YSB
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About YSB
- Birthday 06/03/1976
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USA
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Computers, Music, Active EMT.
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Ok! Here it is! https://www.mediafire.com/file/d3zea7hwwrjr9dp/Los_Angeles_Mod_v2.0_4x4_-_YSB_V1.4.e4mod/file I don't remember anymore what changes it has from 1.3 but I'm pretty sure I fixed or created a water accident plus I fixed some other accident events. Enjoy!
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Alright. I made the installer package. It's too big to upload here though. Any suggestions on where to upload it?
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If you have v1.3 and want to post it be my guest but I want to post an updated version as 1.4. While I never finished everything I planned for 1.4 and I probably won't, I did add/fix a few nice events that were not in 1.3. Just remind me how to package it. The last time I did it was like 10 years ago. I've long forgotten the procedure and I don't want to take a lot of time figuring it out again.
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It's been a looong time since I abandoned my work here. It was just taking up too much time, my computer was too slow, I got too busy with real life, etc, etc. I came across it tonight and I figured it's about time I show up again. Way back when I was supposed to release version 1.4 but that never happened. I did fix a bunch of stuff and add some stuff since 1.3 and I'd be happy to share it if anyone still wants it. After all this time I'm not sure if anyone is still playing this. Here's the catch; after all this time I don't remember any more how I packaged and uploaded the mod and I don't have a lot of time to figure it out. If anyone still wants this mod and can point me to instructions on how to do this I'll try to actually do it. On another note, if anyone wants to mod my mod you have full permission as long as myself and all other persons involved with the mod are credited.
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I've been trying for a very long time to get a car-in-water accident to work in my YSB submod of 4x4's submod of the LAmod. I think I've tried just about everything but the missions just don't happen. Hoppah, were any changes made to the scripts or parameters in the new map that I may have missed that are preventing them from happening? Do any properties need to be changed in the water? Has anyone else discovered anything that may prevent an accident from occuring even though all the objects are named correctly? Incidentally there is a regular land accident (behind the northern fire station) that won't happen either. I don't know if it was originally created by Hoppah or 4x4. I've tried to pretty much delete the whole thing and re-create it but it didn't help. I've gone over the name of every object, its placement, its properties and anything else I could think of but it still doesn't work. Can anyone think of anything else I could check? Thanks! YSB
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Hi everyone. Sorry for disappearing on you for so long. I guess a little thing called life kind of got in the way. I've been tweaking around with my mod and have made some small improvements and changes. I'm not satisfied yet with releasing it as a new version yet. I had some ideas on how to fix a number of small issues I've come across but I haven't had the time to really work on them. I do hope to eventually release a version 1.4 but I can't really say when. I really want to get those water rescues working first and I'm still clueless as to why they won't work. I'll keep trying though. Stay tuned!
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I didn't know there was a problem there. I guess I never use more than 1 PP car. I'll check it out. Thanks for the tip!
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That makes sense but if you call for a tower light squad I think it would in fact dispatch the Engine 7. Again, personally I never use engine 7 so I haven't tried it.
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Installers are not so easy to put together in a case like this and carry some risk if someone changed the names of certain folders. Most people out there either know how to copy/paste or know someone else who does who can help them. Unfortunately an installer for such a submod is not likely to happen any time soon. Interchangeable units as you would like them are very hard to create. There is a lot of programming involved in making the logic of which truck goes to which space when returned to the station and where to look for a truck when dispatched, which gates to open at the station etc. In some cases it's not that hard IF there is only one possible space for a vehicle to go. Once you start with multiple possible places for the same truck it starts getting sticky. Especially if there are two possible driveways at the same station like you would have if you put all ALS engines at FS1. These things are NOT simply done by swapping some folders. It probably took me well over an hour or more to put the Foam Tender behind FS2 and get it to park properly. Changing units around in some cases can be a fairly quick find/replace in the scripts for one truck in one space but it could take hours to code and debug the scripts needed to make interchangeable units. If there is a particular unit that you want to have available that is not yet on the map let me know and I'll see what I can do for you. No promises though. You mention the engine in FS2, in my mod that was already replaced with an engine 1 LED. Someone asked me if you could still put an engine 7 at FS2 and I haven't checked into it yet. I may have left enough code behind that an engine 7 will park at FS2 if the space is empty. I'm not sure though. I'm glad you're enjoying it though. That's what I put it here for. Keep having fun!
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Thanks! Point taken that the body type doesn't prove anything. As I said in my first post though my main priority is functionality in gameplay and to that end I find Rescue 7 to be very useful as is so I think I'm going to leave it that way. Sorry. re: charging a fee for dispatching units from the station. I think I will in the next version. I'm working now on making FS1 a bit more efficient. I also tried again to make the accident with the car in the water work and to make the gas explosion on the ship work. So far I haven't gotten either mission so I don't know if I succeeded yet or not. Beyond that I don't know if there's too much more to change in this sub-submod I still want to fix up the dispatch of light squads so they shouldn't be limited to the truck in the station. Maybe I'll try to get that into the next update as well. Look out for version 1.4 some time in the near future. Xplorer, let me see how long it takes me to get the latest fixes into the unchanged edition and I'll try to post it here as one patch. If I see I don't have time to do the latest fixes then I'll post the files I already sent you and post a second patch later. Enjoy!
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Dyson, I PMed you a while back with an offer to help with scripting. It seems you haven't noticed it yet. When you have a chance look for a PM from YSB and let me know if my offer is of interest to you. All the best!
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If you want to edit the scripts yourself you would also have to edit the ToFireStation script since right now the ladder is programmed to go to FS1. You would need to change it to go to FS2 instead. You might also have to edit the gate scripts so the correct gates open and close when the truck gets there.
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The way I see it, having Rescue 7 as just a rescue doesn't really make sense. First, because you already have a USAR truck and Rescue 7 wouldn't serve any real purpose. Second, the body type is much more ambulance style than rescue truck style. Alternatively it could be made into just a 2-patient ambulance. This would give it a distinctive role and fit its profile but I really like having the jaws on board so I don't need an extra rescue truck at an MVA. I have to double check what equipment it has right now. It really shouldn't have any other rescue equipment besides the jaws but I don't think it has anything, besides jaws, that the regular ambulances don't have. If I find anything else I might take it off. As far as SCBA goes, truth be told, SCBA is NEVER needed in freeplay. There are no injuries to firefighters from smoke in freeplay even without SCBA. I wish I could figure out how to change that but that's the way it is for now. I use the SCBA for two reasons. First, I use the extra 2 ffs on the truck as utility guys. If I need some chain-saw work or if there are injured persons in the burning building or if I want to send a ff with an extinguisher into the building those are the guys I use. For a regular fire where all I need are hoses I just use rapid-deploy and leave the two extra guys alone. The SCBA makes them clearly identifiable as the utility guys even without clicking on them. Second, for every ff you have on the field, the cost of dispatching a ff from HQ goes up. Having a ff in SCBA though does not raise the price of a plain ff. By putting the two utility guys in SCBA they won't effect the cost of dispatching a ff if I have to do that for some reason. In order to add some challenge to the game I might consider charging a fee to dispatch a unit from the station (right now no charges are assessed for that). Not in multiples the way the game charges for units dispatched from HQ but at least the base price should be charged to give you at least some incentive not to over-dispatch and to keep your units in good health. Does anyone think that's a good idea? Can you be more specific on what units you want and which ones can't be dispatched? In this sub-submod most of the units are already unlocked.
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Just use the Xplorer4x4 submod. It's already done there.
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I'm assuming you got it installed by now. In terms of changing specs, I'm if you are using Vista or Windows 7 this a 'security' feature of Windows. You need to copy the file you want to change to the desktop, do and save the changes on the desktop version, then copy the changed file back to its original location replacing the existing file. I don't remember offhand how much of the Engine17 code I kept. Try to send the engine in FS2 back to HQ, call out an Engine 17 and try to send it to station. If my memory serves me correctly it should work. The one catch is that if you send an Engine1 back to station while Engine 17 is out, if FS2 is closer the Engine 1 will take the space instead. To prevent that there is one line in the ToFireStation script you could change that will reject the Engine 1 when it tries to park there. The engine might still try to go to FS2 but it will ultimately go to FS1 instead. To completely stop it from looking at FS2 there is a larger block of code that has to be edited that is a bit too complicated to explain here. Yea, a friend of mine told me the same thing. I guess I still didn't quite get it right. Maybe I'll get it right for version 1.4. Has anyone yet gotten the mission with the car in the water? I'd love to know if that one's working or not. I've also found another small bug where a diver goes to the SWR truck when you pull the alarm even if there is already a diver in the truck. you then end up with a bunch of divers hanging around the parking lot. I think that covers things for now. Enjoy!