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KILLERxCOP

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Everything posted by KILLERxCOP

  1. I'd say use a different light bar. The vector looks kind of weird and out of place. That and the black lightbar mount on the black rig make it look like the lights are just floating there.
  2. http://forum.emergen...__1#entry213184 This mod had horses. Apparently they were fully functional but the mod kind of died so we never saw them in action and the pictures wont load for me anymore atleast.
  3. Lol I wish I thought you were joking because major game developers/publishers do it all the time. Unless its a huge game like Call of Duty is now where they have super strict deadlines, game developers/publishers delay games for the exact same reason Dyson and his team are, to improve the quality of the product being put out. On-topic: I'd have to agree about that dodge ambulance Dyson, yuck. ahah
  4. Out of curiosity what does the SC in SCPD stand for?
  5. Personally I think it would look better if all the bay doors were taller. This way all the bay door would be uniform yet still be tall enough so the bucket clears the opening. Just my 2 cents, either way I'm getting this mod when it comes out.
  6. If I am not mistaken the OPP sub-mod is still in the works once RCMP is wrapped up. http://forum.emergency-planet.com/index.php?/topic/14956-opp-unit-submod/page__p__204318#entry204318
  7. Yea you can't look at any of the apparatus or anything like that. Its just a general layout of what engines are with what trucks and ambulances so Redhawk can get ideas for what to include.
  8. http://www.chicagofirevideo.com/info/chicago/roster.html This should help Redhawk
  9. The patrol speed is dictated by the speed set by the patrol path. Go into the game editor, open up the paths editor, you should be able to find the patrol paths in there. Once you select one of the patrol paths you can change the speed at which vehicles on this path travel.
  10. As nice as the units are in this mod i'd call all of those trucks out for a single bush on fire just to see them in action.
  11. Here's a quick video of how I got 3 of the new ambulances to park at FS1 if anyone is interested in making this fix themselves. http://youtu.be/k0AiUBvQCEQ If you play with the 3rd ambulance Virtual Object in the editor you should be able to have the ambulance park further back so it doesn't stick out as much.
  12. Editing the virtual objects works, everything runs smoothly now with the return to station button. Moved the 3rd ambulance to to the back parking lot where one of the LAFD trailers was right behind the ambulance bay. This way when the 3rd ambulance parks it backs straight in, not crooked. Spaced out the other two ambulance VOs and made them larger so there is plenty of room in the bay now. I probably could fit all 3 in the bay but it would be too cramped for my liking. EDIT: Tried seeing if there was room to fit 3 ambulances into the bay in the editor. Only way it'd happen is if they were bumper to bumper and atleast 1 would be sticking outside of the station, which means if the bay doors are closed the ambulance will be sliced in half by the door.
  13. I feel as if you might have to edit the virtual objects for the ambulances and make them slightly bigger, which would mean moving one of the ambulances out side because there probably wont be enough room in the bay. I'll test this theory out later today and let you know if I can get it to work.
  14. Not sure if I'm the only one having the "problem" but the EMS CV's doors open inwards for me. Not a big deal (wasn't even gonna mention anything) but figured since you are correcting some other things anyways it cant hurt to mention.
  15. Love the LAAP and Port Police cars. Now instead of gathering dust I can have them out on the streets.
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