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Wkboy714

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Everything posted by Wkboy714

  1. It's a complicated and time-consuming process, so you should be very careful to check you make no errors along the way. The easiest way to add the existing cars into the mod you want to play is by following this great "Adding a Vehicle" tutorial that our Hoppah has put together.
  2. As usual, good work, EmC-Unit
  3. Over here in Britain, paramedics sometimes need to enter a crashed vehicle to stabilise a suspect whilst firefighters remove the roof. Due to the close proximity to powerful cutting equipment, metal, broken glass, as well as any sharp or protruding parts that might occur in a car wreck, I see it as common sense to stick a helmet on...
  4. Hi, If a vehicle or person (including the fireman deploying it) is standing where the jump pad will expand into, then it won't deploy. Move all persons and vehicles further away from the building if the pad won't deploy. That should work then. Hi, If a vehicle or person (including the fireman deploying it) is standing where the jump pad will expand into, then it won't deploy. Move all persons and vehicles further away from the building if the pad won't deploy. That should work then.
  5. Very nice. Though I think the long base van is clearly a German model, as they have those extra indicators sticking up on the back unlike British vans still great though. Have you guys decided/implemented the dispatch method yet? Know if it'll be script controlled, or manual? (Also, do you happen to want any lighting help?)
  6. The pictures look great - although I doubt whether a helicopter could or would land in that precarious position in real life I'm glad to see you have it set up so an injured person can be treated by multiple people. Great addition to us role-player types. Do I spy one of the medics wearing his bag as a backpack?
  7. There is more than one ambush spot, but how many in total, I don't know. Depends on the route you take to the destination.
  8. Ah yes, I saw the video of what you're trying to do. Good luck with this - if you crack it, it'll be a pretty amazing addition Could you perhaps assign the script to the firehouse control panel which checks for any free FFs within the station, or spawns them in, and then sends one FF to point A, one to point B, then activate their commands, etc? This would save the need to click each firefighter and then each command. I'm thinking similar function to Hoppah's firestation person spawning script.
  9. Hey Dyson, Though I'm hardly a modding expert (especially compared to you!), this is something I've looked in to before. Equipment is the only Command Group category, as far as I can tell. It may be possible to create a new custom command group (perhaps just write it into a couple of scripts and create the UI for it?) but I haven't tried that yet. Failing that, I would suggest the next best alternative is to create a script that, when the command is activated ingame, removes all scripts from the caller and then assigns a bunch of new ones, including a back/cancel icon button which 'resets' to the normal scripts again. For example, a script of 'useradio' which removes all commands and then assigns all radio related commands, with a 'back' button to revert back to normal commands. I hope I've explained it well enough to make sense. Take a look at an existing script, for example CallOutMainMenu from Copenhagen Mod 1.1, which I believe does what I'm trying to describe.
  10. Also make sure you close all menus with the 'OK' button in order to save your changes.
  11. Nice job on that ambulance. It looks great
  12. Good work on the updates - the high quality is evident. It looks like the gameplay style will be exactly as I like it. Keep it up and thanks.
  13. Hey, With Intel graphics cards, you might have a problem with shadows in the game. Try turning off all shadows in the graphics options, and if that doesn't work then lower all graphics settings and resolution and see if that changes anything.
  14. Excellent! I'm so glad to see this. Good quality is already evident.
  15. I find the brightest polygon lights are when R, G and B are all set to max. Then turn down R and G equally little by little, until you have a shade of blue you're happy with. If you add a small corona on top of the polygon you can really enhance the effect, making it brighter/stronger if you wish, creating a pretty cool LED effect. Just play around and discover how to make the best effects.
  16. Perhaps if you just took the scripts for the existing stations, copied them to create new scripts, and then replaced all the names with new names (eg swap fs_01 with fs_03, add all the VO's on map, etc)? It would take a long time, but in theory, it might work.
  17. I downloaded a few times and eventually it worked (didn't get the unzip error). Played it for a while, and love it. Great work, good quality in all areas! Two minor points - 1 is I hope to see the function to call nearest patrol car added. This gives an actual use to putting your cars on patrol. And 2, some of the off-map fire vehicles I call in will remain unavailable to call forever, even after I've sent them back to HQ and they despawn off the map. However I do love playing the mod. The force-call options are good features. Thanks on delivering a great product.
  18. I noticed on the website the file size is listed as 215MB. But when I download it, I only download 210MB. Maybe that explains the broken zip file. It may be fixed by reuploading.
  19. I also get the corrupted file error. Maybe uploading an unzipped version would help those with that strange problem
  20. Just FYI, department and district are spelt incorrectly on the last screenshot Otherwise all looks very nice though.
  21. I am one of those 'intels'. I already went through the mod and converted all the .bmp textures into smaller .png files. As reported, there was a big file size reduction. I tried loading freeplay after this, and for once it started up (rather than CTD before loading finished) but just instantly froze totally. It seems, then, that I had freed up some memory but nowhere near enough. I think the issue is probably the imported high-quality models from other games. There are a lot of these on the map which my Intel card probably can't cope with (being an integrated card, it shares graphics + processing power). I did go through the map in the editor and replaced a lot of the HQ imported models with standard EM4 buildings, but still didn't get any further than before. I might try replacing all the HQ buildings with normal EM4 buildings and see if it works then, although that's a real shame as it won't have the NY feel to it and be a lot less fun to play. Perhaps modellers can work on reducing the poly counts for these buildings to increase performance, or more simple models can be given good textures to achieve the same effects (a low-poly model with good texture can be just as good as a high quality model).
  22. Yeah you're right; dammit Google betraying me so easily! This carriage is one of only two that's pulled by tractor to be the only frontline ambulance on an island of 600 people. You win MCERT, your turn!
  23. Alright, so as this is quite difficult, I only want the location and what it's used for. Good luck
  24. Scottish Ambulance Service - ISU,FCU and IRU Which I guess stand for... Incident Support Unit, Field Communications Unit (or maybe Field Command Unit) & Incident Response Unit
  25. The livery does suggest Essex, UK, but the marking of "RP56" on the side (plus abundance of lights + some kind of orange traffic equipment in the back) suggests to me it's a Roads Policing vehicle, used by Essex Police, in of course England.
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