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MikeyPI

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Everything posted by MikeyPI

  1. OEM is more or less a coordinator agency, a city/state level equiv. of the FEMA agency, for tec duties in the game go with DOT or someone similar, really the tec duties are spread over a few agencies depending on the issue, but in the game 1 tec guy is what ya get=/
  2. Nyc does not have cranes, most cities (including LA) use "official police garages" ie: sub-contracted tow companies... NY has tow trucks unlike most cities, but they don't really have a fire or police crane... In the event one might be needed I'd guess they would just sub-contract/lease a mobile construction one... My mod's version of a crane is a stretch on what the thing can really do, It's really just a tow truck/ winch recovery truck... For the game unfortunately ya can't airbag/flip an overturned vehicle, so ya need a crane even if it'll be fictional.
  3. In short, if the mod uses the la fire station scripts, the mod WILL crash w/ the original maps.
  4. Unit ID has to be changed in several locations, otherwise you will see problems like this: UNIT.XML <unit id="ENGINE01"> <campaign> PORTRAITS.XML <string name="ID_PORTRAIT_ENGINE01">FDNY Fire Engine 10</string> INFOTEXTS.XML <string name="ID_NAME_ENGINE01">FDNY Fire Engine 10</string> <string name="ID_PURPOSE_ENGINE01">The fire engine is a real multi-purpose vehicle carrying professionals and equipment for fire fighting, rescue tasks and first response missions. The fire engine has four hose connections. Fire fighters can change at this vehicle too.</string> <string name="ID_TOOLTIP_ENGINE01">FDNY Engine 10</string> METASTRINGS.XML Add any documents you've changed, otherwise it won't find them..
  5. I think you'd have to use standard text format, I do not believe EM4 supports special text formats like those used in arabic. Probrably because it was developed and distributed mainly in latin-based lnguages like english, french, and german.
  6. did you add it to freeplaybase.xml and _d if you have deluxe?
  7. A slight suggestion would be to adding lines for the hood/trunk seams, maybe add some dust/dirt or shading so it doesnt look too "new"... Otherwise looks pretty good=)
  8. TBH we have not decided what we intend to do with it, perhaps incorporate it into a "random" script, the second ladder isnt terribly important, worst case the user could re-enable it if we don't find a way to incorporate it.
  9. It'll replace fs2's ladder, the map is simply too small space-wise to plop another station down in our opinions.
  10. The critical difference being that YOU can pull over cars, it requires your interaction.. The concept of this topic would need to be 100% automated.. Such is why this idea isnt found in mods currently.
  11. press and hold i believe its the scroll wheel/middle mouse button, rotate the vehicle sideways, select from the child list the part you wish to move... left mb and drag, if the part fits snug "snap to" checkbox helps alignment
  12. Basically all vehicles intended for this ver. will add some element to the game, not necessarily innovative, but all add some new dynamic to justify the modeling effort they take.... Most of the focus for the next ver. is on buildings for the new map... I only have thought up a few new units (vehicles) for the next ver since so much effort is going into a brand new map. I am the majority modeler for this mod and can only spread around so far... I believe barring any major complications we will add 3 new air units (all new models) along with 3-4 ground vehicles.... As eye candy goes really tower and the dauphin and normal pd helos apply, the rest of the unit addons will add special functions.
  13. We have stated previously, the map is being totally replaced for the next version, overloading the roads with traffic remains to be seen it depends on how well traffic flows, our hwy units already have functioning hi-risers... Ped traffic shouldnt overly cause issues, we were just showing some of our progress on new-function units..
  14. Spamming users topics and users pm boxes-revoking pm priveledges+ 1 day suspension of account.

  15. create the protos under the objects tab>vehicleparts_super category, store the proto files under fire directories for order in your file structure.. Add children by editing children under the ladder proto, pick edit superstructs. Ensure under name you enter the correct game id, IE: base l1-l4 cannon basket without these parts it will ctd.
  16. NYC was late to the game on led, some cop cars got em earlier, but most fire seems to have just got led... Our mod is post-9/11, I had to upgrade most the fire apparatus to include their tributes, dumb luck had it most of our vehicles were either damaged or destroyed that day, nearly all have tribute markings.... Newer toys about 08 on its commonplace to see led now, most of em i did were 02-05 range, easier to find pics of em.
  17. Our mod takes place prior to the led craze, thus it has rotators... For anyone with modeing exp it would take about 2 hrs max to swap the lightbars.. nyc updates too often, so I put a cut-off date in this mod, otherwise all my time would be spent updating existing things, not adding new ones.
  18. I'm guessing you have codec packs installed, they may be causing this issue... Or your game is corrupt, those are my guesses.
  19. Jersey is much closer to NYC, which is why we went with them... Atlantic City flies the HH-65...It is more common to see the Dauphin service inland waterways... The HH-60 usually services further out to sea. The nearest station with Jayhawks would be in Cape Cod, Massachusetts I believe, not the most practical commute compared to Atlantic City's Dauphins.... Plus, the Dauphin looks more appropriate over an urban environment. Both DO cover NY, but in all honesty the Dauphin would be what you'd see over NYC more often,
  20. /The la mod was the first comprehensive us mod available, that on top of it's sandbox nature made it the premeire mod of em 4, I personally love hoop's addons because MOST are stable, but I miss the challenge, such is why i dev'd nyc...sry my keyboard is doa, so ive had to use "on screen keyboard" all day, pos it is..... I worked on his mod, usability was paramount, thats what made it great.
  21. Once again, ty mooneg4k for assisting in ensuring lrad is accurate, Hoppah for making the complicated scripts work.
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