dwpirate
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Everything posted by dwpirate
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Minor detail, but the sign reads "Trauma Centre". Slight oversight, I'm sure, but it should read "Trauma Center", since we spell everything all screwy over here.
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Groovy - There are quite a few excellent uk mods out there, but when this was started, no fdny mods existed. The allure to fdny is the same as the allure to being a movie star - they're the best known and percieved by many as the best. As for precincts, the nypd divides its coverage areas into zones or wards. These wards all have a station. A station and the area it serves are a precinct. Not unlike a fire station and their district. Dyson, great work, I can't wait to enjoy this. the fdny mod is good, but lacking in some areas. While this might "only" be a submod, I think it will have far superior gameplay.
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You could pull some actual audio off of Manhattan control, or whatever frequency the companies are dispatched on, maybe when you click Engine 10, you'd hear the "Ten Engine Responding" or whatever the action was. Also, just a quick, but very stupid question. In NYC, ESU vans are also used as heavy rescues, but run by the police, but in your game, my ESU officers cannot use jaws, nor do the trucks carry that equipment. What is the point of ESU in your mod? How do you intend for the player to utilize those units?
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I think he meant "as for the tape mishap". I'm pretty sure he knows that it is crime scene tape, seeing that he's used that terminology before. Hangfire is the delay between pulling the trigger of a gun and the actual ignition of the propellant.
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You're absolutely right, half of those support units are unnecessary in the game, and it would be pointless to have it created and arriving, its way too much. I just put them there to show what would actually be called when those codes were transmitted.
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Dyson, a suggestion, if I may: The map size in EM4/911:Fr seems far too small of an area to actually have three fire stations, assuming it is based on real distances. Perhaps one fire station would suffice, but with the option for the BC or captain to call additional equipment from across the map? For example: the fire station houses an engine, a ladder, battalion chief, and maybe some sort of EMS vehicle (an ESU unit or ambulance or something). Instead of having another fire station with a rescue, an engine, haz-mat, squad, truck etc, change the "call engine", "Call light force" commands, etc, to "Call 10-75" (4 Engines, 2 Ladders, 2 BC, Rescue, Squad, RIT/FAST Truck), "Call 10-76" (Hi Rise Fire, 5 engines, 5 ladders, 4 battalion chiefs, 1 deputy, 1 rescue, Mask Service Unit, Hi-Rise Unit, Field Comm Unit, a Squad, a Tactical Support unit, a RAC unit, the Special Operations battalion chief, the Safety Operating battalion chief, a safety officer, and a lobby control unit.), "Call 10-77" (Hi Rise Residential Alarm, 5 engines, 5 ladders, 3 battalion chiefs, 1 deputy, 1 rescue, 1 squad, the Special Operations battalion chief, a safety officer, Field Comm unit, and the Safety Operating battalion chief.), "Call 10-41" (Arson), 10-80 (Hazmat), and so forth. You could still include other engines in trucks in the game, and those commands would call certain pieces of apparatus from off the map, but that would reduce firehouses and make it more realistic, IMO. Also, here is a list of FDNY 10-codes for your reading pleasure: http://www.thebravest.com/fdny/FDNY10Codes.htm
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I use it with LA Mod 2.02, with no issues.
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Alright, so I have a really dumb question. I've played a couple hundred hours of Endless mode and missions on EM4/LA Mod with Xplorer's submod and I'd like to play some multiplayer. I tried to play online with a friend, but I couldn't get the hang of the gameplay... it was all turn based? It was kind of weird. Can anyone give me a little walkthrough on how, exactly, one uses the multiplayer mode, and maybe some tips/strategies? Thank you!
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LA Mod 4x4 w00ds Map v1 Submod Preview
dwpirate replied to Xplorer4x4's topic in Submods [Not released]
I have to say, the tiller lends a certain air of authenticity, a sort of "big city" feel to the mod. Granted, the thing looked goofy as hell going down the street backwards or with an engine driving halfway into the trailer, but I can get over that. After all, it is just bits of code, they're not always going to work correctly. My only real beef with the tiller is that I can never get FF's onto a 2nd floor with it, I always have to use the tower if entering a 2nd floor. On a different note, it would be totally sweet if you could get that quint to work correctly, and from there, maybe even take it to the next level and put hose connections on the tiller or tower. After all, those are usually "quintuple combination pumpers" or at the very least "quadruple combination pumpers" (that's for all you NFPA-legalese fans! NFPA 1901, specifically), and couldnt be so without a pump! -
I searched for it, but couldnt find the correct wording I guess. I'm using 2.0.8, I tried copying the command from the LAFireStation.script in your mod(specifically object VcmdAutoStaffOn : CommandScript and object VcmdAutoStaffOff : CommandScript) to the one in this mod and it didn't work. Any suggestions?
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2.0.
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I tried finding this in this topic, but haven't seen it in the 37 pages: is there a way to retain the staff inside the vehicles, similar to the original LA Mod, as well as the patch that Xplorer did for his submod?
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Structure Fire: 1st alarm: 2 BLS engines, 1 tiller, USAR, battalion. 2nd alarm: 2 ALS engines, tower, battalion 2, EMS captain, ALS ambulance. Shrub Fire: engine or brush Car Fire: ALS engine, BLS engine, police, tow truck 1-4 car MVA: 1 ALS engine, 1 large rescue ambulance, EMS Captain, USAR, police and tow 5+ Car MVA: see above with Mass Casualties unit, coroner, battalion chief, tower ladder. Stroke / Fall: ALS Ambulance Hazmat Related: battalion, ALS engine, BLS engine, USAR, hazmat. Robbery: police Hostages: swat van, police suv with negotiator. Riots: swat van, police suv, additional police.
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in fp_params_endless.xml, do you raise or lower the number to make an event happen more frequently?
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Here comes another stupid question from dwpirate... I can deploy a gated wye with no issues. I can also have a FF/EMT pick it up, however, I am left with a hose just chillin out. How do I pick up that hose and get rid of it? LA Mod 2.0 patch 1, AUS
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I think they sold it to North Bailey volunteer fire department in Amherst... j/k
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EM3: LA Mod: Sending units back to quarters questions!
dwpirate replied to dwpirate's topic in Los Angeles Mod
Now I've got another weird question. I frequently get suicide attempts or vehicle accidents which involve rescuing someone from the river, but they're stuck under the bridge! How do I get them out? -
EM3: LA Mod: Sending units back to quarters questions!
dwpirate replied to dwpirate's topic in Los Angeles Mod
Sounds a lot like a cow pen... Pyro, thanks for the quick answer. I found that out about 20 minutes after I posted the topic, but didn't have internet to delete the thread. -
Hi all; I searched the forum but couldn't find an answer to a few questions I have: 1) When using ambulances, after an injured party has been picked up, it lists an option to "Return to Hospital". If I click this, the ambulance goes to the hospital, but the patient remains in the vehicle. How do I get the patient out, and into the hospital, without sending the unit back to base? 2) Same issue with police cars, except for arrested parties. I'm running EM3 with LA mod v.2.5 Also, just out of curiosity, is there a walkthrough for the missions in v2.5? I couldn't find one of those either. Thanks. PS: Mods, if this is a duplicate, please PM me...