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andrew2007

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Everything posted by andrew2007

  1. Hey Everyone, I've started work on a new submod/project: Even More Additional Units! Which builds upon Hoppah's and Shane Green's Submods to deliver a few new units into game play. Each addition aims to bring a further little bit more realism into the game, yet while providing functionality as so it isn't just eye candy. All of the units below are actually based on working units within their respective services and will try to be skinned as close as possible. Release v1.0 Beta The download for this mod was revoked some time in 2009 due to a number of issues which prevented the mod working in it's intended function. As of February 2013, I have found the mod files and have regained interested in working on this mod in order to attempt to release it. Reported Bugs (v1.0b) Doors Missing - Fixed CTDs with DC (Script?/) - Need Log Files Su2/BST Missing - Working on fixing it. Features Project News *UPDATED* 08/05/10 Release v1.0 Beta - 08/05/10 Screenshots *UPDATED* 21/03/10 Temporarily Removed Project Credits/Thanks Hoppah - Models, SWAT Truck. Scripts: Battalion Chief ShaneGreen - Scripts: Modified Battalion Chief. General Assistance Xplorer4x4- Skin: LAPD Bomb Squad Truck FortErieFireEli- Skin: LAFD Dozer Tender 1 Skin. General Assistance MCERT1- General Assistance randomperson139 - General Assistance Stan - Providing and Curating the Emergency Planet Forum & Community MikeyPI - Model: LAFD Battalion Chief SUV, Ford Econoline MikesPhotos - Photographs, Information LAFD/LAPD/LACoFD - Photographs, Information Code2High.com - Photographs Getting in Touch You can email me anytime at: ozmodding+emaus@gmail.com From that email I'll reply back to any question, suggestion, comments, or contribution you want to make. That way i can handle any new suggestions for units much easier, but you can still post here.
  2. Yeah that is more than fair! After All they own and run one of the most popular 'Emergency' series game communities!
  3. If neither of them have a use for it, I'll be more than happy to make something of it which i can involve most of the community here in.
  4. Its not that the chase command couldn't be added, I'm sure it could, but it would take a lot of messing around as it contains a few parts. 1. Bike with Officer 2. Animation - Getting off bike. 3. Animation - Getting on bike. The animations are triggered by commands, and i think the way it is structured and setup would make it very difficult to add the chase command and in the end it wouldn't be worth it. I don't really use the motorbike all that much apart from at car accidents to stop traffic.
  5. Hey Everyone, Over the past few days i've been looking at adding parking and additional units at various locations. Below is where the units are (or are to be) located, and they are in the parking spaces. FS1: HES, Water Tender, Brush Patrol FS2: LES, Brush Patrol, Large Ambulance Police Station: Bomb Squad, Motorbikes, Unmarked Car, SUV (Plus 3 Extra Parking Spots - 06,07,08 - Which are working) Hospital: EMS Supervisor, Coroners The VOs are as follows: [i]FS1[/i] vo_hesa - HES vo_watertender - Water Tender fs_brusha - Brush Patrol [i]FS2[/i] fs_lesb - LES fs_brushb - Brush Patrol fs_lgamba - Lg. Ambulance I'm yet to add the VOs for the other things, but they will be as follows: [i]Police[/i] policestation_mbike1 - motorbike policestation_mbike2 - motorbike policestation_suv - suv policestation_umkd - unmarked car policestation_bomb - bomb squad [i]Hospital[/i] hopsital_emscap - ems supervisor hospital_coroners - coroners The problem i am encountering is spawning, and having crews actually enter the vehicles. The LES at FS2 spawns, but the units come from FS1, and the Brush Batrol at FS1 works fine, but everything else i am having issues with. I've edited some of the scripts: LAFireStation.script - http://andrew2007.pastebin.com/f57668cd1 LAFireStationStart.script - http://andrew2007.pastebin.com/m51cafc82 LAToPoliceStation.script - http://andrew2007.pastebin.com/m4ec93726 I would be appreciative of any assistance that you can offer, and if you have any questions for me, please ask! Thanks again!
  6. Shane, Very nice! Looking forward to playing it soon
  7. In regards to that traffic issue i posted about a day or so ago, After my 4th re installation of 1.9, it seems to be working all smooth now, played for about 20 minutes with no noticeable traffic jams! Thanks again
  8. I don't think it is possible, as there is no general keyboard layout configuration.
  9. It looks great! It'd be awesome if you were able to release these, and with a bit of scripting, you might be able to clone the 'FireStationStart.script' script, and modify it for the police station, spawning the vehicles and having the officers in them. Maybe if you did a collaboration with Hoppah, or another modder, you may even be able to create a control panel for the police station as is done with the fire station! Great work once again
  10. Thanks for the response in relation to the car, I thought you fixed it too, but I tried reinstalling, but it still occured.
  11. It's an interesting concept, will be watching the development (if any) of this. It'd be good to see it implemented at FS2 in the map as it is near a set of lights.
  12. Hey, I don't feel like going through 18 somewhat pages of posts, but two things (Running Patch 2, v1.9, 911:FR): #1: I get this yellow truck that backs up traffic to the north west of the map, usually occurs after 5-10 minutes of game play. #2: In regards to the bridge, units can access it, but it takes a while for them to respond onto the bridge, occasionally, traffic will become congested and stop at the meeting point of the bridge end (closet to police station). But the train doesn't move under the bridge, but rather sits there for the entire game..
  13. (PM'd you Aaron). I've tried reinstalling the mod and all, and i still seem to get these traffic issues.
  14. There is still that yellow truck that blocks traffic in the NW of the map after around 15/20 mins of gameplay (With Patch 2 installed).
  15. Shane Green and I are working on one, We've both been fairly busy lately with all sorts of things, if your willing to lend a hand skinning, etc then drop me a PM.
  16. I take it you increased the interval by 10, have you noticed much difference in the lowering of the traffic?
  17. Hey, Hoppah, Great mod! The new freeplay map really makes it special. Only thing i have a problem with (Still after installing the patch) is Traffic, say after around 15, maybe 20 minutes of gameplay, everything is gridlocked. Makes responding to an incident almost impossible.
  18. Sounds Great, There are some really awesome things coming out soon! Can't wait
  19. You have to edit the firestationstart.script file i think, and possibly add extra Virtual Objects. It's a bit of work though. To be honest, I'd wait or hold off on any changes until v1.9 comes out as that is set to be awesome!
  20. Well, I would say, As he hasn't been seen on here since early last month that it might be a little later.
  21. yeah, i was meaning to ask, in that city are the real appliances used the same/similar to what is used in LA? But it's looking good Nice work
  22. They look great, I'd love to ask if you might be interested in doing a model or two for me
  23. Looks good, not sure about the bucket on the ladder in the screen. Do these represent the actual appliances used? Or are they just skins? Never the less, Nice progress
  24. LOL.. You know, for a large majority of Australians, they don't talk like they do according to the stereotype. I have a friend from Canada, and we got onto an interesting discussion one day about how Australia and Canada are so similar. I'll also mention that Australia is the 7th largest continent, and we are a continent of our own.
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