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Everything posted by Xplorer4x4
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Yes, its been stated many times there are various options for traffic density. There was no jab. Quote the whole post all you want, but if I wanted to take a jab I'd more then likley call you an asshole or something along these lines. It would not be some subtle hint. You should know this. As per the whole post, sure, as I see it, selective or not, did you not threaten to ban people for being off topic? Was the off topic discussion you were referring to the content about discussing how the updates should be handled and questioning things like they post information about things they can not accomplish? It's still related to the mod in some way or another. Hypothetically speaking, if it really was that far OT, whats it really hurting? Not like we have anything new to talk about as we're rehashing things like traffic desnity for the millionth time now. Now, I can't agree more that we are off topic here now. We can continue if you like, after all not much to discus about the mod atm, but frankly I am sure you and I can find better things to do with our time.
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LA Mod 4x4 w00ds Map v1 Submod Preview
Xplorer4x4 replied to Xplorer4x4's topic in Submods [Not released]
Sorry meant to write you back, sure send them my way and I will take a llok. Well, I am not sure which area your talking about, but lets just say this station has received almost a complete make over. For example the BLA RA has been replaced with an ALS RA and know parks in the rear of the station, atleast as it stands. It seems there are atleast a few stations forced to store there rigs out doors as they simply do not have room in there garages. -
Old news. Been around for awhile. Its called a rumbler siren.
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Didnt LA end up ordering 15 engines from KME if memory serves me right? The new Dode HES look great but the new Dodge Ambulances look like a POS imo. The rounded cab of the dodge doesnt mesh well with the solid box shape on the back. I realize its not baout looks, but seriously thats just ugly imo(I saw pics of one exactly like the LA RAs but for another department, still from Braughn though).
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Things like this make me less active. We are discussing an aspect of the mod and therefore we are actually on topic, but yet you threaten to ban people even though we are not breaking a rule. I think maybe he meant like the MCU of the old EM1 game( i think) where you installed it, and a over hang was deployed with a bunch of tables. Then you could have your doctors stand in there, treat patients, and focus on having stretcher crews move the patients to the triage area rather then treating them where they lay. Care to elaborate? Unless ambulances just go off screen, and then return to station, I cant imagine another way of doing it. Personally I would much rather see a hospital then the method I just described.
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I think your missing the point in the ladder concept. It is not all about aerial rescue but also about an aerial attack. In some cases due to the way a structure was made, this may be there primary method of attack. The hazmat thing had me thinking, I am sure this applies to most volly companies in the US, but it is not uncommon for a Volly company to call for back up from the nearest volly company. By company using local examples, Knight Township Fire Department may call Scott and Mcutchanville Fire Departments to assist. Newburgh Fire may call Ohio Township. So what I would like to see is two or three departments represented in the mod. So say Newburgh, who uses a red base paint on there trucks, needs assistance from Ohio Township, who uses a yellow base paint like you often see on airport based fire trucks, you would see both yellow AND red trucks on scene to represent both departments. Both departments dont have to have different base paint, but maybe different model trucks.
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Im guessing you would need to enable debuging mode some how.
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Get out? They never got in until 2012. 16T had nothing to do with this game. No offense Ami but havent those tools been a WIP for like 2 years? If it takes another 2 years of WIP on tools for EM2012, I think its rather a waste of your time as by then what little interest there still is in the game will be dead by then.
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Not anymore. From what I have been able to document here is a list of all BCs in the new suburbans: NEW BC: 1 2 7 10 12 14 17 Now I cant recall which one, but one got banged up pretty good when being pulled from a mud slide. Theres speculation when the heavy rescue pulled it out of the sinkhole, it did more harm then good. All in all I think thats close to half of the BCs in the city having new BCs.
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Been ahiwle sincei touched an em4 script but I think this is handled in LAfirestation.script and/or labatalion chief.script.
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Xplorer4x4 mod with YSB changes (Available)
Xplorer4x4 replied to YSB's topic in Submods [Not released]
Nah its fine, i think i mentioned this one already, but dont recall. Here is the real life basis of Rescue 7 from a volly company way out on the other side of town: http://img163.imageshack.us/img163/5882/rescue7ds2269529.jpg It is a dedicated rescue truck, nothing more. Another local example: http://img89.imageshack.us/img89/391/medic4m1ds2317849.jpg 4 Medic 1 from another local county department. A bit more down played in the rescue department but still considered some what of a rescue truck, but has transport capabilities unlike 7R7. Just saying, oh and YSB, feel free to release those patches, or release them as one patch, and ask a mod to put a download link in the first post of my topic crediting you for the patch. -
Wow nearly a GB? My submod is only 218 MB when compressed to an EM4 mod file. Looks good from the little I have seen. Havent played em4 for awhile so when this gets done downloading sometime next year, I might crack it open and give it a shot. I hope the stability has improved since last time around. Keep up the good work!
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If you could, that would be great. I think i had some one, not sure. Cant recall. If I did it fell through.
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That turned out pretty good for the most part. The windshield needs work and the wheel wells to.
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LA Mod 4x4 w00ds Map v1 Submod Preview
Xplorer4x4 replied to Xplorer4x4's topic in Submods [Not released]
So was I. I have already put many many hours into the project to get it to this stage. I think I have the light situation under control. -
LA Mod 4x4 w00ds Map v1 Submod Preview
Xplorer4x4 replied to Xplorer4x4's topic in Submods [Not released]
Moo is one of the beta testers for this project so he is in the right place, and one of the few people I dont mind PMs from. Actually I dont even mind PMs in general I just dont want every n00b that joins up to spam my inbox for help when there question can be answered by either searching on the forums, or starting a thread and get a quicker response by getting help from some one online rather then waiting for me. This way I dont get spammed to death like Hoppah and they get answers to there questions promptly since not every one has the patience to sit by and wait for a response. Just keep a note of it for latter. Im not putting any more work in to this project because there is no point in adding things if I dont have a team to finish the other aspects of the project. -
Says who? I got 3 stations in game but have a slight problem with one of the rear gates for FS3. What exactly is the problem? adding these? Shouldnt you have a basic understanding of the editor before you get this far in to the project? Not to seem harsh but it seems a bit late to be asking for help with such things.
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LA Mod 4x4 w00ds Map v1 Submod Preview
Xplorer4x4 replied to Xplorer4x4's topic in Submods [Not released]
Nope. CFD has pretty much ignored my requests for lights but wants me to join some modding group but doesn;t bother to talk to me about the group. Conroy is to busy for lights. Helljumper was really close to being done with Quint 9, but that was months ago and havent gotten an update since. He may have been deployed over night again. Who knows. Kookas keeps promising to send me a model he did, and never does. He also said he was going to continue working on the models i need, but no updates from him either. The project is more or less dead atm. With out a seriously good lighter and modeler, theres nothing more I can do. My work on the project is about 90-95% done. Over all the project is about 80% done. The remaining 20% breaks down to about 10% models and 10% lights. -
Really liking the Chevy Express Ambulance. With Ford dominating the Ambo market its refreshing to see the Chevy's from time to time even if I am a Ford guy.
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Hit retry(i think) it will tell you the script name where the problem lies and also tell you generally what line the problem is on. Traffic lights. LAFD is going to Dodge cabs as well. I forget if there extended cab or not, but I believe they are. You need to do the lights and the VOs and name them all properly. The tutorial works fine. I have used it myself.
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So just ask for permission. Mikey may or may not but Hoppahs models are free to use now so no permission needed.
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Check the PRL/LED thread for instructions. Its been covered more times then I care to count. Search thread tool is in the top right corner of the screen when viewing a thread. Search for instructions.
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1. Look for liquid. Its in one of the drop down menus. 2. The car is scripted to point to a turn to vo. You didnt move the turn to vo so its pointing towards the turn to vo.
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Looks like a good start, but keep in mind that this might be a bit advanced for the average n00b. Like they wont realize 0=false and 1=true, things like this. Also, I imagine your going to need to have it load a different template depending on the XML. Like the template there is fine for editing the mission XML but in most cases, only advanced modders are probably going to mess with that script, where as your average n00b is going to be more interested in in editing freeplaybase and freeplayparams. In that case the template above with index map and script are going to be useless. None the less, it seems off to a good start!