Blackout Posted February 8, 2013 Author Report Share Posted February 8, 2013 - Airplane comes up just as randomly as every other accident in the game- I am aware of the jumper issue. It does cause issues with mutlitplayer games to it will be removed for the Squad 55 version (unsure about public yet)- As far as the medic bag goes, you just have to wait for the guy to finish his animation or tell him to get something else - not sure how to fix this issue or how it even came up. Quote Link to comment Share on other sites More sharing options...
Guest Posted February 8, 2013 Report Share Posted February 8, 2013 Might be my birthday present then lol Quote Link to comment Share on other sites More sharing options...
ENG343INE Posted February 8, 2013 Report Share Posted February 8, 2013 awsome preview vid of the next version of the mod, love the new ambo skin and decals Quote Link to comment Share on other sites More sharing options...
TacticalRooster22 Posted February 9, 2013 Report Share Posted February 9, 2013 Cool video! I like the incident with the truck rollover...looks like an interesting event... Quote Link to comment Share on other sites More sharing options...
Fred03 Posted February 9, 2013 Report Share Posted February 9, 2013 Looks very nice. The new ambulance skin looks good and the new events look intriguing. Quote Link to comment Share on other sites More sharing options...
Aether Posted February 9, 2013 Report Share Posted February 9, 2013 Looks awesome. Two things I would like to see in 4.0 are: - Hose hookups (Hydrant to truck) - AFAs that go off at random times in buildings (There is a chance there could be a fire) Quote Link to comment Share on other sites More sharing options...
Blackout Posted February 9, 2013 Author Report Share Posted February 9, 2013 I don't know how to do the hose hydrant hookups. and what is an AFA? Quote Link to comment Share on other sites More sharing options...
FireShooter10 Posted February 9, 2013 Report Share Posted February 9, 2013 I don't know how to do the hose hydrant hookups. and what is an AFA?Automatic Fire Alarm Quote Link to comment Share on other sites More sharing options...
quasar3210 Posted February 10, 2013 Report Share Posted February 10, 2013 I love this mod so far. I am not sure if I am having a problem with it or not though. I do realize this is based off a multiplayer clan system so that very well may be it.When i started my game, I filled every firehouse on the map completely. I got a bigger structure fire and sent a couple engines and a ladder and the Chief. I decided I wanted to call for an extra engine and truck. But when I click on the buttons in the chiefs menu to call for the extra units I get a message on the top of the screen saying no fire engines availble etc. Am I doing something wrong? Is this the message I should be getting?Thanks Quote Link to comment Share on other sites More sharing options...
The Loot Posted February 10, 2013 Report Share Posted February 10, 2013 I don't think call commands are functional. Quote Link to comment Share on other sites More sharing options...
jsutton Posted February 10, 2013 Report Share Posted February 10, 2013 I love this mod so far. I am not sure if I am having a problem with it or not though. I do realize this is based off a multiplayer clan system so that very well may be it.When i started my game, I filled every firehouse on the map completely. I got a bigger structure fire and sent a couple engines and a ladder and the Chief. I decided I wanted to call for an extra engine and truck. But when I click on the buttons in the chiefs menu to call for the extra units I get a message on the top of the screen saying no fire engines availble etc. Am I doing something wrong? Is this the message I should be getting?ThanksI don't think call commands are functional.Correct. Battalion and Caption call commands are not functional. Forgot to test the police function to see if you can dispatch the closest police unit for backup. Quote Link to comment Share on other sites More sharing options...
Topper Posted February 10, 2013 Report Share Posted February 10, 2013 Question regarding freeplay call types. With other mods i have turned off pd calls for perssonal use. However as i attempted to do this with Harbor City i was unsucsessful in turning them off. Any tips, or am i just doing something wrong probably! Thanks! (Mod is Fantastic!!!) Quote Link to comment Share on other sites More sharing options...
Blackout Posted February 10, 2013 Author Report Share Posted February 10, 2013 The commands for the chief units are largely unavailable, there may still be some that work. Again, this mod is designed and modded for multiplayer use, and those commands would regularly crash the mod if used.As far as turning off PD calls - just edit the "fp_params_freeplay.xml" file found in your specs folder. for any Police calls change the <Enabled value = "1" /> to <Enabled value = "0" /> and make sure to save it when you are done. Should work as S55 has both FD/EMS/PD games and FD/EMS games. Quote Link to comment Share on other sites More sharing options...
quasar3210 Posted February 11, 2013 Report Share Posted February 11, 2013 Ok, I understand. Still is an amazing mod, I just have to adjust my gameplay slightly. At least I know all is working as it should. Quote Link to comment Share on other sites More sharing options...
Topper Posted February 11, 2013 Report Share Posted February 11, 2013 The commands for the chief units are largely unavailable, there may still be some that work. Again, this mod is designed and modded for multiplayer use, and those commands would regularly crash the mod if used.As far as turning off PD calls - just edit the "fp_params_freeplay.xml" file found in your specs folder. for any Police calls change the <Enabled value = "1" /> to <Enabled value = "0" /> and make sure to save it when you are done. Should work as S55 has both FD/EMS/PD games and FD/EMS games.Should that be the "fp_params_endless.xml" ? just verifying Quote Link to comment Share on other sites More sharing options...
randomperson139 Posted February 11, 2013 Report Share Posted February 11, 2013 Should that be the "fp_params_endless.xml" ? just verifyingYes, it should be fp_params_endless.xml for the standard version of the game, or fp_params_endless_d.xml for deluxe freeplay in the deluxe version of the game. Quote Link to comment Share on other sites More sharing options...
Topper Posted February 11, 2013 Report Share Posted February 11, 2013 Yes, it should be fp_params_endless.xml for the standard version of the game, or fp_params_endless_d.xml for deluxe freeplay in the deluxe version of the game.Thanks a ton!! Quote Link to comment Share on other sites More sharing options...
FlorianKroyer Posted February 17, 2013 Report Share Posted February 17, 2013 I got one question. In multiplayer we got only calls in the northern districts. Only 1 of 10 calls are in the south district. Can you help me to fix the problem? Quote Link to comment Share on other sites More sharing options...
camhesse1 Posted February 18, 2013 Report Share Posted February 18, 2013 There's no way to fix it.... it is a random thing... some games end up being like that, but the next mp game could have fires all in the south..... Quote Link to comment Share on other sites More sharing options...
Radar Posted February 19, 2013 Report Share Posted February 19, 2013 I got one question. In multiplayer we got only calls in the northern districts. Only 1 of 10 calls are in the south district. Can you help me to fix the problem?As Cam said the calls are randomly generated. We've had times when all the calls are in one area or another, or all over the map. It's just a matter of chance. Quote Link to comment Share on other sites More sharing options...
Todd15 Posted February 19, 2013 Report Share Posted February 19, 2013 Just got a new computer! Hoping to get back in the swing of things in a day or so Quote Link to comment Share on other sites More sharing options...
FlorianKroyer Posted February 20, 2013 Report Share Posted February 20, 2013 I found the problem yesterday. We played in a 2 Player game, which generates calls only in the Northern Districts. In a 4 Player game we had Calls over the whole map. So its fixed Quote Link to comment Share on other sites More sharing options...
Todd15 Posted February 20, 2013 Report Share Posted February 20, 2013 (edited) Post deleted. Edited February 20, 2013 by Todd15 Quote Link to comment Share on other sites More sharing options...
kicks270 Posted February 24, 2013 Report Share Posted February 24, 2013 I found the problem yesterday. We played in a 2 Player game, which generates calls only in the Northern Districts. In a 4 Player game we had Calls over the whole map. So its fixed Also:Another great video made by FF NVMEp.s. thats shadows are from his shadows crashing, its not the mod itself! Quote Link to comment Share on other sites More sharing options...
Blackout Posted March 18, 2013 Author Report Share Posted March 18, 2013 Harbor City 4.0 Will be released to Squad 55 on Monday, March 17th. It will be released to the public in early April. The delay is to ensure that the mod is in working order. Here is a preview of all the changes in 4.0:Official release notes for Harbor City 4.0VEHICLES:- All vehicles now have "Primary" (PRI) lighting, instead of "Flashing lights". This command will also activate the <u> animmation</u> for the directional lights, not the command itself- All vehicles now have "Secondary" (SEC) ligting, instead of "Scene lights". This command will activate, some of the flashing lights, and any scene lights the vehicle has- Icons edited by Blackout, and help from Zach1019- All vehicles now the "Re-direct Command". This command DOES NOT activate any lights but simply tells the vehicles to turn around- If a vehicle has a 'directional lightbar' it will be on with both primary and secondary lighting- New sirens for all medics, squad and chief vehicles. There are back ups located in the audio folder (old 3 and 4)EMS:- New skin for all EMS units by Blackout - winner of skinning competition- New skin for MCU unit by Blackout- New skin for Air Ambulance by Blackout- New Secondary lighting for all medics- Updated MCU marker lights- Removed MCU 'deploy' command, as it was not working, and doesn't do anything but take up more spaceFIRE:- New skin for ALL fire units - Skins are less sporadic, have a fire decal, and the same stripe down the side- All units now have updated marker lights- All units have new Secondary lighting (except marine and crane)- New Engine 3+4 Seagrave model - thanks to Manhattan mod. All lights and skin editing done by BlackoutPOLICE:- All Patrol cars have new secondary lighting- Patrol 1, 2, 4, and 5 have been re-skinned by Radar- Patrol 1, 4, 5 Edited Primary lighting- Patrol 3 Edited Primary lighting- Patrol 6 Edited Primary lighting- Patrol 6 (undercover) is now blue, and not redNOTE: Not all vehicles will have secondary lighting, but all vehicles will have the secondary light button.GENERAL:- The mod will be installed via Emergency 4 mod installer system- New loading screen- Removed the 'suicide by jumping' call from multiplayer and singleplayer games, as it currently the most common cause of game crashes- Chase script has been fixed so all players should be able to use the chase command, regardless of being the host or not- Changed the name on the hospital to "Harbor City General Hospital"- Fixed several "id_tooltip" glitchesMAP:- HQ has been removed and several new buildings were added in it's place- The hospital has been moved to the north and the entrance now faces the south- New apartment complex has been added in the hospitals old location- Station 2 moved and E2, R2, and M2 all park properly!!! It is moved to the East where the gas station used to be.- Station 4 has been rotated 90 degrees so it faces Normandy Ave- Removed and added buildings at the strip mall and across the street from walmart, as well as editedt the map texture- Added severeral buildings accross the map in various places- Spawn point for all fire units is in the old despawn ramp- New despawn area for fire units will be at the edge of the map- Added several explosive containers to the inside of buildings, so be carefulCALLS:- Added a new 'MVC' where a crane collapses into a houseNote: No Fire alarms will be incorperated into this modFor some pics of the new mod check out my xfire page:http://www.xfire.com/users/blackout2009/games/911fr/screenshots Quote Link to comment Share on other sites More sharing options...