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Everything posted by MikeyPI
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Whether we do this somewhat relaxing hobby or we work, we're enslaved:( so at the close of the day other than a few days break from working on this mod and other co-ops we would either have to do this or think about work, family, etc, work again... We prefer this, its at least something fun:) We at least appreciate that fact that so many people understand we're human and show the appreciation for the things we're trying to do to improve the quality of experience for others.' Happy holidays.
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Firefighters can choppy choppy trees down, occasionally i've nearly hit pedestrians with them, almost smacked a police officer in a fun game of tractor tipping too. Really you have to use the ff to move the trees I think, unless that has changed usually smaller trees can be moved about from what I remember, once again that's another feature i've never played much with. You SHOULD be able to add roots to a tree, but it is still the problem of making the trees fall. When you play a friendly game of landscaping via FF, the trees tend to land completely randomly, they don't follow any particular path down. I have a video where I did some landscaping to make the tractor-tipping obstacle course to make the tractor flip and roll. DPW is more often in major locales responsible for landscaping downed trees into firewood but I aint sure how often you would need to do that, other than areas where trees gotta go. I sware at times I wish the bulldozer could run over trees, I ran over small trees doing a wheely on a quad without breaking it so I don't get why the dozer can't do that job too. One of those things I guess. Adding new events is hard if not impossible, basically from my knowledge we have to work with what is available, that's not to say would couldnt try to tweak a pre-existing mission into something else, but I honestly do not know how stable it'd be nor if it would work at all Take care mk
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Yeah not a problemo:) mikesphotos plays with EVERYTHING, I rarely use all the scripts, I tend to end up missing half of them:( I am NOT the scripting guy, so I rarely test them unless specifically asked, so I miss a good deal of them, unfortunately. I assumed that LA Mod still was stuck with one FF treating, great addition to be able to hurry up the pace in a mass casualty scenario but I didnt know it was there either... have fun guys, mk. EDIT**** Please if you believe something works that I call dead and can't work outright, please try to explain to me in as much detail as possible where it is in the mod and I will check it out as I can to verify if it works or does not work correctly, other mods I don't have:( already have LA mod 200X so adding more mods would just make my folders look like the Mod yellowpages. If it is from another mod go into depth about how it works and if there are any bugs, if someone else made it work stable we might be able to find a way to make it work, assuming it is functional and related to America-style mods of course:)
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Basically I think it works off the LA Stabilize script instead of default heal. Since the guys don't have medical bags, they just act as though they are stabilizing the victim, while the other guy is "healing" him. When the medical doctor guy is done, the others will stay and keep the victim stable untill he is picked up. So you can have more than one individual pitching in to get someone ready to transport.
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That's what I heard about that mod, is that the stability of the mod is rather lacking:( Some of it's functions are really cool but the game downright hates them, then there are others they have tried to make work but have not gotten there yet. The problem with borrowing from that mod is that they have changed so many things it really is hard to tell what exactly the culprit is when your game crashes:( Our mod you're usually very good in SP, in MP shutting down the log file usually fixes the stability issues, with the exception of a few we've still not figured out. We have tried everything under the sun to try to get this to work correctly (I wanted it too since a car is cheaper than a helicopter) but dynamic pathing seems to be what we can't crack, the car always moves to the target's last known position instead of to the target. Basically we can only make it behave as move does right now, unless the car is stupid enough to stop for fast food or gas we can't catch him. As for the other function, I think it's hard coded that we can't make the guys all work on someone at once, it doesnt really have to do with animation restrictions, but more the heal script. It might be possible to ammend the script to add a multiplyer to it for when more persons are present and trying to work on someone to increase the rate of healing, but I honestly don't know.
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We personally have not made it work to any level of satisfaction by our standards. The Winterberg mod has many features that semi-function, I am not sure if this is one of them, but in a good deal of cases their addons tend to make things unstable. Since the game is already unstable to begin with we do not wish to make it worse wherever possible. You can do this particular function during a mission without a problem, but doing it in freeplay for us is something we have failed to manage to make work correctly.
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That is Federal Protective Services, they have been around for a while. Basically their purpose is to protect federal buildings, you will see that car around federal buildings mainly, not really straying too far away. That may have changed since they merged into the DHS system but I doubt it.
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I am pretty sure that with these scripts it is either one or the other. The Unit can either HEAL or Stabilize, not both. Edit: Some posts have been cleaned out, nobody did anything wrong, just doing some cleaning:) The responses were kept to the suggestions wherever possible so that the ones not added to the list up front are still noted.
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In all honesty, there is no need for a S.W.A.T. Commander either for the fact that really when you need swat you're sending either the vic or one of the apc's anyway to address the problem. Having another unit would just take more work to employ and it would not add a ton of new features to the mod. The reason the Fire/EMS have that option is because sometimes you have missions that are more involving and can require more assistance. With TEC and PD missions, they tend to be straightforward with the exception of the rioting/protesting people, they can require more assistance but we can't make more commands for the cops. Aside from that most the time it isnt too hard to just summon a car either.
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In Freeplay, no this is not possible, in a mission if your vehicles are following a pre-defined path you can make them follow one another but in the open world of freeplay the path finding is actively done by the vehicles and the trailing vehicle just goes to the last position of the vehicle and stops instead of following it. (IE: the position it was on the map when you told it to follow it) We can't make the cars find an active path to the target, the helo script works differently and makes the cars become non-collision objects so they drive through everything directly to the target. We do not know a way to fix this and every attempt we've made has ended the same way.
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I am unsure if we can add the mask through resistances (but I think so), I know we could add it to the model if we wanted to spend the time doing so. The problem with what you suggest honestly is, the Respiratory masks only protect your lungs, mouth, nose, and eyes, everything else tends to be fair game. Since most suits out there are not Biologically or Chemically protected, if there was a chemical in the area it would still drastically effect the officers. Probrably the suspect too, which is why you don't hear of many attacks where the suspect sticks around to watch. The Fire department has the superior protection for hazardous materials, for law enforcement it is more or less to protect against CS/Tear gas rather than chemicals or biological. Military personnel have pretty decent protection against the threat but I really don't know what necessity they have in the mod. The missions can be accomplished as they are currently, you just have to be careful, which is realistic for the scenarios as they are setup.
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He just replied to a diff topic, he has EM3 version which is why we were confused:) With the EM3 version we are not modifying that version anymore, so you just have to accept that as what it is. This topic is for the EM4 Version of the mod (note the em4 in front of Suggestions/Ideas)
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Yeah if I remember correctly, normally the people exit bunched together if to release them at once. Unfortunately you do better to just try to avoid that by not sending out a ton of men at once, I'll grant it takes some time but if we were to make the men able to take up more space and separate themselves it would end up blocking parking spaces for vehicles and you would get a notification there are no vacant spaces. Ensure that you don't have the entry point blocked for people too, if you block that off they won't be able to follow their script paths and you will have them stack up, unfortunately once again there is not much we can do about it since the fire station is mainly meant for parking more than for a rec room for the men. Hope this helps you out. mk
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Actually, the rear-end collision was known to cause problems with the 1995-1997 Crown Victorias, they could have their fuel tanks ruptured and could have a fire as a result. I had one that was repaired by reinforcing the fuel tank to help prevent the components of the rear end from smashing through and causing a fuel leak. This problem to my knowledge did not effect the Caprices, however it is common on the particular drivetrain setup that both vehicles share. Unfortunately, in a Rear Wheel Drive vehicle there is really nowhere else to put the fuel tank except behind the axle, as such it is highly exposed to the impact of an accident and can rupture. Really cars do not tend to "explode", that is more of a mis-nomer for what they can do. Typically they just rupture and ignite at the fuel tank, with all of the accelerants found in a car they do tend to burn up pretty quick (plastic and fabrics=good fuel). As for your second issue, I am not quite sure what you mean, if I am understanding right you are meaning when you select a unit they tend to bunch up, there really is not much we can do about that since their spawn point is in the fire station. In order to prevent them from blocking truck paths we have to keep them pretty close to where they spawn. You can just send individual personnel out at a time through the CP, but I agree that takes longer. I just accept the fact you spend a bit more time finding the correct units you want for a vehicle, or send them out in groups that are destined for a specific vehicle. I don't stock the vehicles when an event comes, I just keep them loaded up and ready to roll at all times, it helps you respond a bit faster.
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I give you guys alot of credit for trying to work on your mod, the only thing I want to warn you about is that depending on how many modelers you have... Doing the skins in advance might be problematic. Unfortunately some modelers work in different ways and the textures from one vehicle won't work on the next. If you have a small number of modelers you should be fine though (hopefully). Goodluck with your mod.
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People keep wasting my time it'll be sooner for some.
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Zmod 2, Z1 can't do it. Open the file, go to FILE: Export: Change Save as File to Emergency 3 .V3O Ensure Object Name and Save File name match, if they do not you will get an error. Each Object is it's own .V3O file so you have to ensure their names match for every part you have you need to convert to Em Format.
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I sware I might as well just shut this topic down since all I have had to do since it was opened is clean up useless/inappropriate content. It seems that's all I get to do on this forum anymore, having decent discussions is too much to ask I guess. We get the joy during this festive time of year of cleaning up other's messes non stop. I have to delete posts, edit other ones and in the end it doesnt ever die, just comes back in a week. IF I have to deal with one more mess, regardless of the topic I will be shutting it rather than cleaning it up. Grow up! I prefer so much modeling over dealing with this mess, I sware some days I can't even work on the things I actually enjoy because I get to deal with all this.
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This topic is to try to get together for LA MOD Online Play: First, a few things you need to understand before you can play together: Due to the types of connections many people have, you may not be able to host a game yourself, it will not show up online and/or your IP address does not show as hosting a game when people try to join your game. This is caused by your router trying to protect it's self from incomming traffic, if you are familiar with your router, you can try to permit the game by it, but you must also give people the IP for the router in order for them to play with you. Alternatively, you can use a program Hamachi to play the game online, you simply must join into a network together by providing your hamachi IP address, once everyone who is playing is on the same network in hamachi, you enter the hamachi IP address of the host computer for the game into the Direct IP connection option and join their game. Ensure that your Files match 100%, you may not change your files, otherwise the game will not permit you to play with one another. The game checks the files to ensure they are the same before allowing people to play together, changing simple things can cause this error so it is recommended you ensure you have the same exact files. To improve the stability of online play, change your logfile.txt to Read-Only under it's properties. For some reason the log file can make your game crash more often and with the ability to write to it disabled you can play for longer durations without random crashes. Please post the Date and time you wish to get together here, as well as any other info relevant such as any mods to the modification you are intending to run and things like that. Please bear in mind this topic is not for tech support, so make sure you can host the game before you try to propose that you will be doing so.
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The rappel thing still has the same problem as just tossing him out the door, if we do either it still results in the same problem of we can't dump him into the water, it will probrably crash the game. We can't boot him out the door or use the rappel unfortunately.
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This is a dictatorship, not a democracy! We honestly don't care if you want to discuss ideas with one another, if we shoot them down though understand that we will not be pursuing them, but you're welcome to discuss them amongst yourselves. If we decline an idea, there is a specific reason either because of inability to function or we just don't think it adds much to the game to balance the effort required to do it.
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While I understand your point, and agree on some levels, the problem lies in the fact that most the units do not share attributes. For example the police and fire have totally different command options. It may be possible to change the priority of items used on all the types to be first, but they still would not match up in all cases since some units can get things, others can't. I hope you understand what I mean. Realistically I believe the UI is a bit disarrayed for the unfamiliar out there, but those who've gotten used to it tend to be pretty fast at getting what they need. I do not know if we will get around to re-prioritizing the tools and actions since there are a great deal of commands for each individual character that we would have to tweak around to make them easilly accessable.
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In that case, I strongly Recommend you do the following things, basically the ID_xxx thing is from the file not being correct anymore typically. Whenever we modify things and make mistakes in the code it does that like clockwork. Uninstall the mod, Reinstall with a fresh installation (yes I still believe this is the safest measure). Then install the patch for the modification since it does fix some important issues and try the game again. You also should verify that the game does not have any errors without the mod running, since I have no idea what config file you're using but it is possible you have one for a different version than you are running. I believe there are separate config files for 911 and 4. 1.7 Patch 3
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What files have you tampered with? The ID_Options showing up means that you've messed with some files and apparently when you did, you made an error somewhere along the lines. The Log File errors I have gotten online in the LA Mod, some of those errors are from the default maps having pathing issues or prototypes piled on top of one another, we did not do that to the map so don't blame us. I am guessing that you've tampered with a few things, so if you've done a great deal of changes it may be best to reinstall the mod after you've deleted all references to it from the game.
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Basically we can't make the police K-9 work for a few reasons. 1). The dog that is in the game is hard-coded to do the SAR operations, so that particular dog would not work for our intended purposes, even if we could figure out a way to make him behave like a police dog we run into the problem of animations; doggie=person model which means we can't do animations for him:( 2). If we were to say, build our own dog and try to add him, aside from the fact we don't do animals, so between all of us we'd make a sorry excuse for a dog; there is the problem of the animations and trying to make the scripting function correctly without crashes or poor behavior. I just honestly do not know if we could ever really match the duties of a K-9 Dog automatically, and since the speed of the pedestrian units is limited, we can't really make the dog faster than the people for example so he would be of no more use to chase people. He could essentially at best if we got around all the other problems (there are more than I've listed here), he'd only really be able to emulate the armed arrest script at best for a great deal of work to even make it do that. So Realistically I don't know if we'll be spending any time trying to find a workaround to him since there are so many hard-coded things that make this task difficult if not impossible, and on top of that he would probrably not be able to half of what would make him useful. As for the Stand-by script: Basically, you park the vehicle somewhere on the map, anywhere you want and then press the button to put it in standby mode, a message is played that tells you it has entered standby and the lights and sirens are shut off. Essentially taking care of what so many of us do manually. Then when you use a unit that can call in the respective vehicles that have this command, the vehicle that is nearest to the location will be activated and sent to the scene. This allows you to have the closest unit available respond that is on the map, should there be no free units available from either the map or the station, another one will be purchased and sent onto the map automatically (obviously you're going to have to pay for it). About the DTS vehicles, the Standard Limo replaced the Original EM Limo and the sedans are traffic vehicles roaming about, so I was a bit off on that one.