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Everything posted by novius
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Then you'd have to move the missions in from another mod. I highly doubt they'll ever do missions as they're a multiplayer group.
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For missions: open the unit.xml for each vehicle you want and add the numbers of the missions you want that vehicle in. It's easy but time consuming.
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Non-North American Fire Departments
novius replied to Fred03's topic in Emergency and Rescue services
I think it's a cheap way to bend the rules, but no one goes in without proper support. My department for example will have 4-5 engines, a ladder and a heavy rescue each with 4-6 firefighters as our structure fire assignment. Add in various officers who arrive POV, and mutual aid depending on the duration and severity of the call, and a lawn can almost feel crowded. -
Non-North American Fire Departments
novius replied to Fred03's topic in Emergency and Rescue services
There is a combination department in my area that staffs two units with 3 and supplements with part paid. Because there are 6 total members arriving on scene, they still satisfy the 2 in 2 out. Should the units be at separate calls, they are supposed to only do exterior attack until others arrive. The major city (11 engines, 5 ladders) has a couple engines staffed with 2 and 3. It's all about meeting the requirements for dispatch to on scene time. -
I agree with mikey. Everything else about them looks awesome though.
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If no one else answers, I'll edit this post and get them for you in about 3 hours, I'm away from my computer.
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Hold the alt key to move childs vertically.
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It's not released yet. It said release date announced.
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Are you sure the e4p file is looking for dds? Every once in a while you find a copy that someone edited to point to a png.
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@willowfork fire capt: there's talk of that in the modding concepts area.
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I'd recommend this: Scrap what you've got so far and go back to the original script. At the top, simply switch the usar_squad.e4p with hazmat_squad.e4p and vice versa. The rotation stuff is above my head in scripting. You'd also have to change the latofirestation.script to make them go back where you want. Be certain you change every instance of one .e4p file with the other in the script, else you'll end up spawning things you didn't want. You'd also have to change the personnel. I don't remember the numbers for each but I know there's a thread on here about it. Wait.... maybe.... look and see if there's something about rotation or turnto in the script. If so, just swap the numbers. Are they spawning and loading the right personnel?
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Looking great Bama. Your work never ceases to impress.
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Please keep going guys. Your work is very impressive. I'm looking forward to River Falls.
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That's a neat looking station.
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I don't use the call commands, many have issues. I believe it's because the mod is still in progress.
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We have 3 stations, the furthest from the scene will send a unit for rit. so... *tones* "stations 2, 1, and 9(code for rit), a structure fire" Station 2 has two engines and a heavy rescue. First engine lays in as search team, second engine will grab hoses off the first for interior attack. Rescue guys likely stand by as initial rit during search operations. They will rotate in to attack or work exterior. Station 1 arrives with 2 engines as well. They will rotate into suppression spots as needed. Their ladder will begin roof ops. Station 3 has two engines, a brush unit, and a department-built insulation vacuum. As station 9, they send their rit apparatus only. The other units will stand by to cover other calls. Depending on fire conditions, we may call an engine or truck from a neighboring department to the scene. If the bulk of the fire is not controlled within 20 minutes, we have neighboring units man our two empty stations with an engine. One neighbor sends their rescue pumper as our three rescue pumpers and the rescue are tied up at scene. A structure call given as a 2, 1, 9 is the only time all 4 of our extrication equipped units are on the same call.
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Automatically disabling bluelights?
novius replied to Ghost Graphic Designs's topic in Modding Related Support
For the menu, you need to remove all the fire vehicles in the freeplaybase.xml file. That file is your menu, so anything you take out of that, you take off the freeplay call menu. -
I love how this is progressing. I have to agree with firefighter23, the skin looks off on the ladder even though it looked great on the engine. (I know it's a WIP, but thought I'd chime in). Really looking forward to this. Keep up the great work!
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I want trying to knock you about the traffic, sir. I like that it feels like a busier town. The buildings on the map feel like it's busier than the stock traffic suggested. Plus it's a good challenge.
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I've noticed that as well(compared to the original map traffic) I'm assuming Mentor changed the light duration. I haven't compared them though, so I can't be sure. Easy fix would be set a cop at one or two spawn points and redirect cars back off the map as they appear, though that only fixes backupson that one path.
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That's a very cool, unique, and professional looking color scheme. Very impressed, definitely worth using.
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Fire and Smoke Damage Script [Need Help]
novius replied to itchboy's topic in Modding Related Support
Fair point. I guess I assumed that was a base game variable. Would it be good enough to just add the animation to the part of the script where people are injured by the fire? Or are you specifically looking to have uninjured people cough that aren't in the danger zone as well? -
Fire and Smoke Damage Script [Need Help]
novius replied to itchboy's topic in Modding Related Support
I have virtually no scripting experience in em4 outside of minor edits. That in mind, what about this? (I'm assuming GetNumActiveFireChilds returns an integer as how many objects are burning) If GetNumActiveFireChilds >0, then activate your script that finds them. That way you're only reading a number every loop unless there's an active burn. -
If you're talking about loading it here, I know there have been problems for a while. Or are you having problems with another upload site?