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ShaneGreen

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Everything posted by ShaneGreen

  1. Hi Pearl71, Don't worry, my balls don't feel busted at all An additional tiller is not a difficult job, but I wonder at the need as we now have two ladder options in the mod - paritcularly when the tiller cannot be used for second story rescue, so only for fire. Regarding the Tahoe, I don't do models (at this stage) only reskinning. I like the Fire Captain idea ( I actually created this back when v1.8 came out - based on BC with orange helmet Like EM Captain, but with C on it and Captain on Coat ), so I have everything ready - will have a talk to Hoppah regarding this. I will warn you though that it sort of makes the Battalion Chief obsolete - however it is handy when the first truck on scene can request additional resources. In my private mod I staffed the ALS Engines and Ladders with Captain - I figured that either ALS engine responds, or ALS + BLS Engine, or Ladder + BLS Engine, so always a Captain on scene, unless BLS Engine responds solo. A good suggestion though - I know I will be adding this for my private mod. I might also talk to Hoppah regarding a change I made to SWAT officers allowing them to equip the PSG-1 Sniper rifle or an MP5 depending on the circumstances. I found this avoided the need for staffing vehicles with Sharpshooter, who has no other function. ** NEWS ** I have just uploaded the standalone pack for adding AMR Ambulances to v1.9 - see the first post to download, enjoy ! Take care Shane
  2. Hi Pearl71, As the "first to bring it up", you can be the first to hear the news. Yes. I only downloaded the mod yesterday and have been working since, so only got a quick look at it, but I will be releasing an updated submod as soon as I get the chance. I will probably put up the standalone pack for the AMR ambulances first while I work on the other. I plan on a few changes this time round so if anyone has any specific request, now would be a good time. I am considering adding additional unmarked patrol cars ( I have white, silver, burgundy, dark green and dark blue) - you will see the silver, green and burgundy as civilian cars in v1.9 already. Will try to keep you posted as best as I can. Take care Shane
  3. Hi Hopah, Just downloaded v1.9 and had a quick look. Fantastic work ! You and the others involve should be very proud of your achievements, well done . Just for you information, I have a system running trial version of windows 7 64 bit and the installer and desktop shortcut both work perfectly. When i get a chance I will give it a try with Vista 64 bit on my other system and let you know what happens. The freeplay map look great, will be interested to see the range of incidents that you have created. Might be nice to add some taller buildings if that is possible, especially if they can interact with the ladder trucks for accessing persons on higher floors - otherwise they would make nice eye candy anyway. But I guess it could cause problems with helicopters and aircraft perhaps - would be nice though. Once again - Well Done ! ! ! ! ! ! ! ! ! ! ! ! ! ! Take care Shane
  4. There has been some conflict attempting to get AMR stretcher team to lift a patient. So it has not yet been possible to add. Besides LAFD staff are allowed to have a second job ..... aren't they ?
  5. Won't know if it is possible until looking at the script when v1.9 comes out, but might be able to create a new script with the get off command instead of empty car command within the script, then the new scipt can be added to the motorcycle to achieve the same result. Worth thinking about Shane
  6. Hi usmc123, Thank you so much for letting me know. I will do up a new version using the replacement script and will also attach the script as a seperate download for those who have already installed the submod. Give me a day or two to get it done. Thanks again Take care Shane
  7. I am only too happy to share my scripts, however, only with Hoppah's permission. They are his scripts after all, he has put all the hard work into creating them - all I have done is tweaked them a bit.
  8. My current Firestation scripts are v1.7, the rest are v1.8. Yes I do plan on looking at v1.9 and modifying - if I need to (that's is assuming that I can) Take care Shane
  9. Great work looking forward to the pics. It doesn't need to be complex, it's about doing it the way you want it. Take care Shane
  10. It took a fair bit of trial and error to get it all working. When I first thought about doing this, I must admit that I looked at the scripts and wondered "where do I start?", but after working throught them, it became a bit clearer, how I could do this (in theory) - then it was very much, trial and error (one change at a time). If you take the time to do this, you can learn alot about how the scripts work, virtual objects, and this opens doors for you to be able/confident to make other changes. I must admit that I cheated a bit (a lot) and added them all into the firestation/firestation start scripts for the spawning, so police, fire and ambulance will be staffed when alarming Firestation 1 (except fire station 2 vehicles will only staff when station 2 is alarmed). I did need to create separate scripts for police units parked around back of the policestation, Motorcycles, SWAT, Bomb squad and LAPP - so that they return to their designated parking spaces. The AMR ambulances are part of the firestation scripts so that they will automatically return to parking after dropping off patient. There are a few glitches still (when spawning, some of the police vehicles do not park facing the way that they do after returning to station), but I hope to one day work out a solution - until then, I can live with it. So my advice is to experiment (one change at a time) and have fun with it. Make the mod, the way you want to play it. Hoppah has provided us with this fantastic mod, but he can't make it perfect for everyone - as you see by the constant requests for changes. So it is up to us to take the time to learn to make the little changes to make the mod, more to the way we want to play it (to make it our own version). That is the least that we can do - it is nothing compared to the time that Hoppah and others have put into the mod already. If we want specific changes, we can't expect it to all be done for us. There also many members that can offer suggestions/advice (we have a very helpful bunch of people on this forum), to steer you in the right direction. I have found that Hoppah and other modders are very generous with their advice also - when they are able. I am only too happy to help out where I can, but just keep in mind that I have no experience with scripting prior to working with EM4, so my approach to any problems will be very simplistic. If I can do it, I am sure that you can too. Take care and have fun Shane
  11. Shame it isn't Aussie pants, or shorts then ( Give me a break, it was the best I could come up with at the time - Be Creative ! ) Thanks mate Shane
  12. For Freeplay, I have arranged vehicles to spawn on game start and do not call anything from off map, except tow trucks and Engineer. My staffing is as follows Firestation 1: ALS Engine 1, ALS Engine 3 BLS Engine 201, BLS Engine 203 Ladder 1 USAR 1 ALS Ambulance 1, 2 and 3 Battalion Chief 1 EMS Supervisor 1 LEV 1 HES 1 Heavy Rescue 1 (Crane) Firestation 2: ALS Engine 2 BLS Ambulance 802 Hazmat 2 LEV 2 Brush 2 Hospital: Helicopter AMR 05-318 AMR 05-326 Policestation: LAPD 01, 02, 03, 04, 05 (cv) LAPD Charger 10 LAPD SUV LAPD Motorcycle x2 Unmarked PC White Unmarked PC Green Unmarked PC Burgundy LAPD SWAT SUV x2 LAPD BOMD SUV LAPD Helicopter CHP Policestation: CHP Charger CHP 201 (cv) CHP 202 (cv) Port Policestation: LAPP 54, 55 (cv)
  13. Looks like just you and me waving the flag for good ol' Oz at the moment (shame it isn't an Aussie flag)
  14. Hi Dave, Thanks for your feedback. It's is good to hear that it's close to the real thing. I currently have a working script for the Engine parking at the firestations, but it is based on the v1.7 script without the standby or purchase additional units features - so that it still "in progress" at this stage. Will probably wait and see if there are any further changes to v1.9 script then sort that out. Regarding the standby issue with AMR, if you base your script to call AMR off call Ambulance in the Battalion Chief script - which has the standby feature built in, then all you need to do is add the standby command to the AMR (but I think I have already done that on the prototypes). The version that I use, I have the AMR set up as BLS (I usually respond LEV or HES with Paramdics to treat then AMR for transport) so I am working on modifying the Battalion script so that if LAFD BLS is unavailable - the call gets "contracted out" to AMR. It is good to see you playing around with the scripts, as you learn you will be able to set things up exactly how you like things and make the mod truly your own version. Well done . If I can help at all, just drop me a line and I will help where I can. Take care Shane
  15. I remember about 20 years ago when ambulances transported up to 4 stretcher patients in the back - they were stacked up like bunks in the back - two up top and two underneath (and the vehicles were not much bigger than a station wagon). But there was no treatment on the way to hospital, they either made it, or they didn't. - note: that was before my time, I'm not quite that old Many/most ambulance service providers have moved away from having the bench seat in the rear of ambulances for two reasons. 1. in favour of providing appropriate supportive seating in which the Paramedic can be safely restrained (Occupational Health abd Safety consideration), 2. to avoid the temptation of placing a second stretcher patient in the rear of the ambulance. The benchmark for emergency ambulance configurations today is one stretcher patient to one ambulance. If there are further stretcher patients, then additional ambulances are required. It is the only way to provide optimal care for the patient, as you cannot effectively monitor and manage two patients at once. If you have a patient/patients with minor injuries that can sit in a seat, then they can be transported, so long as they don't require active treatment. There areas in which I work often involve remote locations and limited resources, however, these rules still apply, even if the next nearest ambulance is 1 hour or more away. Remember that there are always exceptions to the rules - sometimes we have to be a little bit creative , just the other day we had 3 patients from a serious MVA and transported all three in the one ambulance (1 stretcher and 2 sitting - one of the sitters should have been a stretcher patient), we could not afford to wait the 55 mins for the second ambulance as one patient was time critical and would barely survive the 50 minute drive to the hospital as it was. - Gotta do what you gotta do. There are two stretcher ambulance configurations that are used for non-emergency patient transport. That's my 50 cents worth (or maybe 1 dollar). I hope I don't get into trouble from the new Moderator for staying off topic Congrats NFK. Take care Shane
  16. Hi Taylor, If you want to park the AMR Box ambulance at Firestation 1, you will need to edit the firestation.script, tofirestation.script, firestationstart.script and replace ambulance02 with amrambulance02. To replace BLS at Firestation 2, you would need to replace ambulance01 with amrambulance02. If you have problems with the scripting side of things, let me know, and I might be able to work something out for you later in the week. Take care Shane
  17. There have not been any passwords included with package. I have check package several times and have not encountered any issue. Has anybody else experienced this issue ? Let me know if you have. Thanks Shane
  18. Hi EMSSMITH and welcome Unfortunately, this will not function with EM3 version of LA Mod as it is quite different. At this time, I do not have time to create one for EM3, but maybe some time down the road. If I do I will let you know. You may even like to consider Emergency 4, it has all the good points of EM3 with lots of new features and better graphics - and a number of great mods available to download. In the mean time you will find a lot of interesting information about EM3 and EM4 and the projects that are available or soon to be. There are a great bunch of members here who are very helpful and can assist you with any questions and/or issues that you may encounter. So enjoy your time here and maybe learn a few things about the games. Take care and enjoy Shane
  19. Hi vamatty, It will work with either v1.8 or v1.8.1 (v1.8.1 is the same, but has fixed a few issues, so would recommend 1.8.1) Take care and enjoy Shane
  20. I do have a working script that does allow for that, and for E201 and E203 to got to Station 1 also (that way E201 responds with ladder as part of light force when available - E203 will respond with ladder if E201 otherwise occupied), but it is based on v1.7 script so you lose the ability to automatically buy units if there are none available. I have not really gone to heavily into the v1.8 script as I figure it best to wait till v1.9 then I will give it a good crack and if I can get it working, I will speak to Hoppah about releasing. otherwise I can speak to him about the V1.7 script that I am currently using. Take care Shane
  21. It is a reskin of the current model. Unfortunately, I do not have the programs, or any experience in the modelling side of things. Take care Shane
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