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ironcitycats

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  1. I know I'm adding to the endless spam in this post, but just wanted to say V2 is sweeeeeet! Runs so much smoother and cleaner. Love the new equipment and the paramedic/stretcher script too. Thanks guys for V2, excellent stuff.
  2. Hey Wkboy714, I'm in the editor now and that just rotates the VO. I tried using RMB and LMB in different combinations while holding CTRL or ALT or SHIFT and I still couldn't get it to move the entire VO. I downloaded the Editor Manual from the forum, but it doesn't say either. It does tell you how to move prototypes, but not VOs. There's got to be a way to do it, I would think?
  3. I'm working with LA Mod 2.0 4x4 and some personal changes. Right now I'm in the editor and trying to see if it's possible to copy a Virtual Object, in particular a VO for EMS unit parking spot. When I bring up the VO menu, I see there is a clone button. So I picked the VO that I want to copy and hit clone. It makes a new VO, but places it in the same exact spot as the original. This is fine, but I also can't figure out how to move the VO now. If you hit the move button on the VO menu, it just allows you to move the points of the VO around. Anyone know of a way to be able to just move the whole entire VO around the map? Also if anyone knows about Virtual Objects, do they have to all be perfectly rectangular? I've been finding it hard to make a VO with 90 degree angles and didn't know if that was even important. For instance if a unit that uses a particular VO is actually larger than the VO, what would happen? Thanks to anyone that might be able to help.
  4. Awesome job guys! I've only had the chance to play for an hour and a half, but.... A couple of things I really love are: 1. The FDNY vehicle details and lighting. 2. Addition of detectives, captains, etc. (even if it's eye-candy, it puts a more realistic touch on the mod) 3. The map details are excellent and very relevant to NYC. The atmosphere of the map gives it a very busy feeling. The other NYC submod was good, but looked more like it took place in Europe. 4. Newer calls. 5. Multiple different sirens are nice. Maybe it's just ear-candy, but I like it. Couple issues for me: 1. Can't seem to control traffic too well. I feel like there's a way you can do it, but I don't know how. Putting an officer in front of traffic just makes more jams behind him, creating a small domino effect. 2. This is just personal, but felt like maybe too many high-rises.. maybe it's just taking a little while to get used to adjusting the camera angle alot to get tall buildings out of the way. I had no trouble with CTD except when exiting Freeplay which doesn't even matter to me. No problems with install either. I feel sorry you guys now have to deal with some folk who apparently don't understand torrents and/or ZIP files.... they're loss. Look forward to ya'lls new mod or additional updates/content. Take care.
  5. When loading or saving the Freeplay map in the Editor, I noticed there are 2 maps both labeled as "Freeplay" along with a bunch of other maps. Does anyone know why or what they do? Was hoping they might be identical, that way I could use one as a backup in case I screw up the map I'm working on..... Thanks for any help.
  6. Good luck guys, sounds like it would be a fun game and a little different change of pace (I'm assuming this concept is more of a First-Person type game)..... Either way, if you produced a game close to the concept described above, I'd totally buy it.
  7. No kidding Rettungstier! @ Dominik31 - When are you releasing your mod? Do you have an eta? Can we see some screenshots?
  8. Hey Nathan, the new setup looks great. I just had one question.... When you said "Note: The mod currently has all police missions off!" Does that mean in freeplay you won't get calls for shoplifting, riots, shooters, etc. etc. ? If so, did you just disable the freeplay police events in the specs folder, or did you eliminate them altogether? Thanks and good luck getting it released!
  9. Were you guys able to fix the physics of the tiller compared to the one in LAmod? I still used it anyways, but I remember it would sometimes have trouble turning or get stuck awkwardly in LA station 1. Either way, I'm glad yall are including it.
  10. Honestly, I personally don't care where the textures, buildings come from. The previews and vids I've seen on their website look great, and obviously this forum @ 249 pages long is a testament to how much the community is excited for this. Look at how many other people (and no offense to them) start mods or submods, maybe show a new skin or new unit and then never hear from them again. I played LA mod for about 2 years before I got a little bored. I think this project is going to keep me busy for another 2 years with new units, a new map, new commands and functions and an all-around new style of gameplay since it's taking place in NYC. Anyways, good stuff Dyson and Rafael. Have a great weekend.
  11. As much as I like what I've seen, and would like to play MP and SP with both functioning correctly, they should never have announced a release date. A lot of the people on these forums are like sharks swimming around waiting for a piece of bait. You gave them the bait and now they're not gonna go away. Kind of sucks, because I feel like it diverts alot of their time away from the product.
  12. Thanks for the reply Dyson and team.... Good to hear you have kept the patrol function in-game. I've tried editing/rerouting the patrols in LA Mod, but found it kind of tough. Couldn't find many help topics either. I personally like to have 2 units patrol a path and 1 more on standby in the area. I've found that if you get 2 police units in very close proximity and set them to patrol, wait 2-5 seconds until they start patrolling and then put the redirect lights on the first car. The 2nd car should change direction and patrol the path in reverse order. Kind of helps eliminate a lot of back-ups at intersections and it keeps the patrol cars in somewhat different areas of their sector. Even better to hear that you're adding a MERV and NYPD Command Post.... I really feel like the longer I have to wait for your mod, the more cooler stuff you add in the meantime, which makes it all worth it in the end.
  13. Hey Dyson and Raf, Mod is really looking good from screenshots and your website. I was wondering about the paths set up for police cars to patrol.... It seems like in the LA Mod, there are 3 paths. 1 path covers the entire western 1/2 of the map (around FS1 and right by police station), another path covers the entire northeastern portion of the map (north of the walmart and south of hospital) and the 3rd path covers the entire southeastern part (around FS2 and southern gas station and neighborhoods). Maybe it's just me, but I liked that setup alot because I could almost look at police patrols divided into 3 sectors. Was just curious to see if you have paths setup the same way for NYPD to use? I know it's a new map, which is awesome in and of itself... Of course, if you don't have the patrol function available then this question is null. Thanks and good luck putting the finishing touches on the mod. I hope people aren't totally bent out of shape about the mod being a little later than excepted. I for one, would rather have a working mod than a semi-finished mod. Have a good weekend folks!
  14. Good morning, Was hoping someone could offer some advice on some game alterations I was making. I typically play with the 4x4 Submod. I also have Hoppah's latest LA Mod version installed too. My problem is when playing the 4x4 Submod, there are only 6 different car accident events that actually happen in game. I was getting tired of seeing the same events so I browsed the forum for help and decided to change some of the freeplay parameters. I increased the car accident event frequency, but all it did was make the same 6 car crashes happen more often. So I started the editor, loaded the 4x4 mod and loaded its map. After looking at the map, I noticed there were about 12 different car accident events across the map. They are all labeled with unique "Ccar_" and "Ccard_". I don't quite see the connection between why the map in the editor shows at least 10 different car crash locations, but in-game I only get to see 6 of them???? I've played the 4x4 submod long enough to know for fact that I just randomly missed the other 4-6 car crashes. So I'm wondering why the other accidents are coming up in game? Anyone know where the actually car crashes (Ccar_11, Ccard_11, CCarp_11, etc.etc.) are connected to the mod?? Any help is appreciated!!!!!
  15. Looks really detailed and interesting to say the least..... Curious about the traffic though....I see you have a fire lane in a lot of the screenshots you've taken. In-game will that lane be reserved strictly for FDNY or all emergency vehicles or any type of vehicle? Other than the fire lane, from what you've played, how does traffic flow? I know when I play LA mod, I get a good bit of traffic jams in the usual spots due to a patroling police car running red lights and traffic stacking up behind it. Really like the NYC brownstone buildings I saw in an earlier screen. Looks very realistic. Thanks guys.
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