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Xplorer4x4

LA Mod 2.1 4x4 Submod[Update August 10,2015!]

1,244 posts in this topic

DO NOT PM ME!
I am more then happy to answer questions and provide help in this thread ONLY.

Sorry for the huge writing and such but some people just can not read, and then wonder why I get an attitude when they PM me. Also if you have a problem, the best way to get support is posting in THIS THREAD. DO NOT start another thread. Stan has specially said in the past, if you have a problem with a submod, ask for help in that submods thread.
 
Changes:
What have I changed in my version that differs from the stock LA Mod? You can see screen shots that document the changes to some extent. Check the second post of this thread. For a full list of changes you will need to download the zip file(its only 7MB or so) and read the Read Me text file that is included.

Got Suggestions?
Post them HERE. The 4x4 Submod is no longer taking suggestions! However the 4x4 w00ds Map v1 project is still a WIP and will accept suggestions.

Version Numbering Information:
For Example 2.0.12
2 is the LA Mod Version it is based on. LA Mod 2.0 in this case.
0 is the series number. When I have some new features to add or make major changes not related to bugs, this number goes up.
12 is the patch number. This means patch 12 has been applied.


Download Mod/Install Instructions
Released: March 13 2014
Los Angeles Mod v2.0.12 4x4.e4mod -
1. The file is hosted on uploaded.net and shortened by adf.ly. After clicking this link, you must wait 5 seconds before being redirecting to the download page.
2. Once on this page, you will see two Grey buttons and two Blue buttons, click the second Grey button about the middle of the page! DO NOT CLICK THE TOP ONE!
2. This RAR file contains an e4mod file which includes patches 1-11 applied already. You need to use Winrar, or my personal favorite ExtractNow, to extract the RAR file.
3. Simply double click the e4mod file to install.
4. All done!

Alternate Scripts:
Ambulance Fix
Spawn 1 Paramedic and 1 Stretcher Crew for ALS Ambulances.
Spawn 1 EMT and 1 Stretcher Crew for the BLS Ambulances.
These 3 scripts need to be placed in the scripts folder(scripts->game->commands) overwriting the two that are in there. Do this after installing patch 7.
Download: Ambulance Fix
 
Compatibility with other Submods:
Xplorer4x4 mod with YSB changes (Available) - The YSB submod was specifically designed to expand on my submod.

PRL - I would guess 80% or more of the lighting comes from various versions of PRL. If you insist in installing PRL Submod you will loose certain functions and I will not explain how to fix this.

LED Submod - Well the LED Brush Truck is included. The EMS Charger is as well. So are the ALS and BLS Fire Engines. Units not listed here from the LED submod are not compatible.

Occram's Lighting Mod - Again units will loose some functions. I have included some of his work. Sadly he hasnt released that many prototypes yet, but I love his style when it comes to rotators so I hope to include more of his work as he releases it.

Additional Units Submod - All the units are included, but some have been disabled at my preference. To enable them again simply open freeplaybase.xml or freeplaybase_d.xml in a program like notepad. Look for lines that contain <!-- and --> remove those markings. For example:
Find:
<!--<vehicle prototype="mod:Prototypes/Vehicles/09 Government/uscg_boat.e4p" count="1" />-->
Edit it to look like this:
<vehicle prototype="mod:Prototypes/Vehicles/09 Government/uscg_boat.e4p" count="1" />

Los Angeles Mod v1.9.3 SG - NO. Plain and simple, but Shane's work was awesome, and the driving inspiration behind my work so dont be surprised to see some similarities.

90's Submod - Again units will be lacking commands, but it will technically work, however you would have to edit the XML files and some scripts(like LASiren) to be compatible.

w00ds Map 1 and 2 - They are not compatible with this submod, however work is in progress to update these maps with the same functions, and new functions as well.

Soulbodys Army Medic/General - You would have to do some file edits, but otherwise, yes.

Unmarked Units Submod - The unmarked Charger is included. Otherwise I have not included any of there units, but if you want to do the file edits, yes.

LEV - The model is already there, you just need to enable it by following the directions mentioned in regards to AUS.

Edited by Xplorer4x4
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FhFso9ws.jpg

Fire Station 1 now housing 2 Paramedic Assessment Engines(1 Medic/3 EMTs rather then 2 Medics/2EMTs) and 2 BLS(4 EMTs) Engines now with LED lightbars.Battalion Chief, EMS Capitan, Swift Water Rescue, Large Rescue Ambulance which I have renamed Rescue 7 and serves strictly as a Large Walk In Rescue, and over to the side is the Heavy Rescue Crane.

3KUAMvUs.jpg
Here is the new ALS Engine(Engine 17 an USFS Truck reskin), the Tower Ladder which spawns in place of the Hazmat truck(Hazmat may be stationed at FS1 in the future), Battalion Chief 2(may be reskined to show Batallion2 text in the future), EMS Supervisor Dodge Charger, and LED Brush Truck.

PgzmhnXs.jpg
Here you get a look at the LASD Station which has parking for three units.

CKI43eRs.jpg
Next we have the LAPP(LA Port Police) Station. It has room for three LAPP Squad cars and prisioners can be dropped off here by LAPP Squad cars

wXRMg3Ss.jpg
The three parking spaces from infront of the LAPD Station were moved in back. Prisoners now enter the back door. There is room for thee swat trucks(Swat SUV, Bear, Bearcat) behind the two large Heavy Rescues. Also shown are the LAPD SWAT Heavy Rescue and LAPD Bomb Squad Heavy Rescue. The ATF NRU can park here as well and now has bomb squad personnel and robot on bored.

 

Check out the mod for more changes and enjoy!

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Hi... I like a lot the S.M.... Its very helpful to have many places to park the vehicles; but i have 2 question... Do you changed the location of the LASD station, and do you used the same parking spaces stated on the screenshots you posted? :police::mug:

Because, when i send the units back to the station... They ignore me and continue patrolling... The other thing is that theres a empty space on other station, and they continue patrolling or continues with the detained person onboard.

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Yes I changed the location of the LASD Station. This is why I didnt post screen shots in this topic here. I actually redid the LASD and LAPP stations differently then the original screens I posted and I was to tired to takes pics yesterday.

As for sending units back to the station, there should be no problems here. If you could take a video using fraps that would be great.

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Updated first post with a zip instead of a rar. It's(rar) the same thing as a zip, so I dont understand why people find it so complicated, but to save myself the trouble, theres now a zip. If you want a rar, grab it from a mirror. The files are just a few megabytes difference in size so it shouldnt make much difference which one you grab.

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I now have patch 1 up. Patch 1 fixes the spraying hydrants and dead birds on the ground for users who do not have EM4 Deluxe. To install simply find the LA Mod 2.0 4x4 Submod folder and place the freeplay.e4m file inside the maps folder.

Hopefully some one can fix the SWR and LRA parking issues. Assuming nothing else is missing, then that should be the only changes in patch 2.

Down the line I will probably release another path, patch 3 assuming everything goes smoothly in the mean time, that will likley add some new events to the map; new car wrecks, more water rescues, and little things like that.

Future plans: updating w00ds map v1, w00ds map v2, and Hoppahs original deluxe map which will be available for the first time for those of you who do not have EM4 Deluxe!

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Great work Xplorer, This was a well needed touch to the map.

I hope to see future Improvements and will post to you any bugs/issues

that I may find.

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I was just having a look over the mod and found these problems in freeplay

-Tilers trailer lights are on at gamestart

-All Ambulances are missing stretcher personal

-Forrest Firetruck (Red) Not named correctly

-Missing the ablility to dissallow units from leaving cars opon entering station

-Missing some items from 'Additional Units Submod' by Hoppah

-SWAT bombsquad Not named correctly

-LASD Station would be better if it resembled a police station rather then a house

-Empty Car command now applys to both left and right click which is annoying

-Police Car Parks at dounut shop (Not a bug just a funny joke)

If you would like to allow me to be an official mod tester for you I would be happy to help.

Hope this helps you improve your mod a bit more

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I'll download when all the bugs are fixed. Or most of them, at least. ;)

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Hey leahcim512 thanks for the reports. I will go over each one, one by one.

-Tilers trailer lights are on at gamestart - This is normal, it happens with the stock LA Mod. I believe I know how to fix it, but it wasnt a priority since it doesnt hurt anything.

-All Ambulances are missing stretcher personal - Yes, they should :P Check the read me. All Ambos are staffed with 2 medics or 2 EMTs at game start. You have to get the stretcher manually. I planed to release an optional download that will change this back to normal. ShaneGreen did this in his SG Submod, and I loved the concept and found it far more useful, but alot of people dont and I believe shane released a "fix" for this due to high deman do I expected the same.

-Forrest Firetruck (Red) Not named correctly - I noticed this to, not major but something I will fix.

-Missing the ablility to dissallow units from leaving cars opon entering station - Its been awhile sine I played the stock LA Mod. Is this present these days? If so I guess I can look in to it. I just find it annoying but seeing as

-Missing some items from 'Additional Units Submod' by Hoppah - Define missing? I have purposefully disabled some of the AUS units like the ATF Command Center and Border Patrol units. I am glad Hoppah and Voodo released them but as a personnel thing, I just do not like them.

-SWAT bombsquad Not named correctly - Noted. I think I missed an XML :P

-LASD Station would be better if it resembled a police station rather then a house - I may look into this. I wasnt crazy about that model, but was limited in terms of space for one. Nor did I really find anything that appealed to me all that much.

-Empty Car command now applys to both left and right click which is annoying - Ehh I havent altered this in anyway so this is something on your end I am afraid.

-Police Car Parks at dounut shop (Not a bug just a funny joke) - lol you noticed? Well all credit to Hoppah. This was an easter egg I believe, and I thought I would leave it be.

If you would like to allow me to be an official mod tester for you I would be happy to help. - That may be possible. If needed I will get in touch with you. If you think you can fix the LRA and SWR parking issues, I will be quite impressed hint hint. ;) For the record I believe it is VO related, in regards to the parking. The references to these units in the scripts are identical to that of the BC,EMS Supervisor,Crane,EMS Charger, and Brush so I am a bit thrown off here. I choose the select few I did because I know they could actually fix bugs, not just report them. Are you able to actually fix things?

Hope this helps you improve your mod a bit more - I'm open to feedback ,good or bad. I am not promising to change things, all though I may very well publish some altered scripts if there is high demand. I dont mind releasing a set of files for things like making the ambulances back to the default staffing. ;)

I'll download when all the bugs are fixed. Or most of them, at least. ;)

If you would like to wait, thats fine, but so far I havent heard of a single reproducible bug that actually will effect the game play. The first report in regards to LASD parking seems like an error on his end. Same with the empty car bug reported by leahcim512. No offense to them, its just this was never reported in the bug testing phases.

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Please note, I am considering this a beta release only because of a few minor things.

1)The biggest problem is making sure I did not miss any needed files! - If I have please le me know!

2) The Large Rescue Ambulance and SWR trucks do not park correctly when returning to FS. I hope some one can find a fix for this!

Download:

Patch 1 - If you have Los Angeles Mod v2.0 4x4 with Patch 1.zip you do not need this patch, it is already applied! This patch is only need for players with 911FR or Emergencey 4. This patch is optional for EM4 Deluxe users.

LAToFireStation.zip

Screen shots:

You can see screen shots that document the changes to some extent, by checking the second post. For a full list of changes, check the read me file in the zip.

Installing:

Instructions on how to install are included in the Read Me file. ENJOY!

Does this work with Additional Units Submod? :nixweiss:

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AUS is present already. Just go to the specs folder, and edit freeplaybase.xml(for 911FR or EM4) or freeplaybase_d.xml for EM4 Deluxe. Units that have been disabled will have a <!-- before them. For example:

<!--<vehicle prototype="mod:Prototypes/Vehicles/01 LA Ambulance/ambulance03.e4p" count="0" />
<vehicle prototype="mod:Prototypes/Vehicles/01 LA Ambulance/ambulance04.e4p" count="2" />-->

I realize Ambulance(LAX Ambulance) is not an UAS unit, but if you want Ambulance 3 but not ambulance 4(vintage) then change it like so:

<vehicle prototype="mod:Prototypes/Vehicles/01 LA Ambulance/ambulance03.e4p" count="0" />
<!--<vehicle prototype="mod:Prototypes/Vehicles/01 LA Ambulance/ambulance04.e4p" count="2" />-->

Now for another example, I disabled the water tender. It will appear like this in the xml files:

<!--	<vehicle prototype="mod:Prototypes/Vehicles/02 LA Fire Department/water_tender.e4p" count="2" />-->

To enable the water tender you would make it look like this:

<vehicle prototype="mod:Prototypes/Vehicles/02 LA Fire Department/water_tender.e4p" count="2" />

Hope that helps.

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This doesn't exaccclty effect gameplay however I did notice a two things so far... I cba to read back to see if it was reported...

1. New impala is missing logos on the truck and doors... This has prob been discussed already

2. When requesting individual units at FS1 and FS2 from the alarm panel, it crashes. E.G. If I need another paramedic for my chiefs vehicle, and request one to walk out from the panel... It crashes the game. This happens for all individual units.

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This doesn't exaccclty effect gameplay however I did notice a two things so far... I cba to read back to see if it was reported...

1. New impala is missing logos on the truck and doors... This has prob been discussed already

2. When requesting individual units at FS1 and FS2 from the alarm panel, it crashes. E.G. If I need another paramedic for my chiefs vehicle, and request one to walk out from the panel... It crashes the game. This happens for all individual units.

1. Can you elaborate? Are you seeing the marked impala with unmarked doors?

2. Can you post your log file and dxdiag file? Please upload them via attachment to your post or use spoiler tags so it doesnt take up a whole page :P I never use the control panel except for sounding the alarm, but next time I fire up the game, I will test this.

As with the others, so far these are all isolated incidents, so I am afraid the problems are on your end and not with the mod(well for the most part). I will attempt to get you up and running though. BTW, a game crash does effect gameplay imo :P

I am working on notes regarding submod compatibility as we speak.

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I do have the problem as well when requesting individual units via the control panel ..... usually you can recover from this when you ctrl/alt/del out and select " ignore " ..... the unit still appears than .....

On the other hand I have to try to figure out first another problem because my system keeps crashing when I am in the selection screen ( where you select the vehicles to purchase ) ..... for now I have to figure out if this is related to Win7 or to the Bootcamp environment - so nothing related to your mod :-)

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I do have the problem as well when requesting individual units via the control panel ..... usually you can recover from this when you ctrl/alt/del out and select " ignore " ..... the unit still appears than .....

Thanks for the report, I will look in to that ASAP.

On the other hand I have to try to figure out first another problem because my system keeps crashing when I am in the selection screen ( where you select the vehicles to purchase ) ..... for now I have to figure out if this is related to Win7 or to the Bootcamp environment - so nothing related to your mod :-)

Use the EM4 Technical Help section and provide a logfile and dxdiag file if you havent done so already.

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Xplorer:

First of all, I would like to say excellent job and thank you for your hard work on this sub-mod. It will definitely add to my gameplay. I have run into a problem with the water tender.

I enabled it in the freeplaybase.xml however the rapid deploy command does not work now. When I empty the vehicle and equip the FFs with hoses, they cannot connect to the truck. Is this a problem on my end, something you changed intentionally, or a bug?

I am sorting through scripts now, but I thought you may be able to point me in the right direction to fix this.

Thanks again,

Sans

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Xplorer:

First of all, I would like to say excellent job and thank you for your hard work on this sub-mod. It will definitely add to my gameplay. I have run into a problem with the water tender.

First of all, thanks. Enjoy!

I enabled it in the freeplaybase.xml however the rapid deploy command does not work now. When I empty the vehicle and equip the FFs with hoses, they cannot connect to the truck. Is this a problem on my end, something you changed intentionally, or a bug?

I am sorting through scripts now, but I thought you may be able to point me in the right direction to fix this.

Well I had removed it from the LARapidDeployment.script as I dont use the water tender.

To fix this, on line 74 find:

if(StrCompare(v.GetPrototypeFileName(), PROTO_ENGINE01) == 0 || StrCompare(v.GetPrototypeFileName(), PROTO_ENGINE02) == 0 || StrCompare(v.GetPrototypeFileName(), PROTO_ENGINE03) == 0 || StrCompare(v.GetPrototypeFileName(), PROTO_ENGINE04) == 0 ||  StrCompare(v.GetPrototypeFileName(), PROTO_ENGINE017) == 0 || StrCompare(v.GetPrototypeFileName(), PROTO_BRUSH) == 0|| StrCompare(v.GetPrototypeFileName(), PROTO_BRUSH2) == 0)

Replace with:

if(StrCompare(v.GetPrototypeFileName(), PROTO_ENGINE01) == 0 || StrCompare(v.GetPrototypeFileName(), PROTO_ENGINE02) == 0 || StrCompare(v.GetPrototypeFileName(), PROTO_ENGINE03) == 0 || StrCompare(v.GetPrototypeFileName(), PROTO_ENGINE04) == 0 ||  StrCompare(v.GetPrototypeFileName(), PROTO_ENGINE017) == 0 ||  StrCompare(v.GetPrototypeFileName(), PROTO_WATERTENDER) == 0 || StrCompare(v.GetPrototypeFileName(), PROTO_BRUSH) == 0|| StrCompare(v.GetPrototypeFileName(), PROTO_BRUSH2) == 0)

I am getting ready to put up patch2 to fix the spawning issue referenced above. I will put this in there to be safe. So you can fix it using the code above or use the scripts in patch2.

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For the impalas... They are black and white as there supposed to but there is a white square on the doors and trunk lid where it looks like there is supposed to be a LAPD patch like on the other marked units.

Ill take a look at the patch and see if the unit selection is fixed. Thanks for the quick fix.

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For the impalas... They are black and white as there supposed to but there is a white square on the doors and trunk lid where it looks like there is supposed to be a LAPD patch like on the other marked units.

Ill take a look at the patch and see if the unit selection is fixed. Thanks for the quick fix.

Works great... I couldnt get a screen shot of the impala for some reason it came up as a black screen so Ill try again later.

Thanks!

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You will need fraps or something like that. The regular prnt screen function will not work in the game.

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Hey Xplorer,

Unfortunately I have very little knowledge of script, but I am alright at vehicle design and Item design using the Em4 Editor. But I would preferably like to do bug finding and testing of the mod.

Anyway the choice is yours,

-Thanks Michael

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I'll let you know. I have a few guys helping and tbh, most of the major works is done. The scripts will need very little modification to be compatible with other maps. However as things progress, perhaps I will need more testers, so I will let you know.

Patch3 will be out in a bit. This will fix missing unit names. After that, hopefully path 4 will be the last one needed, and that one will contain fixes for the LRA and SWR Parking if this ever gets resolved.

EDIT: Patch 3 may come a little latter then expected. I am going to have to dig around and see which XML file I missed seeing as the units are named properly when I play the mod on my PC. I rushed out patch 1 because I know the hydrants were just ugly looking and a real eye sore. Patch 2 I rushed out because it caused game crashes. Missing unit names wont hurt game play, and really shouldnt be all that noticeable anyways. Also to be included in Patch 3, minor updates for the police station scripts for LASD,LAPP,and SWAT. You wont actually see anything different but I realized that the script was based on Hoppahs older LAtoPoliceStation script. The new script was changed to accommodate the east egg of police cars going to the doughnut shop when the parking lot was full at the police station, but also looks just a bit more optimized. You likley wont notice any performance increase from the change, but I want to keep the script current. ;)

W00ds map v1 is making good progress. I had to add some code to the fire station scripts because the EMS Charger and Brush truck initially relied on the fire station gates to figure out which direction to park. That simply wouldnt work on this version. Cool thing is I added new gates for it turn to and was able to hide them away where you will never know they exist :P Sadly the SWR and LRA do not seem to park right in this version either. Lets hope some one can step up and solve this bug!

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I'll let you know. I have a few guys helping and tbh, most of the major works is done. The scripts will need very little modification to be compatible with other maps. However as things progress, perhaps I will need more testers, so I will let you know.

Cool, Well just PM me to let me know.

EDIT: Patch 3 may come a little latter then expected. I am going to have to dig around and see which XML file I missed seeing as the units are named properly when I play the mod on my PC. I rushed out patch 1 because I know the hydrants were just ugly looking and a real eye sore. Patch 2 I rushed out because it caused game crashes. Missing unit names wont hurt game play, and really shouldnt be all that noticeable anyways. Also to be included in Patch 3, minor updates for the police station scripts for LASD,LAPP,and SWAT. You wont actually see anything different but I realized that the script was based on Hoppahs older LAtoPoliceStation script. The new script was changed to accommodate the east egg of police cars going to the doughnut shop when the parking lot was full at the police station, but also looks just a bit more optimized. You likley wont notice any performance increase from the change, but I want to keep the script current. ;)

Can I stress that you include a fix for the control panel option that makes units stay in cars after entering fire stations

Just food for thought as I hate having to constantly send out units after every mission pretty much.

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