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bma

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Everything posted by bma

  1. Oh, had totally forgotten that bug, thanks for reminding us. We don't really have much news to tell about theese days because we are primarily bug testing and then i'm busy with school, but we are moving forward so we are slowly but steady getting closer to a release. Our hope is to reveal some news about a new way people can costimize the police in game soon. Really excited about that one.
  2. I know its not taken, I made the script from scratch to bama because he asked me to
  3. Thanks to me for that script
  4. Was surpose to work on it yesterday, then some guy thought it would be fun to post a bomb threat, so spend all evening at the fire station...
  5. Oh yeah, proberly forgot to tell gunswat that last part
  6. Doctor that would be I'm in the middle of my anatomy semester Gunswat have promised to keep me motivated
  7. Time for some good and some bad news. The good news, the mod is almost ready, and all I need, is to add 2 police scripts, fix the last bugs and create 3-4 new police missions. So working hard the mod would be ready in no time The bad news, im in the middle of a really tough semester at my university and have to know every single bone, muscle, ligament and nerve in the body by the middle of january, so I almost dont have any time to work on the mod. Besides that, all the guys from Denmark I usually make mods with, have all stoped working so i'm kinda alone with this now.
  8. bma

    La mod

    Hey dude, your mod is awesome! No doubt there Im just saying that it is not the only mod in the world
  9. Hey everybody. Lets be honest... this game sucks. Are there anybody out there who would like to team up and try fixing some of the obvious problems i the game? We are talking simple stuff like being able to turn off the bluelight (wtf sixteen tons), warning light, flood light and maybe even siren control
  10. Yeah, just copy everything from the folder into the mod folder and give the officers the "use pepperdpray command"
  11. bma

    La mod

    Saying that you wont buy the game because of one mod is actually really offending. A lot of people put a ton if work into their mods and a lot of them have come a lot further than la mod did. But that is your fault, cause you are loosing a whole world of mods out there.
  12. Hey, we are getting closer and closer to the release and im working as hard as I can to make the last scripts work. All medical and fire department are done and working so all that we need now is the police... which is kinda a tough one! We have totally reworked the police so cars, people, station, scripts, set up everything is different now It is possible to call most police units right now but I still have a few more to go, and then there are all the missions which I havent made yet. Plans are that I will ask my testers to start testing within a week or so, and then when everything is working, the mod will be released I will upload another video next week
  13. They proberly could, but how would you define who goes into that area and who doesn't? And how long they have to stay there
  14. I Actually really like idea, just not sure how make it work in the script. I would have to find all people within a radius(thats easy enough) and making them stop or maybe walking a bit further away (thats proberly also possible). But the problem would be after the incident. Then you would have 20-30 people standing on the map not moving anywhere and most likely standing in the middle of the road causing problems
  15. I like the idea but be prepared for a lot of contaminated people then, a truck tipping over in the city can effect A LOT of people Currently sitting and trying to make the police work Have some exciting news next week that relates to that
  16. I'm glad you asked http://youtu.be/y-MsD7IH8vw
  17. So now, as promised its time to show an update. I have worked on the chemical incident script for the last two weeks and its almost ready now. Therefor I will now present a preview of a chemical spillage alarm in the mod. In the video it is a amonia spillage at a local factory which developed toxic smoke af a leak in some barrels. For the people who doesn't know what to do with the different types of chemicals. Press "idintify leak" and the game will provied all the information required to solve the incident. To all the geeks out there, you will get: UN number, Danger number, risks the substance causes, Substance name, the required protection and what to do about the incident. Enjoy
  18. Still working on the chemical incidents and i'm currently adding different chemicals. So if any body know some sort of nasty chemical they really would like to see in Copenhagen mod, please tell me. Right now I have added ammonium, gasoline, chlor, hydrazine and ethanol. Any other nasty chemicals people want to see? I'll make sure that 1.2 will be all the places
  19. Delete it in the script folder, that should solve the problem imidiatly
  20. The v3o file is just a model, to make it work like a taser in game you also need to add a script
  21. But if the laddee truck is as close to the fire as it is on the picture, there is no point in it turning because it is so close. Try moving it a little bit further away
  22. Why? It is already on copenhagen-mod.dk, forum.emergency-planet.com and emergency-forum.de
  23. Try giving it a second or two. Sometimes its a little slow to react. Have you remembered to attatch a suply hose so it actually works?
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