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Everything posted by Xplorer4x4
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A Guide to the LAFD and assisting agencies....
Xplorer4x4 replied to MikesPhotos's topic in Los Angeles Mod
Oh? You didnt mention the ALS part when we were discussing task forces the other day Billy knows his stuff so yeah if he says it hes probably right. -
http://forum.emergency-planet.com/index.php?showtopic=9437&view=findpost&p=164357 Heres the post from Hoppah.
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You would have already had the answer if you checked the stick topics, and theres a big capitol letter announcement saying, Read before requesting assistance, useful info to. Always search first, post later.
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We are on topic here, Souldbody. Besides asking permission alone is not enough. You have to have permission when releasing it or face legal trouble. You may not be worried about it, but theres no way around it. They can screw your for the rest of your life. You could be 80 years old still making payments for copyright infringement.
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A Guide to the LAFD and assisting agencies....
Xplorer4x4 replied to MikesPhotos's topic in Los Angeles Mod
They are always two bls engines. A regular task force is a truck(tiller) and 2 bls. Hazmat Task Force - 2 BLS and a Hazmat Truck. USAR Task Force - USAR Truck and 2 BLS. -
Read the first post of my submod.
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LA Mod 4x4 w00ds Map v1 Submod Preview
Xplorer4x4 replied to Xplorer4x4's topic in Submods [Not released]
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In my experience it depends on how much you move the patrol car, granted moving it this way or that way just a tiny bit isnt always as easy as it seems, but if you move it ever so slightly they wont disable.
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You can grab the 3 prototypes out of my submod if you want to try them(use the zshare link as it does not have an installer just the files.
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Log fiel below. Off thing is, the game loaded fine just a bit ago after I had altered a path. I exited the game, went to the editor added some commands, and try to load the game. Crash to Desktop(CTD). Check log file, there was a problem with the MCU. Fair enough. Replaced the prototypes, and everything seemed fine. Went to the game. Loaded the Mod. Mods loads fine. Go to freeplay, load freeplay and as soon as it is 100% done loading freeplay, CTD. Now here the strange part...I went to the editor and I can open the mod and map just fine in the editor. Only when I load freeplay through the game does it CTD. Drivers are up to date. logfile.txt
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Sounds like the meth lab explosion across the street here. You get much of that up that way? Guy had burns on over 50% of his body and it took about 10 minuets for the medics to stabilize the patient. He had is apartment so air tight, I guess, the explosion buckled a section of the apartment wall. http://img715.imageshack.us/img715/7803/20100316181443.jpg But yet the windows did not blow out. Notice the middle set is crooked? Ruined 3 apartments and they were un-rentable for several months. Fire in a college dorm tonight. It's in the county which is all voly territory so I am unsure what rigs they actually had enough man power to send initially, but they were trying to figure out if they needed the quint or one of the engines.
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I realize 5K is fine, my point is that I am amazed they made a 5K polygon model with that level of detail. Your cab actually looked great btw.
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I would think the big download now text would be obvious, I guess not.
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Can you search?
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I dont think there has been an update in over a year..that should be a pretty big hint. Hoppah discontinued this ages ago.
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I checked the download and the prototypes are in there. I notice the files are packed(the v3o files) this could be a problem.
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With the new map maybe, but the new map was in 2.0 as well. I said I dont think it was changed between 2.0 and 2.0 w/ Patch 2.
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With all due respect to the dead, its not like they have to be rushed to get some where. On the other hand the units rushing to the scene may save some ones life.
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Pretty sure it is your imagination. I dont think hoppah modified anything on the map in that regard. 4 trucks should be sufficient for most fires. I had one engulf a whole city block, all be it a small block, the other night. 4 Trucks and a BC got it.
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Patch 1.34? I dont recall mentioning patch 1.34. If you read what I said follow the link and check the emergencey 4 section for the patch.
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I am pretty sure you know how to use the editor so I am not going to go step by step, but to sum it up, edit the traits for the tiller. Now check the material in the bottom left corner. It should say something like Emvehichle3 or Emvehichle3b. If you cant figure it out check about 2 or 3 pages back in the bugs topic, or my submod topic. The exact material is listed there. You can use the search at the top right to search a thread. Anyways check that and well if you have the correct setting, I have no idea. The tiller cant be fixed by a script. There nothing in a script that says the tiller is invincible. Its all in the material. If thats already correct, then sorry, I have no idea. :-/
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To lazy to check the first post, but yeah something along that line. I spoke with occram about a week ago and he has been very busy with life outside of modding. So theres no telling when to expect part 2.
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Look at the screen shots in the topic moo linked to. You will find your answer.