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Everything posted by MikeyPI
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Backup the whole friggin mod into a rar/zip and if something goes completely screwed just delete the folder, load the game verify it's gone, then re-add your mod it should put it back unmolested=) Unfortunately backing up changes to a mod for whatever reason doesnt always work always keep backups of the whole friggin thing as either mod files or as a whole folder of the thing and it should not happen anymore. No files=no files to overwrite=no conflicts;)
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Yes ye can if you place the bridge correctly and assign the proper properties, the collision data that prevents you from flying off of it is what makes placement on a bridge a pain in the tailpipe.
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His models will find their way into my mod for the NY-styled ones that are within the date of my mod, but his submod is going to be transfered over to my structure because it suits his needs better than the LA mod did... So I welcome his assistance in improving my mod along with wishing him the best on working on his submod based on my structure=)
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Version two was already in the works when Version 1 was released... this mod is not completed at all, it was just released so that users would have something to play with that was different from the LA mod gameplay that everyone is so familiar with=) There is still much to be done to finish this mod off, just updates will come slower than LA's system to prevent bugs and people confusing versions while trying to tinker with it online for ex... Alot easier the less versions of something roaming about there are (remember for the orig game there are only 1.0-1.3) Yeap that's what we wish to avoid we do not want this mod to be "easy" and have it do everything for you, this mod is meant to challenge the player more than the other mods will, but without requiring as much clicking as the original game did which was kinda horrible... I tried to set it up for a middle ground and I hope I hit the mark on that.
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No we do not have aux police as they are quite redundant in purpose and appearance compared to other NYPD units. I don't understand what is confusing about the unit list, NY units are very straightforward, DCU and R1's boat are probrably the only complicated vehicles in the mod, everything else is very similar to things you've all played with before. Two totally different mods, this one just borrowed some of the commands from the LA mod that fit into the intent of the mod. It would require a script, it is something we want to look into but we have doubts on how to make it work relatively glitch-free.... To drop a diver would require a script tp restrict only to work over water, then have a way to recover him to the helicopter... Complex script that we would have to make just to test the theory, and I can bet there will be bugs. So it's a possibility not guarenteed.
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People have things they'd like to see, sometimes they fit into a modification, sometimes they don't... In the end though everyone would like something different=) The water rescue toys will be required more on the new map, we honestly did not know how the dual deployable boats was going to work, and evidently they seem to work pretty well so we can work with them a bit more with some confidence. I have not given much thought to the Port Authority to be totally honest, most of the units that I have on the docket evolve the gameplay in one way or another so I have a list of things I need to do for the next version but I have not put much thought into which of the alternative departments roaming NYC will be added, most of them though if added would be for cosmetics/variety.
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The rest of the ideas are on the cards, the traffic/civilians aspect will be explored once we have a new map for the mod... Traffic is a tricky thing, the game really is more like an orchestrated dance of sorts on how traffic flows, if a computer isnt in synch with the timing it can cause traffic jams, which usually result in cars just stopping dead... Kind of hard to guess what tolerance you can get away with on this game, but we will try to make traffic heavier on a new map when we do it.... The original map has too many "problem" roads that would backup very easy on it.
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I have a picture of an older one pre-new inverted ugly headlights, the problem is that it is not as simple as that the script for ambulances has to be modified to be for that vehicle and that one alone... So that'll be added to a later version of the mod, the patch can't get that... It was intended to make V1 but time constraints kind of won out.
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Squad 61 Is what filled the slot... Charger HP? *doesnt know which unit you're speaking of.. If it's hwy patrol Chargers they already exist. We will keep that in mind for the ambulancers.... As for the NYPD Hwy cars, they are not all brand new, hence why some have the old ones, some have the new LED model ones... The mod isnt all the latest units, some of them go back a good bit before LED started taking off in NYC, hence the old Hi-Risers being on them=) 2002-2008ish not all of em are specifically from the newest generation. I'm not sure to be honest, the code system could be hard for people to work with who are not emergency services... Having to read a manual to understand what is going on might be a pain for some users.
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We already filled the stations for now, so we don't need suggestions on what to put into them... Someone misunderstood the post that stated we had an extra slot, it had subsequently been filled by 61.
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It should play the game but you have the crappier intel internal graphic chip that comes on lower end systems usually, it is not the ideal one for gaming but on a game such as this it should be able to do it with minimal lagging.
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For V1 the station loadout stays the same because I made the FS1 too big and had to build 61 at the last minute to fill the slot because whoops we had one left over, and the batt chief was added last minute as well=) Hopefully in a later version we can find a way to sort out where to put the buggar but the issue there is that it'll take scripting to move him and probrably a CP at the hospital in case ppl get shot/blown up or otherwise dead... Kinda why that guy is at FS2. I agree with NFK the LA mod has 6 guys in the ladder, I never use the guys in the thing just one guy for the ladder it's self and the rest get hose duty if it gets out of hand... So I really don't believe 6 are required on the ladder... Add in that 4 is a nice round numbers since 4 is what rapid deploy uses so I kinda like it that way, means repacking all the vehicles is relatively easy, grab four and you're done=) Hopefully the patch will fix the ladder not staffing, it's too close to it's brother next to it, which is why it doesnt like to staff correctly, we are resolving that to hopefully limit parking issues to where the only problem is when traffic passes by the front of the station only... Maybe in V2 we can come up with something else to do, but for now ya gotta either block the street w/ ff's or just try again if a car blocks it entering or exiting (happened to me a few times) I have no idea which ambos do such things, nor any clue where to find pictures of said ambos or what their uniforms look like, so I can't add more ambos to the mod without help there.... I wouldnt be against adding it since EMS services are very light in this mod as it is, another ambo or two isnt going to over clutter the mod UI, just for the sake of variety. MTA police was considered, but I kind of felt they were redundant, I might do the NY/NJ TA cars, the ugly things with the stripes all over their hood and what not in a later date, but they'd behave like cops whichever group I did, MTA Metro PD have a hazmat truck but that'd kill the use of the hazmats that were already added, without new features they'd be redundantly pointless... At the moment I'm kind of torn on whether or not to add more agencies without missions to augment their existance it kind of gets redundant to me, atm I'd personally rather focus on things like the tower that did not make it into V1 rather than just more reskins, but that's my feelings=) Without pictures of them or what their units do and all that, we can't even begin to assess whether we can find a use for them or where to put them for a later version, the SAR truck is 100% volunteer, in reality they have no lights at all nor markings, maybe a door decal at best from what I saw of them on their sites... If one dares call them that, I felt that wasnt enough to remember which vehicle it is, or to locate it at night so I put a pretty amber flashy light on top and decals from the volunteer group that operates in NYC... Not totally real I admit, but an emergency vehicle in this game without any lights is just sad to me=-(
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Bad news for ya, this is not a LA SUBMOD! I'm getting tired of saying it 1000 times, IF this were a submod it would be in the LA topics, not in it's own happy little place, new place=because it's a new mod.... I guess the mod just isnt cool to play because it won't get these things... Real shame that, what can ya do? Aside from that what border is NYC on that would require border patrol? in case the pesky dolphins come from the atlantic illegally? That falls under ICE not USBP... The swat SUV, the Fed units are Los angeles units for the most part, specially built and stationed in LA, half of em have LOS ANGELES written on them, the big vehicles vary area to area... Elas I help again, because I'm a decent guy: Helpful Link=) I give up, the majority won't ever wrap their heads around the idea that this is a new mod that was developed separately of the LA mod and merely borrowed some aspects from the LA mod that worked with what we were trying to do.
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We intend to just have them delivered by a fedex guy instead... Small detail don't know how we're going to deal with em or what we can do with them that won't look stupid right now... Very low priority for me. They be in the Disorder Control Unit Van with the windows (DCU) they come together one is a detainee van, one is carrying the cops that are in riot gear.
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if he can manage to ensure that everything is at the same height off the floor texture in theory if physics are enabled on it and the thing is setup to permit people to go across it, it would work just like a bridge in the game, he just has to set the axis very carefully for all parts, if it isnt high enough the floor under it will still be visible, if its too high buildings and things like that may become inaccessable.... It's a difficult task but not impossible... Goodluck perhaps the theory will work out well, just realize placement of these things will be imperative to ensure vehicles and people don't fall in between them.
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Thank you=) Yes in a future version we can adjust it some, however it won't be totally like the LA mod where it's relatively lax on the time, this mod is supposed to be challenging so it will have a shorter duration than the LA mod has. The unmarked units will be grouped together into their own unmarked grouping using the randomizing script, think just like the ESU suv, but with RMP unmarked cars.
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The question is, which Helos are, the larger 412's or the smaller blue/white agusta looking helicopter?
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*see Bold text in Quotes
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The mod is locked for it's date to help make it easier to add function instead of fighting a losing battle on attempting to keep all the models up to date, there are about 50 of them currently and that's not even all of them scheduled to be made so you can understand why I've opted to lock the date in I hope... I picked to lock it in from post 2001 to around early into 2008... Gives me a decent selection of toys to pick the ones I like without having to constantly update the models that I've done, instead I can focus on the ones that are still missing from the modification.. The only vehicle that I really have no idea what to do about is the Medivac for NYC, the closest thing I've seen to a medivac in NY is the State Police version of it, and I honestly have no idea if it services the Greater Metro NY area.. So if you have any information regarding that, it could be helpful (IE. who operates the medivac service and what aircraft they use).
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Perhaps we can resolve this by making the fire vehicles not come from the station but instead from somewhere on the map, means modding the MP map... but It's not too much work in reality.... so maybe we can manage that in v1's patch, either that or a new building that is a bit bigger might resolve the issue, either way I'll try something to see what we can do to try to make the MP aspect relatively bugless... The 5-6 furrengine deal ehh that one I have no clue what is causing it so that'll have to wait for another day=/ Sorry
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What we will look into is seeing about making the cars take longer to burn probrably, I don't really want to make the game overly easy but vehicle fire missions can be a nuissance because of the response time.. Remember, this is not the LA mod turned into a sub-mod, this is a totally new modification that only borrowed some features from the LA mod and adapted them, so the features of one mod will not necessarily be in the other because they are not one in the same...
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Because this is just version ONE of the modification, this is not a final release so many functions/features were omitted, I believe I mentioned this in the readme.... The tower ladder does not work like a conventional ladder for this game so we felt it would be far too buggy to attempt to include in version 1 for this reason. It will be added at a later date, we felt it was more important to have a fully functioning ladder in the first version so you can complete the objectives of the missions presented to you as opposed to a pretty but possibly not totally functional form of aerial. -From README
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Unfortunately I know the scripts and what not will not directly port to EM3 from this version, the models probrably could but whether or not EM3 would lag I can't say for sure.. At this time there are not plans to pursue an EM3 version of this mod due to the fact that the EM4 version is not completed yet.
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To deploy you mean come out of the station or deploy on the map? The more specific you are the more likely we will be able to tell how to resolve an issue=)