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groovybluedog

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Posts posted by groovybluedog

  1. 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!

  2. 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.

    49LReDn.png

    - 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!

    sotfKOr.png

    - 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.

  3. On 20/05/2016 at 1:24 AM, Blackout said:

    5.0.2 Has been released on squad55.com

    It is an incremental patch so you will need 5.0.1 installed first before you patch to the current version!

     

    Changes:


    - Fixed arrest script glitch on female and male officers with and without vests, as well as SWAT officer

    - Removed the "check victim" script for female and male officers with and without vests, as well as SWAT officer

    - Added in FD/EMS and FD/EMS/PD scripts so users can change their game type until the custom script program is completed

    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

  4. 13 hours ago, theparanoid said:
    12 minutes ago, theparanoid said:

    What are your system specs.

    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

     

  5. 3 minutes ago, theparanoid said:

    They used to have a car park by station 6, when they first add the feature. But I am not sure if still there.  

    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.

  6. 1 minute ago, theparanoid said:

    The mod was created for squad55 for their multiplayer games. the Supervisor cars EMS and Police and the Fire command cars are used by the offices in clan when they play.  That the main reason there in the mod. 

    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

  7. 1 minute ago, theparanoid said:

    Patrol 1 those not have on because it base in east district and where it would park is the police station.   Did you also call out the unmarked units? as they allow have spots.    Patrol 6 (i think that the right one ) is parked in south as is patrols 4 and 5.

    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?

  8. 12 hours ago, theparanoid said:

    To park the police out side of the police station click the icon of Ford poloce interceptor utility that parks I. District spots

    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.

    18 hours ago, Firefighter Sipe said:

    I'm not sure if anyone has pointed out to you guys, or if anyone else is even having this problem. Are you guys aware of a siren script problem that after about an hour or so of gameplay the sirens quit working on the fire department vehicles.... ???? I have noticed this since version 5 came out.

    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.

  9. 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

  10. 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.

  11. 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!

  12. Hi All,

    I changed some unit files to change the personnel in vehicles. While spawning off the map works file, when raising the alarm, the default la mod personnel enter the vehicles, and not the new settings.

    How may I change this?

    Thanks,

    -Lewis

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