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[WIP] THE RED WATCH aka RCMP mod "slow progress for now"

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Based on real life experience I'd like to offer up some of the most common calls both on the Police and Fire/EMS side of this.

Boring and redundant as it may be, the reality of many fire department around the country is that a solid 80% of callouts that come through are medically related callouts. Granted, there are many, many variations of medical callouts to be experienced and I think adding some new systems and mechanics around such callouts would be an incredible improvement to this game. For example, on an all too often occasion, people make stupid or unnecessary calls to the emergency services. Things like bee stings (without the allergic reaction), stubbed toes, bloody noses, funny or odd smells, breathing disorders caused by laughter (yes, this has happened) and multitudes of other odd or quirky things. If you can imagine it, it's probably been called into a 911 operator at some point. My point is, not all the calls have to be a treat and transport or a code three response. Treating patients on scene is a fairly common occurrence for minor things and it adds realism to things.

Some cool calls to add may be:

- Sick patient: Person is sick. EMTs treat the patient on scene and determine if he or she requires transportation. (This could be determined using a random math function and then an if statement based on a variable to determine if random math is greater than 0.90, the patient requires transport so 1/10 patients require transport.)

- Minor traffic collisions: Basic collisions that require a police report and then they get back on their way.

- Smoke investigations: A box is outlined on the map where a caller reported smoke in the area. Once an apperatus is in the box, smoke will appear from a random object in the area. A fire may or may not start as a result.

- Automatic box alarms (Someone created a mod called BMA for this): Fairly self explanatory...

- Suspicious individual(s): Question and arrest suspicious suspect in an area based on your judgment and checking of their ID.

- Domestic disputes: Two neighbors or people shouting at each other with possible weapons involved. Maybe after 2:00-3:00 minutes since the call comes in, a physical altercation takes place.

- Murder: Investigate a crime scene for clues leading to a suspect. (No idea how this would be done in code, you'd have to be a true master of the art)

- Suicidal patient: Use a negotiator to talk make a suicidal patient put down their weapon before self inflicting damage with it.

- Drug deal: Self explanatory.

Now i like your ideas but even though I'm no expert on scripting i want to say more than half of that is close to impossible. Now the crime scene investigation maybe possible because i know they have that in Berlin mod but that maybe a script only useable in "mission mode". But bama,bma, and or itchboy could answer better than i ever could.
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What about habing a Ladder truck or fire truck or ambulance crash as it can happen in real life hell two ladder trucks hit each other on way to a call causing one to flip and be destroyed

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Perhaps someone somewhere should compile a list of DIFFERENT medical calls or at least different names, I'm getting pretty sick of just having stroke, heart attack and food poisoning.

What about:

Poisoning (Child)

Overdose (adult)

Generalized Weakness

Flu/illness

Headache

Low blood sugar

Abdominal Pain

Difficulty Breathing

Altered Mental Status

Seizure

Altered Mental Status with Facial Droop and Slurred Speech (Stroke)

Chest Pain

Allergic Reaction

Unresponsive person

Fall from: Ladder, roof, stairs, car (patient is on blood thinners)

Alcohol Poisoning

Unknown Medical (Could be anything)

 

Now most of these wouldn't require anything different but a name change in the dispatch, remember that neither dispatch or EMTs/Paramedics do diagnosis in the field so they would be dispatched for "chest pain" instead of "possible heart attack".

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car crash into a building and the building is about to collapse 

 

To itchboy and/or other modders..... How difficult is this to make?  This is one thing that kind of disappoints me about the game.  In single player, you have plenty of scenarios where buildings can collapse.  However, in freeplay, you don't.  Now, I know you would have to place the collapsible object on the map and it would look like crap.  Why not make it some sort of construction site accident, or something of that nature?  Also, how about a helicopter crash or maybe a small plane?  Would that be too out of the way to create?  I'm pretty sure this mod is going to be great regardless and I'm stoked about the new map.  I just figured that I would throw out some suggestions on events to add.

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To itchboy and/or other modders..... How difficult is this to make? This is one thing that kind of disappoints me about the game. In single player, you have plenty of scenarios where buildings can collapse. However, in freeplay, you don't. Now, I know you would have to place the collapsible object on the map and it would look like crap. Why not make it some sort of construction site accident, or something of that nature? Also, how about a helicopter crash or maybe a small plane? Would that be too out of the way to create? I'm pretty sure this mod is going to be great regardless and I'm stoked about the new map. I just figured that I would throw out some suggestions on events to add.

All that stuff should be possible to make :)

Some great ideas :)

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So is the format of the mod going to be similar to ERS Berlin or winterberg mod which i think if i understand things right, are missionscript based mods? but of course this will have the canadian units and english language.

Sent from my iPhone using Tapatalk

Yes, ERS Berlin uses mission scripts and so does the U.S. Army mod.
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I'd like to see more normal runs, not a lot of crazy disasters. It is very hard to play major events realistically without MP.

 

For example, maybe with a car accident, instead of having 3 buses on their sides with a 10 people trapped, there could be an MVA with hazards where you have to use speedy-dry to clean up a small spill.

 

On a side note, is it possible to have an injured (transportable) person standing up? Something where the person would be standing up next to the car but still have to go to the hospital.

 

On another side note, are there any thoughts at this point on how the lag due to radiation from the lights will be? 

 

Great work and thank you.

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I like the idea of going towards complex situations, I have a quick question a gameplay suggestion and a call suggestion.

 

The question: Are these call outs still going to have a 'fail' timer? Where as if you take too long on a RTC for example the game classes it as a fail and removes the mission? or will they be running until you remove everything to do with the call out?

 

Gameplay suggestion: Once you receive a call you have to set your status to available in order to receive a new one, this would allow you to return all vehicles and personal to stations, staging points and traffic watch spots before being given another call.

 

Call out suggestion: Minor RTC has taken place;

First responding vehicle arrives on scene and evaluates the damage and/or injuries. (Not all RTC's result in injury, some may cause a physical altercation and others just minor damage)

After evaluation of scene you get a report "2 vehicles involved minor RTC, 1 person complaining of neck/back pains"

This allows you to cancel any vehicles enroute that aren't required or dispatch specialist vehicles (Rescue, Collision Investigation)

It also gives you an idea of how you should be approaching the call, neck/back pains require immobilisation and hospital, you may also be required to cut the vehicle open to release the casualty.

 

Police Officers on scene are required to breathalyse drivers involved and theres an off chance that one maybe over the limit? Maybe this chance is higher at night/early morning.

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The possibility of having to search for the suspicious package if the 911 call wasn't specific enough.

The possibility of people accidentally setting it off if you don't evacuate and set up a perimeter.

The possibility it will go off when interacting with it and/or after a set amount of time.

The possibility that it's a dirty bomb and causes contamination.

The possibility that it's just a harmless thing someone left around.

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One of the cool new features that will be included in the Red Watch modification is that we will be introducing a new set of coronas for realism. Here, you will see the one of the brand new corona for the hide-a-way strobes.

( wait until it's finished processing.)

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If looking into mew features and such why not a fire investigator so after the fire is knocked down he can enter the bldg and when he is done and comes back out he issues the report on the cause. It would be similar to the search bldg script with minor edits.This would have fires as a complete experience from inception to overhall and investigation.

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Is there any chance of having interior firefighting where a firefighter on a hose line enters a building to fight the fire (I know this is possible already in some open buildings) and the possibility of having a backup man on a line??

On the post-incident topic, is there any possibility of overhauling fires, maybe with some new tools (Pike poles, irons, etc)?

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One of the foundations of making this modification is that we want to put an emphasis on the recognition we have for the real life emergency first responders and the challenges they have to face on a day to day basis.

We have a goal that we want to design a mod to allow a realism that YOU guys can relate and understand what it's like to deal with. There are so many variety of calls it prepares you for the next tone. We're hoping to incorporate 911 calls that will provide a challenge and critical thinking. Granted, emergency 4 can be so limited when it comes to scripting but we can also stage a scenario that requires roleplaying as well. So, we want YOUR help, firefighters, paramedics and police officers, to help us how we should design most of our scenarios.

Our scripter is requesting a list of medical calls and he need them to be classified as: Minor, Moderate and Severe. They would need to be classed this way so he know which callout is easy, medium and hard in terms of difficulty and patient injury level.

We only have 3 of the normal + contaminated injured animations of vanilla EM4 I'm afraid. But don't worry, we are prepared to get creative, we just need your help. So fire away medical calls that you could think of, we will take them in considerations and will factor which ones are feasible and isn't.

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One of the foundations of making this modification is that we want to put an emphasis on the recognition we have for the real life emergency first responders and the challenges they have to face on a day to day basis.

We have a goal that we want to design a mod to allow a realism that YOU guys can relate and understand what it's like to deal with. There are so many variety of calls it prepares you for the next tone. We're hoping to incorporate 911 calls that will provide a challenge and critical thinking. Granted, emergency 4 can be so limited when it comes to scripting but we can also stage a scenario that requires roleplaying as well. So, we want YOUR help, firefighters, paramedics and police officers, to help us how we should design most of our scenarios.

Our scripter is requesting a list of medical calls and he need them to be classified as: Minor, Moderate and Severe. They would need to be classed this way so he know which callout is easy, medium and hard in terms of difficulty and patient injury level.

We only have 3 of the normal + contaminated injured animations of vanilla EM4 I'm afraid. But don't worry, we are prepared to get creative, we just need your help. So fire away medical calls that you could think of, we will take them in considerations and will factor which ones are feasible and isn't.

Soo...to add to this message.

 

You guys want all kinds of stuff. I obviously can't add them all. My judgement tells me that I should only make 6 medical callouts at this current stage of production. Of these 6, 1 will be minor, 1 will be vanilla EM4 style, 2 will be moderate and 2 will be severe callouts (which have complex stuff in them)

 

Of each callout, there will be a further 3 variations of each, except the complex ones. The complex ones will only have 2 variants.

So the math is this:

  • (4 of the callouts * 3 variants) + (2 callouts * 2 variants)
    • 12 + 4 = 16 different callouts. This isn't easy or simple. But I'll do what I can.

       


  • Vanilla EM4 will be simply having a random person on map get injured. I will add some variation in it. Some patients are already dead, others are just minorly injured
  • The other specific events will take place inside OpenHouses and make use of props (people trying to help, bystanders that need to be questioned, objects relating to the medical event, etc)

     


 

So why are we only doing medical calls now?

  • Because the scripting portion has just started and I'm still finding the limits of this game. I choose to focus on medical calls because they are relatively easy to script compared to other calls. Even PD calls are harder.
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