-
Posts
4,836 -
Joined
-
Last visited
-
Days Won
8
Content Type
Profiles
Forums
Calendar
Tutorials
Downloads
Gallery
Everything posted by Xplorer4x4
-
LA Mod 4x4 w00ds Map v1 Submod Preview
Xplorer4x4 replied to Xplorer4x4's topic in Submods [Not released]
Oh god, of all the things...seriously..just wow. I understand your desire from realism, but seriously, come on. Of all the things your worried about you bring up brush clearance laws? For the sake of your point, assuming this was real life, this would not detract from visibility anymore then the landscaping that was originally there. Anyways I had a few reasons for doing it like this. 1)I wanted to force units to use the drive way to move to the rear of the FS. 2)I could have used a VO to accomplish point 1, but wouldnt quite look right and if 3)The SWR and Heavy Rescue were parked there, it would look odd to see them parked there with out some sort of barrier. -
LA Mod 4x4 w00ds Map v1 Submod Preview
Xplorer4x4 replied to Xplorer4x4's topic in Submods [Not released]
The information was local only, aside from the part about LA. LA for example has over 100 front line rigs I believe. On the other hand, my city has about 30 or so, and that includes reserve rigs as we only have about 6 reserve rigs total. 2 of which are quints. -
Can some one post a log file?
-
Yes, because thats totally different then where I said I think it was a defective street light. So if you dont want it closed why did you even post this? What does this add to the topic? Absolutely nothing but spam. So if you dont want the topic locked dont post anything unless your commenting on something to to do with NY, or NY Emergency services. Better yet if thats your idea of a post, why not join Emergency Captain and just stop posting. Seriously you two look like chickens with your running around with your heads cut off because it apears you can not think before you speak. You mean stop saying back to topic? I would imagine they would have supply lines given the amount of detail they put it. I still cant believe they actually modeled the word Seagrave in to the grill of an engine. It might seem silly but thats got to be one of the most impressive things I have ever seen in terms of EM4 modeling. Thats what you call detail. And to manage to keep it under 5000 polygons at the same time, thats pretty damn impressive imo. Since you guys are doing freeplay using "Mission scripts" will you be disabling units when they are not needed in a mission or it would not be realistic to have a unit dispatched to that area? Like I doubt port authority would respond to an MVA in the heart of the city.
-
Gobblygook text in game menus/briefings/ingame
Xplorer4x4 replied to a topic in Technical Related Support
First thing first, most likley fix for a crash to desktop is update your video card drivers. Secondly, the game menu issues, just reinstall the game. -
911: First Responders with AL mod, unable to load the mod.
Xplorer4x4 replied to a topic in Technical Related Support
There isnt. -
Souldbody, I suggest you check the Android Market TOS or whatever they call it. By naming your app this they might not even allow you to release it, so why not save your self the trouble of reprogramming things at a latter date and change the name.
-
LA Mod 4x4 w00ds Map v1 Submod Preview
Xplorer4x4 replied to Xplorer4x4's topic in Submods [Not released]
Not sure what you mean by there not "allrunders like the germans" but EFD uses them because it helps them meet safety regulations. The vast majority of stations here are a single engine house, and they do not have the money to do otherwise. So unlike LA where they have a single house, in a lot of instances that make up a task force(1 Truck/Tiller,2 BLS Engines), we have quints positioned through out the city to where for most structure fires, you have 2 engines and 2 quints on scene. However we do have a Tower ladder that gets little use, and have 2 fully functioning houses downtown to make up for the lack of quints on the west side. Both stations house an Engine, Ladder, Rescue, and a specialty crew of either hazmat, or dive rescue. So with our resources spread that then, and major extrication tools coming from down town(9s has extrication tools as well but its a combi tool which I hear dont usually match up to a good set of dedicated cutter or spreaders.) It make since to use them here to meet set standards of fire protection. The quint will not be a separate download, and I dont know if I can even make a fully functional quint or not yet. Decided to do some yard work at FS1. -
Not a bug. Search the forums to crash to desktop. Its covered a million times how to fix it.
-
You need patch 1.3 for Emergency 4. Find it here: http://forum.emergency-planet.com/index.php?/files/ Also read the rules, its english or dutch language only, and do not double post.
-
You got that right: From the LAFD PIO via Yahoo! alerts... In the 3 hours following the game, 50 strategically deployed Los Angeles Firefighters responded to 37 incidents within a one-half mile tactical area surrounding Staples Center. This included 14 rubbish fires, 1 vegetation fire, three vehicle fires and 18 medical aid requests for persons ill or injured. A total of 8 persons were taken by LAFD Ambulance to area hospitals. The age, gender, condition and affiliation of patients, as well as the circumstances of their illness and/or injuries was not immediately available. But yeah btt, my moneys on defective traffic light, not a shot p traffic light.
-
What sounds cool? Honestly all we have is a reskin of the LAPD Patrol Car, and aside from that, no idea what scripts are planned, what units will be included, and know basically nothing about the mod. Nor does the mod leader actually have any skills. So purely out of curiosity, what sounds cool?
-
lol you have a good point. Try living in country music territory. 9/10 stations play country, so you got plenty of rednecks around here. So its nothing to go out in to the country and find shot up stop signs.
-
LA Mod 4x4 w00ds Map v1 Submod Preview
Xplorer4x4 replied to Xplorer4x4's topic in Submods [Not released]
Maps arent really a factor in how easy or hard it is to add a third station. If you want it fully functional its the scripting thats hard. Really hard because it affects the other fire scripts as well. ATM, I dont have plans to add a third fire station to the remaining maps because they do not have an air port going of memory. Thats not to say I wont be adding one, but it all depends. On this map I placed several VOs to help control units taking wrong turns and getting stuck. I also placed the strip mall in place of a few buildings to eliminate units cutting across the plaza area. Point is, I dont know anything for sure until I can get in and play these maps myself as it has been a long time. Progress report: Right now I am in the process of finishing up the scripting but theres a few things I am stuck on so I am waiting on a certain anonymous member here who is assisting with scripting. Scripting is roughly 95% done. Modeling - 80% would be my best guess. Waiting for two models to come back to me from uv-mapping. Then one needs to be reskined completely and one needs a skin touch up. Waiting on one model to be touched up. I have some one modeling Quint 9, and waiting to see how that turns out. Map - About 95% complete. Need to work on a few trouble spots for traffic. -
Glad to see you back Shane! You can ignore all those PMs I have sent. They have all been resolved.
-
I finally played winterberg for the first time in awhile Installed the latest version and applied the fix for english, which was pretty much useless as the translation is horrible. I understand what Hoppah used to talk about in terms of LA Mod stability vs Winterberg mod stability. Every single time I play this game it just ends up getting a script error. It has some great features but that about it. The map texture is quite sloppy as well imo as one road in-particular just ends, and cars drive over the grass at the end of the road to get to the street just on the other side of the grass lot where the road ends.
-
The only other thing i can suggest id to uninstall the game, and reinstall it.
-
Give those a shot and report back.
-
What about blinkers/hazard light?
-
Ok keep me posted, one more thing I forgot to fix, find: object DummyPatrol : CommandScript Replace it with object DummyFootPatrol : CommandScript It is probably confusing the dummy with the dummy from the car patrol script.
-
For fire apertures blue prints, I think you usually have to get them through the manufactures website. I know Seagrave post there specs online. Others I am not sure about.
-
Yeah because of the lives lost in the tornado, not to mention one fire station destroyed, and still stands destroyed to this day, the county put in alot more storm sirens, and passed new regulations for the safety of mobile home parks during severe weather.
-
See rule 7: Avoiding cross- and multi-postings The creation of multiple topics or posts with the same Question/request/comment in one or several forums is not tolerated on our message board. Only the quality of the post determines if you get attention or not. Besides, if there is no one who knows an answer to your problem, there is no reason to bump or post your topic over and over. http://forum.emergency-planet.com/index.php?app=forums&module=extras§ion=boardrules Nobody knows how to help you, so creating multiple topics and posting posting posting on the issue is not going to accomplish anything.
-
Not quite sure if I understand you right but if your asking if that will affect the speed when you tell an officer to move somewhere else, that's correct. If you want to adjust the speed when on patrol look further up in the script and you will see some places where it says 1.4f about three or four time that will control the speed when patroling. If the officers still do not move faster when you order them to run somewhere, let me know. I think I forgot to adjust the dummy command for the script.