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  1. UPDATE (12/29/2022): v2.5 RELEASED (forum account required for download link) Download is a text file with Mega link, copy and paste that link into your browser to download mod files! Make sure to read the included User Guide, as the mod has many new script based features you will not be familiar with using if you haven't played v2.5 yet. !!Regular Freeplay will NOT work, due to all the new scripts and features!! It will give you a blank map. Instead, go to Campaign/Missions -> Freeplay script to play freeplay. 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 has graciously lended his expertise and added multiple scripts for in-depth player control of Fire, EMS, and PD functions! Media can be found on the Download page above!
    28 points
  2. Work on the modification stopped as of 2015.
    22 points
  3. 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.
    20 points
  4. DOWNLOAD v.01 https://em-hub.de/filebase/file/343-bieberfelde-next-generation/ Mod Edit: Due to Emergency-Forum.de closing, the host has moved to Em-Hub. Link above. - NFK 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, EMERGENCY 2016, EMERGENCY 2017 and EMERGENCY 20 Years! 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, EMERGENCY 2016, EMERGENCY 2017 and EMERGENCY 20 Years 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... 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. Download the modification DOWNLOAD v.01
    17 points
  5. 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 points
  6. 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!
    11 points
  7. 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
    11 points
  8. 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.
    10 points
  9. 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.
    10 points
  10. 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
    9 points
  11. 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.
    9 points
  12. 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
    8 points
  13. 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.
    8 points
  14. 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
    7 points
  15. 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
    7 points
  16. Thanks for your replies. I have completed a small area of the map - Spiveys Point. It's the highest point on the whole map.
    7 points
  17. THE NETHERLANDS MOD What is The Netherlands Mod? The Netherlands Mod will be a continuation of the former Dutch Mod, with initiative-taker FrozenOne-94, and following-up developer Ben12. As of now both of them have stopped with Emergency 5 modding, and so I decided to take over the project. The Netherlands Mod is a modification for Emergency 5, 2016 and 2017 which changes the standard German theme to a Dutch one. First thing that I changed was the mod name, from Dutch Mod to The Netherlands Mod. In my opinion this suits the mod better. My goal is to keep the mod working after new updates and adding new features. Features of The Netherlands Mod Here you will find all the features of the mod. Every new version of the mod will also include the features of the previous versions, unless otherwise noted. Features v1.0.1 Latest version Unlimited Units Amount of vehicles is unlimited on every map. This means that you don't need to worry about vehicle management. Textures & Models Pretty much all (standard) Emergency vehicles have Dutch skinning. The standard police helicopter has been replaced with a Dutch model, including Dutch skinning. Audio The standard German sirens have been replaced with Dutch sirens. Video The second video you are prompted with when starting up Emergency, has been replaced with a video showing off some Dutch emergency vehicles. So don't spam spacebar when starting up Emergency ! Main menu The Emergency main menu background has been replaced with a Dutch background. v1.0.2 Upcoming version These are the features planned for the upcoming version, v1.0.2. So this means that these features aren't available yet! Killerconsti's Mini Mod This version will contain commands and other features of Killerconsti's Mini Mod. Thank you Killerconsti for making this possible. Audio The sirens from v1.0.1 will be replaced with new sirens. Thank you Ropie58 for supplying me with them! TEC Base There will be a new base for TEC units. Here a picture of the base, which is still work in progress: Fire Station There will also be a (small) fire station. This fire station will hold a RW, TLF, DLK and one NEF. Police checkpoints There will be police checkpoints around the cities, where vehicles will be pulled over and get checked. In the beginning there will only be one checkpoint, where one vehicle is being checked. In the future I hope to add a script which actually randomly pulls over civilians, but that's something for later. Downloads Here you can find all the available downloads of The Netherlands Mod. Downloads Date EmergencyPlanet FileBase MediaFire v1.0.1 27-Jan-2017 http://www.emergency-planet.com/files/file/1204-the-netherlands-mod/ https://www.mediafire.com/?slsdm0717oylqt4 Bugs and Suggestions Have you found a bug in The Netherlands Mod? Or do you have an awesome suggestion? Well, I am happy to hear from you! You can do so here: https://goo.gl/forms/ybaWT3kAYYRYqETD3. Known bugs v1.0.1 There is no recovery crane available. Thank you markp400 for letting me know! This will be fixed in the next version, v1.0.2. On this thread I hope to post updates regularly, to show you guys progression made on The Netherlands Mod. I will happily receive any feedback, since this will only make The Netherlands Mod better. If you want to get in contact with me, you can send me a private message or e-mail. Feel free to leave comments here, I will be looking forward to them!
    6 points
  18. The mod is still active, don't worry. I've just been dealing with real life stuff and the distractions caused by other mods...
    6 points
  19. U P D A T E Brand The New Fire Department Station With Working Gates & Open/Close Roof by me Like I say before , Me TheVolume & Itchboy work together We bring to you all full functions Fire Department Station like LA mod has I m sure you going to enjoy this mod Current photo for confirmation! #Regards #TheVolume
    6 points
  20. Here's a demonstration of a script that spawns waypoints for directing traffic.
    6 points
  21. Here a small preview of the fire station and some things you can do there:
    6 points
  22. There is no link to the mod. It is not finished. Bama and myself will not allow links to the old version to be posted here. Here are the personnel textures for the mod. Credit goes to Hoppah and 16 tons entertainment for the textures. All I did was recolor them, nothing special here. Montana Highway Patrol Beaverhead County Sheriff Monida Pass Police Montana Fish, Wildlife and Parks Beaverhead EMS Corp. Beaverhead Volunteer SAR. Credit to bama1234 for these two. Lifelight Helicopter Medic Monida Pass Volunteer FD Lima Rural VFD Dillon Volunteer FD I only lack TEC and some mutual aid units. Some of the above textures have issues that I also need to take care of.
    6 points
  23. Hi there, long time there was no update because i'm working on another mod too. This is only my side project. However, today i worked on another small scenery on the map. As always i used lots of assets from sketchfab, free3d and blendswap. Authors are: renafox, joe_carrot, mik-art, kathiastaff, kojocci, vietboi17, TraianDumbrava, Jeff Smith, tpoveda and MGD Films
    6 points
  24. wouldn't have taken much to just answer the question lol this thread is 137 pages long after all
    6 points
  25. 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
    6 points
  26. I recently found the Montana mod after watching many YouTube videos and trying to search for a link to download this mod. Perhaps I just got lucky finding it ^_____^. Anyways, I've seen some really awesome features that I've never seen in any other em4 mod which makes the Montanna mod stand out from the rest in my opinion. I thought of some features in other mods that you could implement in this mod to give it extra detail. keep up the awesome work! - Add an option to change into EMS reflective coat. - Have the option for fire fighters to take off turnout gear. - Take out the black and yellow fire fighters turnout gear. Most volunteer departments I've seen have a tan coat and a yellow helmet. - PASS device alarm for downed fire fighters. I've figured out how to implement this already but it seems like the fire fighters in this mod can't be killed. (Hopefully fixed in the next version) - Helicopter with working rotors. - Textures for the Air ambulance crew - Ability for Fire/Police dispatch to call more specialty units. - Ability to grab an assault rifle from the patrol cars (even though the shot gun is pretty bad ass). - Possibly make a bigger fire station so the ambulance can be stationed there. - Make a garage next to the Ranger Station for a USFS fire truck - Limit the Rangers patrol path to the forest areas. - Add in a Highschool with a football field for a small town American look. (Much needed. I'm sick of seeing soccer fields haha) - Add more fire hydrants near commercial and residential areas. ( These are only suggestions ) Feel free to leave input and your thoughts.
    6 points
  27. Hello and welcome to Agerskov modification. This modification takes the player into the everyday lives of a small Danish county, without any fulltime fire departments. One of the spectacular things about Denmark is that Falck runs fire service in 2/3 of all counties. To give this modification the right feel, we have therefor added three minor and one lager fire station on the map. All of the fire stations have to page in the fire fighters, which gives fires a fair chance to evolve, before the fire department arrives. Besides this, the recourses in the modification are very limited so the player also have to keep into a count, that once the ambulance leaves the map to transport a patient, only the local medical first responder is available. This modification is a fun and exciting project with a brand new freeplay map. The modification includes: Brand new custom freeplay map New objects for added realism 37 unique emergency vehicles 20 custom personel Advanced callout system A ton of custom scripts Download: Version 1.1: copenhagen-mod.dk
    5 points
  28. Modification based units of the fire department of Santa Catarina Brazil!! Modding team: - Paulo – leader, 3d modeler, audio/video editor, skinner, researcher - Rafael (Rafael_Cinder, Tio_Sorriso) – co-leader, 3d modeler, uv-mapper, scripter Mod features: - New playable units from Santa Catarina - New useful commands - New equipments - Realistic sirens and flashing lights - Extremely accurate models - Highly detailed textures - Compatible with Emergency 4 / Deluxe and 911: First Responders
    5 points
  29. Hello all, I want to announce my new mod that I am working on, the mod is set in the fictional county of Westershire on the east coast of England, this mod contains many units and a custom map, I plan on releasing the mod in the first or second quarters of 2018 if all goes to plan. I have also created a mock council website for the local government, rather than post pictures here at the moment (I will upload them when I get chance) I will post this website: https://westershirecouncil.wixsite.com/home I hope you like the look of the mod and if you have any questions please feel free to ask.
    5 points
  30. U P D A T E RESCUE DIVERS Another vehicle for the fire department division ENJOY GUYS AND Happy New Year To Everyone We will probably see the modification in 2019 #Regards TheVolume Status Mod 29/12/18 POLICE 95% MEDICAL 95% FIRE 95% TEC 90% SCRIPTS 100% MAP 55% LIGHTS / AUDIO 100% Current photo for confirmation! http://www.emergency-planet.com/uploads/monthly_2018_12/RD.thumb.jpg.55d167ea0b4852cc1b87467a4d778ad1.jpg http://www.emergency-planet.com/uploads/monthly_2018_12/RD.thumb.jpg.55d167ea0b4852cc1b87467a4d778ad1.jpg
    5 points
  31. Hi there, small updates on vehicles: Fire Dept. Boston reworked the Mack engine and added alot more details! Another buyable engine. We also made a bunch of new trees to replace the ones i had made before: In the scripts area i made extensions to our waterlogic. It now supports foamtanks and simulates hose failures. I will add also add a simple water pressure logic so that you can't extend your lines forever. I also started work on different siren control panels. Here is a small preview: More updates coming soon!
    5 points
  32. Lastly is Dillon Fire Dept Heavy Rescue (my favorite) - Itch really hit it out of the park her, I am working on making her look more faded and aged as well as other details
    5 points
  33. 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.
    5 points
  34. Asking for release dates is against site rules, even if its in a trollish manner. Bomb squad truck WIP. Its from Missoula county and will take time to arrive on map. Model converted from Driver SF by me, original model by Ubisoft.
    5 points
  35. Excuse me for late responce, yes the map is going to be custom made, but with stock buildings. I wish everybody who is still around a Merry Christmas and a Happy New Year! So not to bump a topic with nothing in my hands i got a new rescue unit done: Credits: Itchboy, Bama1234, EmC-Unit.
    5 points
  36. Overuse of textures and materials on the map buildings, and on the playable units. The constant check scripts running in the background didnt make things any better. Here's another thing I have planned for the mod.
    5 points
  37. Recent updates - My Swedish 3D Models accessories / equipment For Swedish emergency services - Thanks to my teaching of 3D modeling - now the units look realistic - Attention is coming more modeling - even new 3D Buildings - maybe even try to do more Swedish climate - Not Only Units ) - This is just the beginning & I greet the followers and interested in my mod - Questions, write
    5 points
  38. Monida Pass doesnt exist IRL. Its nothing but prairie and a highway. Here's a video of the portable pond functions. This should make firefighting easier in the mod.
    5 points
  39. The callout menu is not going into Montana unfortunately. Having way too much trouble with it. As you saw in the gameplay videos, I had to trigger calls manually using the debug menu because the game wouldnt remain stable for long enough. I wll definitely do something with the coroners and TEC. They often get overlooked when it comes to mods.
    5 points
  40. Ive been given permission to post announcements while Bama is away. He should be able to give his take on it soon. This is whats going on with the Montana mod as of now: A new version is being worked on. This post is intended to give more detail to what bama said on page 1 of this thread. It will be slow and take time, but it will be done eventually. There will be no announced release date. The existing agencies in the mod will be dumped in favor of their real life counterparts. The last month on my part has been spent finding out what the vehicles in each agency are, understanding how each agency functions. The above posts regarding that truck are just one of dozens of pieces of information I've had to sift through. Mod wise, I have been setting up the foundation of the mod by creating all the needed folders, prototypes and units files before the assets are even created. This is being done so that the mod can be tested immediately as I am able to knock out each vehicle. The biggest change to the upcoming version of the mod will be the inclusion of these real-world accurate vehicles, along with proper implementation of the dispatcher and battalion chief scripts that were incorrectly set up 2 years ago. We are also floating ideas of having the river on the map being used as a water source, and portable pond functionality for the tankers, that way the player does not need 10 tankers to fight a forest fire. It also potentially means that we do not need to make 10 unique tanker models just so that fires can be fought. Bugfixes have been done to the mod such as functionalities that would 'bleed' into each other like the ability to get a taser and traffic cone at the same time, causing the police officer to bug out. The performance issues have been sorted out for the most part, but we found out that the original playable units were causing a noticeable drag on performance which is why the decision was made to scrap them entirely. Ill make another post at a later time to explain what was done to optimize the mod's assets. Another change is the setup of the on map VFD station. Gone is the 2nd engine which will be replaced by a tanker. We found that having the tanker made the first engine much more usable and flexible in what it could do. We have no intention on adding anything to the on map VFD. In fact, it was actually suggested that the VFD station be removed in order to simulate the real Monida area, but some of these fictional elements will still remain in the mod. No changes will be done to the FP map apart from adding in the default Em4 events that were missing such as defective traffic lights & rail crossings along with the rabid dog callout.
    5 points
  41. New MDFR Pierce HAZ-MAT Truck 69: Credits: EmC-Unit, Rihis, Cops, Hoppah
    5 points
  42. hO,Ho AT first Merry Christmas After problems and ending of Chicago fire mod and Chicago sub mod with help of Rafale and with new team Chicago mod is back in game.Relase will be in 2016 but we have lot of work on it and im asking you to be paicient .Ok first the team im emsfan112 and im from croatia and sorry for bad englishok im skinner ,modeler and co founder of chicago mod also in team arefounder of mode pool and his team im wainting for names to arrive on my e-mail adress.Ok base mod is La mod 2,1 by hoppah we have permissions from itchboy and brooklyn mod team and rafael to use their awsome models and other stuff.Ok model will have real Cfd units and units from tv show Chicago fire and Chicago Pd.Mod will have riot script,new ladder script,pylon and flare script.Im not fan of limmited water supply script but if public wants this script the team will add the script in some newer versions. Chicago police department Cpd as short name will have some of newer cars like ford Taurus and Ford Exploreer with new police shemes .But the mod will feature some older car like Crown Victoria 1994 edition and new crown victoria with old freedom lightbarr Chicago Ambulances Are part of cfd mod will have all types of ambulances which chicago fire department use. Also will have mass casualties units (buses) from O hare airport Chicago fire department Will have reale units from city and from o hare airport and will have units from tv showChicago fire Here are some prewiew of units that are made to this date Note we need help from a lighter and pro moddeler For today only police prewiewe Original policeman skin is from Pottyscotty
    5 points
  43. Small video of Airport scene plane came off runway emergency vehicles responded. models EMC- Miami team, Itchboy, bama1234, Rihis, Itchboy, Robert66, mr matt5432123,Hoppah. this will not be in the mod just a review of light and models.
    5 points
  44. 5 points
  45. It sounds like an update is overdue. The mod is in limbo, for now. I'm going through Paramedic school while working full-time, and have a lot less time than usual to commit to modding. Keep in mind that is all temporary, and when things settle down, you can expect to see future releases.
    5 points
  46. Not looking frovard to another dressed mayberry mod
    5 points
  47. 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
    5 points
  48. Currently we are working in the lighting system and on the creation of new light towers for EMERGENCY 5 and EMERGENCY 2016. The first results can be seen in the screenshot below. The light tower will be fully controllable by the player in position and rotation.
    5 points
  49. Welcome to the Topic "Italia mod team - Rome Project"! For some years we are working on a very large project, which involves the construction of an all-Italian Mod, centered on the city of Rome. Currently there is still much work to do and then we do not know when the mod can be downloaded, but rest assured we are well under way, and constantly update the topic with all the information you need. We are not professionals, but guys in their spare time, they try to make a mod that has never been created before ...For you comments! The team: Coordinator, skin and porting Gabri1799 Coordinator, 3D models and skin: EmC-Unit Responsible for the map: Simone84 Skin and responsible design: Jack Skin: Thebisco 3D Models: Volante113 Here's some of the pictures of the vehicles and personnel maded in this period ... there are nearly 100 operational vehicles and more than 25 playable characters in the game! We take this opportunity to thank all the authors of the models we have used so far: if we forgot in the README file (soon will be released) some of the authors, please be forgiving them and warn us as soon as possible!!! Also follow us on Facebook: https://www.emergency-planet.com/pages/Italia-Modification-Team-Rome-Project-/142097322640601?ref=hl Here's some screenshots:
    5 points
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