Jump to content

The Loot

Members
  • Posts

    759
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by The Loot

  1. The LA mod replaced most if not all personnel voices, or at least the really accented ones.
  2. Load times are a serious issue, though only once a session, thankfully. If it cuts down on the size of the mod itself, even better. The bigger issue (for me, at least) is the heavy lighting on some of the vehicles. I'd like to hope for a balance between aesthetics and performance, but I don't want folks to compromise the quality of their work if they feel they shouldn't.
  3. Not sure about changing the stabilize command. 2nd: There should be a way, since different events seem to have different starting health levels. 3rd: As far as I know, anyone downed during play by gunshot, explosion, or fire will always start at full health.
  4. Have a cop shoot it until it burns, and then tow it away. Hopefully the tow truck wouldn't make it into a awkward position.
  5. That would be cheating. He'd put out fires just by looking at them sternly.
  6. A dev's machine can no longer handle the mod... that's worrying.
  7. Actually, I was talking about the traffic speed vehicles drive without lights on, the "code 2" function is what I think it was called. It's part of the FlashingLights script.
  8. Poking around the FlashingLights script. What would I need to do to add the slower speeds without lights on to a personal mod?
  9. What you can also do is move park04 and 05, in addition to 06, to the police station on the map, then comment out the "todonut=true" lines in the script by adding "//" to the front, and they will drop off passengers at the station. Also, if you want to be able to call backup from them, you have to add them to the CallPatrolCar script. Do the same for the "const char VO_PARK" at the top, and then add those VOs to the line starting with "if (aCar->GetPlayerMP()" e.g. add "aCar->IsCollidingWithVirtualObject(VO_PARK04)" etc if they aren't there already.
  10. NOTICE: IF YOUR HAVE YOUR AMBULANCES SET UP WITH BOTH PARAMEDIC AND STRETCHER TEAM, YOU PROBABLY CAN SKIP THIS WHOLE THING. Long story short, I had my call scripts set up with two medics, and I was using the Police ambulance script so it would call any of the four ambulances. I was tired of not hearing the specific Chief call audio, and of losing the few "precious" seconds it takes to select the medics and have them get a stretcher. I decided to see if I could take the Police command and turn it into ALS Response and BLS Transport scripts. A little trial and error, and I seem to have gotten the kinks worked out. Step One: Add the following commands to the LABattalionChief script. Response Script - Nearest of the four Ambulances will respond with two medics. Transport Script - Nearest of the four Ambulances will respond with one EMT stretcher team (vanilla BLS setup). Step Two: Launch the EM4 editor, load up the LA Mod, select the Batallion Chief, add "PcmdCallAmbulanceMedics" and "PcmdCallAmbulanceTransport" to him, and remove "PcmdCallAmbulance1" and "PcmdCallAmbulance2", and then do the same for the Paramedic Captain. If you want to keep them for the sake of nostalgia, or the purpose of setting up another crew complement for the original scripts, you can probably skip removing the old commands. NOTE: FOR SOME REASON, ADDING THE COMMANDS TO THE PARAMEDIC CAPTAIN GLITCHES HIS ABILITY TO GET AN EMERGENCY CASE. Not sure why. Step Three: Open "\Lang\en\command.xml" and add the following. <string name="PcmdCallAmbulanceMedics">Call a response ambulance</string> <string name="PcmdCallAmbulanceTransport">Call a transport ambulance</string> And that should be it. Thanks to Hoppah for the original LA Mod, and Xplorer4x4 and YSB for their submod that I use (I slightly edited those scripts so they should be compatible with the base mod. Results may vary with any submods). Next I want to see if I can do the same for the ALS/BLS engines.... but I think that might be out of my reach, not to mention changing the Light Force commands. Only one way to find out, though. Also, I found a little tweak to stop the lights from turning on until a dispatched vehicle actually leaves the station with just a simple "comment out". Find the following lines in the BattalionChief script: if (v.IsBlueLightEnabled() && (Input::LShiftPressed() || Input::RShiftPressed())) v.EnableBlueLights(false); else if (!v.IsBlueLightEnabled() && !Input::LShiftPressed() && !Input::RShiftPressed()) v.EnableBlueLights(true); And add "//" to the start of each line.
  11. I see no reason why not, it's something anyone can do in any mod.
  12. The mod may rely on the description provided by the default supervisor videos. Though no matter what, any event with the protestors goes the same, no matter the description.
  13. And they can always have the work on this mod form a basis of someone's full Chicago emergency service mod, same team or allowing someone else to take a crack at it.
  14. Can't say for sure; I didn't bother adding commands in my mod, as I was just testing to see how things were. Which, by the way, is pretty good, though more suited for MP than SP for sure.
  15. Shouldn't crash, as the FD and EMS command vehicles have the functions still, and no crash there. You should be able to add them in the editor with no problem.
  16. Is there one around anywhere? Also not sure what I would have to change in the script so it only requires one person to get, or turns into one when dropped.
  17. Oo, I like the bucket truck, looks better for spraying water than the ladder, which seems to be spraying without a man on it? Very nice work on the vehicles.
  18. Wow, those lighting effects are brutal. I fear the performance issues they may have. Vehicles and people look great, and it looks like you've made some major changes to stations on the map, though I don't know if you intend to use this specific one.
  19. One idea I would suggest is to eliminate as much turning traffic, especially across opposing lanes, as possible. Some leeway could be used for secondary roads that connect through-roads, since they look weird with no traffic.
  20. Integrated cards are pretty much the graphical equivalent of motherboard speakers from the DOS era.
  21. Actually, I'd say that's a bit better than the vehicles I was having lag from. Obviously, I won't know how it pans out until I'm able to play the mod whenever it's released. I wouldn't expect that. Nothing I've said is a complaint towards the high-quality work that's being put into this mod. The topic came up about performance and I gave my thoughts on it.
  22. Most of the issues I noticed were in YSB's version of Xplorer's submod. The culprits were the LED versions of the ambulance and the ALS/BLS engines. I copied over the non-LED lights and that cut out pretty much all of the lag, plus I removed a lot of radiation effects from most of the vehicles that I thought were unnecessary. The Manhattan Mod also caused lag with its lights, but I stopped playing it mostly for the differences in gameplay between it and LA. I've got a i7 6-core on my main machine, but the GFX card in it is pretty sub-standard by today's cards. Since getting a new one also involves getting a new PSU, I haven't made the effort to replace it yet. As long as all the lights on the vehicle flash, and there's at least a minimum amount of radiation effects for the biggest lights, I'm content with that. Tons of radiation effects and light cones, and extremely active patterns like the LED vehicles I mentioned don't really fill a need for me.
  23. Overly-complicated light patterns and effects have been the issue for me, with multiple mods.
×
×
  • Create New...