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Everything posted by itchboy
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The objectives are actually pretty generic. Extinguish fires, tow wrecks, treat injured, question one or two people. There's no requirement to send any specific vehicle, but there is a need to call in a battalion chief to be able to call other units from outside the map, and an EMS captain to deal with mass casualty incidents. Beyond that, there is nothing else planned for the player's tasks.
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What happens when you see a wrench image on your vehicle?
itchboy replied to Engine 14's topic in General Talk
Indigo/purple colored TEC menu. Windows 7 works fine with Em4, just make sure you disable DEP. -
No worries. The highway patrol doesnt use Caprices. The Tahoe had to go because it is a K9 unit, and as for newer vehicles, I dont want to put in Tauruses or Explorers in order to keep the rustic rural feel. The Intrepid I wanna do is an 04 model. The highway patrol did use them and I would like to make a backstory where HP tested an Intrepid, hated it and then donated it to the town police dept. A 90s Caprice or Vic has been on my mind, but I doubt they'd be in use in the year 2013.
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The mod has had tasers for years now.
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We appreciate suggestions but only when its on topic and warranted. I (and alot of modders) dont want people spamming the thread with 'I want this and that' even if it wouldnt exist within the context of the mod for example. We also dont want requests like 'pls add every agency'. If someone suggests a gameplay element, I will be asking about the real life tasks, and then weighing in what is possible vs what isnt in Em4.
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You're in luck. The real life sheriff's dept use the vehicles you mentioned: They also have one CVPI. We'll do our best to recreate the above vehicles. Those are the only three marked vehicles we will give to the sheriff dept. They will have an unmarked Impala for the detectives cruiser. The on map town police is currently a 2012 Impala and a 2005 one. We are on the fence for the unmarked vehicle. It will most likely be a Dodge Intrepid or Chevy Cavalier. The traffic unit will likely be replaced with an older model Chevy Tahoe or Ford Explorer. The fictional vehicles in the highway patrol fleet have been removed. We have decided to go with a pair of Chevy Impalas and one older 2007 Charger.
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The MX model itself isnt too bad. It only needs a bit of a UV map edit to fix some of the edges bleeding off. Other than that, you can make some really cool looking things with it. Texturing isnt much of an issue if you model out the interior components. You also have the option of creating your own MX7000 that has HQ textures if the current one does not suit your needs. But at the end of the day, its the polls that decide things.
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What happens when you see a wrench image on your vehicle?
itchboy replied to Engine 14's topic in General Talk
As long as the health bar on the right side is green, it should still be able to work. The wrench means that the unit has been damaged either from gunfire, heat from fires, or in the case of ingame boats, from collisions. You have the option to get an engineer to repair the vehicle. Once the green health bar reaches zero, the vehicle catches fire and will explode in about 15 seconds unless you extingiuish it. -
This happens to me frequently. I hate it, and there's nothing I have found that can fix it.
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Based on what you guys tell me, the best compromise would be to have the unmarked vehicle, but no detectives on map. It sounds reasonable to me. Can anyone provide informatino regarding shots fired or suspicious person callouts? I am aware how dynamic those are, but I would like to have a few different outcomes to keep the player active.
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Please add credits to that image. One or two names per model is enough.
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I am considering removing the unmarked cruiser from Monida Pass PD because logically, such a department wouldnt have a detective unit. I'd like someone to correct me though. Does a small 10 person PD have a detectives unit? Traffic unit?
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The chase command is not comptaible with MP. It was never designed to work corretly with MP from the get-go. There is no fix for it to my knowledge.
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I see. Looks like the best course of direction is to create animal/permit related callouts. I'd also like to try missing people callouts that are different from orig Em4. From what I've seen, FWP run those black unmarked pickups. More pics that I found. I think I'll run with the marked runner Tahoe, and one unmarked Ford probably. Not sure what the difference between them is though. This unmarked Impala can work as a detective's unit. Not sure if county or state PD owns it. Would people prefer having the unmarked cruiser on map, or have it as off map sheriff?
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Yes. Make sure you arent clicking or scrolling on anything. Also, make sure caps lock is off, and you're not mis-spelling the word.
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You need to type in the cheat code first before any of the shortcuts work. For Em4 standard and 911FR: Type in "magic". For Em4 Deluxe, the code is "fairz"
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Thanks for the pics. I found a marked unit. Also, how is FWP associated with Ranger Law enforcement? Same thing?
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It appears I've been mistaken. The park on the map is state owned. US Park rangers would not have any jurisdiction in such an area. It would belong to Montana State Park Rangers, but I cannot find an image of their vheicles anywhere. I'd like to ask if people have any private archives or image sources that may have that vehicle in them. Are the duties of state park rangers the same as the national ones?
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Ive detected that this is an alternate account from a previous one. You've already posted under the other account so I will be wiping out the old one.
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Los Hattan V2.0
itchboy replied to 59955_1453496446's topic in Modification Sub-Mods (Released Alpha/Beta)
The credits on this project is outdated and does not reflect the content currently in the mod. Please update it. I recognize it as the readme of one of the Mentor mod projects, please include all the authors from the new content you put in. -
I appreciate people's suggestions. For the time being I'll only pick out a limited selection and go with that. All those calls may be different IRL but in Em4, it devolves into the same basic routine of load and go when it comes to injured victims, or using the chase command on escaping suspects. I'll be picking out the ones that actually involve new elements such as search, investigation, an cleanup. Those are the three main things that I'll be placing emphasis on because they're elements of the original Em1 and Em2 games that have been missed in Em4. HAZMAT is also something that can be expanded on as well. Due to the simplsitic nature of Em4's medical system, I can only have a very limited amount of varied calls. There wont be any in depth medical simulation like the RTS Bieberfelde mod because that is way beyond my abilities as a modder. Maybe we can see such a mod someday but Northview: Paramedics has been cancelled unfortunately. I like the idea of having untreatable time senesetive patients though. It seems like the most doable option that people have suggested. When it comes to fires, the town of Monida pass doesnt even have tall buildings to begin with, but I'll see if having functional roof venting would actually help improve the gameplay experience. Interior fires will stay as is because of Em4's fire system being unmoddable. I'm interested in trying to implement Hoppah's search house script to be a requirement in building fires, we'll see how that goes. Most calls in that real life area are actually grass fires, or car accidents. It is claimed in one article by a firefighter that they haven't had a fatal house fire in over 15 years, so crazy calls like those will be put on the lower priority. Policing is something I'd like to expand on, because it seems to be the neglected element of the game along with the TEC units. I place priority on those calls that dont involve arrests, or just require the player to ask around with a few people. More serious events like hostage takings will just be programmed to be the same as default Em4. Regarding the custom callout menu, I had to remove it due to instability issues, as seen in the videos. Until I can figure out a workaround to using the default missionscript 'intercept' functions, I will have to rely on the default dispatcher style menus, and disabling that left side menu entirely.