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Xplorer4x4

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Everything posted by Xplorer4x4

  1. ^If memory serves me right the new heli should replace the old one. Did you do a clean install?
  2. I think I know how to do water rescues by now. Problem is there is no where for the motoboat to launch on that side of the bridge, and the bridge is to low to go under. Besides I have never had to use the motorboat for water rescues unless I wanted to. The diver should be able to perform the rescue regardless.
  3. That link works fine for me..
  4. Im not saying the icon thing will cause an error, i just suggested that to make sure you use the right command because both this command and the call patrol car script/command will be using the same image. Technically the error the game is spitting out says it wants VT_THW_ASF to be a constant, so more or less it wants: const char VT_THW_ASF[] = "mod:Prototypes/Vehicles/04 LA Tech/roll_back.e4p";
  5. In the editor its listed as firefighters_asf. Your trying to dispatch it based on the vehicle type, rather then a vehicle prototype. The script has to call a specific prototype. SetIcon("callpatrolcar"); Ok first make sure you change this to something like calltowtruck. Second, keep in mind you need to dispatch the tow truck by its prototype. Something like: n = Game::CreateVehicle(PROTO_TOW, UNNAMED); Then define proto_tow above.
  6. Dealing with traffic: Nothing, I seriously dont know what every one is complaining about. On rare occasions a cop car will get stuck making a turn and cause a small traffic jam but I just move them out of the way(the cop) and send it on a ptrol. Setting up for success against pickpocketers and violent offenders: I use about 9 cars total. 2 for each path. This gewts great coverage with out overdoing the units on patrol. Dealing with unauthorized demonstrations: Depends on how bad it is. Some times I attempt to block off the area with guard rails. Then send a SWAT SUV with 4 SWAT officers. Grab a flashbang, and toss it. Then grab the person with a sign. Arsonists/Gas explosions: Nearest patrol car responds to the arsonist. Lightforce from either station with a BC. Then the back up can call for an additional lightforce or two if needed. Depending on traffic a patrol car or two will respond as well. Fires near the dockyard to the north: Lightforce from FS1, BC, and Hazmat squad stages. Traffic accidents: Depends. If its near FS2, usually the a light force and the EMS Supervisor I have at FS2. If FS1 is closer, ALS Engine and the Large Rescue Ambulance(which is strictly a rescue truck in my mod), and sometimes an EMS Supervisor. That gives me 4-6 medics on scene. Atleast one patrol car, maybe two depending on how bad it is and where it is. Hostage situations: 1 or 2 patrol cars depending on where it is. They do traffic control. Then one SWAT SUV. Send in two SWAT officers, one with the riot shield and one with a flash bang. Usually this results in no one being injured. 1 or 2 ambulance if by chance something goes wrong. Vehicle fires, random discarded cigarettes, fireworks incidents: If its a little bush on fire, i send a brush truck. Vehicles fires, one cop car, Large Ambo, or USAR depending on whats available at FS1, maybe a BLS Engine. If FS2 is closer, ALS Engine and a petrol car. A tow truck goes out no mater what of course. Earthquakes: ALS Ambos, EMS Supervisors, maybe a Heli, the BLS Ambo, and usually a light force for each fire. May send ALS Engines for medical if needed. Fires in the Suburban Neighborhood in the southeast corner: Light force and BS From FS2, and sometimes brush truck from FS2. Usually I go ahead and send a second light force from FS1.
  7. Are you sure the tow truck is classified as VT_THW_ASF? Perhaps its something to do with the word patrolCars? If you can copy and paste a similar command here, like call police back up. Doesnt need to be the whole script, just the code for the command.
  8. There is a stripped section at both the on and off ramps to the highway that I normally place a CHP on those when I play. Toss it on standby since it's a good highway location. - Exactly where I plan to spawn them. You COULD revamp some of the tree area or where the house is and place the small Forest truck and a LASD vehicle there, but I like to have my LASD patrolling. - We'll see about that. I dont think im going to add a USFS base to the map. I'm assuming the ability to changer the tiller to a ladder will be in the script? I'm really not a fan of the tiller. - I might include an alternate script to replace the tiller with the tower ladder. Scripting questions regarding Tech: Is there a way we can give the repair tech guy a standby command and be able to call him with a VCMD calltech as well as a calltow for police? This would beat ( and make it slightly more realistic than calling it from off site using the commands. Police units can get to the scene normally fast and to be able to have them call a towtruck and the repair guy would be really nice. Not to mention having at least one or two spawning on the map at the repair station. - Well this is a big to be determined thing. If I do this I would expect a call tow truck before a call an engineer. It wont be in the first release of any of the 3 versions. The cut through area... Is that the huge open spot? Common location for the protests and such? - I believe so, yeah. Its a big open area and leads up to a stair case and there is like a an over look are for the river/stream. Another thing you might want to consider is adding more hostages situations to that map. There seems to be only one mission regarding that. - I may add more events in an update. Also consider bring in support for AMR Ambulances, I'd like to be able to call them with the Bat/Para Chief. I tried to copy a part of that one script that has them, but I was unable to get the AMR to go on patrol AFTER they dropped off a patient. They'd just sit in the drop-off bay. - Well I am open to ideas by all means, but this is a another we will see. That map has a problem with low vehicle amounts, so you may want to increase the spawn times. More so on the highway, it seems HIGHLY unrealistic that only one or two vehicles spawned. Just tweak the spawn rate and redue the paths. I hate how some roads have no traffic while others have tons. :/ - Yeah I have noticed this to. I dont think I will be adding events to the map for the first release simply to maintain stability, but I will probably go through and add a few events and increase traffic like you said. Have you considered doing away with the ( neat, but useless ) military base and modifying it as some sort of "federal" unit base? Like maybe ATF/FBI? - Hadnt considered this, but who knows. I agree it is mostly usless but I send in the Humvee and use a little imagination that they are MPs.
  9. I cant see any reason it wouldnt be compatible.
  10. Hey Jon, if memory serves me right the HES and maybe brush are based around an F-350, or a Ford F Series none the less. If you still have problems you might try the HES or Bursh truck wheels.
  11. You said: "BTW: I am changing right at the moment the traits, so that you can cool, shoot, transport and recover them..." So i am waiting for this to be fixed before I use this.
  12. You can also go into the specs folder and edit the fp_params_endless.xml or fp_params_endless_d.xml if you use EM4 Deluxe, and change the start time to something like 19:00 hours, and this will let you play the map at night time, which I prefer, and there will be less traffic. Also make sure you have the latest version/patch of the LA Mod as I cant recall the last time I had traffic problems.
  13. Hey I havent actually put the CHP CV LED in to the mod yet, but if you have any updates you havent released yet, I would love to see them and might switch out certain units. Currently ,NFK and CFD are both assisting heavily in the project to allow for a good variety of lighting types since you all 3 have very unique styles and there will be a variety of units with different lighting.
  14. Well good news for you then. w00ds first map is coming along quite nicely. I added a parking lot behind the police station and expanded on the lot to the side of the police station to make room for parking SWAT units, ATF NRU, and the big SWAT/Bomb Squad. Since this map has an airport I have brought back the LAX Cops and the Crash Tender(disabled for new map since they serve no use). I added a small building to act as an LAX Police station and added scripted parking places. I added parking for the Port cops, brought back the USFS Truck(dont see a reason to use them on the new freeplay map) to handle fires in the camp ground. FS1 has a minor edit to the texture so the Heavy Rescue Crane wasnt sitting on the sidewalk. At FS2 I tried parking the EMS Charger and Brush behind FS2, but the tower trucks so damn long, it just didnt quite have the room to maneuver so it would get stuck easy.There was a train station next to FS2. Well there still is but I decided to decrease the length of the platform and make room for the Brush and EMS Charger to park in a newly create parking area. Right now I still have to play with the spacing of the VO's as the brush truck isnt quite parking right, but that should be an easy fix. I am debating weather to leave LASD in the w00ds map version to cut back on the number of police vehicles, plus the only place they seem to fit in there would be the campground. I may take the scripting a step further and see about spawning a CHP Charger at both off ramp for the highway, spawn the Port Cops at there station and same for LAX cops. The only major problem I see left on w00ds map, is theres an area in the middle of the map that units like to cut through when they shouldnt. Oh and I am touching up the patrol paths. All 2 were almost the exact same, if not exactly the same so i started from scratch trying to map it so each patrol path covered a different section of the map. Just waiting for some bug fixes on the scripts, i hope, and then the first edition, using the new freeplay map, will be pretty solid. The only major thing left will be adding some info to the XMLs so the new units have proper names, and adding the VOs on the non deluxe map since it didnt seem like my work around played nicely with 911FR.
  15. If you want specific resolutions like 720 or 1080 then you might have to edit the config, but otherwise, just go in the game options, and choose the biggest resolution possible, which is something like 1020 I think. Mines set for 1050 in the config because the game doesnt scale properly otherwise and leaves black bars on the side of the screen.If I use fraps to tape videos, it will be saved at 1680x1050 and when I upload to youtube, the files will be in HD.
  16. Unlock the DDS file(s) and repaint them.
  17. Well I was just saying 3 examples, in reality, theres quite a few more then that I believe, but no instructions will be provided. Just not going to mess with that part of it as its just more work then its worth. w00ds has given permission, and pretty sure he said any one could release it assuming credit was given.
  18. Because there are already 2 noteworthy NY Mods in progress. I say noteworthy because they have taken modding of the game to a level beyond what the LA Mod brings to the table. The third, well its to early to tell. Half the models are to boxy, half are great, and we dont know what kind of scripting they bring to the table. Not to mention theres a few NY Mods that died and reskins can not be released because Hoppah wont give permission.
  19. Thats because the patch overwrites the files changed by this mod like portraits.xml and freeplaybase.xml, to name a few.
  20. You already asked in the RPL topic, and spammed my inbox, keep it to one place.
  21. Sorry I wasnt clear, yes I am refering to the first map. Odd thing is i dont think suicide by drowning vics are random, but theres no one there in the editor.
  22. Any one had a problem doing a water rescue near FS2 at the bridge? I had a person in the water but my diver couldnt reach them via the boat or water.
  23. You wont see an over write option till you copy and paste.
  24. You bump a year old thread to criticize some one?
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