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groovybluedog

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Everything posted by groovybluedog

  1. Of course, anyone can join! Already been some success with people planning sessions! ;D
  2. So I reinstalled the game, but when I ran it and returned to my mods folder to put my old ones back, I found 2 mods completely there and 2 mods with residual files of just info files and icons. Where is it coming from? I checked my Program Files > WizardWorks folder (for 911 F/R NON-Steam version), AppData, Documents... can't find saved games or any form of cache so I am wondering how the new installation regenerated some of the mods but not others even though there were completely deleted on the uninstall. Very confused right now!
  3. I get an invalid license error and then failed to connect.
  4. I received an invalid license error and then failed to connect. Were you using one of those free hosts?
  5. To help organise things - especially after seeing a similar recent thread to this on two other forums - I created a Facebook group for us all! https://www.facebook.com/groups/em4mg/ We definitely need to organise something soon though; I haven't played multiplayer in almost 2 years so I have an urge to play with someone now!
  6. *raises hand* I would love to! I too am just looking for some fun and I also play both of those mods ;D
  7. Also in addition, some bugs: - At this spot by Patrol 3's parking spot/Juno Street, there are some severe issues with pedestrians getting stuck, bundling up in to a group and then blocking the road. This happens every time I start a new map and within about half an hour. It also occurs just around the corner in front of the fire station just south of the patrol car. - The air ambulance will not drop off civilians on the helipad; I must manually land and have a ground ambulance take the injured then send it to the hospital. - When spawning the swat command and riot vehicles which spawn off of Queen Street, if a civilian vehicle spawns at the same time the vehicle gets stuck. Normally when this happens with a civilian vehicle on another edge of the map I can shoot the car, put out the fire, pick it up and the issue is resolved however how this vehicle is bulletproof means it is permanently stuck there and there is no way to remove it. Applies to both vehicles and even when it isn't getting stuck with civilians, it still "bumps" on the map edge as if the back of the vehicle gets jacked up for a second. Weird! - On many occasions the pickup utility vehicles will park in front of each other or oddly when going back to their space 1 or 2. - Crashes when going back to the main menu - for example abandoning a freeplay game - will always crash the game. Not sure if that is just for me though.
  8. I downloaded the patch today but the instructions just say "If you wish to change to either Fire and EMS, or Fire EMS and PD..." - what exactly is the change for? I don't get it... Needs better explaining
  9. To park the police out side of the police station click the icon of Ford poloce interceptor utility that parks I. District spots Windows 7 64 Bit i5-4690k @ 3.50 Ghz Quad core 20 GB RAM 2GB NVIDIA GeForce GTX 750 Ti
  10. For god sake I just crashed mid game again... this is getting unbearable. There is a spot for a fire supervisor SUV but not for police. I did just load the map in the editor and there isn't a police one nearby. I also tried to move the one in the far south corner but couldn't figure out how to move the virtual object. I clicked the move button but I could only rotate the whole thing. Gah.
  11. Ahhhhhh okay, my bad. I do find it odd that the two far south district spots are too close to each other yet the middle of the map is left out; there is one in the bottom right of the map but it's so far dug away that the other south west unit is always closer to everything. Not to sound like a moaning old bag, just my opinion I wish I could move the parking spots myself but every time I try I end up adding an extra point to the box or something stupid - the editor isn't the most intuitive but of course I appreciate the game is 10 years old
  12. Ahh right, personally I park the supervisor, two SWAT SUV's and two SWAT vans at the police station. I am deliberately parking Patrol 1 by Fire Station 6 as with all police cars (I did do undercover too - all of them are parked up) as the coverage in the south is all around the edges but no coverage in the middle of the map. Is there really any point to the supervisors without the ability to use them to call in more units?
  13. Ah excellent, thanks. That looked like a stand by button (which is useless as the supervisor doesn't have any commands to call in units like LA Mod does), but that works quite well. Only issue there is that police unit 1 - the first car on the list after supervisor - doesn't have a button. The coverage of all police vehicles in their district spots is good except for fire station 6 right in the middle of the map so at the moment I'm parking up there manually. If there is another update I hope they could make a district spot for the first vehicle right by fire station 6. A patrol feature would be good too. I LOVE the face I can turn the primary lights on and the vehicle speeds up yet if I turn them off it behaves like normal traffic... excellent. Also no traffic light issues here which is a f**king blessing. But again those crashes... this is the absolute worst mod for crashes. I haven't had this issue at all but I have had a different one; firefighters are becoming lazy. When I hit quick deploy, only one firefighter jumps out and he does nothing. I must manually do everything. Undeploying works though... I've tried sending to HQ and bringing on a new vehicle but nope. This started with 1 truck, now it's almost all of them. I was hoping to keep this freeplay going but looks like I will have to keep restarting them.
  14. For me, a fantastic mod and I absolutely ADORE the setup of each vehicle having it's own place on the map. That is GENIUS and is 100% in line, if not better than LA Mod, and for me that's saying something. However, two issues: 1) Holy crap, this is unstable for me. Practically anything I do will force the game to quit including quicksaving then loading that save. Never had a mod crash like this before. 2) Why are the police vehicles set up in the same method of the fire/ambulance but the police can't park alongside fire stations with the only parking at the police base? What is more confusing is how when I spawn one of each type of police vehicle - just the normal vehicles divided in to south/west/east, there isn't enough enough spaces for one of each. I'm manually parking police vehicles myself, one by each fire base - oddly there is an extra one for south so I park two by the MCU station, but yeah... I don't understand the setup is the same as the fire/ambulance but the behaviour is completely different. Otherwise great work regardless
  15. I don't understand how it works; I "call" a truck which I have to manually look for through the enclosed buildings, it pops out, I move it to the scene, get the firefighters out of the vehicle, equip hoses, attach to truck... then... nothing. There is no command or right click availably on any fire or item. The readme is just credits too.
  16. Who's the developer of this game? On another note, 18GB is absolutely nuts. Sims 2 Ultimate Collection was less than that, and think of all of the programming that goes in to that!
  17. I don't actually want to change the speed units patrol at. You see, I've edited my unit speeds and when coming off of patrol, a unit doesn't revert to my setting but rather that of the patrol speed. Is there any way to change the patrol speed or even better, the reverted speed? Thanks for any help!
  18. I'll play with you. I'm British (in England), thus in the same timezone. I generally play with LA Mod 2.2 (don't get mixed with the newer 2.1 which does nothing more than 2.2) as other mods are simply not up to scratch with LA Mod yet. Wanna' play?
  19. That happens to me with LA Mod too.
  20. I wonder how he is getting on with this. I've been waiting ages.
  21. I have not read through the topic but can this be adapted for LA Mod 2.2?
  22. Hello, } ActorList l15 = Game::GetActors(VO_HAZMAT); for(int i=0; i < l15.GetNumActors(); i++) { Vector Hazmat = l15.GetActor(0)->GetPosition(); Vehicle m = Game::CreateVehicle(OBJ_HAZMATSQUAD, UNNAMED); m.EnableBlueLights(false); m.SetPosition(Hazmat); m.SetRotation(gate6); m.UpdatePlacement(); m.SetMaxPassengers(4); m.SetMaxTransports(2); m.SetSpeed(8.0f); m.PushActionWait(ACTION_NEWLIST, 1.0f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 5, false); m.PushActionWait(ACTION_APPEND, 1.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 5, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 5, false); m.PushActionWait(ACTION_APPEND, 0.5f); m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 5, false); I understand what the vehicle is, what gate it comes from, and whatnot, but where in that example is the actual crew which is spawned on use of the alarm, and what the hell is up with the 8.0f speed? Thanks, -GBD!
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