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ShaneGreen

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Everything posted by ShaneGreen

  1. Hi Andrew, Most of the changes that you wish to make are relatively easy to do ..... we can get together and I will talk you through them. The issue of the large ambulance is a bit more complicated, however, once the new version of the submod is released - I will be doing a package combining AUS and SG Submods with M1n1d0u. He would like the large ambulance parked where you have indicated, so you will get that done anyway . The new SWAT SUV just needs the prototypes and Model files copied over mine as theyare named in the same format. I might even add them to v1.9.3 SG before release, as I am using them also. Hope this helps, talk soon Shane
  2. Hi M1n1d0u, Thanks for all your hard work . You most certainly have my permission for release. So that you are aware, there are significant changes to SG v1.9.3, when it is released so we will need to look at a revision of your work for that. I have noticed that there has been some discussion regarding the need for this combined package. Whilst I am undecided on the issue due to my concern for the number of units in the combined package, I think it is important to remember that we make these changes to Hoppah's mod to make it more in line with how we (as an individual) want the game to function, with the units or variety of units that we want available. It is a personal choice, but as you have seen, there are many others out there who share similar ideas. So, these submods become available for others to use (no sense re-inventing the wheel). If you do not want, or agree with these changes, no one is forcing you to use them. Just appreciate the effort that goes into making these packages (it is often a lot of work), and be thankful that people make their work available for you to choose to share. There are a lot of people out there who would like to see changes made, but lack the confidence or knowledge to make those changes. I consider it disrespectful to criticise somebody who is making the effort to carry out changes, particularly when they are happy to share their hard work so that others may benefit from it as well. (sorry, I can't find a picture of my soapbox to put here) So congratulations M1nd0u, and again thankyou, for your efforts. I will be in touch. I have received your pm, but cannot reply as I have used my limit for the day. Anyway you now have your answer . Talk soon, take care all Shane
  3. Hi Batt62, I am just about to release v1.9.3 SG Submod. I have managed to correct all the problems that I was able to identify in v1.9.2 SG, thanks to all the feedback from you guys and gals, so hopefully these issues will no longer occur. UPDATE: Pending release of v1.9.3 SG Submod I have redone Hoppah's new map and Deluxe map from scratch using Hoppah's v1.9 with patch 3, so everything is working as it should. I have added Luisinho's Black charger UMPC (thanks Luisinho) - I have modified the red light at the front so it is steadyburn and added flashing blue and red light in the top corners of the rear window. So I have also updated the umpc's from crown vics to Dodge Chargers - I have used the Burgundy, Navy Blue and White civilian chargers and converted them to UMPC's and they are now located at the police station. The function as other police vehicles and will work with the follow command. I have kept the black and the white crown vic UMPC's in the mod for those who wish. I have created a new unit for police -Detective - the detective is a plain clothed police officer who staffs the UMPC chargers. The detective has the ability to change into a reflective police traffic vest for identification at a scene and for visibility doing traffic control. The detective has all the abilities of the police officer plus can negotiate and check victims. He also has the commands Call Patrol car, Call Bomb Squad, Call SWAT, Call Helicopter and Call Ambulance to scene. I have also added Heyjoojoo's (thanks) sirens to the submod. They have been used as extra sirens to provide more variety to the vehicles. I have added his Engine siren to Tiller, Ladder, USAR and Hazmat. I have added his ambulance siren to LAFD Ambulances only. I have added his Police siren to the UMPC Crown vics and new Dodge Chargers. I am finalising the Call Battalion Chief command (which I hope to give to the Captain), the Call EMS Supervisor (for Paramedic), Call EMS for LEV/HES and Call AMR (might do Call Brush and Call Crane if I get dispatch control panel working). I also have Call Detective for police. That's about it (I think) - I will get this out as soon as I am happy that it's working fine, then I will start a package for the original freeplay map, after which I will think about the Additional units mod compatability. Take care Shane
  4. Hi Andrew, As always, you have my permission and full support for the great work that you do Keep it up Shane
  5. Hi Eldoradoman, Well thanks for your interest in the SG submod. If you first copy the folder Los Angeles Mod v1.9 from within the downloaded file SG Submod. Then open your game folder for EM4/911FR. Open the Mods folder Inside you will find a folder named Los Angeles Mod v1.9 also We want to overwrite files in that folder, so ... If you right mouse click in the Mods folder box (but do not click directly onto the Los Angeles Mod v1.9 folder or any other folder in the box) The right click will give you a menu - please select the paste option You will receive a message warning that a folder of this name already exists ... do you want to merge with this folder .... select yes You will receive further messages asking if you want to overwrite files ... select yes to all of them. Once it has finished copying the files, then you are done. Hope this helps and enjoy the submod. Shane Just a short note: there is a new version of the submod SG v1.9.3 that will be available for download in the next day or so (I hope). It makes the submod fully compatible with LA Mod v1.9 patch 3, also fixes some initial teething problems and adds a few new surprises. In case you would rather wait and download that one.
  6. Yes it will work with patch 3, kind of ... you will lose some of the changes that Hoppah has made to his map, including the extra traffics lights. I have completed a new version based on v1.9 with patch 3 and have incorporated changes to fix problems mentioned in this topic (those that I was able to find) I am just finishing a version of the original freeplay map to include in the package for those who do not use Hoppah's map, then I will get dominic to upload to his site and the new download will be available .... hopefully in the next day or two. Just on a side note, I will not be incorporating the additional units submod to SG submod at this stage. I may look at it down the track, but I am concerned about overloading the number of units in the game. So sorry to those who wanted that addition. I will consider further and if I do decide to add them (pending permission ... of course), then it will probably be a seperate package. Take care Shane
  7. Hi Madman, Sorry I couldn't get this to you any sooner, but I emailed to your gmail account and it got bounced back. Then as you probably know, there have been problems on the forum so I was unable to upload till now. Anyway ..... here it is. Madman.zip The scripts included are the LAFirestation, LAFirestationstart, LAToFirestation and the LABattalionChief. All necessary changes are made for you to copy the scripts into the script/game/comand folder. I have left the old VO's named as they were so they do not need to be changed at all from a clean install of LA Mod v1.9.3 (so USAR parks at vo_hazmat and Hazmat parks at vo_usar) - let me know if you want that changed so that the name reflects the vehicle. Both vehicles will spawn the correct crew, will return to station and will respond to request from BC - have tested repeatedly so you should not have any problems. Take care Shane
  8. Hi Madman, Long time no see. Hope all is well. You will need to edit the Battalion Chief script as it makes reference to the relative gate numbers and such. I am at work tonight, so I won't make any promises ..... however, if we don't get too many runs, I will try and knock up a working alteration to those scripts for you. Look forward to catching up. Takce care Shane
  9. I am not entirely sure about that but I think that LAFirestationstart.script has less conditional parameters than the LAFirestation.script - so I think that the start script may not check that condition. Just thinking out loud - I might (and probably am), just be making that up At the end of the day, I made that change (after remembering similar problems with v1.7) and the problem went away. It has not returned so far. Take care Shane
  10. Hi Xplorer4x4, There are no problems with the script. The problem is caused by the fact that the virtual object (VO_LADDER) is not large enough to accomodate the Aerial Ladder. You need to use the EM4 editor to load the map and make the fs_ladder object large enough for the ladder to fit wholly within, then save the map with the change and that will solve the problem. Take care Shane
  11. Hi all, Just a quick update. The revision of the submod will be compatible with patch 3. I have just finished recreating my changes on Hoppahs new version of the map (that way we don't risk losing any other small changes that Hoppah may have made). I have completed the few changes to the scripts from patch 3 also. Now all I have to do is fix (if I can find them) these other issues. I have managed to recreate the error when the Ladder 51 is called and the Engine is not available - that is now fixed. But I am still looking for the others. I am still having issues with the installer so that is on the backburner for a bit (Xplorer4x4, I will be in touch - thanks) Regarding the Police control panel - I had not intended to put one in but with the confusion about alarming Fire Station 1 to spawn police, has me considering adding that. If I do, I am sure the next question will be can I add call police officer, CHP, LASD, SWAT etc. I do not feel that they are necessary as if any officer is lost from a police vehicle a replacement will spawn after the vehicle returns to station and the station is alarmed again. But we will see. Just a little note, if I do add the call personnel, I will not be adding the SWAT sharpshooter - for those who had not realised, SWAT officers can equip MP5 or PSG-1 Sniper rifle so SWAT sharpshooter is not needed in this submod. Thank you for your patience. Take care Shane
  12. Hi all, I am terribly soory for all the problems that you are experiencing. I am trying to reproduce the problems where I can, but so far having little success. If it was a problem I could experience myself, it would be a bit easier to work with. Thanks to those that have provided error messages with script and line numbers .... It gives me somewhere to start. I would like to resolve all these issues if possible before I uplaod a new revision. Unfortunately, the installer has hit a snag - which is probably a good thing as it gives me the chance to have a look at these other issues. I appologise for the delay, between work, the kids, and work, I am trying to find some time to sit down with it ..... so thank you all for your patience Take care, I hope to have some results soon Shane
  13. Hi Guys, Sorry, my fault - will have a closer look and get back to you. Take care Shane
  14. Hi pyrofreak, I am sorry that you are experiencing hese problems. I have not heard of this issue before but will look into it and see if I can reproduce the problem. As soon as I get a bit of time to sit down and work on it (maybe monday) I have promised to release the scripts to staff the ambulance exactly as you want them, so keep an eye on the SG Submod post. Just a quick observation rearding the problem with Hoppah's LA Mod, it seems like a graphics interface issue. Make sure that you have the latest graphics drivers for your card and that your graphics specs are adequate (you might need to try reducing graphics settings to see if the problem resolves), just a thought. Take care, and thanks for trying my Submod Shane
  15. Hi Xplorer4x4, I have had a quick look at the Firestation.script and I noticed that you have staffed the Tiller and Ladder with person 8 (EMS Captain) and 3 (FF/EMT). Have you edited the units folder xml files to show that the EMS Captain is allowed to staff the Ladder and Tiller ? In the Firestationstart.script you have staffed with 2 x 3 (FF/EMT) which should not cause any problems. However, in the Firestation.script you have the EMS Captain who would need to be added as an eligible unit to staff the vehicles otherwise the game will not allow it - so you either need to add the EMS Captain to the unit files or change the Firestation.script to staff with 2 x FF/EMT (which I assume was your intention). Very simple error to make ..... believe me, I have done it many times Take care Shane
  16. Hi Xplorer4x4, If the crew staff at the beginning but do not restaff after that, then the problem is in the LAFirestation.script. If they spawn correct at the start - the LAFirestation.script is ok If they return to the station and exit the vehicle - the LAToFirestation.script is ok The LAFirestation.script handles the respawning after the game begins - unless the problem is when using BC call command, then there may be a problem there. But you have described that when you alarm station, so I would look at LAFirestation.script. If you don't have any luck, let me know and I will have a look at the script as well. Take care Shane
  17. Hi Smoothe88, I imagine it is possible to do that, however I have not looked into that direction with the script changes. I believe that it would be a fair amount of scripting, so if you have prior scripting experience then that would sure help. Good luck with it and let us know how you go. Take care
  18. Hi pappy02us, I agree with Jon on this one. I also do not repack the files once I have edited them, when I have tried I often find parts missing, so now I leave them unlocked and they are fine. Take care Shane
  19. Hi JediHutch61, I am more than happy for you to post the files, hopefully between us we can sort it out for you. Hi Andrew2007, Good to hear from you. Hope all is well. Take care Shane
  20. Hi Batt 62, Sorry you are having a problem, the following post might help; Link Take care Shane
  21. Hi saxguitar, Did you download the submod when it originally came out or just in the last 2 days ? If you downloaded the original link, I think there were some problems with the download, but now that it is on Dominics site I think that all is ok. If you downloaded originally, then perhaps it would be best to redownload. BTW sick submod !@!@! - let's hope it gets better Take care Shane
  22. Hi whonneb, It is not a long shot, it is definately not a priority ... but I will probably have a go at it later. Hi Tim/firefighter111, Thanks for you comments. Regarding the 2 paramedics, I find that is more realistic - it is how we do it. If the patient condition is deteriorating when the paramedics get the stretcher, then I will have an extra paramedic from another ambulance or ALS engine or LEV/Hes travel with the patient to keep them stable. That is how it is usually done with seriously injured patients. For those who don't want to spend the extra effort on the detail, I will shortly release the scripts to return the ambulance staffing to 1 paramedic and 1 strether team. If you wish to re-staff any of the vehicles (police, AMR, etc) except those fire vehicles at Station 2, then you need to alarm Station 1. Hi Danny96, It is not something that I can easily explain, there are a number of steps to add extra vehicles .... you need to add models, prototypes, unit files, then you need to edit spec files, language files and possibly some scripts as well. There is a tutorial that does explain the process, if I recall correctly. There has been quite a bit of discussion about adding other submod changes. At this point in time I have no intention of adding any other submods (I am sorry), there a many things to consider before I look at those sorts of changes. Also it will alway depend on the permission of the creator. Regarding the Supervisors audio/video files, this will definately not be added to this Submod. Some of you may/may not realise that the supervisor changes are made to the original game directory and will effect every mod and the original game. My submod addresses changes to the Los Angeles Mod only and does not alter any original game files. Take care, and thankyou all for your interest in this submod. Shane
  23. Hi Danny96, Thank you for your comments. I am glad that you are enjoying the submod. Hi Pyrofreak, In my experience with Emergency 4, I have found that sometimes these sorts of things happen, with no explanation. Perhaps it is something to do with the stability of the game, or perhaps it may be that its get confused with all the extra files of the mods/submods. I am not sure which. What I have found is that when something like that happens, try restarting the game and usually the problem/glitch has gone. I am sorry that I have not got a better answer, but that is what I have found. Thank you for trying the submod, and I hope that it gives you much enjoyment. Hi Trooper, The submod has been created based on Hoppah's new map. However, for anybody that has Emergency 4 Deluxe, the Deluxe Map has also been modified so that it work with that as well. When I get a bit of time I will also release the files to use the original map instead of Hoppah's new map, for those who want to use the original one. Take care Shane
  24. Hi all, Thanks for the feedback. I am glad that the change seems to have helped. I have just finished working on the firefighter/paramedic models and have returned their colour to what it should be. I have been working on the installer and hope to have that very soon. I plan on adding the changes/improvements to the installer package, so I hope you don't mind downloading again - I don't want too many update files so this way it is all together. There don't seem to be any more problems posted regarding downloading the file so I assume that the new dowload site is doing a good job. Thanks Dominic Take care Shane
  25. Hi Kareem, I do agree that the uniforms are not quite as sharp, I am looking into the dds files of the submod and hope to resolve that issue as well. It may have something to do with the alpha layers when saving the files. Hi ffremt779, Sorry that you are having these problems. I believe I am very close to completing an automatic installer which should remove the problems of correct installation and we now have a download site that I feel happy with. So very soon I hope we can get you up and running. Hi Mark435, Thank you for your kind words, I am glad that you are enjoying the submod. Regarding the Paramedic and paramedic stretcher team staffing, I can easily make that change and post the script for download for those who would prefer that. I will look at doing that as soon as I get some time. Hi Sgt.Wulf, I have made the LAFD ambulances all ALS and the AMR as BLS, so you can treat using paramedics from LEV, HES etc then get AMR for transport. The ALS ambulances at FS1 and FS2 give better coverage to the map. I am not sure about the bunker gear ... will have a look at it when I get some time. Hi all, A few questions to all of those who were having the problem with spawning officers getting stuck. 1. Have you downloaded the span fix files ? 2. Has it improved the problem ? I would like to know so that I can include in the installer release if it helped. Take care Shane
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