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Marshall8946

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Posts posted by Marshall8946

  1. 16 hours ago, hooversracing4 said:

    have a ? regarding fd   is there only 4 members because 1c i call Eng and or brush truck  when go call tanker says no vol available. after calls if another call comes in it send cheif but say no vol available or vehicle unavailable  guessing since no vol to use it

    For the FD, volunteers are not available at night. Yes, there are limited volunteers so you have to choose wisely on your initial response and utilize your mutual aid. 

  2. 19 hours ago, F1sura said:

    Good evening, I wanted to report and consult.
    *I tried to use the shotgun on the sheriff with tactical vest, and it didn't work. If it has already been reported, I'm sorry, or maybe it only happens to me.
    It also happened to me:
    *in the church fire in front of the hospital. beyond having to carry trucks with water. I spent 50 minutes trying to put out the fire and it never finished. I had to give up with the end call button, but smoke continued to come out.

    Thanks.

    For the second part: You have to do an interior attack along with ventilating the roof to successfully combat a fire. 

    • Upvote 2
  3. 31 minutes ago, Semphiscad said:

    Do ladder trucks give the ability to dismount on the roof? I haven't been able to find a command for that yet. 

     

    Yes, you just have the FF climb the ladder. They will automatically get off the ladder and onto the roof. While having a FF selected, have your cursor of the ladder truck. You should see an icon representing arrows upwards and a bucket I believe.

    The building in that picture also requires the ladder truck. Only select buildings can use the small ladders. 

    • Upvote 2
  4.  

    On 1/6/2023 at 3:34 AM, anonym said:

    Hello

    it is a nice Mod. I searched Freeplay mod where i have only one emergency to handle. But i have two big problems.

    1. i can't extinguish building fires although all available unit try to extinguish the fire with a fire hose.

    2. i can't deinstall the ladder

     

     

     

    On 1/6/2023 at 3:56 PM, theocd said:

     

    Building fires can only be extinguished via an Interior Attack - the manual details how to complete this.

    I suffer the same issue, but the ladder can be deinstalled by pressing 'Return to HQ', you can then retask the ladder before it leaves the map.

    To deinstall the ladder, you have to lower the ladder first. Then it can deinstall and move it. 

    • Thanks 1
    • Upvote 1
  5. Bug Reports:

    Spoiler
    • DNRC FFs with SCBA cannot enter a building. I get the no SCBA message.
    • Chief cannot use the alarm panel at the back of the boutique, but a detective can.
    • Illegal burn by the animal pen at the North East corner of the map. Had a FWPR arrive and move the bags. FWPR is unable to drop those bags. and trying to place one in the truck will cause the truck and the FWPR to become unusable. 
    • Sheriff vehicles will sometimes refuse to return to station, even when their initial parking spot is still open.
    • Sometimes transporting two suspects back to the PD. The spawned officer to get the second suspect just stands still. 

    Thank you for creating a great mod! 

     

    • Upvote 1
  6. On 12/30/2022 at 8:56 AM, itchboy said:

    Again, I am watching the thread and seeing people's issues.

    Right now my strategy is to fix the worst bugs like the missing and failed callouts. There are other things that can't be changed like callout variance. There is no file to configure the frequency of certain calls. It really is random and I have no way of giving a specific event more "weight".

    The volunteer script issues are something I plan on fixing as well but I will need some guidance. Would it be better to add more POV's responding to station or should I program a few extra ones to always drive to scene ahead of the apparatus?

    I know this was discussed previously but I'd like to hear people's thoughts. Adding this feature will take longer to release the bugfixes.

    I would say direct to station. Unless they begin carrying fire extinguishers and SCBA. Otherwise theres not much need having them go direct to scene when all the equipment is on the apparatus. Maybe add more command options for the chief. So while the chief maintains the current commands they have, they can perform the same actions as any other FF. Like using a hose or making a connection, etc. Since the chief always goes direct to scenes anyways.

    7 hours ago, warden51 said:

    Nevermind just found out I need the Rescue appliance for the Oil-Broom. Just the invisible K12 I need to solve now

    For the K12, its similar to the broom. Hold shift while in the equipment menu.

  7. Im not sure what Im doing wrong. I did read the manual so if I happen to have missed this answer, by all means let me know.

    Im getting an issue when I return the volunteer fire units to station. Then have to dispatch them again later on. I keep getting the 'no volunteers available' message. 

    **Rest of this message is deleted. I found the issue. Volunteers do not respond at night. Not sure if this is intentional or not. But that was my issue.

     

  8. Hey guys, I noticed quite a few topics about member having questions about PCs. To save on creating topics, anyone can feel free to post their questions about PC rigs below.

     

    I talked with a person from a nearby computer store personally. They are recommended this computer for what I was looking for. Im looking to play the newest EM4 mods, simulators, and even GTA 5 with decent settings. Im not looking for over the top. Just something better than 10-15 FPS. Im aware for the price Im not looking at having the best of the best. But I want other opinions on this rig. Should I purchase it for the gaming Im looking for?

    http://www.newegg.com/Product/Product.aspx?Item=9SIA4GH2420664

  9. Sometimes people may be stuck under moveable rocks. Firemen can move the rocks. Call the search and rescue unit and release the dog, they will find more hidden survivors. Suicide jumpers can be saved by putting a jump pad under their window. You will have to adjust your camera to see which window they are coming out of. You do have limited time to place the pad before they jump. If you cannot find the area of the call for whatever reason, press TAB and click on the incident. It will bring you to the incident area.

  10. Looking great! I'm in love with the HD effect.

    I know I'm a bit late to the party but I saw your post about keep MP or not. If having MP would be ideal with where you are at now. Save what you have at this point in time. By vote members said they weren't worried about MP and wanted more single player options. Just an idea, maybe down the road when everything is set and done. You may find yourself wanting something more. And then, you may wish to add the MP as a separate mod for players who wish to play together. I'm sure you guys have plenty of backups, so why not keep one to the side just in case. Just an idea for thinking down the road.

    You guys are doing amazing work!

  11. The mod is still in development. Work and life are always put first and highest priority. I haven't been able to work on the mod for some time due to both. No matter what, this mod will end up being released. Whether it is released as an alpha, which means it wont be finished but it is still playable. Or it is released fully. The only issue that is completely holding me back is the bunker gear scripts. Because the fire station is supposed to be an 'open house' the FFs are initially spawned with their station/work clothes. The next option is to have them put on bunker gear. But that is where it ends. They do not have the ability to have SCBA which absolutely kills the realism effect. Everything is fully playable with only a few known bugs(which are being eliminated). Here's how I set everything up. Keep in mind this was done a long time ago before I knew and had the knowledge I do now.

    The model and skins are replaced. This is how I did it:

    Station clothes > Bunker gear

    Bunker gear > SCBA

    It was simply replacing the skin and model files. Which is easily able to be re-set. This way the FFs could gear up into the bunker gear. I still have to tweak sound files to get everything aligned. But that is the only thing keeping this mod from being able to be released finished. Everything else is simply side work I would personally like to finish. I'm still looking at converting the models from the ones I cant use, to ones I can. This way I have full control on when the release is. I have been offered much help with the mod, but unfortunately no one can help me. Converting the models requires new lighting and skinning, which I am extremely picky at. 

    The Charlestown submod is halted. By the looks of it, it wont be released at all. It will remain private and just for show. The limited water supply was added and works. But with the way the logic works, I now cannot get the vehicles to return to the station.

     

    If any of this is scrambled or dont make sense, I'm sorry. I'm in some what of a hurry.

  12. Just adding my two cents..

    For my fire department. We are a very small little department that covers a decent area. We have three bays which house a mini pumper(which carries our extrication tools and ems bag-this rig is the most used and first out on any call except fire), an engine, and a tanker. We use the cities squad(aka ambulance). Financially its cheaper to 'rent' the cities squad than to have the department have their own. We do have a few EMT trained people on the department, but they come and arrive with the others on one of our rigs. We are not allowed to respond direct unless the chief advises us to. Or if your the person who called it in. There are always varying circumstances.

    Since this mods main fire station role is volunteer, housing their own ems personal with an ambulance would be costly to the city/town. That department would have to be atleast staffed 24/7 with trained ems personal to run the squad. Realistically those people would have a full volunteer job. So no pay at all, but its still your (mostly second) full time job. Although some volunteer departments do actually do this and have people staffed with an ambulance, most dont for this reason. Let alone if the department is in a small rural area with bigger cities surrounding it, it would be extremely cheaper to just 'rent' the next cities squad than purchasing their own. On top of all that, not all departments help the volunteers pay for the schooling to put people though to become an EMT.

    This is from my knowledge within Ohio and the volunteer department I work on. Different states and departments vary. Either way in the end, its the mod creators decision. They mostly base it on what will be the best for the player within the game play boundaries.

  13. Hey Marshall, I saw some updates on Facebook do you think you could share some new info to the forum?

    There's not much to say about the Ravenna mod at the moment. Besides all of the volunteer vehicles within the Ravenna submod will be removed.

    The info you saw was about the Charlestown submod. Info on that:

    10547052_527298964064173_376588115861632

     

    The Charlestown submod is more than halfway completed. I may be adding only a few more volunteer units, and the rest will be mutual aid units. My personal vehicle was created in EM4 and is now in the Charlestown submod! The '91 Jeep Cherokee! I even added my lights to the vehicle as best as I could. Although I could not add all of them. The tanker in the submod (the truck between 1314 and 2313) will be replaced with an actual tanker model. The limited water supply is currently being added as best as I can. I'm running into a few barriers that are holding me back. If I cannot add this logic into the submod, the submod will remain private and not released. 

  14. Will you please do a picture of every singalong unit in the mod?

    singalong? Not quite sure what your asking there..

     

    Can you not add that logic to this mod?

    I dont have the scripting skills to make that possible. I looked into it for the Charlestown mod and wasn't able to figure it out. When looking on the forums, everything is scattered out to make it compatible for freeplay. To attempt to add it to this mod would be beyond my knowledge. 

  15. Thanks guys! Fred is right. Ravenna does not have tankers. Most of the surrounding departments do have them though. So when they are needed, they can be called in. My department, the town next to Ravenna has one. Ravenna has plenty of hydrants around to avoid the use of needing the city to own a tanker.

    Thank you for pointing that out though! If it was possible to add the limited water supply logic to this mod, then I would add a tanker.

  16. If your still looking for smaller industrial vehicles to replace, heres an idea. They could be used for moving, animal control, hauling, utility, towing companies, etc. Or as another truck idea, the Chevy silverado.

    **I'm in no way asking, but simply throwing out ideas.

    The Ford:

    J11187_001.jpg

    J11187_002.jpg

    accm6.jpg

     

    The Dodge:

    14619615392_684da23bfa_b.jpg

     

    With the international cab, what about having a flatbed or a bed similar to this.

    1396626867119.png

    international-4300-combines-utility-with

     

    Or even armored vehicles!

    Freightliner-M2-Coin-Truck.jpg

    477_armored-trucks-5-things-you-didnt-kn

     

  17. At first when I saw the topic, I thought it was going to be some psycho asking people to meet for dinner...lmao

     

    P.s. Agreed, this may not be the best topic to be made on these kinds of forums..

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