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Olympus1492

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Everything posted by Olympus1492

  1. Is there any interest in an update for this mod? Open to suggestions and feedback.
  2. Strong work sir! It's awesome to see you taking the feedback from this long, drawn out forum thread and implanting some of the provided ideas into this modification. I trust that this will become one of the best mods out there and time will tell. Keep it up man!
  3. Adding to this post, would it be possible to integrate patient refusals? Anyone who's ever worked EMS knows that a non-EMS transport refusal is common place in the United States. In game, essentially the patient would be evaluated and have a 25% chance of refusing transportation to the hospital in which case you just pack up and get back in service. Would be cool for fender benders and simple stuff.
  4. Hello, I'm a career firefighter in a small town of 2,500 people. Like most towns we have a small clinic that handles many things with the exception of cardiac, neurologic and cardiopulmonary resuscitation events. They do not except ambulances because of their lack of an emergency room; it's more of an 'urgent care' if you will. However, they get a significant volume of patient in by their own vehicles to the clinic of varying levels of severity, many of whom they utilize our ambulance service to ship out to the nearest metropolitan which is roughly thirty-five miles West, containing the state's level one trauma facility and several other hospital systems. Working fire and EMS in a small, rural community with resources that are stricken and slim most of the time provides it's challenges and we rely on volunteers to back up the paid staff daily. With that said, has there been any consideration in supplying the VFD in this mod with an ambulance, ran by the volunteers? Typically, volunteer departments in the midwest that do have ambulances will run a 'basic basic' truck, or on good days a 'basic intermediate' truck. Rarely, a paramedic will staff a VFD rescue, but it happens occasionally. Since you plan on having a 'BLS hospital' and an 'ALS hospital' off the map for transports, I was thinking it would be amazing to have the VFD capable of transporting the BLS calls and keeping the ALS units available for more major events. Additionally, working in a resource stricken area provides the necessity for thinking on your feet and taking risks. Often times a BLS ambulance will be the only unit left in the whole county, much less the city I work for, and will find themselves transporting strokes, heart attacks, CPR in progress and other ALS events to the nearest facility for stabilization or intercepts with an ambulance of higher care. All of these rural aspects of EMS provide and unique opportunity to model this game and modification thereof in an awesome fashion to realistically recreate the adrenaline and experience of being a 'basic basic' truck taking in high level calls. Just some food for thought; I have no idea how difficult it would actually be to integrate any of these things. As for items to place in the emergency room shown above: hospitals will always have a waiting room connected to registration and triage. After patient's have registered, be it by ambulance or on their own, they will generally go through triage unless the event is obviously serious such as massive trauma, cardiac, neurologic or respiratory. After going through triage a patient will generally be placed back in the lobby for some amount of time until they are called back to "secondary triage" for patient's that may meet moderately serious criteria. Secondary triage is where IV lines can be started, and certain "intervention medications" can be given such as anti-emetics and opiate analgesics while the patient waits for a room to be seen by a doctor. After the patient's who make it to secondary triage have been treated they are sent back to the waiting room, hopefully feeling temporarily better, and wait again for a room in the actual ER. Anything emergently found during secondary triage will warrant the patient going directly from there to the ER. Common ER items include: crash carts, hospital beds, computer systems, "robo nurses" with vital machines, chairs, gurneys, IV carts, procedure rooms and the contents there of, "code rooms," curtains, employees, sharps buckets, bio bins, cleaning supplies, supply rooms, medication modules, paperwork, printers, food, desks, mobile x-ray machines, accuvein finder carts, etc. Often times in small hospitals where higher level of care hospitals are far out of reach and patients are critical, helicopters or "IFT ambulances" will be utilized after the patient has been stabilized to the maximum of the facilities capabilities. If possible in this mod, it would be awesome to this concept integrated. For example a stroke could be transported to this facility on the map that is capable of contrast CT scans, but has no thrombolytic therapy or clot removal surgery capabilities. Then, an ambulance on the map or helicopter from the Dillon hospital could be summoned for a code three transfer to Dillon. Just some food for thought, hopefully helpful. Very excited to see this mod taking further shape! Also, that brush truck is badass. Will there be the potential for "pump and roll" with forestry lines and grass fires? Rural firefighting in the mid west is 75% medical, 10% structural and 15% wildland.
  5. [1]***Disclaimer*** I am not asking about a release date.[1] I am however curious what the purpose of this post is outside of boasting a beautiful modification? Is the intention to guide this modification into a public release at some point in time[1] ? If so, I'm excited to see this project continue to grow and become a great product. If not, I think it's safe to say that we can all appreciate the work that has been put into this very obviously well-made modification so far, however I don't see the point in essentially posting a brag thread around it. My intention isn't to hurt anyone's feelings or offend any forum rules here, just asking a curious question. Thank you, Olympus1492
  6. Firstly, I must say that I'm an avid follower of this modification and I am excited to see what this new version brings to the community, as I've been following this since the beginning. Secondly, as a career firefighter/EMT in a rural county I find this modification very full of potential. In my rural county, we are constantly faced with the issues around the lack of resources available and calls sometimes stacking due to the long transport times and vast area that we cover. For whatever my opinion is worth with my limited knowledge of actually programming this type of script, I have a few suggestions for callouts that I've always wanted to see in this game. I've listed callouts by category of fire, ems and police. Fire Smoke investigation Room and contents fire High/low angle rescue Swift water rescue Grass fire Fire alarms (with the potential to be a real fire once investigated) Natural gas leak Fuel leak Overturned HAZMAT trailer Electrical hazards Fire code inspections Structure fire with occupants injured/trapped that require extrication Illegal controlled burn EMS Cardiac arrest (requiring EMTs to preform CPR and 'work the code,' either achieving ROSC or calling OMI with factors affecting the patient's outcome such as BLS/ALS on scene, duration of apnea, etc) Patient refusals (BLS callouts that may not require transportation to definitive care) Time sensitive callouts (regardless of how high you get the red treatment bar, if the patient isn't to the hospital within a set number of minutes after dispatch the outcome becomes negative. Not every patient in the real world can be effectively stabilized in the field. The only true means of life-saving that is available to us to the speed in which a patient can be removed from the scene and transported to definitive care.) ETOH Suicidal ideations (make the player decide if they will transport the patient against their will or not, possibly ending in a law suit that will take away money for resources if the wrong choice is made) Obvious death Police Vandalism Breaking and entering Trespassing Noise complaint Traffic violations Motorist assists Vehicle accidents without injuries Reports (callouts that simply require an officer to make contact and take a report, with no father action) Illegal hunting Drinking in public Behavioral/psych callouts Homeless pan handling DWI/DUI Murder Assault after the fact Stabbing Domestic violence Drug overdose/use Suspicious person/vehicle Welfare check Prostitutes in the area Wanted person Search warrant Endangered/missing child Sniper Peaceful protest Meth lab (fire/ems as well)
  7. If anyone has suggestions for other mods or future releases to this, I'm open to suggestions.
  8. Here's a link to the download for all 46 callouts in this format. Once it's approved, you'll all be able to download! Thank you, Olympus1492
  9. Version 0.0.5

    5,175 downloads

    This Supervisor modification utilizes the listed run cards (in the spoiler) to dispatch in-game calls. Every call is dispatched with a tone corresponding to the requested agency (police, fire or EMS), followed by the applicable code for fire or EMS. Police calls are voiced in plain English. All files contained within this modification replace the existing british-style dispatcher that appears in the lower right hand corner. Here's an example of a basic medical call: https://www.youtube.com/watch?v=1dgxvhgSnGw&feature=youtu.be The video above is what will appear in the lower right corner of the screen when a callout happens. Installation: Drag and drop the "data" folder into your Emergency 4 game directory. Make sure to back up your files!
  10. I've uploaded a dispatch from fire, ems, and police to demonstrate the concept. I'll release all 46 callouts if there is interest in this type of thing! Thank you, Olympus1492 ID_SUPERV_EVENT01.mpg ID_SUPERV_EVENT13.mpg ID_SUPERV_EVENT22.mpg ID_SUPERV_EVENT33.mpg
  11. Hello all, I was wondering if anyone would be interested in the creation of "Supervisor" that utilizes the medical priority dispatching system? I would like to create the system for my personal use, but if enough interest arrises I would be happy to release it. Essentially it will only replace the dispatcher that appears in the lower righthand corner when a callout happens. MPDS is a form of coding that is used to prioritize calls. Read more on that here: https://en.wikipedia.org/wiki/Medical_Priority_Dispatch_System The way it'll be set up will include unique tones for fire calls, ems calls and police calls followed by the coding of the call and the resources required. It's not much, but perhaps a tad of new realism to add to your gameplay experience. Thank you, Olympus1492
  12. I understand exactly why the function of automatically returning ambulances wasn't implemented by default. My buddy and I have used, loved and appreciated this mod in our own two-player environment for maybe a little over a year now and one of the private edits I've made is adding and editing a couple scripts, one of which has allowed ambulances to return on their own based on my personal preference. If it's alright with Blackout I have no problem giving you a copy of that script for a simple copy/paste fix to your dilemma, but only upon Blackout's approval.
  13. I've edited a few scripts in this mod to allow emergency vehicles traveling with out their emergency lights activated to travel at normal speeds, or respond to low priority calls "code 1" with the slow speed. Just a bit of realism for this already incredible modification. If Kingairway would like me to release and or send him the files I will be happy to do so.
  14. No judgment from me, I've made my own mods for this game too, I know of the time it takes to create things here. I was just stating a fact.
  15. Ahh, that makes sense. Does the semi-colon still need to be there in C++? Usually that's used to end a statement, seems like that could equally mess the thing and make it confused. I figure it almost has got to be a for loop causing the terminal lag because when playing the mod, the lag worsens with time, it's not just always bad, so it seems like it must be something that duplicates with time, such as a botched for loop. Though, there are so many scripts it's really hard to tell where it's coming from... I'm thinking my next test will be process of elimination, I'll take one of the custom scripts out each time I run it and see what happens. It'll take time though lol.
  16. MTVolunteerScript.script Not too familiar with C++, but if it's anything like Python, Java, or JavaScript, there needs to be an integer setting and a variable that's announced to the script before the semi-colon in the beginning of the statement. E.g: for (int i=0; i < MAX_VOL; i++) Honestly haven't got the foggiest idea if that'd be the problem, but it's worth the exploration.
  17. I think there must be an object on the map with unreasonable physics or something; it's just a matter of locating it. I decided to do a little experiment by removing all the units and GUI that you had created and replacing it with LA MOD units, GUI and specs just to see what would happen. When I did this, I no longer got lag while clicking the vehicles, however the lag did terminally seem to get worse as if a loop of some kind was generating gradually tougher problems for the computer to solve, which led me to believe it was one of two things: A bugged object in the map somewhere with unreasonable physics, or a broken "FOR" loop in one of the custom scripts, though I've yet to confirm either one of my theories. If I'm able to solve the issue, am I free to release whatever files does the trick?
  18. Has anyone discovered the source of the terminal lag with this mod? I've yet to find the source, though I'd like to try and fix it if anyone can help point me in a good direction.
  19. The vehicles that get stuck can easily be removed in the map editor, or if you want an in game solution, use a state trooper with his side arm drawn and make the person step out of the vehicle, then call a tow truck.
  20. Just started playing with this mod and I'm loving it. Quick question though, how do you fully clear the fire calls? After I've extinguished all the fires, the blip still remains on the map and I never get a message telling me I've cleared it. Thanks.
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