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Everything posted by firefighter111
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All right, for some reason the game won't let me talk to the teacher. I can walk up to him, but when I right click on him, my medic just says the usual "on it", and then nothing happens. I don't know why I have this problem. I'm playing usuing emergnecy 4 with bennie's english translation and no patch, so maybe the patch is the issue? Can someone please help me?
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You just need to download from one mirror. They're all the same file.
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Those Firemen are doing crazy ****!
firefighter111 replied to Commander Rasseru's topic in [EN] Off Topic
Liked the firefighter in a box video. I just can't imagine being curled up in a small little space like that compartment for that long. -
Of course CSI miami exists. Did you really think that a county that has one of the countries largest cities and is a major tourist attraction wouldn't have a crime scene unit or a crime lab? I put the bureau's website below, they're part of the MDPD MDPD Crime Scene Bureau
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The company I got that from released a hard version of english Emergency 4, and not 911 First Responders, so I'd assume they'd release it in english. Emergency 4 english so then is that pack english versions?
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Found this I'll contact them and see what's going on.
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I thought I remembered hearing about an english version of EM4 deluxe coming out at the end of this year, for the holiday season I assume. Can't remember where I heard it though. Does anyone else remember hearing it?
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I don't know if that's possible, because like you said the trailer has no physics, so it's like it's not there. @Hoppah: very nice, is the new truck like the old motor boat transporter, or will it carry equipment (besides the boat) and people?
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If you want more lights on each unit, download the project reality lights submod, that should keep you happy for a while.
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I don't know that Hoppah could do that though, unless he creates another enginge, because I believe the vehicles just go to the closest station for their type of vehicle.
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A mystery that needs to be solved
firefighter111 replied to Voodoo_Operator's topic in Modding Related Support
Actually, I believe that lip is over a top mounted pump panel. It's so the operator can stay inside the truck and stay warm, dry, ect I guess. -
If a hazard attentat is somthing that causes a hazmat situation, I believe that's what the train by the river is for, other wise, I have no idea what you're talking about.
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1. If I remember correctly, that is hard coded into the game, so no, it's not possible, as far as I know. 2. Are you saying they can or can't pass other emergency vheicles in game? way, I don't know if changing that is possible. 3. I don't know for sure, but there are people who have created new events, so it might be possible, I have no idea. @tft.cf: there is a very limited (if any) volunteer fire departments in L.A. County, because L.A. county has it's own fire department, so pretty much everywhere outside of the cities with paid departments is covered with the county department, and if there are any volunteer departments in L.A. County, I highly doubt they come into L.A. City? @ Hoppah: with 2.0, is there any chance that we'll see either some events that aren't currently on the new freeplay map come onto the map, or some events that are entirely new?
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Are you using the new freeplay map submod? I had the same problem when I used that submod. I don't know if there's anyway to fix that other than to check out the scripts for the map.
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Okay, didn't know that. So it's up to Hoppah, but now I can see him not adding it also.
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After some more research, I have found that the LAPD underwater dive unit does indeed act as a rescue unit, both in situations with drowing victims and clearing submerged cars. A quote from the official LAPD UDU page. These are the exact emergencies we use the diver for ingame, so I feel that the LAPD divers would be more appropriate in the mod than the current LAFD divers, which don't exsist (as far as I know). I know you've said that you don't want to add more units to your mod because it already has too many units, so you can choose what you want to do with this unit. I just bring this up since I thought it could help increase the realism in the mod. LAPD UDU page
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[EM4] Los Angeles Mod bugs, issues and problems
firefighter111 replied to Hoppah's topic in Los Angeles Mod
Okay, then this is something that should have been posted in Hoppah's "LA mod bugs" topic, just for future refrence. -
[EM4] Los Angeles Mod bugs, issues and problems
firefighter111 replied to Hoppah's topic in Los Angeles Mod
What version of the LA mod are you guys running, 1.9? do you have the latest patches installed, patch 3? do you guys have any of the submods? Have you made any changes to the mod yourself? We need the anwsers to these before we can help you with the problem. -
Govener (Arnold Schwarzenegger) + terminator = Govenator. Schwarzenegger played the terminator in the movies.
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a discussion and tutorial about making new models helps him how? @Marc435: I would help you, but I can't even convert dds files right now, so sorry. I believe that it's the same model as the civil version of the car, so if you want to try, copy the dds file for the civil version of the car, make your new skin off of that, and then rename it as the LAPD impala skin file, and then place it in the right folder, not sure if that would work though.
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[EM4] Los Angeles Mod bugs, issues and problems
firefighter111 replied to Hoppah's topic in Los Angeles Mod
Not sure if anyone's mentioned this yet, but if you send two police units using the chase command, they both used the armed arrest script (not the bug). Once the suspect is arrested though, the police officer who went to arrest him but doesnt have him can't put away his gun. -
Help with DDS converter 2.1
firefighter111 replied to firefighter111's topic in Modding Related Support
Anyone have any idea on how to solve my problem, do I need a new DDS converter? -
Hoppah, just FYI. When you use the firestationstart script that you made to spawn the tiller, it doesn't spawn a full firehouse. I just bring this up in case you wanted to change this, like you did with patch 3.
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you'd just have to create some scripts similar to the "call unit x" scripts that the BC already has, and make it so when you use that command, it calls whatever you need for that call.