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Everything posted by ShaneGreen
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Hi all, Sorry for my absence, but have been out of town . jsutton is correct, the virtual object would have to be modified to fit the crane. I am a bit concerned that the size required may be too large to fit in the plantroom of the station and could affect the opening and closing of the station doors (height may also be a problem). I would suggest adding the crane to Firestation 1, as I have done with my personal mod, as an extra vehicle (it parkes nicely alongside the firestation with plenty of room for manoevreing). Hi Dominic22, Thanks for your comments. Regarding the script to keep the Brush and HES staffed, it can be easily made (in fact I have one which I can modify already), however there are changes that would need to made to the prototypes in order for it to work - so you will need to be able to add commands to vehicles in the game editor. Currently, all you have to do is to remember to alarm firestation 1 before responding them. I actually have the control panel hot keyed so I can do this easily, plus it is more realistic if they have to get to the vehicle before it responds on a case. Just let me know what you need and I will do my best to help.
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Hi Xplorer4x4, You are not hijacking my thread at all. This is all about sharing our ideas and skills to help each other out. You have done some very good work on the SUV. Well done. Regarding the font, I was using impact in photoshop, but this is your work so feel free to use whatever font you feel suits the model best.
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Hi Texas_DPS, Unfortunately, it is not possible to get the map without the Deluxe version. The deluxe map has additional feature and incidents which will not function in the non-deluxe versions of the game. Good luck with your renovations of Firestation 2. If you get stuck there are many helpful people on this forum who may be able to point you in the right direction.
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It is the Deluxe map. Anyone who has 911 First Responders, that decides to get the German Deluxe version (EM4 GOLD) can just copy the english language folder from 911FR to the German installation, change your language in the config file and you have an almost complete translation in the original game including video. Occasionally you will get an incident occur (the deluxe specific incidents) that will not have a video prompt, you will just get the details scroll across the top of the screen.
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Hi jaywilly, The scripts included in that package will return the hazmat truck to station 2 instead of Heavy Equipment Squad. For everything to work properly with the Hazmat truck at station 2 you will have to use the editor to give the vcmd tofirstation command back to the hazmat truck (as you would have removed that command when making the earlier change). If you need any more info just let me know.
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Hi JoseOu, The ambulance at firestation 2 is a BLS (Basic Life Support) Ambulance which is crewed by Firefighter/EMT's not by Paramedics. Therefore they can not be equipped with the EMT bag. If you need a Paramedic then you will have to back this Ambulance up with an ALS (Adanced Life Support) or other vehicles staffed with paramedics e.g. The ALS Engine at Station 2, EMS supervisor, Heavy Equipment Squad, or any Ambulance from Firestation 1. I don't think that AMR works that closely with LAFD that you would be seeing AMR Ambulances based at LAFD Firestations You could do what I have done on my personal mod, and park an AMR Ambulance at the Hospital. If you have difficulties adding virtual object and editing the scripts, then you can always call AMR Ambulance onto the map, park at Hospital and use the standby feature. Hope this clears a few things up for you Hi Newfoundking, Thanks for the very kind offer. I am all for it. billythehill has the scripts at the moment, I will see if I can get a copy of where they are at and if he is happy I will forward on to you. Once again thank you for your kind offer. Oh, and by the way, Hoppah has been consulted prior to undertaking this project - I do not believe it fair to insult him by going against his wishes either. Will be in touch
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Hi USAFFirefighter, just a quick question. Have you had much experience with the game editor ? I am preparing the scripts for you but you will need to add several virtual objects to the map. Have you had any experience with that ? EDIT: I took the liberty of making a complete download with all the necessary changes, including the maps and prototypes. All you need to do is download this file and extract using winrar. The extracted folder (Add Brush and Heavy Equip to v1.8) will contain a folder called "Los Angeles Mod v1.8". If you copy this folder and paste into the 911 - First Responders/Mods folder on your computer (you should already have a folder of the same name in the mods folder), when you paste it will over-write the necessary data to make the changes (when you paste the files you will be asked if you want to over-write existing files - which you do). When you next start the mod you will be right to go, the brush truck and Heavy Equipment Squad will appear at the beginning of Freeplay game - parked at rear of station 1 near the BC and the personnel will be running out to staff the vehicles, both vehicles will now have the tofirstation command (I have also added patrol command to Heavy Equipment Squad). It is important to remember that once the vehicles have returned to station, the personnel will get out of the vehicle and you must alarm firestation 1 to restaff the vehicle before responding to an incident. Add_Brush_and_Heavy_Equip_to_v1.8.rar Hope this is what you need.
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Hi haggibear, As pyrothijs has explained, it is not difficult to add the vehicles, however, there is a lot of scripting involved if you with for them to return to station and park, plus spawning personnel, creating virtual objects on the map editor, etc. There are a few tutorials out there that may help you out. Try by adding one vehicle and see how you go, then once you are confident with the process you can add more.
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How To Enable Vehicles For Freeplay?
ShaneGreen replied to Xplorer4x4's topic in Modding Related Support
Hi Xplorer4x4, I think the problem that you are experiencing is related to the scripting of the Firestationstart.script. If you go to the firestationstart.script (located in the Los Angeles Mod v1.8/Scripts/Game/Command folder). First make a backup copy of this file. Then we will need to edit it. You will need to right mouse click on the file and select the edit option (if you do not get the edit option select openwith and choose notepad or wordpad) Now at the top of the screen you should see the edit tab, select and choose goto from the drop down menu. a box will appear asking for a line number. put in line number 131 and you should be taken to the following information. ActorList l6 = Game::GetActors(VO_BATTALION); for(int i=0; i < l6.GetNumActors(); i++) { Vector Battalion = l6.GetActor(0)->GetPosition(); Vehicle m = Game::CreateVehicle(OBJ_BATTALION, UNNAMED); m.EnableBlueLights(false); m.SetPosition(Battalion); m.UpdatePlacement(); m.SetMaxPassengers(2); This number needs to be changed to 4 m.SetSpeed(12.0f); m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 4, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 3, false); } and that should solve your problem. Hope this helps -
Hi Karina96, Follow the same instructions as above for Heavy Equipment Squad (you will find instructions also in the extracted folder). Replace_HAZMAT_with_Watertender_Complete.rar Enjoy !
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Hi ANTONIO, If you wish to download the files to add the AMR Ambulance to your mod go to this post - credit for the AMR skin must go to billythehill. http://forum.emergency-planet.com/index.php?showtopic=5027 Yes you are very observant, I have added Heavy Equipment Squad 2 and EMS SUV 2 to park at front of Firestation 2. I also have EMS SUV 1 and Heavy Equipment Squad at Firestation 1 among others.
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Hi Helljumper51, In order for that change to truly work, you need to edit several scripts; BattalionChief.script, Firestation.script, StartFirestation.script and ToFirestation.script. If you edit all of these correctly, it will be a total replacement which will also allow you to call the HES using the call Hazmat button. Once you have the scripts all sorted out all you then need to do is open the EM4/911FR editor and edit the Heavy equipment squad (add the Vcmdstandbyon command and VcmdToFirestation command), then edit the HAZMAT (remove the VcmdToFirestation command). You will then find all the features work perfectly, including standby and call Hazmat. Please find below all the edited files you need, just add to the scripts/game/comand folder, then edit the units as stated above and you will have much trouble free gaming. Replace_HAZMAT_with_HES_Complete.rar created using v1.8 scripts Enjoy
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* NEWS * The AMR Private Ambulance is now available for download. In a stand alone package for a clean install of Los Angeles Mod v1.8 as well as a package to add to the Additional Vehicles Submod if you have already downloaded if. As of today (15th March 2009), all downloads of the Additional Vehicles Submod will include the AMR Private Ambulance. Thanks must go to billythehill for his hard work on this release. I am also very close to releasing firestation scripts to allow new all engines in the additional vehicles submod to function with the BC call engine script. Engine 1, 2 or 3 will respond to ALS Engine call, based on which ever is closest and available. Same with BLS Engines 201 and 203 - either can also respond as part of the light force depending on which is closest and available. Unfortunately the standby feature will not function with fire units at this stage, nor will the automatic purchase of new units. Ambulances however, will function with the standby feature and LAX, Vintage and AMR Ambulances will function with the standby feature as well.
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If you are going to have an accident, why not have one at an intersection with a Hospital on one corner and a Firestation on the opposite corner. - talk about short response times, should we walk or should we drive ?
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Hi Buldog, I have ATI HD4870x2 2GB in x2 in crossfire and have found that all of the recent drivers released by ATI don't seem to like Emergency 4 very much, so you can pretty well guarantee that there is the problem. I had to do exactly the same thing and dial back my driver version in order for it to work properly. Once I did that it all works fine. I am currently running ATI catayst 8.10 drivers, which I recall should also work with your card. It is important to make sure that you completely remove existing ATI drivers from your computer before installing another version, particularly if it is an earlier version. I am running Vista 64 bit. Hope this helps
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Hi Xplorer4x4, Thanks, I'm glad you enjoy the changes. Unfortunately, I have yet to try my hand at lights so I don't expect to be looking into that at this stage (it is a good idea though). At least the redirection works even if we can't see the lights. I am not sure if you have noticed, but if you look at the rear window, the BC SUV has command vehicle written, whilst the EMS SUV has Paramedic written. That is generally how I tell them apart. Plus of course the EMS/Battalion written on the side windows.
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In Freeplay, I have 2 LAX police patrol cars and 1 LAX Ambulance parked at Airport (in w00d's map) or a suitable location on the other maps. I also have 2 Port Police patrol cars parked near the port to respond to incidents in their area to assist LAPD. Find it works quite well. With 6 x LAPD patrol cars, 2 x LAAP patrol cars and 2 x LAPP patrol cars, plus SWAT and Bomb Squad, they serve and protect the city well. I have also added LAFD Vintage Ambulance and AMR Ambulance (just testing at the moment - skinned by billyfromhill) parked at the hospital. These are set up to respond to call for ALS/ambulance if all LAFD ALS/Ambulances are already tasked to an incident. First to respond will be LAFD Vintage, then LAX and finally AMR if needed (only contract out to the private service as a last resort).
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Hi Hoppah and Co. Congratulations on undertaking such an awesome project. Shots so far look fantastic, and I am sure with the team you have that the end result will be up to or exceed your usual quality and detail. Best of luck with the project ... looking forward to the results
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Submod: New Freeplay map v1.2 Released!
ShaneGreen replied to w00d's topic in Submods [Not released]
Hi tjhugentobler, If you have had any experience with the EM4 Editor it should not be difficult, but I will give you a quick run through how to do it. After loading the Editor, select the modification tab (across the top of screen - the last option before the question mark) Select the mod version that you wish to fix. Say yes when ask if you want to switch mods. It may take some time to load (no the screen has not locked up) Now on the top bar select the Map tab (between Tools and Edit) and choose load map. Do you want to save this map first, select no. Now a box will appear showing the directory. Select the maps option and it will open to show you the available maps to edit. Select freeplay.e4m (there will be 2 in the list, you can select either, it does not matter) and either double click mouse of select OK with map highlighted. Once again it will take a while to laod so be patient. You should now see w00d's map on screen. Now comes the fun part (it can be a bit tedious at times but stick with it). Select the edit tab across the top of the screen (between the Map and Scripts) and choose Streets from the drop down list. Now on the map you should see a series of lines on the map (mostly you should see 2 blue/green lines with a red one down the middle (this signifies your street path). You will also notice a box appeared on screen titled "Street editor" - this becomes important later. Now for the tedious part. Start at FireStation 1 (as this has a number of paths to fix), otherwise start where ever you want. Comng out of the driveway of Station 1, you will see a number of paths. If you zoom your screen in and look closely, you will see that many of those paths do not quite connect to the street path running outside the station ( I make sure that the red line connects with the red line of the next path in the sequence). Now go to the "Street editor" box (unfortunately all paths are un named, so this is the tedious part - others may know a better way). Select the first unnamed object in the list the go through the list of unnamed objects until one that you selected highlights the path that you need to adjust. Whilst the path is highlights, select the end of the path that needs to be adjusted and drag it so that it actually connects with the next path. Now you need to go around the entire map and look closely for other paths that do not quite connect and follow the same process. Once you have finished you need to select the Map tab across the top and choose to save map. Select the freeplay.e4m file from the list of options (either on of the 2 seen in the list, or if you like you can save to both). Now you can quit the editor and your good to go. Start the game for a test run. It's a hell of a way to improve response times ! - If only it were that easy in real life! Hope this helps -
Hi Ray, If you follow the link you will be able to download the Winterberg updater. Scroll down to the second post on this page (post by Sir Dedo) and you will find a full explanation in english. Good luck and enjoy. http://forum.winterberg-mod.com/thread.php?threadid=4734