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Newfoundking

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Everything posted by Newfoundking

  1. CFD, we are a little more lenient with the pictures, but try to keep them under 1.5 mb, and if there are going to be multiples in a post, a link works too, it's just getting too much for the site to handle. For everyone else: I will be personally deleting all posts that quote pictures, especially those quoting animated pictures. I'm pretty sure we've said half a million times, don't quote pictures, but some people just don't listen. PS, If I find two posts with quoted pictures by the same person, that's a +25%
  2. That's because the vehicle prototype itself does not have a listed seat count. You have to change the unit's traits. Otherwise, it's useless
  3. The game is made so that vehicles follow a direct path, marked as a line on the map. It is invisible to us, but it is simply a path running along the roads, or wherever in which the vehicle follows it, having only the ability to stop at either given points along the path, or when an emergency vehicle comes up behind it. For the pulling over to work, you'd need: A: Secondary paths for every road, in which the side of the road is marked. B: A script to let the vehicle switch paths when the emergency vehicle reaches the "stop" point of the path. C: A new freeplay, so this script would be able to work. Yes, you'd have to re-write the freeplay as a mission, something rather difficult and time consuming to do. It's not that we haven't done this already because we don't want to, it's because it is too much work to consider feesible. By the time the script was finished and functioning, this game would be dead more than likely, and you'd have wasted all your time. Unlike games like GTA and such, vehicles aren't on a dynamic path, they are simply gliding along a set path, they cannot deviate from.
  4. First off, the dxdiag would have no use here. We need your logfile, recorded from right after a crash. Also, if it works fine, then suddenly stops working, that means you changed something somewhere, so the question then, is just what did you change that broke it. PS, The NY mod (NYC Mod with mikey and me and hoppah) was designed to be more difficult, and the only things that can't patrol are fire trucks and ambulances, and ESU non patrol vehicles?
  5. Well, considering the massive amount of information you just gave, I know exactly your problem. Oh wait, you told me absolutely nothing. Logfile needs to be posted.
  6. Realistically, in that game, one deck gun is about two or three hand lines. And a Boat gun is maybe twice that of the deck gun. To check for yourself, light a car on fire, and have a deck gun by it, and see how long it takes to extinguish it. Repeat with the hose, and see. Let it burn for a bit first though, so you can count
  7. you're going to have to be a LOT more specific than trying to edit switches on the NYC Mod script, and changing the freeplay parameters. Right now, what you're saying is not very helpful. Tell us exactly what you're trying to do, and we'll see what we can do, but otherwise, it's useless to attempt to help
  8. The mod you're thinking, with the police line do not cross is the NYC mod by myself, Hoppah and MikeyPI
  9. You have to install the mod, using the mod installer
  10. I translated... oh wait, OP was banned, as was second poster.. To receive the files I translated, contact me by PM
  11. It's a subtle link, most people don't make it, but it's there none the less. The nazis chose their uniforms because they looked powerful, commanding, intimidating, and stylish (okay, I made that last part up) and the NYPD says theirs is partly for safety (leather protects better than nylon on motorcycles). I think the other part is the intimidation thing the nazis went with as well.
  12. This is the first I've ever heard about it and google turns up nothing, so it can't be real. If google doesn't have it, then it doesn't exist.. Right? Seriously though, I don't think they're disbanding them, they're just essentially security
  13. NYPD Highway Patrol Schutzstaffel uniform Very similar effects uniforms.... Do I sense a coincidence? Seriously though, as soon as I looked at those pictures, I recognized them as looking very nazi-chic. Not that that's a bad thing, I mean the nazi's had some of the best looking, and most commanding uniforms I've ever seen.
  14. I dunno, I come from a place where when they can't get water, they either let it burn out, or go find water. And we have something like 30 light vehicles, so about 2 for each real unit, so we don't need huge trucks, then again, our hazmat doubles as a command truck, and is a little larger than a medium duty rescue, yet is the only hazmat for as far as civilization goes (unless someone got one and didn't inform us)
  15. The light problem you're stating is called radiation, this mod has different radiation than the LA mod, It's not really a bug, it's a way of doing it. The new map will fix this problem, it's just the way it was set up previous
  16. Personally, I don't like the trailer trucks. They're too big in my opinion, I prefer your standard sized american style truck, any bigger and it's too big. I find the smaller the unit, the more functional it is, and for the sake of wasting all that gas to haul something you don't really need ALL of it, I mean, is it really worth it? However, I sadly have no pictures of what I consider a sexy fire truck, though that white-ish one, I like that one
  17. Simple steps to get this down pat. 1, take the locked dds file (only in the LA mod), rename to a .v3o file. 2. Unpack file. 3. rename as v3o. *If it says you're already unpacked, then you're doing something wrong/have already unpacked it, in which case, you can open it fine.
  18. Let's see, my comments are as follows: First picture: Nice layout, I am looking,and that fire truck looks a little out of place, I would recommend that it get moved, maybe to the garage in the second picture Second Picture: Very nice open air layout. I recommend removing the police cars though, as cutting up a police car is heavily frowned upon, (Not commenting on how I gathered this information ) However looks good otherwise Third picture: Nice Skin, however, check the lightbar, that looks like it'd be an all blue, at least to me, maybe a bit more grey would look better, unless it is an all blue lightbar, in which case, I will shut up Fourth Picture: Nice layout, looks like it could function well, if it was set up as so. I assume this is an aesthetic design only, as I can't see any triggers or Virtual objects for a functional setup. PS A tip for next time, to get rid of everything that doesn't show up in game, hit ctrl shift F1, and that turns everything off, do it again to get it back
  19. As Voodoo_Operator has stated previously, and did so, many signatures have been in violation of the TOS, and they're being removed all together. The TOS states, there is a limit on signatures. Traditionally, we just had it as two regular sized banners, or one double tall banner. A remind that the following is unacceptable and will be removed: Signatures may not exceed 450kb per image. Signatures should remain to about a total of 250 pixels tall. That means if you've got 700 images, that's fine so long as they don't reach over 250 px in total height, or surpass 450kb. This is a final warning, because it has gone from a slight problem to a site shut-down factor. All signatures in violation will be removed, and if people replace them with that, they'll receive a loss of rights for signatures, as well as a +50% warning. I ask your co-operation in this, so that Emergency-Planet can continue to exist happily. Thank you
  20. I'd recommend taking a look at Hoppah's mission scripts, and the maps, preferably at the same time if you have dual monitor, or two computers, see if you can figure it out. If you have any specific questions, don't hesitate to ask, someone will answer if I can't
  21. Despite common belief, a lot of GTA is satirical views of world events. The police are portrayed is incompetent pricks, and oppressive authoritarians. The map is realistic, but the services need to be worked out. If they had a San Andreas type map, with lots of counties, and major cities and that, the game could work out better in the way of emergency services, at least with more diversity, though I don't think they'll ever include that. GTA is meant to be a game where you are a criminal, the police are incompetent, the fire department barely exists, and EMS can fix everything on the fly, oh yeah, and the non important citizens? Dumb as me arse and twice as ugly. The game will be modable, every game is, it just takes people to do it, and given the size of GTA, someone will mod it, and they'll get it done really quick. I'd bet half my life savings that within a week, the first cracked version of the supposedly safe game will be up, and within a month, at least two sites will have GTA V user created content posted on them
  22. Play nice children... Or I'll discipline, and I have actual power to do stuff here... As for the mission idea, riots would be simple, you can do one with very little scripting required. Using a tool such as the mission script creator (search it on this site) you'd be able to create a simple mission to arrest all suspects, limit damage, and the like. You could then set it up to have numerous people outside of an area, all villains, that need to be handled by police. If you know more about scripts, then you could set it up so that you would haev ways of dispersing the crowds without having to arrest everyone, have arsonists, triggers, and the like, as well as (I think this part would be more interesting than multiple arrests) have to rescue a person they are targeting for their riot. Missions let you do anything you want, but to be able to do it well, you need scripting knowledge
  23. We aren't giving those out for the reason of: It's a simple process, and if it isn't working, either you have an illegitimate copy of the game(even then, the mod installer should still work), thus non-supported, or you installed it wrong, which just means reinstall.
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