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Popular Content

Showing content with the highest reputation since 07/19/2010 in all areas

  1. 363 points



    Features- More than 50 playable units from Los Angeles- Highly detailed and accurate models- A completely new freeplaymap- 10 new missions- New sirens- Directional lights and floodlights- Fire station, police station and hospital- Automatic weapons and ballistic shields- Police barricades, traffic cones and flares- Bomb robots and motorcycles- Emergency 4 Deluxe and 911:First Responders compatible- Multiplayer compatible- English translation and voices and much more... This content is not authorized for posting on Steam or any other platform, except with prior written authorization.
  2. 115 points

    Version v1.3


    This is the latest version of the London Modification which includes a new edited freeplay map with various UK buildings and civil traffic along with updated units & personnel from the capital’s main emergency response services: The Metropolitan Police, London Ambulance Service & London Fire Brigade. Version 1.3 also includes new units from the City of London Police, British Transport Police & London’s Air Ambulance. Updates, information and any news about future versions of the mod can be found on the London Mod forum page: http://www.emergency-planet.com/topic/7861-london-mod-in-progress/#comment-98073
  3. 79 points

    Version 0.6


    The United States Army Mod is a modification for Emergency 4 and based on the presence of the US military in a Middle-Eastern region. The mod features an entirely new map, several army and local (middle-eastern) emergency units, new events, unique units, a development tree and much much more. You can expect a total overhaul of the original game and fun and addictive gameplay! Important installation/play notes: 1. Remove any older US Army Mod installations (such as versions 0.4b and 0.5) 2. Download and extract the .zip package 3. Install the .e4mod file 4. Launch the game and load the US Army mod 5. Use the mission-menu and select 'Play United States Army Mod' to launch a new game The US Army mod is not freeplay nor multiplayer compatible! Don't forget to check out the US Army Mod Subforum for the latest news and discussions about this modification.
  4. 43 points



    FEATURES:- Los Angeles units- Detailed models and skins- New siren command- Automatic weapons and ballistic shields- Motorcycles- Hose connections on fire trucks- 19 new missions- Fire stations, police station and hospital in freeplay- English translation and much more...NEW IN V2.5:- SoSi added (sirens command)- Some fixed bugs Since 28 Feb. 2006 Note: This is for Emergency 3 only and incompatible with Emergency 4/911 First Responders.
  5. 33 points
    UPDATED: (12/20/2018): v2.0.1 was removed due to instability v3.0 IS IN DEVELOPMENT RELEASE DATE: TBA Itchboy managed to solve our lag issues, which was a huge hurdle to clear! We will be revamping the map, adding and polishing new units, cleaning up unnecessary ones, and putting the finishing touches on the next version. There will be significant gameplay changes. Mod Summary: The Montana Mod includes many new vehicles, personnel, structures, and equipment. It is set in an alternate history/re-visualization of the real-life ghost town of Monida Pass, in Beaverhead County, Montana. The mod provides the player with control over the first responders of an American small town and changes the look and feel of the gameplay environment to match. Itchboy is working on implementing script-based freeplay, which allows for more diverse callouts and several new features. Media:
  6. 30 points

    Version 3.3.2


    After almost 3 years of modding, Squad 55 has finally decided to release our mod to the public. This mod has been based off of the LA 2.1 mod and has had hundreds of hours of additional changes and improvements. From map texture and layout, to the addition of new units and amazing lighting, functioning hospital, "code 2" scripts, customized stations with personnel area, there have been so many changes that it really is it's own mod. We decided to release this mod to the public for several reasons. We'd like to share Harbor City with the public and people who don't have the time to join a clan. We want to show everyone what our clan has to offer. If you enjoy playing this mod in single player, we think you'll enjoy the multiplayer experience even more. Of course there is no better place to play fun, realistic, multiplayer games then with the clan that brought you the mod. Visit www.squad55.com and sign up. You'll be on your way to joining the longest running, and biggest emergency 4 clan around.
  7. 26 points

    Version 1.3


    São Paulo Modification------------------------------------------------------------------------------------------ version: Beta v1.3 ------------------------------------------------------------------------------------------ produced by: Emergency-Brasil Modding Team - Rafael (Rafael) - Luisinho (Luis) - Fabio101 (Fabio) - rockerboy (Juliano) - Rafael cinder (Rafael) ------------------------------------------------------------------------------------------ website: http://spmod.emergency-brasil.com/ ------------------------------------------------------------------------------------------ credits: - Hoppah (Scripts: Warning Lights, Flashing Lights, Sirens, etc...) - Newfoundking (Light editing) - Conror (Light editing) - Woltep (Armed Arrest Script) - Chidea (Models) - Manzebar (Models) - Cyrus (Sound Sirens) If by any chances you have contibuted in the making of this mod somehow, and I forgot to include your name in the list above. Please let us know by contacting us on the email displayed below. ------------------------------------------------------------------------------------------ contact: spmod@emergency-brasil.com If you wish to contact us regarding this mod, please don't hesistate to do so. ------------------------------------------------------------------------------------------
  8. 24 points

    Version version 2


    Download works fine. Not broken.(11/27/2014) For those of you who enjoy playing this game and using all the mods created by many other cool people on this forum. Here's yet another change you can make to the regular version of the EM4/911 FR(not the Deluxe version). I have enjoyed this game immensely and have really appreciated the mods created by others but I really couldn't get into the cartoonish supervisor who dispatched the calls for us to send units to. So, I decided to make a few changes to the "Supervisor" to suit my liking and hopefully add more Los Angeles-style realism to the game. So I have made it available for your enjoyment too. I listened to everyone's suggestions and recommendations and came up with second or enhanced version of the supervisor Video/Audio. I hope you like it. The changes:- Replaced the original British supervisor video with various dispatchers representative of Los Angeles (e.g. various people, video clips from 911 dispatch centers, ringing phones sound affects, etc)- I cleaned up the audio quality of the communications.- Included actual engine company names.- Updated a few radio codes used in the Los Angeles area Engine - fire engineSquad - squad truckSpecial Ops - USARRescue - ambulanceMCU - mass casualty unitRP - reporting party (civilian making the 911 call) Code 37 - stolen vehicle415 - public disturbance451 - arson488 - petty theft211 - robbery240 - assault How to install itThe files need to be copied into the Data/Lang/us/supervisor folder. It will overwrite the other files. Or you can simply just remove the original files, back them up and add the new ones. That's it. (All you're essentially doing is copying all my video files to that folder in the path mentioned above.) I used Premiere Elements to change the audio and video. I'm not sure how you would do this in any other DVD or video authoring application. File Specs:Video: 160x128 (so that it will fit inside the little screen that used to show the supervisor)Video format: MPG 1Audio: MPEG 1 Layer II, mono Additional Notes:It is also worth noting that this "Supervisor Mod" simulates Dispatch for the City of Los Angeles and technically not a Mod by the usual definition because the change affects the Freeplay section of the game including other installed Mods. So, instead of hearing and seeing the British guy, you'll experience a more realistic Los Angeles style dispatcher with background noise, phones ringing, and an American dispatcher. But, people seem to like it and request a version for the Deluxe EM4 which may come at a later point in time... This "modification" only applies to the EM4/911 First Responder version and NOT the Deluxe version. I'm not very good at this and I'm not sure if everyone will be satisfied (I'm not perfect) but hopefully you will like it and it will make your play more enjoyable. The files are compressed using the standard Windows Compression program. You just need to unzip them. PERMISSION: Feel free to use this in your mod if you wish. The only thing I ask is that you give props to whom it's due, namely me (Kareem).
  9. 23 points
    Work on the modification stopped as of 2015.
  10. 23 points

    Version 5.0.5


    About This File AUTHOR BLACKOUT For Version 5.0.5 Current Status: Released Completion Date: OCTOBER 24.2018 Completion: 100% Release Date: FEBRUARY 08, 2019 Creators of this file is originating from SQUAD 55Squad 55 is always accepting new applications! GENERAL - WASD can now be used to move the map around just as the arrow keys do - Added new Harbor City Icon (Kicks) - Updated loading screen text to "Loading Harbor City 5" - Updated error text - Updated siren script for new vehicles - Updated flashing lights script for new vehicles - House Search Script for non-enterable buildings (Trocks) - Created new UI Icon for Primary lights on and off - Created new UI Icon for Secondary lights on and off - New Loading Screen - Texaco building and objects changed to BP skin (Kicks) - Removed previously recorded high scores - Edited the in game call text and removed all box numbers (Kicks and Blackout) - Edited the Fire alarm script so it does not have Box numbers - Removed all American, Australian, Canadian, and UK flags - New Harbor City Flag added to Harbor City - Designed by Kicks - New deployment menu icon for Fire category - Maltese cross glows when moused over / selected - New deployment menu icon for Police category - Lighthouse shines when moused over / selected - New deployment menu icon for EMS category - Star of life staff glows when moused over / selected - New deployment menu icon for Tech category - Gear glows when moused over / selected - New minimap SCRIPTS - Extrication time now takes 15 seconds from start to finish - Ambulances now have their own unique parking spots at the hospital. This will prevent traffic jams at the hospital - Edited police parking script to allow patrols 7, 8, and 9 to park in their districts POLICE - NEW MODEL - Ford Taurus - By Blackout - NEW MODEL - Dodge Ram - By Blackout - Ford Taurus Harbor City Skin - By Blackout - Ford Taurus Doors, Wheels added - Dodge Ram Harbor City Skin - By Blackout - Dodge Ram Doors, Wheels added - Patrol 1 replaced with marked Ford Taurus - Patrol 2 replaced with unmarked Ford Taurus - Patrol 3 replaced with slicktop Dodge Ram - Patrol 4 Remaining as a Dodge Charger - Patrol 5 Remaining as a Dodge Charger - Patrol 6 replaced with a Dodge Ram - NEW UNIT - Partol 7 marked Ford Taurus - West - NEW UNIT - Partol 8 slicktop Ford Taurus - South - NEW UNIT - Partol 9 marked Ford Taurus - East - Patrol 1 HD Lights - Patrol 2 HD Lights - Patrol 3 HD Lights - Patrol 6 HD Lights - Patrol 7 HD Lights - Patrol 8 HD Lights - Patrol 9 HD Lights - Deployment icon for Patrol 1 - Deployment icon for Patrol 2 - Deployment icon for Patrol 3 - Deployment icon for Patrol 4 - Deployment icon for Patrol 5 - Deployment icon for Patrol 6 - Deployment icon for Patrol 7 - Deployment icon for Patrol 8 - Deployment icon for Patrol 9 - Deployment icon for Patrol Supervisor - UI picture for Patrol 1 - UI picture for Patrol 2 - UI picture for Patrol 3 - UI picture for Patrol 4 - UI picture for Patrol 5 - UI picture for Patrol 6 - UI picture for Patrol 7 - UI picture for Patrol 8 - UI picture for Patrol 9 - UI picture for Patrol Supervisor - Police helicopter is now available for deployment - Police helicopter is now staffed with one patrol officer - Multiple skin changes for police officers (skins) FIRE - East, West, and South Fire all have their own unique skins. - NEW MODEL - Spartan Gladiator Engine Model - By Blackout - NEW MODEL - Spartan Gladiator Rescue Model - By Blackout - NEW MODEL - Dodge Ram Squad - By Blackout - NEW MODEL - Dodge Ram Fire Command 1 - By Blackout - Engine 1, 5, 6, and 7 replaced by the new Spartan Gladiator Model - Hazmat 6 and 7 model replaced with the Rescue 2 model - Rescue 2 is now the Spartan Gladiator Model - Engine 1 skin - Engine 2 skin - Engine 3 skin - Engine 4 skin - Engine 5 skin - Engine 6 skin - Engine 7 skin - Ladder 1 skin - Ladder 4 skin - Ladder 7 skin - Rescue 2 skin - Hazmat 6 skin - Hazmat 7 skin - Fire Command 1 skin - Fire Command 2 skin - Fire Command 3 skin - Engine 1, 5, 6, and 7 lights - Fire Command 1 lights - Rescue 2 lights - Squad 3 lights - Deployment icon for Fire Command 1 - Deployment icon for Fire Command 2 - Deployment icon for Fire Command 3 - Deployment icon for Engine 1 - Deployment icon for Engine 2 - Deployment icon for Engine 3 - Deployment icon for Engine 4 - Deployment icon for Engine 5 - Deployment icon for Engine 6 - Deployment icon for Engine 7 - Deployment icon for Ladder 1 - Deployment icon for Ladder 4 - Deployment icon for Ladder 7 - Deployment icon for Rescue 2 - Deployment icon for Hazmat 6 - Deployment icon for Hazmat 7 - Deployment icon for Crane 2 - UI picture for Fire Command 1 - UI picture for Fire Command 2 - UI picture for Fire Command 3 - UI picture for Engine 1 - UI picture for Engine 5 - UI picture for Engine 3 - UI picture for Engine 4 - UI picture for Engine 5 - UI picture for Engine 6 - UI picture for Engine 7 - UI picture for Ladder 1 - UI picture for Ladder 4 - UI picture for Ladder 7 - UI picture for Rescue 2 - UI picture for Hazmat 6 - UI picture for Hazmat 7 - UI picture for Crane 2 - Finished Spartan Engine interior - Edited Squad 3 roof skin to match updated Rescue 2 roof skin - Updated placement for water cannon for all engines - universal placement for all for scripting reasons - Multiple new Fire Fighter skins (Kicks) EMS - NEW MODEL - Ford E450 Ambulance - By Blackout - Medic 2 replaced with marked Ford E450 Ambulance - Medic 3 replaced with marked Ford E450 Ambulance - Medic 5 replaced with marked Ford E450 Ambulance - Supervisor skin - Medic 1 skin - Medic 2 skin - Medic 3 skin - Medic 4 skin - Medic 5 skin - Medic 6 skin - MCU skin - Air ambulance skin - Medic 2, 3, and 5 HD lights (206 total) - Deployment icon for Supervisor - Deployment icon for Medic 1 - Deployment icon for Medic 2 - Deployment icon for Medic 3 - Deployment icon for Medic 4 - Deployment icon for Medic 5 - Deployment icon for Medic 6 - Deployment icon for MCU - Deployment icon for Air Ambulance - UI picture for Supervisor - UI picture for Medic 1 - UI picture for Medic 2 - UI picture for Medic 3 - UI picture for Medic 4 - UI picture for Medic 5 - UI picture for Medic 6 - UI picture for MCU - UI picture for Air Ambulance - Removed change clothes script - EMS supervisor now parks at Station 3 - Hospital layout updated - unique parking spots for each ambulance when unloading MAP - Each building now has isn't own street address typically found on the street directly infront of the entrance - Added 15 new 'minor' car accidents - Added 1 new 'major' accident - New houses on west part of Washington Ave and Utah St - Replaces DIY building - Park east of hospital updated - Buildings south of hospital updated - Campground added south east of the hospital - Campground west of Washington and Omaha removed - Added "Railway St" just west of Omaha, with several new buildings - Construction site north of station 1 has been completed - new hotel in completed - Crane accident has been removed north of station 1 - Walmart and strip mall have been removed - Replaced with a boardwalk area, apartments, and a harbor - Added a boat south east of station 2 with a civilian - will occasionally need to be rescued with coast guard - Changed a few buildings north of Vienna (Trocks) - Added a new traffic route starting on Queen st, progressing through west district including Juno St and Lake Ave - Added traffic light at Queen St and Arthur Ave - Texture work S of washington - Texture work S of hospital - Texture work E of princess - Texture work for harbor - Texture work at Tech Center - Texture and map work at airport - Texture work for station 5, 6, 7 garage floors - moved hydrant and random fence piece by south tow parking - Texture work to factory north of Stanley Ave - Removed random parking signs that were blocking spots for units to park (lol) - Removed duplicate alarm on building on Main and Apollo SE corner FIXED GLITCHES, SMALL CHANGES, ETC [Development only - Not including and glitches found in BETA testing] - Fixed white mark on Ford Taurus wheels - Fixed lighting glitch with all Taurus units - Police helicopter is now working - Trocks - Undercover taurus doors open the wrong way - Fixed sizing issue with UI pictures for units - Fixed passenger door lighting glitch on all Taurus models - Dodge Ram Door opening wrong direction - Fixed Taurus rear wheel well sticking out too far - Fixed Taurus trunk interior color showing when trunk closed - Removed Taurus rear wheel black outline - Fixed hazmat 6 and 7 stripe not lining up from front to side - Fixed Hazmat 6 and 7 (Old rescue 2) Non rear left signal light - Added Hazmat 6 and 7 (Old rescue 2) Rear scene lights - Fixed Patrol and Patrol 6 having the each others deployment icons and UI picutres - Fixed Patrol 3 and 6 door open glitch - Fixed Patrol 3 and 6 door lighting glitch - Fixed Squad door skin glitch - Fixed Glitch with Spartan Gladiator not showing colors properly - Fixed Fire CMD 1 doors not opening - Fixed all Ram models doors opening too wide - Fixed issue where all spartan wheels on right side rotated backwards - Removed random Firefighters from map - Removed yellow and red chevrons from rear of fire command vehicles and replaced with red and white - Added bumper to rear of all Spartan Engines and the Spartan Rescue - Added some decoration to the top of Spartan Rescue (shout out to S55 voxer chat helpers!) - Fixed Spartan Rescue back stripe - Added test to Spartan Rescue back door - Fixed issue where Fire Command 3 was showing the wrong UI picture - Fixed glitch where Medic 1, 4, and 6's rear lower red LED was hovering off of the ambulance - Fixed glitch with Squad 3 equipment and passenger doors were not lighting properly - Fixed glitch where medic 2, 3, 5's rear doors were not lighting properly - Fixed glitch where having Engine 5, Medic 5, and Medic 6 in the station prevented personnel from entering and exiting - Changed patrol 2 and 8's rear secondary lights to a proper secondary light pattern - Spartan engine wheels are now aligned, and spin in the right direction - Taurus wheels are now aligned properly - Fixed glitch where Engines 5, 6, and 7 did not want to rapid deploy - Fixed glitch where Engines 1, 5, 6 and 7's cannons did not activate - Paramedics are now able to get Styker Stretcher (Trocks) - Fixed spelling mistake on Rescue 2's deployment icons - Updated Squad 3's deployment icons after skin update - Fixed E450 medics Rear middle left marker light placement - Changed patrol 6's secondary lights. They now look better - Changed text pop up for loading patient into ambulance with Stryker script - Fixed right click priorities with new Stryker script - right clicking on an empty ambulance with a loaded stretcher will now have the load patient command default instead of changing clothes - Removed several permanent burn marks at the location of accidents - Moved station 6 and 7 decals - Fixed glitch where medics would not park properly at the hospital - Fixed very annoying glitch where Engines 1, 5, 6, 7's water cannons will not work or deactivate - Removed semi from new vehicle path as it kept getting stuck - Increased size of a small police station parking spot to units can park there - Raised building on Railway St to stop if from flashing - Fixed parking glitch with patrol 6, 7, 8, and 9 - Fixed lighting issue on all new police officer skins so they no longer look like robocops - Changed loading screen so it looks better - Centered Tech deployment icon so match EMS and FD Identified and fixed during BETA Solved bugs: - Missing house on Railway St - WASD - S did not work - princess signs blocking access to harbor - traffic glitch Princess and Richard - medics drop patient off at hospital doors now - Removed alpha from several FF's and Medics - Restored SWAT skin to 4.6.2 skin, turned on alpha, objects should not be visible when holding - Removed crash with PD cars you had to drive away very, very slowly - Removed annoying pigeons from station 7 - Removed flags from airport and police station - Removed cement truck from new traffic route - Removed objects near road by station 3 to prevent traffic jams - Battalion 1 should now to to stations E, W, S - Reverted to old coroner from 4.3 public due to alpha reflection problem - Coroners can now be deployed from the EMS menu - Greatly increased time until train cars explode from fire on Omaha - Fixed road decals hiding street addresses - Main, Arthur, Utah - Added Hydrants to Harbor, near wind turbines - Spread out medic parking spaces to help accommodate more room for each medic (Needs Test) - Edited hospital VO layout to attempt to fix stretcher drop off bug (Needs Test) - Added street numbers to Arthur between Knight and Prince - Fixed map texture aesthetics at station 7 - Changed station 6 garage floor to cement - Could not put anyone in vehicles - placed the "putincar" script back into the mod (whyyyy was this missing?!???!) - Police unable to grab civilians - Replaced "drivepersonaway" command - Removed "askperson" command as it is useless - Firefighters were able to enter buildings from the ladder - changed priority of extinguish so right click on a building on fire will by default be extinguish. Note: You can still enter buildings from the ladder so be careful! - removed alpha reflections from Hazmat firefighters - Both rear doors will open when stretcher is used on medics 2, 3 and 5 - Fixed glitch where sending a medic to the hospital with it's emergency lights on would automatically turn them off. Lights stay on when sending the unit to the hospital - Removed haztech clothing option from engine 6 and 7, now only hazmat units have that capability - Removed some scenery from the harbor preventing accident to a call - Ensured that people are not standing on benches and chairs across the map, they will remain seated - Added some more decoration to the 'palace' - removed several more 'burnt-ground' areas that are present on the map, even when no accident has taken place Identified and fixed between 5.0.0 - 5.0.1 - Medic 2, 3, 5 rear wheel light glitch - Medic 2, 3, 5 rear and front wheel rotation direction - removed explosive can in the river north of park on Washington - greatly increased time before train explodes from fire behind Station 7 - moved several fire hydrants near fence at airport (too close to fence) - fixed sidewalk elevation issue - Unicorn and Railway - removed glitched person on lighthouse by station 2 - medics can no longer drop stretchers without have a stretcher - moved fire Hydrant that was too close to 144 Utah - police station address no longer covered by sewer grate - medic 6 no longer shows medic 5 UI picture - placed no vehicle VO between police station and main st tower - Fixed police hazard lights glitch - was defined as "warninglights" instead of "warninglights_on/off" causing a script error. Identified and fixed between 5.0.1 - 5.0.5 -[5.0.5] - 2018-10-24 19:19 US EDT -Added - EMS Supervisor has a parking spot and label now. - There is a new MVC in the east, with 7 patients. -Changed - Crane 2 speed increased by 25% and has red lights and sirens now. - All tow trucks speed are increased by 25%. - Cemetery MVC, all peds would be dead as the injury property was wrong. Made it so 2-3 of the 5 should survive. -Fixed - Fixed an error with the LA Siren Script that was causing certian PD units to cause game crashes in Multiplayer. - Attempted to fix the search building script, as there are memory issues with multiple firefighters coming out at the same time. Added a time delay function to try to address. - MVC on Utah Street in the South, was not able to tow one limo. This is fixed. - Removed - Removed approx. 45 Megabytes of useless LA Mod vehicles and peds. This alone should speed up load times by realistically 15-30 seconds depending on system specs. By far the biggest stability fix. - Removed Cans from EMS units. - Issues to Address in the Future - I will be looking into fixing the error where at certian fires players are unable to pull victims out no matter how many times they try. - Possibly going to fix the Evacuate Airport Terminal Command on HC99. - I would like any feedback so we can start to change the map slightly and improve and switch up the incidents. V5.0.5 changes made by SQUAD 55 Sergeant Cody7311[55-S1] 10/24/18, 19:29 US EDT
  11. 23 points

    Version 1.01


    This is a modification for Emergency 4/911: FR which includes a representation of thecity of New York and all subsequent apparatus and personnel. The modification is designed towork within the original framework of the game while adding new functions and features tomake the game more realistic while preserving the strategy aspect of the original game play.This mod features about 50 new vehicles all of which have some special purpose in mindrequiring you to take the time to think about what it is you’ll need to send to address thesituation at hand. Currently there is a functional but unsupported Multi?player mode, we donot support this feature at this time as we’ve not tested this extensively enough to guaranteethat it is bug-free It does support MP function though. Free-play however, is supported and any bugs pertaining to the free playmode of the game will be looked into for subsequent patches necessary if the bug is a majorissue.MikeyPI: Team leader and 3D modeler for this mod.Hoppah: Team scripter, vehicle coding and bug fixer. (Also the author of the original DodgeCharger modified for this mod’s Dodge Charger)NewFoundKing: Vehicle lighting and map modification.Francis: Some scripting and general assistance.
  12. 21 points
    We proudly present the revamped New York City Modification v2.0! Currently still in heavy development, we have been working on a new version of this mod. The mod will contain many new features, such as a progressive style of gameplay, unique missionscripted events, interface changes, new functionalities and -of course- a new map. In this first report we'll show you pictures of the new map we're working on. The new mod is fixed in a post-9/11 era to about 2008. We didn't want to focus on updating vehicles constantly, instead we're focussing on improving gameplay elements, trying to keep the game challenging and fun. We'll release more information regarding gameplay changes later. The new map is fictional and won't be a copy of a real part of New York City. Instead we choose to make a more compact map with many (downsized) landmarks and influences from New York City and the North-Eastern American environment. This way, the map will provide a lot of variation with many things to get into. Pictures say more than words, so have fun watching the editor screenshots below: New screenshots 04/13/2015: In regards to current mod status: the core gameplay elements are done, but the new map isn't even halfway done and still requires a lot of work. Don't expect a release anytime soon.
  13. 17 points
    After the unbelievable success of the German 'Bieberfelde Multiplayer' modification for EMERGENCY 4 we have exciting news about the fictive county 'Bieberfelde': A new and ambitious modding team has been working on a new project for several months. At first, there were only a few test modifications, but today we proudly present you a new milestone in EMERGENCY modding: The 'Bieberfelde - Next Generation' modification for EMERGENCY 5 and EMERGENCY 2016! In the last weeks the team has made incredible efforts in the modification of the game. While we are including new vehicles every few days, the completely new map is getting more and more detailed and bigger. We also have completely new gameplay mechanics based on new plugins for the game. Your vehicles will be stationed at fire and rescue stations, your personal will crew the vehicles and dispatch to the incident site. We have a working digital status system and you can individually position your vehicles everywhere you want. The completely redesigned water supply system will be more detailed and realistic than ever before and with our squad leader logic we fulfil even common European fire fighting standards. Some of these functions should already be known from EMERGENCY 4 projects. But with EMERGENCY 5 and EMERGENCY 2016 we can realize them in a way, that has never been seen before. Every function will be more detailed and more realstic and even more surprises are to come! What's new in 'Bieberfelde - Next Generation'? Completely new map Including diverse areas (Downtown, historic districts, suburbs, BieChem industrial complex, rural areas, highways etc.) Including well known areas from 'Bieberfelde Multiplayer' Completely redesigned buildings from the original EMERGENCY 4 modification (e.g. the hospital and the fire and rescue station 1) Established vehicles from the original Bieberfelde modification (adapted for EMERGENCY 5 / 2016) Revision of internal traffic logics (e.g. new streets and traffic light logics) New plugins for new functions: Fire and rescue stations with parking places Innovative dispatching system Digital vehicle status system Positioning system for vehicles Water supply logic More to come... The development of the modification will take some time. But we want to use the time and give you the opportunity to play the modification even during the development phase. We are planning to release a first alpha version soon. More information to this plans will follow in the next weeks. We also want to use the chance and share our efforts with you. At the moment we are planning various 'workshops' with the departments of our team in order to show new modders how to get started with modifications for EMERGENCY 5 and EMERGENCY 2016. The work with the new tools is really great and we want to share our passion with the new game! The first workshops will be in German language, but maybe we can offer some English ones. Despite that, we will fill the German EMERGENCY Wiki with information about the modding of EMERGENCY 5 and EMERGENCY 2016 - every entry will be available in English too! The next weeks will be really exciting - not only for you, but even for us! Soon we will release new information and footage about the 'Bieberfelde - Next Generation' modification for EMERGENCY 5 and EMERGENCY 2016! Further information More information about 'Bieberfelde - Next Generation' can be found in the German EMERGENCY community message boards. InGame-Screenshots Note: This screenshots were taken ingame with ULTRA graphic settings in EMERGENCY 5 / EMERGENCY 2016.
  14. 17 points

    Version 0.0.8


    New Creek is a fictional metropolis in the USA. To manage all the tasks in a vibrant city you can use several units with different specialisations. For the latest information subscribe our facebook-page What can you expect for version 0.0.8 extraction of the new map new streets new buildings city parks realistic watertank detailed american vehicles engine ladder resuce cpc-unit ambulance patrol car multiplayer-mode ambulance signals by DrDrummer and RK-1000; Ford crown by NNico special thanks to KillerConsti for his plugin
  15. 16 points
    From the people who brought you Boston Mod 2014, and Manchester, NH Mod 2014, comes an all new mod! Welcome to the Town of Mayberry, located in Mayberry County. This isn't your "Andy Griffith Show" Mayberry. The town has grown, and so has the crime rate, building fires, and medical emergencies. Mayberry is protected by the Town of Mayberry Volunteer Fire Department, Mayberry County Fire Protection, Mayberry County Sheriff, and Mayberry Memorial Medical Center EMS. The town fire department consists of 3 stations manned by 1 chief and 14 paid firefighter/EMT's, and many additional volunteers who live on and off the map. The local sheriff's office is manned by 4 deputies and 4 SWAT members. Mayberry is unlike any mod you have played before. Limited water resources, limited personnel, and rough terrain will test your abilities. If you have what it takes, then dive in! Follow us on Facebook: https://www.emergency-planet.com/bostonmodguys Station 1- Car 1 Engine 1 Rescue 1 Ambulance 1 Forestry 1 Utility 1 Station 2- Car 2 Rescue 2 Ambulance 2 Engine 2 Station 3- Ambulance 3 Engine 3 Tanker 3 Mayberry Memorial Medical Center- Medic 1 paramedic intercept unit ALS 1 paramedic ambulance Don't forget Mayfair Emergency Vehicle Manufacturers Inc.
  16. 16 points

    Version 1.0


    The First release of Helping Peter In the mod you get the chance to play as a Danish First Responder trying to save injured peoples lives untill ambulances arrive. The mod will most cartainly put your first aid knowledge to the test!
  17. 15 points

    Version 1.0 official


    - 41 units of the Fire Brigade - 29 Police units - 21 units of Emergency - 8 Technical units - New scripts - Map of PL-Mod v0.99.1 - and other ... Mod install program ModInstaller. Please wait until the installation is complete approximately 4 min
  18. 15 points

    Version 8.5,8.68,8.73


    Meeting some Winterberg mods in version 8
  19. 14 points

    Version 1.0.0


    FFAA MCOE MOD! Lead the Special Operations Forces of Spanish Army! Eliminate first the terrorist base, and after you have to resolve bomb alerts, hostage situations, snipers... Patrol the city, protect the refugees camp, control the traffic.. Enjoy it!
  20. 13 points

    Version 2.0.0


    Spanish Army Mod is back! Rule the best important units of Spanish Army. Control the aircraft carrier LHD "Juan Carlos I", control the medical asistance of population, patrol the city... ENJOY IT!
  21. 13 points



    Czech modification for Emergency 4Contains czech vehicles and personsThanks to all, who give to us photos, models of vehicles (see ,,2. - Vehicles, models, texturs,,)Thanks to Patrik Marek for great model of VW T5 (high roof) for EMSSpecial thanks to Milos Petr, for help with some bugs.Vehicles description and English translation of it made by Milos Petr and Ondrej Tezky aka Heavy.It is forbidden:- Distribute this modification for money.- Distribute this modification as yours.- Distribute this modification with changes without permission of authors.- Upload this modification on other sites without permission of authors.- Editing and other using of model of VW T5 ZZS KHK and VW T5 ZZS LK (model by Patrik Marek)It is allowed:- Edit this modification only for personal use.
  22. 13 points



    The third alpha release of the Netherlands Mod for Emergency 4!- Includes new vehicles- Includes new scripts- Includes new persons- Includes new soundsPlease note that this is an Alpha version, bugs are to be expected!Special thanks to:HoppahMartijntjuhBas-tiChideaDavidSquidSimComNetLittleAngelA-RescueMainzibärAnd all those I forgot to mention!
  23. 12 points

    Version 1.0.0


    Hello and welcome to London Multiplayer Mod 1.0 This mod, created by Mariuswww and BMA takes place in the center of the English capital, London.Here you are given the command of three urban fire stations, two ambulance stations and a police station. The mod features many realistic London Vehicles and fire stations are made as close to the real deal, as we can. In total, this mod allows you to take contol over 32 emergency vehicles and 10 different types of personnel. All vehicles can easily be added to each station with the custom Activate Station script created for the mod. It is also possible to call each vehicle out from the station using the call vehicle command given to each vehicle at the station. The mod also includes three different sirens for each vehicle, limited water, Automatic Fire Alarms, Gated Wye and Parking. And best of all! All this actually works in multiplayer and released!
  24. 12 points



    Welcome to The Welfordshire Modification. A modification for Emergency 4 set in the fictional county of Welfordshire, United Kingdom. In this version, take control of the emergency services that serve the towns and surrounding areas of Welford (to the South) and Rambleside (to the North).
  25. 11 points
    Hi and welcome to my first US based modification! This fictional modification is based on the island Amity where the events of Steven Spielbergs "Jaws" took place. It features a completly new freeplay map and various scripts. Unfortunately the mod will not be based in the 1970s because there are no 3D models of vehicles from that time available. The map will feature one small VFD, PD and an Ambulance post. The rest will come from off-map. Here are the first screenshots: Stay tuned for more updates!
  26. 11 points
    Killerconsti's Minimod 2.1 Features of Version 2.0 & 2.1 US equipment made by William Stableford (flares, road barrels, traffic cones) the possibility to land the SEK Helicopter without roping the crew first dynamic parking sites can be set ingame "Set Startup Parameter - Component" was added, which allow me to put the player's units allready at the map introduction of the placeable equipment better support of open houses- systems (like the one used at the police department at Berlin) an animateded brand new Swat unit (only available in the editor) a System was introduced which allow me to use Siren Sounds (still WIP) 2 new vehicles Layer speedy scaff The Minimod container is a .rar package. It is important to unpack it first. You may have a look at the Installation Instructions to set up this mod in the correct way. The second sheet (flyer) is about the stuff which was added (commands, vehicles, objects) Version 1.0 -1.2: mobile intensive care unit is available in Freeplay patrol cars can redirect traffic and follow gangsters additional engineer in the tech helicoper additional emergency doctor in the ambulance car you can turn units by holding right mouse button and relase it after >0,5 s ->Units will face the cursor Tankers got more equipment and have hose connectors (by Revyn112 http://www.emergency-forum.de/filebase/index.php?entry/2435-tankl%C3%B6schfahrzeug-equipment-modifikation-em5/) policeman can automaticly equip handcuffs when they hold no equipment TL reworked crane action speed increased get it here: http://www.emergency-forum.de/filebase/index.php?entry/2514-em5-minimod-3-3-februar-2017/ or https://www.dropbox.com/s/38q6p18wts5ez1l/[em5]killerconstis_minimod_3_3.rar?dl=0
  27. 11 points

    Version V1.02


    This is a revamped version of the Norway Modification, main credits goes to chirsblaalid and his NoMod Team. Download all three parts to the same place. Open part 1.rar and run the e4mod file. Updates and bugfixes by me: New logo for the mod.New loading screen.New skins for the Fire department.One new ambulance skin.New K9 unit skin.New passat UP skin for police.New skin for the police vito.Fixed KRIPOS investigator without vest
  28. 11 points

    Version 2.0


    Version 2.0 resurrected edition adds the following content (change log): Tow truck relocated to police department Dutch police skin for tow truck represented by new avatars in-game NEW Dutch police helicopter [changed model and skin] represented by new avatars in-game Police officers are now 10% more resistant to bullet impact Police patrol car now uses left backdoor [animated] as equipment door for fire extinguisher [trunk wasn’t an option] Police patrol car can now transport two criminals at once Altered police barrier tape texture Added length to police barrier tape [maximum of 45 meters] Updated police sirens * Added ‘star of life’ emblem to outfits of doctor and paramedics Doctor vehicle can now transport two doctors at once [still able to arrive with only one doctor] New avatar for medic case equipment Added fire hose to inventory of Water Tender Added fire extinguisher to inventory of Water Tender Water Tender’s equipment doors are now using opening animations Dutch firefighter’s skin Dutch HazMat [decontamination] truck represented by new avatars in-game Dynamic variation between vehicle [RW] and world hydrants [vehicle hydrants will be used much more] RW [Heavy Rescue Vehicle] can now transport up to four firefighters at once Water Tender now comes with 4 working vehicle hydrants * Water Tender can now transport up to four firefighters at once Dutch skin for Fireboat Dutch Recovery helicopter [G-JSAR helicopter skin] NEW avatars for emergency personnel NEW mini icons for emergency personnel NEW group avatar Altered textures of various world objects [traffic signs, bus stops, subway etc.] Updated department logo’s [much smoother now] Police update Ambulance update Firefighters update Tech Update General update * The updated police siren is a test. Feedback is welcome! * When a firefighter connects a hose to one of the Water Tender’s hydrants the Water Tender can no longer move or use it’s cannon until the hose has been disconnected again. I’m looking into this problem and will try to fix this. Version 2.0 additionally consists out of the following: Dutch police support van represented by new avatars in-game Dutch EOD (Explosive Ordnance Disposal) van represented by new avatars in-game Police patrol car equipped with fire extinguisher usable by police officers Dutch police patrol car represented by new avatars in-game Dutch police officers Dutch police siren which will constantly play while driving Search and Rescue vehicle replaced to police department Dutch police skin for Search and Rescue vehicle represented by new avatars in-game Dutch police skin for rescue dog handler Dutch police skin for rescue dog Police officers are now able to run a little bit faster Police officers are now able to equip and use handguns Dutch emergency doctor car represented by new avatars in-game Dutch emergency doctor outfit Dutch ambulance represented by new avatars in-game Dutch paramedic outfit Dutch ambulance siren which will constantly play while driving Added doctor to ambulance Dutch air ambulance represented by new avatars in-game Dutch Water tender represented by new avatars in-game Firefighter’s siren will now constantly play while driving Dutch ladder truck represented by new avatars in-game Dutch Heavy Rescue Vehicle represented by new avatars in-game Removed sirens for all technical units [using empty siren-file] Provided most NPC cars with Dutch license plates Police update Ambulance update Firefighters update Tech update General update
  29. 10 points
    It says 'authorized emergency vehicles' though. That part confuses me. I have no idea if that includes POV's or not. Another function we've decided to implement is a PA system for all siren equipped units. It includes multiple variants for both male and female units. The command is intended for perimeter and scene control. When you press it, all nearby peds will turn around and leave. Combine this with the 'halt' command on police officers, and you should be able to lock down an area easier than before.
  30. 10 points
    Its been a long time coming. A lot of people have asked for water drafting in a mod. Ive decided to give it a shot. It is going into Montana mod to address the issues people have with fighting fires. The script itself simply assigns a dummy command to the vehicle. LWS will check that recognize it as a supply line into the vehicle. The pipe is hideously oversized so that it looks correct in Em4. I couldnt make it any shorter than it is, otherwise it break immersion because its clipping into the ground. Portable ponds are coming up next.
  31. 10 points
    One of the things we have planned for the upcoming version is the missionscript which would enable us to have a new set of callouts that are distinct from the original Em4 ones. I have to make a decision though. There are 2 possible setups that can be done but we cannot have both. Setup one would be this. It features a lot of sub objectives such as "investigate theft", "collect evidence", "send arson unit", etc that would need to be completed by the player before the call is considered completed. It is limited to only one callout at a time because of the lack of space in the objectives menu, and because the number of script checks would be too much for multiple callouts. This would be favorable for you if you're into RP'ing or taking your time with the mod. Examples of mods using this system: US Army Mod, Wegberg Mod, CPH Airport, Wuppertal Mod, the original NYC mod from 2006 Setup two would allow for multiple callouts at a time similar to the original Em4 setup. There will still be new calls but the tasks you need to do to complete them are just the same as the original Em4 setup. You'd simply extinguish fires, transport the injured, tow wrecks. This setup will not have any sub objectives that the player needs to do because the GUI spaces will be filled with the entries for each callout. This script would also require a different type of 'check' different from setup one because of having to handle many more objects, vehicles, persons and so on ingame. Mods using this system: ERS Berlin, cancelled NYC 2 mod, this mission script from the German forums From a modder perspective, option two would make the mod arrive faster than option one. Option two as well would be more stable because I have far fewer things running in the background to check each element. Option one would require the existence of a check for fires, another for injured persons, another for questioning individuals, another for arresting suspects, and another for transporting vehicles, and more for any other elements I wish to include. I also have to tie in checks for a lot of game actions such as entering vehicles so that the game recognizes for instance that a vehicle has been car-jacked by a suspect, or that a suspect has started an arson fire. Each setup has its pros and cons so there's no real 'better' option between the two. I am also experimenting with a few ways to prevent the theft of the mod's scripts and content. I believe it would be of use to other mods who wish to protect their content from misuse.
  32. 10 points

    Version 2.0


    Emergency 4 Light Modification: LA A light submod for the LA Mod. . . This is an alteration I made in my spare time, it's not perfect, so help me help you. Report bugs and suggest changes. . VIDEOS: .
  33. 9 points
    The United States Army Modification for Emergency 4 1. CONCEPT The United States Army Mod is a modification for Emergency 4 and based on the presence of the US military in a Middle-Eastern region. It's a freeplay focused mod and your task is to carry out events from your base with small taskforces. 2. MAP The map is fictional, but based on a rural, Middle-Eastern region. It features a functional army base from where you will have to start each event. The map features a town as well as a bigger rural area, including a refugee camp, a ravine and smaller populated areas. 3. EVENTS The US Army mod features freeplay style gameplay in a neverending gamemode. The mod contains new, unique and challanging events and only one event will spawn at a time. The events range from finding and deactivating IED's to providing humantarian aid and most events contain random elements to create unpredictability and enhance replayability. By completing events you will earn points which can be spent om development, and money what can be spend on new units. 4. POINTS The most unique feature of this modification is the development tree. The development tree contains 10 different items which will add small advantages to the game. Choose your development carefully, as it takes time to complete development and gaining points can be difficult, especially if you start losing units. 5. UNITS The mod contains several playable military vehicles and persons. Each unit has at least one unique feature, which will make them important and valuable. You can buy recruits ingame and train them as a soldier, medic, engineer, sniper, fire fighter or spec ops. You will start the game with an Army Commander, who is able to call in assistance from local emergency services, such as local police, ems and fire department by using his radio. There will be only one available commander per game, so make sure to protect him well! 6. INTERFACE Because the mod only features a handful of units, some interface elements have been redesigned. The window where the buttons to the vehicle browsers used to be, has been replaced. This window contains buttons to purchase vehicles or recruits, a button to open the development tree, a button to open gameplay options. The window also shows information about the current active event and the points you currently own. 7. DOWNLOAD AND INSTALLATION The most recent version of the mod is 0.6 and can be downloaded here: Download US Army Modification Size: 70.8 MB Release date: October 16, 2013, 8:06 PM Installations instructions: 1. Remove any older US Army Mod installations (such as versions 0.4b and 0.5) 2. Download and extract the .zip package 3. Install the .e4mod file 4. Launch the game and load the US Army mod 5. Use the mission-menu and select 'Play United States Army Mod' to launch a new game 8. NOTES Post feedback and new ideas here: USAM, Feedback and Ideas Report bugs and issues here: USAM, General bugs / issues and FAQ topic - The US Army mod is NOT multiplayer nor freeplay compatible. The only way to play the mod is through the missions-menu. - Using the save/load functions may result in unstable gameplay or even crashes. IF you would like to save, make sure no event is running nor items are currently in development. 9. COPYRIGHT, SUBMODS AND PERSONAL CHANGES Like any other modification you're free to make personel changes to this modification. Making personal changes is always at your own risk and may result in unstable gameplay or crashes, for which I can not be held responsible. At this moment, public submods are NOT allowed. Due to the complexity of the mod, please keep in mind that adding new units requires extensive script- and interface dialog alterations. Hoppah
  34. 9 points
    Merry Christmas everyone I thought The Kent Mod V1.2 would be a nice Christmas present for you all so here it is. This is basically part 1 of 2, the second one will have more features but we decided to release this one as you have been waiting for so long and it could take another few months to get the new features sorted. I hope you enjoy this mod and i thank you for your patience as i know it has taken a long time. Whats New New peds Updated map New Icons And more Unfortunately two of the things that are not in this update are the call out menu and back to station script however these will be coming in the near future. We have added the precise parking script to the mod so you can use that to park your vehicles in the station (I have tried it and it works). One bug i have found is that your vehicles may get stuck sometimes in the bays as they will be too close to an object to move, the way to fix this is to use the precise parking function to move the vehicle out of the station and then you can try again. 25/12/2016 08:49 A couple of bugs that I have just found, Don't place traffic cones as you won't be able to pick them back up and the SECAmb Unmarked skoda doesn't have a siren button, I will try to get these fixed in a patch ASAP. The Mod: https://mega.nz/#!gxpXjJSJ!GYj8sEfkzueTXnIIOH7cKZ9kzb2QHVyBj07rRRiC_YY By downloading this you agree not to claim it as your own and/or re-upload it any where else without my permission. I have been allowed to upload this as i am a member of the Kent mod team.
  35. 9 points

    Version 1.0


    When you open the file copy the Manchester airport file to the mods folder dont touch anything else or it wont install right. credits.txt
  36. 8 points
    Here's a demonstration of a script that spawns waypoints for directing traffic.
  37. 8 points
    Hello everyone! After a long...long...long...time...losangelesi and myself decided to use a little (more like a lot) of our valuable spare time to create a new update for the South County mod! In summary we've made the following changes: 1. The biggest complaint we've gotten about the mod is that you have to call in units one by one on SINGLE PLAYER freeplay! We heard you, and I have written an autospawn script for single player freeplay, so now your vehicles will spawn and be fully staffed in their stations ready to go when freeplay loads! Be aware that your personnel will exit and enter their vehicles at the start. This is normal. Give them the 2-3 seconds to complete this and you're all set! 2. We received a lot of feedback that players were mostly against using the Tiller "Quint" and often replaced it with a ladder truck instead. With this and the buggy multiplayer performance in mind, we made the decision to remove it completely. We have since replaced it with a new ladder truck that Losangelesi put his heart and soul into! (Thanks to Firequi and Itchboy for their model assets!) 3. We removed the water tanker and replaced it with another standard Engine. We felt that without a limited water supply script, the tanker was a useless vehicle. With the Quint gone, we felt that another pumper apparatus was needed, so we created Engine 283. If you want, you can bring the tanker back by making a single edit to a script file (found below). 4. To give things a little spice I decided to try something new. Truthfully it's not new, but it's something that I haven't seen in any US themed mods yet, and that's vehicle parking. Watch the video change log for a demo. Note that I wrote this from scratch, so it may not be 100% perfect, but I tried to make it as stable as possible. In my testing it's been fairly stable. Also it's not a miracle worker, so don't expect to parallel park your ladder truck in a tiny space. To start Parking Mode, hold CTRL when clicking to move your vehicle. A marker will appear which you can move by right clicking or using the commands. To rotate the parking marker, hold CTRL and right click and the marker will rotate towards where you clicked. LEFT CLICK + RIGHT CLICK sends your vehicle to park. Holding shift while telling you vehicle to park sends it there without lights and sirens (if they are set to activate automatically). Alternatively you can tell you vehicle to park by hitting the green check mark on the command panel. Note that the move arrows on the command panel are in reference to default camera rotation so you'll have to play with it. CTRL click the buttons to move the vehicle in smaller increments. Performance in multiplayer is relatively untested so use at your own risk! 5. We made some changes to paths and the map to facilitate better path finding by vehicles. 6. I removed the bus accident on the bridge event in an attempt to cycle some other calls through. 7. We fixed a few existing bugs (too many to count). 8. Lincoln Heights is cleaning up a bit. It's still pretty ghetto but it's slowly getting better. 9. We've tweaked some settings and lights on some of the vehicles. 10. We've updated a lot of audio sound effects Now for a barrage of screenshots: The new state of affairs at Station 81. The Quint is gone and a new ladder truck has taken its place: Say hello to Truck 81 (Model by Itchboy - cab & Firequi - Body. UV Map, model splicing, lights, and edits by losangelesi) The new parking script in action: Please note that the campaign and deluxe freeplay are unsupported and in all likeliness are broken. Please use this mod for freeplay only. Thanks. So with that we have a little bad news: Unfortunately, we also decided to end any further development of this mod. We both felt that this modification has served its purpose and has grown enough for us to be satisfied in leaving it as it is. We appreciate all of your feedback and hope to one day create something bigger and better than this. I can tell you one thing for sure...whatever we come out with next will NOT be a glorified LA Submod. Instead, we hope to come up with some original content made from the ground up. Enjoy v2.1! DOWNLOAD LINK IS ON THE FIRST PAGE! How the heck do I use this new parking script thing? Here's a quick demo/tutorial for you. It's easy! Video not yet uploaded I can't save my progress in Police/Fire/EMS mode! Worst mod ever! The way we were able to implement two different modes was to replace Freeplay with Fire/EMS, and Challenge mode with Police/Fire/EMS mode. Unfortunately, the game is hard-coded to not allow saving of "Challenge Mode" progress, hence it is not possible for us to enable saving of Police/Fire/EMS mode since it is a limitation of the game itself. Sorry! How to replace E283 with the tanker: 1. Go to Scripts / Game / Command / SoCoStartup.script 2. Open this file in a text editor 3. Search for: const bool replaceTanker = true; Replace it with: const bool replaceTanker = false; 4. Save & Exit! How to staff the ambulances with two paramedics instead of a stretcher crew by default: 1. Go to Scripts / Game / Command / SoCoStartup.script 2. Open this file in a text editor 3. Search for: const bool spawnStretcher = true; Replace it with: const bool spawnStretcher = false; 4. Save & Exit! I don't like the staffing of the auto-spawned vehicles! How do I change them? 1. If you are proficient with editing scripts, you can figure out how to change staffing in my SoCoStartup.script. It's commented well and pretty easy to figure out. 2. If you don't like messing with scripts then send the vehicle back to HQ and call out a new one with your preferred staffing. 3. Disable autospawn and go back to the old way of spawning vehicles one by one. To do this simply delete: Scripts / Game / Command / SoCoStartup.script file
  38. 7 points
    Updates on the Lima VFD Tanker and Brush Truck. Big update on PD. Huge thanks to mr matt5432123 for making the decals. I have a it setup so that patients are classed into triage. EMT's cant treat patients with serious injuries like gunshots or serious trauma, but they can treat patients with minor medical problems. Bama and I are looking into a more advanced representation of patient care, where patients have to be administered treatments and procedures must be followed, but I havent had the time to start programming this feature.
  39. 7 points
    The mod is still active, don't worry. I've just been dealing with real life stuff and the distractions caused by other mods...
  40. 7 points
    I've been working on the Jordansville Submod for awhile. Based off Mayberry, with heavy edits made. Jordansville is a fictional city in Jordan County, Pennsylvania. The County Sheriffs Office is based in Jordansville, and a Pennsylvania State Police Barracks is located on the outskirts of Jordansville too. Jordan County Sheriffs are the primary Law Enforcement agency, with PSP assisting where needed. Three fire companies cover Jordansville: Rutherford Fire Company (Station 21), Shady Valley Fire Company (Station 2), and Good Will Fire Company (Station 52). Emergency Medical Services are provided by Black Forest Ambulance Company, which pays the fire companies to house their ambulances. BFAC also has a small operations office in Jordansville, where a supervisor resides. Credits: HOPPAH, THVFD, itchboy, The Loot, Dyson, MikeyPI, Bama1234, GoKa, a-rescue, GrisuStefan, Ghost Graphic Designs, Reaper, Janjua, Fairfax Mod Team, http://www.emergency-planet.com/uploads/monthly_2016_03/Jville1.png.fe73c587d03d69be4f79b6cc2a94a961.png http://www.emergency-planet.com/uploads/monthly_2016_03/Jville3.png.2961f886f5b69a943c62954ff3d6e684.png http://www.emergency-planet.com/uploads/monthly_2016_03/Jville2.png.72dc9059dbc482f55158a44170ea77bc.png
  41. 7 points
    Recent updates & News - https://www.youtube.com/watch?v=TsslOxY0KqE&feature=youtu.be - -Hello my dear viewers -Today according to the promise for you something special -Took the decision - when it comes to the status of Swedish mod -I can tell you so much that it will be a small mod but with my 3D workout - Units belong to original Authors who are listed after the release of my mod -My work that belongs to me is 3D New Buildings - Unit Equipment - Texture Units -And my own work on the mod itself (because as you know I work alone) -I really want to finish this mod - even if it is not perfect - although you appreciate my efforts -That's it for the day * I greet you, and once again thanks for cheering for further work
  42. 7 points
    Thanks for your replies. I have completed a small area of the map - Spiveys Point. It's the highest point on the whole map.
  43. 7 points
    UPDATE Unfortunately we can not get the back to station script working and rather than delay release i have decided that the next version will not have it, However we are going to be adding the precise parking script which will enable you to park vehicles in the bays with ease. I am very sorry about this decision but i dont want to delay it any longer. At the moment i can not give a current release date but rest assured that it will be out this year. I am currently working on another mod at the current time which is my Norfolk and Suffolk mod but dont think i am giving no attention to the Kent mod, unfortunately i have not had alot of time recently so work has been slow on both, and some people have had exams. As i have said in the past though i would like to thank every one of you guys for sticking with the mod and i hope you enjoy the mod when its eventually released. TACRfan Lead Developer for the Kent mod
  44. 7 points

    Version v1.01


    So finally i can present you my creating! it took me like month of polishing it. I hope you enjoy it and give your feedback. In my view it is very fun to play, and even more on multiplayer where you can balance players roles. So you can get: - About 60 real units of all kinds to explore; - New useful scripts; - New real sirens sounds; - Full ingame units graphics; - Fun multiplayer; - Stable gameplay without crashes. And much more... Tips for :
  45. 7 points

    Version 0.4b


    The Emergency 4 Configurator is a tool designed to modify the Emergency 4, Emergency 4 Deluxe and 911: First Responders configuration files. The tool provides easy access to freeplay events, screen resolution, camera angles and graphics tweaks. After this is released, additional modding features will be added later in the form of a second, more advanced program. This program will make it easy to insert new vehicles, missions and more. Please visit the forum post to leave comments or bug reports. I hope you enjoy using my software!
  46. 7 points

    Version version 2.5


    Summary:For those of you who enjoy playing this game and using all the mods created by many other cool people on this forum. People have asked for me to recreate the sirens adding more California realism to the wails, yelps, and so forth. There's even the ambient affect where the sirens sound like when you hear them in a downtown area. The sirens include horn blasts and reving engine sounds to make the sounds more believable therefore a more emersed experience. Each set of sirens are correctly matched with the agency that usually uses them in the state of California.How to install itThe files need to be copied into the Mod/Los Angeles Mod v2.0/Audio/Fx/sirens folder. It will overwrite the other files. Or you can simply just remove the original files, back them up and add the new ones. That's it.Note: The files are compressed using the standard Windows Compression program. You just need to unzip them.
  47. 6 points
    Perhaps it could be. Nobody will know until someone from there tells us. For now Ill just put an old halogen lightbar on it and it should be good. I have a question regarding animals. If a cow or similar animal were to go loose, how would it be dealt with? I am considering giving FWP officers a tranquilizer gun so that they can load the animal onto their trucks. I am aware animal trailers exist for a reason but Id like to know what the details are on those. Another call I have in the mod right now is confiscation of hunted animals. How would FWP go about disposing of the carcass? The FWP vehicles have been pushed to near completion. All I need are doors and an interior and it should be good. F350 cab by Ubisoft converted from Driver SF.
  48. 6 points
    wouldn't have taken much to just answer the question lol this thread is 137 pages long after all
  49. 6 points
    New MDFR Pierce HAZ-MAT Truck 69: Credits: EmC-Unit, Rihis, Cops, Hoppah
  50. 6 points
    Hey guys, I just wanted to say that I am going to be uploading some gameplay of this mod to my YouTube channel and will post it here over the next few days. I hope to release this mod by the end of next week before I go away (providing no major bugs are found). I also wanted to address an issue that occurred recently, today I received an email from someone regarding this mod. In this email they went on about how I copied the CPH Airport mod and that I am using some units from that mod, they also said that I was trying to undermine the CPH airport mod. I would like to address these "Concerns" of his here just in case someone else feels the same. Ever since I first played Em4 in 2012 I have wanted an airport mod, when I started playing British mods I thought it would be cool to see a British airport mod, I wanted to create one my self but at that time I did not have the knowledge that I have now, the other week I thought it would be really cool if for V2 of my Norfolk and Suffolk mod to be based at Norwich airport, this way I can work on my very own airport mod. I have not yet played the CPH airport mod so it would not be possible to get my hands on any of the units from that mod, I also would just steal someone else's mod and call it my own. I think he is referring to the Rosenbaur Panther that is in the mod, I got that of a forum and is publicly available to download, also other airports in the world do use panthers. I also am not trying to undermine BMA or his mod, BMA has helped me out on some things with the Kent mod and he is someone I respect due to his knowledge on this game and willingness to help me. I hope you understand where is am coming from with this if you feel the same way as this guy and I hope you enjoy the mods that myself, BMA and anyone else is creating. TACRfan Lead developer of the Kent mod Creator of the Norfolk and Suffolk mod