Olympus1492
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Everything posted by Olympus1492
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Based on real life experience I'd like to offer up some of the most common calls both on the Police and Fire/EMS side of this. Boring and redundant as it may be, the reality of many fire department around the country is that a solid 80% of callouts that come through are medically related callouts. Granted, there are many, many variations of medical callouts to be experienced and I think adding some new systems and mechanics around such callouts would be an incredible improvement to this game. For example, on an all too often occasion, people make stupid or unnecessary calls to the emergency services. Things like bee stings (without the allergic reaction), stubbed toes, bloody noses, funny or odd smells, breathing disorders caused by laughter (yes, this has happened) and multitudes of other odd or quirky things. If you can imagine it, it's probably been called into a 911 operator at some point. My point is, not all the calls have to be a treat and transport or a code three response. Treating patients on scene is a fairly common occurrence for minor things and it adds realism to things. Some cool calls to add may be: - Sick patient: Person is sick. EMTs treat the patient on scene and determine if he or she requires transportation. (This could be determined using a random math function and then an if statement based on a variable to determine if random math is greater than 0.90, the patient requires transport so 1/10 patients require transport.) - Minor traffic collisions: Basic collisions that require a police report and then they get back on their way. - Smoke investigations: A box is outlined on the map where a caller reported smoke in the area. Once an apperatus is in the box, smoke will appear from a random object in the area. A fire may or may not start as a result. - Automatic box alarms (Someone created a mod called BMA for this): Fairly self explanatory... - Suspicious individual(s): Question and arrest suspicious suspect in an area based on your judgment and checking of their ID. - Domestic disputes: Two neighbors or people shouting at each other with possible weapons involved. Maybe after 2:00-3:00 minutes since the call comes in, a physical altercation takes place. - Murder: Investigate a crime scene for clues leading to a suspect. (No idea how this would be done in code, you'd have to be a true master of the art) - Suicidal patient: Use a negotiator to talk make a suicidal patient put down their weapon before self inflicting damage with it. - Drug deal: Self explanatory.
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There is a county fire station and the volunteer station. The only difference being that you've gotta staff the stations from off the map at the beginning of the game. The police station works the same way.
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I'd like to first thank Goog and the whole team for all the hard work they put into this mod and all the hard work I imagine they are continuing to do. Secondly, I'd like to address everyone who's been haggling them and harassing their whole team for the past three years about release dates and making an assumption that your playing of this game with their mod is more important than their personal lives. Creating a mod, a game, or really anything for that matter is an endeavor that this team voluntarily took upon themselves to share some of their amazing abilities and skills with the community. It boggles me that any of you could be so blatently disrespectful to several members of the RCMP team that have dedicated three years of their time to making something for all of the community to enjoy. So, to sum up my point, stop being assholes to people who have dedicated an entire three years to you and your enjoyability of this game. Thanks.
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I've made a multiplayer version of this mod, however I was informed I'm not able to release additions to this mod if the addition in question is an addon. The multiplayer version I've created isn't quite the same as the original in that I ended up converting the volunteer station to a county station for the simple fact that the volunteer script wouldn't work on the map, at least not with the very limited amount of time I spent with it. It functions similarly to the Harbor City mod in that when the match begins you must call the units from off the map and then get them to the station.
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Are you attaching them to the hydrant?
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Adjust the Hazmat vehicles "unit.xml" file to change who can be in it.
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Create another VO where you want it parked (Make sure it's inside the "squad_01" VO, then adjust the "LAToHospital", "LABattalionChief" and the "LAFireStationStart" script accordingly to add another ambulance.
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It occurred to me that there's possibly an endless loop running in one of the scripts. I only say that because it seems to me that the lag isn't a problem at the start but gradually gets worse until it crashes as if it's looping over and over again; possible adding integers for some scripting logic or something to that effect. From what I've seen, many of the scripts are heavily modified to fit into this mod and they do that quite well but there might be a line or two causing a problem. Just a thought.
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Sure thing. Here's a video of the station and an AMR ambulance on an MVA:
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That's why I didn't post the link on here. If Bama or Itchyboy says it's okay, I'll be happy to though.
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I don't remember who mentioned it, but if anyone wants the version of this mod I created with an added BCFD station, AMR ambulance replacing the Sprinter and a few fixed traffic bugs, various small map edits and alarm boxes (Occasionally they are triggered and it's a false alarm with a box that must be reset), PM me.
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Fire extinguishers...?
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I've never actually tried this with the Montana Mod, but generally when you select a police vehicle with a guest of the state in the back, you can click the suspect's icon shown in the transport panel of the vehicles available "seats," if you will, and it may release the suspect.
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When you release the patch would you mind making two downloads? One, the full package fully up to date and two being a package with just the files needed to update from 2.0.1 to 2.0.2? I only ask because I've modified the mod on my end a ton and don't wanna sort through what to keep and not to keep. Thanks.
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When you crash, are you usually doing anything in particular? (Receiving a call, dispatching a truck, calling in an ambulance, ect)
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I'll be happy to help you. Message me.
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How can i add a unit to the callout list?
Olympus1492 replied to FDNYpower's topic in Modding Related Support
What do you mean by "the callout list"? -
How about running the game as an administrator?
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Sounds like it could almost be corrupt files or a lack of RAM to push the game forward. What sorta specs do you have? Assuming you have good specs I would start by completely deleting the mod's folder and re-installing it. Download it again to ensure you don't get the same files if for some reason they were corrupted.
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I actually fixed a good bit of the lag in my own rendition of the game. At the hospital around back where the ambulance was parked in 2.0 there is still an object called "cas ambulance" or something like that. When I removed the object it resolved the lag significantly.
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... Spelling can make a big difference in the situation you're explaining.
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I'm already about half way done implementing that very same idea in my own rendition of the mod. It's pretty easily achievable, I'd love to see what the real mod team could do with an idea like that.
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Would someone mind uploading their original, untouched and vanilla copy of em4.cgf to Media Fire or something?