERV_EVENT13" /> <SupervisorFinish value = "" /> </EFPHostageTaking> <!-- DG --> <EFPArsonist> <Enabled value = "1" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "1.5" /> <!-- Time to next arson --> <TimeToNextArson value = "45.0" /> <!-- MaxDistance: in meter (max. distance between committer and victim) --> <MaxDistance value = "50.0" /> <Worth value = "15.0" /> <SupervisorStart value = "ID_SUPERV_EVENT12" /> <SupervisorFinish value = "" /> </EFPArsonist> <!-- DG --> <EFPDemonstration> <Enabled value = "1" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "2.0" /> <!-- MaxDistance: in meter (max. distance between committer and victim) --> <MaxDistance value = "50.0" /> <MaxAttractRadius value = "25.0" /> <MaxDemonstrants value = "10" /> <MaxMolCockTime value = "30.0" /> <CalmDownTime value = "60.0" /> <Worth value = "10.0" /> <SupervisorStart value = "ID_SUPERV_EVENT11" /> <SupervisorFinish value = "" /> </EFPDemonstration> <!-- DG --> <EFPBankRobbery> <Enabled value = "1" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "1.0" /> <!-- Time to stay in bank --> <TimeInBank value = "15.0" /> <!-- MaxDistance: in meter (max. distance between committer and victim) --> <MaxDistance value = "50.0" /> <Worth value = "5.0" /> <SupervisorStart value = "ID_SUPERV_EVENT25" /> <SupervisorFinish value = "" /> </EFPBankRobbery> <!-- DG --> <EFPPickpocketing> <Enabled value = "1" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "1.5" /> <!-- MaxDistance: in meter (max. distance between committer and victim) --> <MaxDistance value = "50.0" /> <!-- Armed: probability in percent --> <Armed value = "25.0" /> <Worth value = "5.0" /> <SupervisorStart value = "ID_SUPERV_EVENT24" /> <SupervisorFinish value = "" /> </EFPPickpocketing> <!-- DG --> <EFPEventSuicideDrowning> <Enabled value = "1" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "2.0" /> <Worth value = "5.0" /> <SupervisorStart value = "ID_SUPERV_EVENT26" /> <SupervisorFinish value = "" /> </EFPEventSuicideDrowning> <!-- DG --> <EFPEventSuicideTrack> <Enabled value = "1" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "0.8" /> <Worth value = "5.0" /> <ChanceChangeMind value = "50.0" /> <SupervisorStart value = "ID_SUPERV_EVENT26" /> <SupervisorFinish value = "" /> </EFPEventSuicideTrack> <!-- DG --> <EFPEventSuicideWindow> <Enabled value = "1" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "0.8" /> <Worth value = "5.0" /> <ChanceChangeMind value = "25.0" /> <WaitingTime value = "180.0" /> <WaitingTimeIncrease value = "30.0" /> <SupervisorStart value = "ID_SUPERV_EVENT27" /> <SupervisorFinish value = "" /> </EFPEventSuicideWindow> <!-- AE --> <EFPEventCivilcarDefect> <Enabled value = "1" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "2.0" /> <!-- AverageTimeTillExplode (in sec. - 50% spreading) --> <AverageTimeTillExplode value = "90" /> <Worth value = "5.0" /> <SupervisorStart value = "ID_SUPERV_EVENT09" /> <SupervisorFinish value = "" /> </EFPEventCivilcarDefect> <!-- AE --> <EFPGasExplosion> <Enabled value = "1" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "0.8" /> <Worth value = "15.0" /> <SupervisorStart value = "ID_SUPERV_EVENT32" /> <SupervisorFinish value = "" /> </EFPGasExplosion> <!-- AE --> <EFPEventShortCircuit> <Enabled value = "1" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "2.0" /> <!-- InjureInhousePersons: probability in percent --> <InjureInhousePersons value = "50.0" /> <!-- BurnHouse: probability in percent --> <BurnHouse value = "50.0" /> <Worth value = "10.0" /> <SupervisorStart value = "ID_SUPERV_EVENT03" /> <SupervisorFinish value = "" /> </EFPEventShortCircuit> <!-- AE --> <EFPRunningAmok> <Enabled value = "1" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "1.0" /> <!-- ReactionRange: in meters --> <ReactionRange value = "25.0" /> <!-- ShootRange: in meters --> <ShootRange value = "20.0" /> <!-- Spread: in degrees --> <Spread value = "5.0" /> <!-- ShootPower: in percent --> <ShootPower value = "250" /> <!-- ShotDuration: in seconds --> <ShotDuration value = "1.0" /> <!-- SightAngle: in degrees --> <SightAngle value = "120.0" /> <!--- resistance agains shots: like in editor --> <ResistanceShot value = "0.0" /> <Worth value = "10.0" /> <SupervisorStart value = "ID_SUPERV_EVENT40" /> <SupervisorFinish value = "" /> </EFPRunningAmok> <!-- AE --> <EFPBecomingMurderer> <Enabled value = "1" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "1.0" /> <!-- MaxDistanceToVictim: in meter --> <MaxDistanceToVictim value = "25.0" /> <Worth value = "5.0" /> <SupervisorStart value = "ID_SUPERV_EVENT39" /> <SupervisorFinish value = "" /> </EFPBecomingMurderer> <!-- AE --> <EFPEarthquake> <Enabled value = "1" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "1.0" /> <!-- AverageNumberOfBurningHouses (50% spreading) --> <AverageNumberOfBurningHouses value = "2" /> <!-- AverageNumberOfInjuredPersons (50% spreading) --> <AverageNumberOfInjuredPersons value = "5" /> <!-- CameraShakeDuration (in sec.) --> <CameraShakeDuration value = "10.0" /> <!-- CameraShakeStrength --> <CameraShakeStrength value = "30.0" /> <Worth value = "15.0" /> <SupervisorStart value = "ID_SUPERV_EVENT16" /> <SupervisorFinish value = "" /> </EFPEarthquake> </events> <cleanup> <wait min="300.0" max="600.0"/> <choppedtree safetyradius_nopeople="8.0" safetyradius_nofire="50.0"/> <killedperson safetyradius="20.0"/> <deleteobject safetyradius="20.0"/> <deletewreck safetyradius="20.0"/> <unburnobject safetyradius="100.0"/> <restoreposition safetyradius_source="10.0" safetyradius_destination="10.0"/> <sliceablecar waitmultiplier="5"/> </cleanup> <climate initial="fair"> <weather name="fair" changeduration="15.0" minduration="60" maxduration="180"> <fog intensity="0.0" color="ffffff"/> <rain intensity="0.0"/> <storm intensity="0.0" speed="0.0"/> <flash frequencyfactor="0.0"/> <sound name=""/> <sound2 name=""/> <transition state="cloudy" weight="1.5"/> <transition state="misty" weight="0.7"/> </weather> <weather name="cloudy" changeduration="15.0" minduration="60" maxduration="180"> <fog intensity="0.3" color="7F7F7F"/> <rain intensity="0.0"/> <storm intensity="0.0" speed="0.0"/> <flash frequencyfactor="0.0"/> <sound name=""/> <sound2 name=""/> <transition state="fair" weight="1.0"/> <transition state="misty" weight="0.7"/> <transition state="light rain" weight="1.5"/> </weather> <weather name="misty" changeduration="7.0" minduration="30" maxduration="90"> <fog intensity="0.7" color="a0a0a0"/> <rain intensity="0.0"/> <storm intensity="0.0" speed="0.0"/> <flash frequencyfactor="0.0"/> <sound name=""/> <sound2 name=""/> <transition state="fair" weight="0.5"/> <transition state="cloudy" weight="1.0"/> <transition state="light rain" weight="1.0"/> </weather> <weather name="light rain" changeduration="15.0" minduration="60" maxduration="180"> <fog intensity="0.1" color="7F7F7F"/> <rain intensity="0.2"/> <storm intensity="0.1" speed="0.1"/> <flash frequencyfactor="0.0"/> <sound name=""/> <sound2 name=""/> <transition state="cloudy" weight="1.0"/> <transition state="misty" weight="0.7"/> <transition state="heavy rain" weight="1.0"/> <transition state="thunderstorm" weight="1.5"/> </weather> <weather name="heavy rain" changeduration="15.0" minduration="60" maxduration="180"> <fog intensity="0.3" color="7F7F7F"/> <rain intensity="0.5"/> <storm intensity="0.1" speed="0.2"/> <flash frequencyfactor="0.0"/> <sound name="mod:Audio/Ambient/rain01.wav"/> <sound2 name=""/> <transition state="misty" weight="0.7"/> <transition state="light rain" weight="1.0"/> <transition state="thunderstorm" weight="2.0"/> </weather> <weather name="thunderstorm" changeduration="15.0" minduration="60" maxduration="180"> <fog intensity="0.4" color="606060"/> <rain intensity="1.0"/> <storm intensity="0.5" speed="0.4"/> <flash frequencyfactor="1.0"/> <sound name="mod:Audio/Ambient/rain02.wav"/> <sound2 name="mod:Audio/Ambient/thunder02.wav"/> <transition state="heavy rain" weight="1.0"/> <transition state="light rain" weight="1.0"/> </weather> </climate> </freeplayparameters> freeplayparameters.xml <freeplayparameters> <Seed value="0"/> <BuyFactor value="10.0"/> <SellFactor value="0.5"/> <InjuredSavedReward value = "100" /> <GlobalEventFrequencyFactor value="0.4"/> <TimeSpeedFactor value="1.2"/> <StartBudget value="75000"/> <MaxBudget value="160000"/> <Earnings value="30000"/> <SquadPriceGrowth value="30.0"/> <InitialEventFrequencyBoost value="100000.0"/> <InitialEventWaitDuration value="5.0"/> <starttime value="7:30"/> <!-- time in seconds until the active player is switched in MP --> <TimeActivePlayerSwitchMP value="60.0"/> <!-- score for each event --> <ScoreForestFire value="10000"/> <ScoreBombExplosion value="15000"/> <ScoreCarAccidentNoWater value="500"/> <ScoreEventMassCarambolage value="5000"/> <ScoreRiotMob value="5000"/> <ScorePunchFest value="5000"/> <ScoreRandomFire value="1500"/> <ScoreRandomFireNoHouses value="500"/> <ScoreCigarette value="1000"/> <ScoreCigaretteNoHouses value="500"/> <ScoreHeartAttack value="1000"/> <ScoreFall value="250"/> <ScoreShock value="250"/> <ScoreCirculatoryCollapse value="500"/> <ScoreFoodPoisoning value="500"/> <ScoreStroke value="750"/> <ScoreFlashStrike value="1500"/> <ScoreShopLifting value="1000"/> <ScoreCarTheft value="1500"/> <ScorePickpocketing value="750"/> <ScoreTrafficLightFailure value="500"/> <ScoreRailwayCrossingFailure value="500"/> <ScoreSuicideDrowning value="1000"/> <ScoreCarAccident value="2000"/> <ScoreBomber value="3000"/> <ScoreRowdy value="2000"/> <ScoreHostageTaking value="3000"/> <ScoreArsonist value="10000"/> <ScoreRabidDog value="2000"/> <ScoreDemonstration value="7500"/> <ScoreBankRobbery value="1250"/> <ScoreSuicideTrack value="2000"/> <ScoreSuicideWindow value="1500"/> <ScoreGasExplosion value="15000"/> <ScoreRunningAmok value="4000"/> <ScoreBecomingMurderer value="2500"/> <ScoreEarthquake value="15000"/> <ScoreCivilcarDefect value="1500"/> <ScoreShortCircuit value="2500"/> <ScoreBirdFlu value="2000"/> <ScoreHail value="7500"/> <ScoreAmokDrive value="5000"/> <ScoreTrafficJam value="1500"/> <ScoreHydrantDamaged value="1000"/> <ScoreSaboteur value="7500"/> <ScoreElectricShock value="2000"/> <ScoreSniper value="4000"/> <ScoreMissingPerson value="2000"/> <ScoreHomicide value="3000"/> <ScoreRadioactiveCloud value="10000"/> <ScoreZombie value="15000"/> <ScoreSylvester value="5000"/> <IndividualScore> <score id="0" points="4"/> <score id="1" points="10"/> <score id="2" points="10000"/> <score id="3" points="2500"/> <score id="4" points="10"/> <score id="5" points="5"/> <score id="6" points="10000"/> <score id="7" points="2500"/> <score id="8" points="20"/> <score id="9" points="25000"/> <score id="10" points="4"/> <score id="11" points="10000"/> <score id="12" points="10000"/> <score id="13" points="50000"/> <score id="14" points="25000"/> <score id="15" points="100"/> <score id="16" points="-2000"/> <score id="17" points="-10000"/> <score id="18" points="-5000"/> <score id="19" points="-100000"/> <score id="20" points="-5000"/> <star id="0" points="100000"/> <star id="1" points="200000"/> <star id="2" points="300000"/> <star id="3" points="400000"/> <star id="4" points="550000"/> <star id="5" points="700000"/> <star id="6" points="850000"/> <star id="7" points="1000000"/> <star id="8" points="1200000"/> <star id="9" points="1400000"/> <star id="10" points="1600000"/> <star id="11" points="1800000"/> <star id="12" points="2100000"/> <star id="13" points="2400000"/> <star id="14" points="2700000"/> <star id="15" points="3000000"/> <star id="16" points="3400000"/> <star id="17" points="3800000"/> <star id="18" points="4200000"/> <star id="19" points="4400000"/> <star id="20" points="1000000000"/> <medal stars="4"/> </IndividualScore> <Rating> <!-- Schwierigkeitsgrad (je höher desto schwerer)--> <UpperLimitEasy value = "35.0" /> <UpperLimitMedium value = "50.0" /> <UpperLimitHard value = "75.0" /> <!-- abbrechen wenn gesamtzustand im challengemode zu groß wird --> <ChallengeAbortRatingDifference value = "150.0" /> <!-- Einstellungen der Punkte Wenn auf 0, dann gibt es 0 Punkte wenn der gesamtzustand gleich dem UpperLimit ist. Bei negativen Werten gibt es mehr Punkte, bei positiven weniger Punkte --> <ScoreUpperLimitBonus value = "0.0" /> <!-- UpperLimit wird bei jedem Tick um diesen Wert erhöht --> <TimeFactor value = "0.0" /> <Factor name="Burning Houses" value="15.0" /> <Factor name="Burning Objects" value="5.0" /> <Factor name="Gangsters" value="10.0" /> <Factor name="Injured Persons" value="5.0" /> <Factor name="Dead Persons" value="3.0" /> <Factor name="Contaminated Persons" value="10.0" /> </Rating> <!-- score --> <InitialScorePerMinute value="500.0"/> <InnocentPersonWoundedPermanentPenalty value="75.0"/> <InnocentPersonKilledPermanentPenalty value="90.0"/> <InnocentVehicleShotPermanentPenalty value="75.0"/> <RegeneratePermanentPenaltyPerMinute value="0.001"/> <MaxScoreStepPerMinute value="1.0"/> <!-- cheat penalties --> <!-- penalty as soon as x spawns where blocked within the last minute --> <!-- <CheatPenaltyMinSpawnsBlockedPerMinute value = "1"/> --> <!-- more spawns blocked than max are ignored --> <!-- <CheatPenaltyMaxSpawnsBlockedPerMinute value = "50"/> --> <!-- ratio of stopped vs. moving vehicles. All move it's 0 - all traffic blocked it's 1 --> <CheatPenaltyMinTrafficJamRatio value = "0.5"/> <!-- highest value cheat penalties can reach (between 0=none and 1) --> <CheatPenalityScaling value = ""/> <!-- misc --> <ContaminationRange value="10.0"/> <!-- in meter --> <TrainCycle value="240.0"/> <!-- in seconds --> <events> <!-- JH --> <EFPEventFall> <Enabled value = "0" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "1.0" /> <Worth value = "2" /> <SupervisorStart value = "ID_SUPERV_EVENT17" /> <SupervisorFinish value = "" /> </EFPEventFall> <!-- JH --> <EFPEventShock> <Enabled value = "0" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "1.0" /> <Worth value = "2" /> <SupervisorStart value = "ID_SUPERV_EVENT18" /> <SupervisorFinish value = "" /> </EFPEventShock> <!-- JH --> <EFPEventCirculatoryCollapse> <Enabled value = "0" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "1.0" /> <Worth value = "2" /> <SupervisorStart value = "ID_SUPERV_EVENT19" /> <SupervisorFinish value = "" /> </EFPEventCirculatoryCollapse> <!-- JH --> <EFPEventFoodPoisoning> <Enabled value = "0" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "1.0" /> <Worth value = "2" /> <SupervisorStart value = "ID_SUPERV_EVENT20" /> <SupervisorFinish value = "" /> </EFPEventFoodPoisoning> <!-- JH --> <EFPEventHeartAttack> <Enabled value = "0" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "1.0" /> <Worth value = "2" /> <SupervisorStart value = "ID_SUPERV_EVENT21" /> <SupervisorFinish value = "" /> </EFPEventHeartAttack> <!-- JH --> <EFPEventStroke> <Enabled value = "0" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "1.0" /> <Worth value = "2" /> <SupervisorStart value = "ID_SUPERV_EVENT22" /> <SupervisorFinish value = "" /> </EFPEventStroke> <!-- JH --> <EFPEventFlashStrike> <Enabled value = "0" /> <!-- AverageFrequency: average number of events per 10 minutes (gets multiplied by timezone parameter "flash/frequenceyfactor") --> <AverageFrequency value = "10.0" /> <!-- DamageRadius: in meter --> <DamageRadius value ="30.0" /> <Worth value = "5.0" /> <SearchDamageRounds value="1" /> <SupervisorStart value = "ID_SUPERV_EVENT36" /> <SupervisorFinish value = "" /> </EFPEventFlashStrike> <!-- JH --> <EFPRandomFire> <Enabled value = "0" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "2.0" /> <Worth value = "10.0" /> <SupervisorStart value = "ID_SUPERV_EVENT33" /> <SupervisorFinish value = "" /> </EFPRandomFire> <!-- JH --> <EFPEventCigarette> <Enabled value = "0" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "5.0" /> <!-- MaxDropDistance: in meter --> <MaxDropDistance value = "10.0" /> <Worth value = "10.0" /> <SupervisorStart value = "ID_SUPERV_EVENT28" /> <SupervisorFinish value = "" /> </EFPEventCigarette> <!-- JH --> <EFPEventShopLifting> <Enabled value = "0" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "2.0" /> <!-- IsArmed: probability in percent --> <IsArmed value = "0.5" /> <!-- VictimWaitTime: in seconds (time the victim needs to detect the crime) --> <VictimWaitTime value = "3.0" /> <!-- VictimMoveDistance: in meters (distance the victim moves out of the shop) --> <VictimMoveDistance value = "4.0" /> <!-- VictimWaveTime: in seconds (time the victim waves for help) --> <VictimWaveTime value = "30.0"/> <Worth value = "5.0" /> <SupervisorStart value = "ID_SUPERV_EVENT23" /> <SupervisorFinish value = "" /> </EFPEventShopLifting> <!-- JH --> <EFPEventCarTheft> <Enabled value = "0" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "10.0" /> <!-- MaxRadius: in meter (max. distance between committer and car) --> <MaxRadius value = "100.0" /> <!-- time till person becomes active gangster --> <MinDurationBetweenEventsOffset value = "60.0" /> <Worth value = "8.0" /> <SupervisorStart value = "ID_SUPERV_EVENT02" /> <SupervisorFinish value = "" /> </EFPEventCarTheft> <!-- DG --> <EFPEventCarAccident> <Enabled value = "0" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "2.0" /> <!-- SafetyRadius: in meters --> <SafetyRadius value ="12.0" /> <!-- LifeDrain: in Energy per tick --> <LifeDrain value = "2.0" /> <Worth value = "5.0" /> <SupervisorStart value = "ID_SUPERV_EVENT01" /> <SupervisorFinish value = "" /> </EFPEventCarAccident> <EFPCarAccidentNoWater> <!-- Autounfall, nicht im Wasser --> <Enabled value = "0" /> <AverageFrequency value = "2.0" /> <SafetyRadius value = "12.0" /> <LifeDrain value = "2.0" /> <Worth value = "5.0" /> <SupervisorStart value = "ID_SUPERV_EVENT01" /> <SupervisorFinish value = "" /> </EFPCarAccidentNoWater> <!-- DG --> <EFPRabidDog> <Enabled value = "0" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "1.5" /> <!-- Resistance against energy --> <Resistance value = "10000.0" /> <!-- MaxDistance: in meter (max. distance between committer and victim) --> <MaxDistance value = "50.0" /> <!-- time till person becomes active gangster --> <MinDurationBetweenEventsOffset value = "30.0" /> <Worth value = "10.0" /> <SupervisorStart value = "ID_SUPERV_EVENT15" /> <SupervisorFinish value = "" /> </EFPRabidDog> <!-- DG --> <EFPEventTrafficLightFailure> <Enabled value = "0" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "2.0" /> <Worth value = "8.0" /> <SupervisorStart value = "ID_SUPERV_EVENT37" /> <SupervisorFinish value = "" /> </EFPEventTrafficLightFailure> <!-- DG --> <EFPRowdy> <Enabled value = "0" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "1.0" /> <!-- Resistance against energy --> <Resistance value = "100.0" /> <!-- MaxDistance: in meter (max. distance between committer and victim) --> <MaxDistance value = "25.0" /> <!-- time till person becomes active gangster --> <MinDurationBetweenEventsOffset value = "15.0" /> <Worth value = "15.0" /> <SupervisorStart value = "ID_SUPERV_EVENT10" /> <SupervisorFinish value = "" /> </EFPRowdy> <!-- DG --> <EFPBomber> <Enabled value = "0" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "0.8" /> <!-- MaxDistance: in meter (max. way between bomb and bomber) --> <MaxDistance value = "150.0" /> <!-- time till person becomes active gangster --> <MinDurationBetweenEventsOffset value = "90.0" /> <!-- MinBombTime: minimum seconds till bomb explods --> <MinBombTime value = "90.0" /> <!-- MaxBombTime: maximum seconds till bomb explods --> <MaxBombTime value = "120.0" /> <!-- Armed: probability in percent --> <Armed value = "50.0" /> <Worth value = "15.0" /> <SupervisorStart value = "ID_SUPERV_EVENT14" /> <SupervisorFinish value = "" /> </EFPBomber> <!-- DG --> <EFPHostageTaking> <Enabled value = "0" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "0.8" /> <!-- Time to send a flight car --> <TimeFlightCar value = "180.0" /> <!-- MaxDistance: in meter (max. distance between committer and victim) --> <MaxDistance value = "150.0" /> <!-- time till person becomes active gangster --> <MinDurationBetweenEventsOffset value = "90.0" /> <Worth value = "15.0" /> <SupervisorStart value = "ID_SUPERV_EVENT13" /> <SupervisorFinish value = "" /> </EFPHostageTaking> <!-- DG --> <EFPArsonist> <Enabled value = "0" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "0.8" /> <!-- Time to next arson --> <TimeToNextArson value = "45.0" /> <!-- MaxDistance: in meter (max. distance between committer and victim) --> <MaxDistance value = "100.0" /> <!-- time till person becomes active gangster --> <MinDurationBetweenEventsOffset value = "90.0" /> <Worth value = "30.0" /> <SupervisorStart value = "ID_SUPERV_EVENT12" /> <SupervisorFinish value = "" /> </EFPArsonist> <!-- DG --> <EFPDemonstration> <Enabled value = "0" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "1.0" /> <!-- MaxDistance: in meter (max. distance between committer and victim) --> <MaxDistance value = "300.0" /> <!-- time till person becomes active gangster --> <MinDurationBetweenEventsOffset value = "180.0" /> <MaxAttractRadius value = "25.0" /> <MaxDemonstrants value = "10" /> <MaxMolCockTime value = "30.0" /> <MaxMolCockBurnChance value = "75" /> <CalmDownTime value = "60.0" /> <Worth value = "8.0" /> <SupervisorStart value = "ID_SUPERV_EVENT11" /> <SupervisorFinish value = "" /> </EFPDemonstration> <!-- DG --> <EFPBankRobbery> <Enabled value = "0" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "0.8" /> <!-- Time to stay in bank --> <TimeInBank value = "15.0" /> <!-- MaxDistance: in meter (max. distance between committer and victim) --> <MaxDistance value = "50.0" /> <!-- time till person becomes active gangster --> <MinDurationBetweenEventsOffset value = "30.0" /> <Worth value = "5.0" /> <SupervisorStart value = "ID_SUPERV_EVENT25" /> <SupervisorFinish value = "" /> </EFPBankRobbery> <!-- DG --> <EFPPickpocketing> <Enabled value = "0" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "2.0" /> <!-- MaxDistance: in meter (max. distance between committer and victim) --> <MaxDistance value = "50.0" /> <!-- time till person becomes active gangster --> <MinDurationBetweenEventsOffset value = "30.0" /> <!-- Armed: probability in percent --> <Armed value = "25.0" /> <Worth value = "3.0" /> <SupervisorStart value = "ID_SUPERV_EVENT24" /> <SupervisorFinish value = "" /> </EFPPickpocketing> <!-- DG --> <EFPEventSuicideDrowning> <Enabled value = "0" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "1.5" /> <Worth value = "3.0" /> <MaxDistance value = "50" /> <SupervisorStart value = "ID_SUPERV_EVENT26" /> <SupervisorFinish value = "" /> </EFPEventSuicideDrowning> <!-- DG --> <EFPEventSuicideTrack> <Enabled value = "0" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "1.0" /> <Worth value = "3.0" /> <MaxDistance value = "50" /> <ChanceChangeMind value = "50.0" /> <SupervisorStart value = "ID_SUPERV_EVENT26" /> <SupervisorFinish value = "" /> </EFPEventSuicideTrack> <!-- DG --> <EFPEventSuicideWindow> <Enabled value = "0" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "0.8" /> <Worth value = "3.0" /> <ChanceChangeMind value = "25.0" /> <WaitingTime value = "180.0" /> <WaitingTimeIncrease value = "30.0" /> <SupervisorStart value = "ID_SUPERV_EVENT27" /> <SupervisorFinish value = "" /> </EFPEventSuicideWindow> <!-- AE --> <EFPEventCivilcarDefect> <Enabled value = "0" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "1.0" /> <!-- AverageTimeTillExplode (in sec. - 50% spreading) --> <AverageTimeTillExplode value = "90" /> <Worth value = "8.0" /> <SupervisorStart value = "ID_SUPERV_EVENT09" /> <SupervisorFinish value = "" /> </EFPEventCivilcarDefect> <!-- AE --> <EFPGasExplosion> <Enabled value = "0" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "0.5" /> <Worth value = "15.0" /> <SupervisorStart value = "ID_SUPERV_EVENT32" /> <SupervisorFinish value = "" /> </EFPGasExplosion> <!-- AE --> <EFPEventShortCircuit> <Enabled value = "0" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "1.0" /> <!-- InjureInhousePersons: probability in percent --> <InjureInhousePersons value = "50.0" /> <!-- BurnHouse: probability in percent --> <BurnHouse value = "50.0" /> <Worth value = "10.0" /> <SupervisorStart value = "ID_SUPERV_EVENT03" /> <SupervisorFinish value = "" /> </EFPEventShortCircuit> <!-- AE --> <EFPRunningAmok> <Enabled value = "0" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "0.5" /> <!-- ReactionRange: in meters --> <ReactionRange value = "25.0" /> <!-- ShootRange: in meters --> <ShootRange value = "20.0" /> <!-- Spread: in degrees --> <Spread value = "5.0" /> <!-- ShootPower: in percent --> <ShootPower value = "250" /> <!-- ShotDuration: in seconds --> <ShotDuration value = "1.0" /> <!-- SightAngle: in degrees --> <SightAngle value = "120.0" /> <!--- resistance agains shots: like in editor --> <ResistanceShot value = "0.0" /> <Worth value = "15.0" /> <SupervisorStart value = "ID_SUPERV_EVENT40" /> <SupervisorFinish value = "" /> </EFPRunningAmok> <!-- AE --> <EFPBecomingMurderer> <Enabled value = "0" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "1.0" /> <!-- MaxDistanceToVictim: in meter --> <MaxDistanceToVictim value = "25.0" /> <!-- time till person becomes active gangster --> <MinDurationBetweenEventsOffset value = "15.0" /> <Worth value = "6.0" /> <SupervisorStart value = "ID_SUPERV_EVENT39" /> <SupervisorFinish value = "" /> </EFPBecomingMurderer> <!-- AE --> <EFPEarthquake> <Enabled value = "0" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "0.3" /> <!-- AverageNumberOfBurningHouses (50% spreading) --> <AverageNumberOfBurningHouses value = "2" /> <!-- AverageNumberOfInjuredPersons (50% spreading) --> <AverageNumberOfInjuredPersons value = "6" /> <!-- CameraShakeDuration (in sec.) --> <CameraShakeDuration value = "10.0" /> <!-- CameraShakeStrength --> <CameraShakeStrength value = "30.0" /> <Worth value = "25.0" /> <SupervisorStart value = "ID_SUPERV_EVENT16" /> <SupervisorFinish value = "" /> </EFPEarthquake> <EFPEventRailwayCrossingFailure> <!-- Bahnschranke defekt --> <Enabled value = "0" /> <AverageFrequency value = "8.0" /> <Worth value = "8.0" /> <SupervisorStart value = "ID_SUPERV_EVENT38" /> <SupervisorFinish value = "" /> </EFPEventRailwayCrossingFailure> <EFPBirdFlu> <!-- Vogelgrippe --> <Enabled value = "0" /> <AverageFrequency value = "1.0" /> <Worth value = "5.0" /> <SupervisorStart value = "ID_SUPERV_EVENT_D01" /> <SupervisorFinish value = "" /> <!-- ContamRange: in meter --> <ContamRange value = "5.0" /> </EFPBirdFlu> <EFPHail> <!-- Hagelschauer --> <Enabled value = "0" /> <AverageFrequency value = "1.0" /> <Worth value = "5.0" /> <SupervisorStart value = "ID_SUPERV_EVENT_D02" /> <SupervisorFinish value = "" /> <!-- MinVictims: minimale Anzahl Opfer --> <MinVictims value = "1" /> <!-- MaxVictims: maximale Anzahl Opfer --> <MaxVictims value = "1" /> <!-- MinDamagedVehicles: minimale Anzahl zerstörter Fahrzeuge --> <MinDamagedVehicles value = "1" /> <!-- MaxDamagedVehicles: maximale Anzahl zerstörter Fahrzeuge --> <MaxDamagedVehicles value = "1" /> </EFPHail> <EFPAmokDrive> <!-- Amokfahrt --> <Enabled value = "0" /> <AverageFrequency value = "1.0" /> <Worth value = "5.0" /> <SupervisorStart value = "ID_SUPERV_EVENT_D03" /> <SupervisorFinish value = "" /> <!-- MaxPathDistance: in units --> <MaxPathDistance value = "1000.0" /> </EFPAmokDrive> <EFPTrafficJam> <!-- Stau --> <Enabled value = "0" /> <AverageFrequency value = "1.0" /> <Worth value = "5.0" /> <SupervisorStart value = "ID_SUPERV_EVENT_D05" /> <SupervisorFinish value = "" /> <!-- NumCarsStart: minimale Anzahl Fahrzeuge, bis Stau erkannt wird --> <NumCarsStart value = "20" /> <!-- NumCarsFinish: maximale Anzahl Fahrzeuge bis Stau als aufgelöst erkannt wird --> <NumCarsFinish value = "10" /> <!-- CountdownTime: Zeit in der Stau aufgelöst werden muss (in sec.) --> <CountdownTime value = "180.0" /> </EFPTrafficJam> <EFPHydrantDamaged> <!-- Defekter Hydrant --> <Enabled value = "0" /> <AverageFrequency value = "1.0" /> <Worth value = "5.0" /> <SupervisorStart value = "ID_SUPERV_EVENT_D06" /> <SupervisorFinish value = "" /> </EFPHydrantDamaged> <EFPSaboteur> <!-- Saboteur --> <Enabled value = "0" /> <AverageFrequency value = "1.0" /> <Worth value = "5.0" /> <SupervisorStart value = "ID_SUPERV_EVENT_D04" /> <SupervisorFinish value = "" /> <!-- SaboteurTime: Dauer einer Sabotage (in sec.) --> <SaboteurTime value = "15.0" /> <!-- WaitTime: Wartezeit nach einer Sabotage (in sec.) --> <WaitTime value = "20.0" /> <!-- AverageTimeTillExplode: Mittlere Zeit bis sabotiertes Fahrzeug explodiert (in sec.) --> <AverageTimeTillExplode value = "60.0" /> </EFPSaboteur> <EFPElectricShock> <!-- Stromschlag --> <Enabled value = "0" /> <AverageFrequency value = "1.0" /> <Worth value = "5.0" /> <SupervisorStart value = "ID_SUPERV_EVENT_D11" /> <SupervisorFinish value = "" /> <!-- AreaRadius: Bereich in dem Personen verletzt werden (in units) --> <AreaRadius value = "250.0" /> </EFPElectricShock> <EFPSniper> <!-- Scharfschütze --> <Enabled value = "0" /> <AverageFrequency value = "1.0" /> <Worth value = "5.0" /> <SupervisorStart value = "ID_SUPERV_EVENT_D10" /> <SupervisorFinish value = "" /> <!-- ActionRange: Aktionsradius in meter --> <ActionRange value = "30.0" /> <!-- ShootRange: Schussradius in meter --> <ShootRange value = "35.0" /> <!-- CivilsFleeRange: Fluchtradius für Zivilisten un meter --> <CivilsFleeRange value = "12.0" /> </EFPSniper> <EFPMissingPerson> <!-- Vermisste Person --> <Enabled value = "0" /> <AverageFrequency value = "1.0" /> <Worth value = "5.0" /> <SupervisorStart value = "ID_SUPERV_EVENT_D07" /> <SupervisorFinish value = "" /> <!-- InjureFactor: Grad der Verletzung (0..1) --> <InjureFactor value = "0.5" /> </EFPMissingPerson> <EFPHomicide> <!-- Mordopfer --> <Enabled value = "0" /> <AverageFrequency value = "1.0" /> <Worth value = "5.0" /> <SupervisorStart value = "ID_SUPERV_EVENT_D08" /> <SupervisorFinish value = "" /> <!-- AttractorRadius: Bereich in dem Helfer gesucht werden (in units) --> <AttractorRadius value = "1000.0" /> </EFPHomicide> <EFPRadioactiveCloud> <!-- Radioaktive Wolke --> <Enabled value = "0" /> <AverageFrequency value = "1.0" /> <Worth value = "5.0" /> <SupervisorStart value = "ID_SUPERV_EVENT_D09" /> <SupervisorFinish value = "" /> <!-- ContaminationRadius: Bereich in dem Personen kontaminiert werden (in units) --> <ContaminationRadius value = "1000.0" /> </EFPRadioactiveCloud> <EFPZombie> <!-- Zombies --> <Enabled value = "0" /> <AverageFrequency value = "1.0" /> <Worth value = "5.0" /> <SupervisorStart value = "ID_SUPERV_EVENT_D12" /> <SupervisorFinish value = "" /> <!-- IgnoreDate: Nur an Halloween/Immer --> <IgnoreDate value = "0" /> </EFPZombie> <EFPZombie> <!-- Silvester --> <Enabled value = "0" /> <AverageFrequency value = "1.0" /> <Worth value = "5.0" /> <SupervisorStart value = "ID_SUPERV_EVENT_D13" /> <SupervisorFinish value = "" /> <!-- Duration: Dauer des Feuerwerks --> <Duration value = "180.0" /> <!-- IgnoreDate: Nur an Silvester/Immer --> <IgnoreDate value = "0" /> </EFPZombie> </events> <cleanup> <wait min="300.0" max="600.0"/> <choppedtree safetyradius_nopeople="8.0" safetyradius_nofire="50.0"/> <killedperson safetyradius="20.0"/> <deleteobject safetyradius="20.0"/> <deletewreck safetyradius="20.0"/> <unburnobject safetyradius="100.0"/> <restoreposition safetyradius_source="10.0" safetyradius_destination="10.0"/> <sliceablecar waitmultiplier="5"/> </cleanup> <timezones> <!-- night (normal) --> <timezone starttime="06:00"> <pickpocketing factor="0.5"/> <runningamok factor="0.5"/> <murderer factor="1.0"/> <shoplifting factor="0.0"/> <vehicletraffic factor="2.0"/> <persontraffic factor="2.0"/> <bomber factor="0.5"/> <rowdy factor="0.5"/> <hostagetaking factor="0.5"/> <arsonist factor="0.5"/> <rabiddog factor="0.5"/> <demonstration factor="0.5"/> <bankrobbery factor="0.5"/> <!-- <weather changeduration="15.0"> <fog intensity="0.5" color="a0a0a0"/> <rain intensity="0.0"/> <storm intensity="0.0" speed="0.0"/> <flash frequencyfactor="0.0"/> <sound name=""/> <sound2 name=""/> </weather> --> </timezone> <!-- rush hour --> <timezone starttime="07:00"> <pickpocketing factor="0.5"/> <runningamok factor="0.5"/> <murderer factor="0.5"/> <shoplifting factor="0.5"/> <vehicletraffic factor="3.0"/> <persontraffic factor="3.0"/> <bomber factor="0.5"/> <rowdy factor="0.5"/> <hostagetaking factor="0.5"/> <arsonist factor="0.5"/> <rabiddog factor="1.0"/> <demonstration factor="0.5"/> <bankrobbery factor="0.5"/> <!-- <weather changeduration="60.0"> <fog intensity="0.0" color="ffffff"/> <rain intensity="0.0"/> <storm intensity="0.0" speed="0.0"/> <flash frequencyfactor="0.0"/> <sound name=""/> <sound2 name=""/> </weather> --> </timezone> <!-- normal day --> <timezone starttime="10:00"> <pickpocketing factor="1.0"/> <runningamok factor="1.0"/> <murderer factor="0.8"/> <shoplifting factor="1.0"/> <vehicletraffic factor="1.5"/> <persontraffic factor="1.5"/> <bomber factor="1.0"/> <rowdy factor="1.0"/> <hostagetaking factor="1.0"/> <arsonist factor="1.0"/> <rabiddog factor="1.0"/> <demonstration factor="1.0"/> <bankrobbery factor="1.0"/> <!-- <weather changeduration="15.0"> <fog intensity="0.0" color="ffffff"/> <rain intensity="0.0"/> <storm intensity="0.0" speed="0.0"/> <flash frequencyfactor="0.0"/> <sound name=""/> <sound2 name=""/> </weather> --> </timezone> <timezone starttime="12:00"> <pickpocketing factor="1.0"/> <runningamok factor="1.0"/> <murderer factor="1.0"/> <shoplifting factor="1.0"/> <vehicletraffic factor="1.0"/> <persontraffic factor="1.0"/> <bomber factor="1.0"/> <rowdy factor="1.0"/> <hostagetaking factor="1.0"/> <arsonist factor="1.0"/> <rabiddog factor="1.0"/> <demonstration factor="1.0"/> <bankrobbery factor="1.0"/> <!-- <weather changeduration="60.0"> <fog intensity="0.1" color="a0a0a0"/> <rain intensity="0.0"/> <storm intensity="0.0" speed="0.0"/> <flash frequencyfactor="0.0"/> <sound name=""/> <sound2 name=""/> </weather> --> </timezone> <timezone starttime="13:00"> <pickpocketing factor="1.0"/> <runningamok factor="1.0"/> <murderer factor="1.5"/> <shoplifting factor="1.5"/> <vehicletraffic factor="1.5"/> <persontraffic factor="1.5"/> <bomber factor="1.0"/> <rowdy factor="1.0"/> <hostagetaking factor="1.0"/> <arsonist factor="1.0"/> <rabiddog factor="1.0"/> <demonstration factor="1.0"/> <bankrobbery factor="1.0"/> <!-- <weather changeduration="60.0"> <fog intensity="0.2" color="a0a0a0"/> <rain intensity="0.0"/> <storm intensity="0.0" speed="0.0"/> <flash frequencyfactor="0.0"/> <sound name=""/> <sound2 name=""/> </weather> --> </timezone> <timezone starttime="15:00"> <pickpocketing factor="1.5"/> <runningamok factor="1.0"/> <murderer factor="1.0"/> <shoplifting factor="1.5"/> <vehicletraffic factor="1.0"/> <persontraffic factor="1.0"/> <bomber factor="1.0"/> <rowdy factor="1.0"/> <hostagetaking factor="1.5"/> <arsonist factor="1.5"/> <rabiddog factor="1.5"/> <demonstration factor="2.0"/> <bankrobbery factor="2.0"/> <!-- <weather changeduration="20.0"> <fog intensity="0.3" color="7F7F7F"/> <rain intensity="0.5"/> <storm intensity="0.1" speed="0.2"/> <flash frequencyfactor="0.0"/> <sound name="mod:Audio/Ambient/rain01.wav"/> <sound2 name=""/> </weather> --> </timezone> <!-- evening --> <timezone starttime="18:00"> <pickpocketing factor="3.0"/> <runningamok factor="1.5"/> <murderer factor="1.5"/> <shoplifting factor="3.0"/> <vehicletraffic factor="2.0"/> <persontraffic factor="2.0"/> <bomber factor="1.5"/> <rowdy factor="1.5"/> <hostagetaking factor="1.5"/> <arsonist factor="1.5"/> <rabiddog factor="1.5"/> <demonstration factor="1.0"/> <bankrobbery factor="1.0"/> <!-- <weather changeduration="25.0"> <fog intensity="0.0" color="ffffff"/> <rain intensity="0.0"/> <storm intensity="0.0" speed="0.0"/> <flash frequencyfactor="0.0"/> <sound name=""/> <sound2 name=""/> </weather> --> </timezone> <!-- night (dangerous) --> <timezone starttime="21:00"> <pickpocketing factor="2.5"/> <runningamok factor="1.0"/> <murderer factor="3.0"/> <shoplifting factor="0.0"/> <vehicletraffic factor="1.0"/> <persontraffic factor="1.0"/> <bomber factor="1.0"/> <rowdy factor="3.0"/> <hostagetaking factor="0.5"/> <arsonist factor="2.0"/> <rabiddog factor="0.5"/> <demonstration factor="0.0"/> <bankrobbery factor="0.0"/> <!-- <weather changeduration="15.0"> <fog intensity="0.0" color="ffffff"/> <rain intensity="0.0"/> <storm intensity="0.0" speed="0.0"/> <flash frequencyfactor="0.0"/> <sound name=""/> <sound2 name=""/> </weather> --> </timezone> <!-- night (normal) --> <timezone starttime="02:00"> <pickpocketing factor="2.5"/> <runningamok factor="1.5"/> <murderer factor="3.0"/> <shoplifting factor="0.0"/> <vehicletraffic factor="1.0"/> <persontraffic factor="1.0"/> <bomber factor="1.0"/> <rowdy factor="1.5"/> <hostagetaking factor="0.5"/> <arsonist factor="1.0"/> <rabiddog factor="1.0"/> <demonstration factor="0.0"/> <bankrobbery factor="0.0"/> <!-- <weather changeduration="15.0"> <fog intensity="0.0" color="ffffff"/> <rain intensity="0.0"/> <storm intensity="0.0" speed="0.0"/> <flash frequencyfactor="0.0"/> <sound name=""/> <sound2 name=""/> </weather> --> </timezone> </timezones> <climate initial="fair"> <weather name="fair" changeduration="15.0" minduration="60" maxduration="180"> <fog intensity="0.0" color="ffffff"/> <rain intensity="0.0"/> <storm intensity="0.0" speed="0.0"/> <flash frequencyfactor="0.0"/> <sound name=""/> <sound2 name=""/> <transition state="cloudy" weight="1.5"/> <transition state="misty" weight="0.7"/> </weather> <weather name="cloudy" changeduration="15.0" minduration="60" maxduration="180"> <fog intensity="0.3" color="7F7F7F"/> <rain intensity="0.0"/> <storm intensity="0.0" speed="0.0"/> <flash frequencyfactor="0.0"/> <sound name=""/> <sound2 name=""/> <transition state="fair" weight="1.0"/> <transition state="misty" weight="0.7"/> <transition state="light rain" weight="1.5"/> </weather> <weather name="misty" changeduration="7.0" minduration="30" maxduration="90"> <fog intensity="0.7" color="a0a0a0"/> <rain intensity="0.0"/> <storm intensity="0.0" speed="0.0"/> <flash frequencyfactor="0.0"/> <sound name=""/> <sound2 name=""/> <transition state="fair" weight="0.5"/> <transition state="cloudy" weight="1.0"/> <transition state="light rain" weight="1.0"/> </weather> <weather name="light rain" changeduration="15.0" minduration="60" maxduration="180"> <fog intensity="0.1" color="7F7F7F"/> <rain intensity="0.2"/> <storm intensity="0.1" speed="0.1"/> <flash frequencyfactor="0.0"/> <sound name=""/> <sound2 name=""/> <transition state="cloudy" weight="1.0"/> <transition state="misty" weight="0.7"/> <transition state="heavy rain" weight="1.0"/> <transition state="thunderstorm" weight="1.5"/> </weather> <weather name="heavy rain" changeduration="15.0" minduration="60" maxduration="180"> <fog intensity="0.3" color="7F7F7F"/> <rain intensity="0.5"/> <storm intensity="0.1" speed="0.2"/> <flash frequencyfactor="0.0"/> <sound name="mod:Audio/Ambient/rain01.wav"/> <sound2 name=""/> <transition state="misty" weight="0.7"/> <transition state="light rain" weight="1.0"/> <transition state="thunderstorm" weight="2.0"/> </weather> <weather name="thunderstorm" changeduration="15.0" minduration="60" maxduration="180"> <fog intensity="0.4" color="606060"/> <rain intensity="1.0"/> <storm intensity="0.5" speed="0.4"/> <flash frequencyfactor="1.0"/> <sound name="mod:Audio/Ambient/rain02.wav"/> <sound2 name="mod:Audio/Ambient/thunder02.wav"/> <transition state="heavy rain" weight="1.0"/> <transition state="light rain" weight="1.0"/> </weather> </climate> </freeplayparameters>
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Hey. I still have those CTDs. I get them everytime I play EM4. They happens from right after I loaded singleplayer to minutes into the game. I don't know how many time I've tried to re-install the game. I still have the same problem. Logfile: Please help me! Thanks in advance.
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I got Emergency 4 Deluxe.
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The map is great w00d. Keep up the good work. It's just that I found a bug. I don't know if anyone has posted this after the release of v1.1. but I'll give it a try. I still experience that police cars etc. drives on the sidewalk when they are responding to a scene. And sometimes they don't even find the road but tries to drive on the gras instead.
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I got another screenshot from the other bug at the highway. Cars drive on the wrong side of the road.
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You need to have a zip program. I suggest you download TugZip first. Then it will be easier for me to guide you. Download it from here: http://www.tugzip.com/index.php?page=downloads Press on the country closest to you and then download. Then follow the instructions on screen. When you have downloaded it, install it. Follow the description you get. Ok, so now you download both maps again (easiest that way). Remember to save them, it doesn't really matter where you put them. When they are downloaded it should be automatically opened in TugZip. Then you right-mouse-click on the file called "Los Angeles mod v1.7" (if Im not wrong). Press extract, you will now get a new window opened. You put it in /My Computer/Harddrive/Program Files/Sixteen tons entertainment/Emergency 4/Mods/Los Angeles Mod v1.7. Now you will be asked if you want to overwrite the file. Press "Yes". Do this again with the other file. If this didn't work. Please tell me and I will try to help you.
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Here is the screenshot. Hope this helps understanding. The people can't get past it. They can only pass it one way but not the other...
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The map is great. Keep ut the good work Just that I found some bugs. At the roadwork at the side of the intersection (not the one on it), when there is a call from a injured person the emergency units can get into the person but not out. You have to get a firefighter to move the wheelbarrow. The redirecting bug... when you redirect someone on the highway they turn around but they drive on the wrong side. And they end up stuck at the roadwork on the intersection. There is also a lot of other places around the map. PS: I will try to get a screenshot later.
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You have to move it to the emergency folder, and then mods. Move the unzipped file there and overwrite the older one. This should work But you need to download both maps for it to work. Normal map and deluxe map in this topic.