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frm03064

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Posts posted by frm03064

  1. Personally I carry the following:

    On the belt of my normal day-to-day uniform pants (which I always wear under my bunker pants):

    - Leatherman multi-tool (knife, pliers etc).

    - Small leather pouch containing medical gloves, foam ear plugs & mouth to mouth resus shield.

    In my bunker/ structural firefighting coat pockets:

    - Leather general purpose rescue/ wildfire gloves.

    - Door wedges.

    - Small length of old rescue line to secure hoses aloft or tie around someone to drag them out etc.

    - More medical gloves & foam ear plugs.

    - Medium wound dressing in water proof packaging in the inside coat pocket.

    - A small set of alarm panel/ sprinkler house door keys clipped to the bunker coat radio mic loop.

    In my bunker/ structural firefighting pants pockets:

    - Structural firefighting gloves.

    In my rescue/ wildfire jacket pockets:

    - Another set of leather general purpose rescue/ wildfire gloves.

    - Safety glasses.

    - Paper dust mask.

    - Even more medical gloves & foam ear plugs.

    No need to carry extra torches as we have an intrinsically safe one mounted on our helmet and another on our BA/ SCBA shoulder strap.

     

     

    i cant recommend enough the need for a simple folding knife or wire cutters in your bunker gear pockets... a multitool is 1)impossible to open with gloves and 2)useless if its under your gear attached to your belt. If you become entangled in wire your out of luck...

  2. Radio, streamlight attached to the jacket.

     

    2 pairs EMS gloves and a pen in the inside pocket of the jacket.

    2 wooden wedges, a folding spanner/gas wrench, cheap LED flashlight, EMS shears in one jacket pocket. Fire Gloves, a leatherman multitool and 2 screwdrivers in the other jacket pocket.

     

    15' of webbing, wire cutters and a quality SOG knife in one pants pocket. Bailout rig in the other pants pocket (35' of rope, descender, hook and 2 different carabiners.

     

    a few nails and another wooden wedge on the helmet.

     

    In the truck i keep a bag with a spare flashlight, some personal hand tools, extra hood, extra gloves, winter hat and socks.

     

    Some guys carry way more... i feel like i carry enough to get the job done. I try to have enough cutting tools and spread them around my pockets enough so even if i cant get to one pocket i can still get a cutting tool from another in case of entrapment.

  3. Stupid? Yes.

     

    ..but you have to look at it this way:

     

    When there is an ER within 10 minutes in every direction, less is needed so less is given.

     

    I don't condone that rationale, but it's unfortunately how the big wigs at the County level feel about it. The Los Angeles Area is very near the bottom of best EMS systems in the country.

     

     

    a major hospital lies within our response district and its a 3 minute ride to the ER from just about anywhere in our district... That being said there are often times on busy days where we have to wait 5-10 minutes for ambulance to arrive on scene to transport... in those situations allowing EMT-B's to do some of the more advanced treatments and provide a few life savings meds can make a huge difference. Distance to the hospital isnt our issue... Its the availability of ambulances to transport.... We have 1 fully staffed ALS rig and 1 volunteer BLS rig covering a major suburban area... at times they get pulled into the city to cover calls when all the Rual/Metro rigs that serve the city are tied up... then we end up waiting even longer for a volunteer ambulance to come in from one of the outlying suburbs.

  4. Here in NY with The current system there are 4 tiers of EMS providers:

     

    Certified First Responder: 80 hour course. Basically a combination of first-aid, CPR and AED. Aimed at volunteer Firefighters.

     

    EMT-Basic: 200 hour course. Can do all basic life support skills. Can give some medications (Nitro, Albuterol, Epi-Pen, Narcan, Asprin). Can insert oral and nasal airways. Can sample BG's and do Pulse Ox readings.

     

    EMT-Advanced: 220 hours, can do everything the basic can do but can start an IV Line as well and use a manual defib/monitor and run a 12 lead EKG. Can also use a King Airway.

     

    EMT-Paramedic: Can do everything the others can do, plus can administer a wide range of drugs, perform RSI and intubation. 

     

     

    The state requires an ambulance crew to at a minimum have 1 EMT-Basic on board. The driver does NOT have to be an EMT, but MUST have CPR/AED. 

     

    The county requires all ambulance crews be EMT-B's at minimum. Most agencies staff with 1 EMT and 1 Paramedic on each rig.

     

    Fire departments that do not have an ambulance and dont transport have less stringent requirements. In our county ALL paid Firefighters MUST be EMT-B's or paramedics. ALL volunteers must at a minimum have CPR/AED and Red Cross First Aid. That being said most departments demand more... In our department its expected that all volunteers will complete either CFR or EMT-B within a year of finishing fire training. all of our paid staff and about 90% of our volunteers are EMT-B's.

     

    I cant imagine not being allowed to take an SpO2 reading or give asprin... :WTF:

  5.  To see that 2 years later people as far away as BC still havent forgotten ...  After it happened lots of guys from Canada made the trip down to show their support... cops and firefighters from Edmonton, Brampton, Surrey, Toronto to name a few... they opened up their hearts to our community and you have no idea how much it really meant.... I hope more than anything that no one ever has to deal with what we had to deal with that day...Its forever stuck in the back of our minds... one more worry on a long list of things to worry about when you jump off the rig.

  6. Ive been on a fairly busy engine company (2200 runs a year... about 55% EMS) in Monroe County NY for the past 4 1/2 years. been an EMT for 3. Were a non-transport agency though... so while we respond on all priority 1 and 2 jobs in the area, we dont actually do to much when we get there as long as the person has no immediate life risks.... just stabilize and help the ambulance with lifting/packaging... We only have 2 ambulances in town, so between our district and neighboring districts in town limits they get tied up sometimes and we end up waiting for a commercial rig to come from the hospital... then we end up doing the bulk of pt care because of the delay.

  7. I had the same issue but made the object a house and it worked try that

     

     

    Thanks , still no dice though... Heres what i got...

     

     

    A trigger set to squad person and persons around the area roughly where the event occurs. Named "industry_contam01"

     

    A train car, object named "industry_contam01"

     

    and the particle effect contam3 named "industry_contam01". 

     

    I tried using a building instead of an object (the train station instead of the train car) as the activating object... it didnt seem to make a difference. everytime i load up the map in freeplay, the particle effect appears at game start.... I feel like theres something im missing but i just cant seem to figure it out. The Hazmat events worked fine on the LA mod, so i followed the way they created theirs on my map, but no matter what i do the green cloud is always visible at mission start instead of when the event occurs.

  8. unforunately it didnt work... it booted me out with an error on loading the mod.... basically what im trying to do is get my Firehouse #2 to have the Large Rescue Ambulance, the Light Equipment Squad and the Water Tender. Then firehouse 1 would stay the same- 2 engines, the ladder, the USAR and 3 ambulances...

    So far the only way ive been able to replace the Engine in station 2 with the water tender is by also replacing the engines in station 1 with the water tender. It seems like in the script theres only one entry for all the fire_engine1's at station 1 and 2, so if you change the engine at station 2 to a different truck, station 1 changes too.

  9. ive been trying to replace the engine in station #2 with a foam tender for a while. Ive managed to get the foam tender to spawn in FS2 in place of the engine, but for some reason when i move the foam tender out of the station, it wont return to the FS. Ive added the "return to FS" command to the foam tender in the editor, and i think ive made the proper edits to the ToFirestation script... but there must be an error somewhere along the line.... can anyone help me out???

    heres a copy of my tofirestation script. ive added the tender to the list of OBJ's as ENGINE03.

    LAToFireStation.txt

  10. So ive managed to replace the engine at FS2 with the water tender... The water tender spawns there with proper crew.... I went into the editor and added the "return to firestation" command to the water tender...

    I also added a section to the ToFireStation script that should of made the tender return to FS2... Yet for some reason when i click on return to firestation, it still says "Vehicle Does not belong at firestation"...

    Can anyone help me out with a ToFireStation script that gets the water tender to return to FS2?

  11. i was still wondering if anyone knew how to replace the engine at station 2 with the water tender...basically what i want is:

    Station 1: Engine 1x2

    Engine 2x2

    Heavy Rescue

    Quint

    Ambulance x3

    Station 2: Ambulance

    Water Tender

    Squad

    Ive managed to get the squad and ambulance in station 2, the only thing im having problems with is replacing the engine with the tender without messing up the engines at station 1 as well.

  12. i swapped the model of the LA MOD hazmat truck with the Pierce Heavy Rescue from another mod... but all i switched was the model, didnt mess with any of the settings...checked the editor and both the tent and truck have 4 squad seats and 4 transport seats.... so i dont think thats the issue... Is there a script for decon? i dont see one under scripts.

  13. I cant for the life of me get the hazmat trucks to work... Using the one in the LA mod...

    I can get the tent to deploy, and i can get the techs to "capture" the infected person... but i cant get them to put the infected person into the truck/tent...

    Any ideas? Do i need to add a command to the vehicle or something for decontamination? Ive checked and both the tent and the vehicle are set to "DEKON-P" under the vehicle type in the editor... this seems right... anything else i should check?

  14. Some things id like to see modded, but would require additional scripting:

    1. Ventilation.- Half of the work done on a fire scene is related to ventilation. Id like to see the ability to have firefighters cut roofs and smash windows, and have it affect the intensity and burn time of the fires.

    2. Ground ladders- It would be nice to see ground ladders modelled in some form or another.

    3. Foam- Im pretty sure people have already suggested the ability to have foam.

    4. More fire related injuries- The only time i see victims that require EMS in a fire is when something explodes and knocks down civilians. It would be nice to see things like burns/smoke inhalation modeled, like having anyone close or in the burning structure fall unconcious and require healing by a EMT/PM.

    5. Firefighter health- It seems like i can send firefighters without SCBA's right into burning buildings no problem... Sending them in without an SCBA should affect their health... Otherwise theres no purpose of equipping them with the SCBA.

    6. Interior attack- Getting firefighters to go inside with a hoseline is sometimes impossible and othertimes very buggy.

    7. Hydrant/truck connections- I know winterberg did it, and its a common request... id like to see the ability to hook trucks up to hydrants... maybe limit how much water a truck can pump without having a hydrant connection.

  15. If i could make a suggestion for unit placement....

    Station 1: Engine

    Ladder

    USAR

    Ambulance

    Batt Chief (This would be outside in the lot)

    Station 2: Engine

    Light Equipment Vehicle

    Ambulance

    (also if this is the shared police station, you should make this smaller station home to the City Police, while the county Sheriff would be at the bigger seperate station)

    Station 3: Engine

    Rescue Ambulance (if equipped with a paramedic and jaws of life, this can cover ambulance and rescue calls)

    This setup should allow you maximum coverage over the entire map and be able to cover any sort of call within an assigned area with the units in that station. Its also a fairly realistic setup... heavy rescues and ladders are usually going to be out of station 1. I wouldnt place a HAZMAT truck, Foam tender or boat carrier in a station. These units are rarely used, it would waste a slot that could be used for an engine or rescue which youll use alot more often. Most towns do not have their own HAZMAT units, when they require a HAZMAT response, a HAZMAT unit from the county is called in... so it would be more realistic to call in a Hazmat truck from off map anyways. I wouldnt even include some units... like brush trucks and Airport rescue units. Their either not needed or just redundant... what does a brush truck do that an engine cant...usually only rural departments run these anyways.

    In my town, which is a medium sized suburb, station one has a full set of 2 engines, a ladder, a rescue, an ambulance and a squad. Every other station in town has only an engine (which is usually equipped with jaws of life and other rescue gear to cover MVA's) and an ambulance, as these are the most commonly needed units and can cover MOST types of calls. Foam trucks and hazmat units are provided by the County Fire beareau, and Each quadrant of the county has a volunteer medic service that responds with Tahoe's until an ambulance can arrive.

    Keep the vehicles empty at the start of the game, and allow any Firefighter/EMT/PM to get in any vehicle. let the player decide how to staff each unit.

  16. actuallly.... i wanna figure out a way to switch out engine #5 (the engine at FS2) with any other unit like you can with the other trucks at FS2... it seems its coded in with the other engines at FS1 so if you change the engine at FS2 its going to change them at FS1 too...

    Basically what i want is

    Firestation 1:

    3 ambulance

    1 USAR

    1 ladder

    2 engine 1

    2 engine 2

    Firestation 2:

    1 Large rescue ambulance

    1 Water Tender

    1 ladder

    Does anyone know how this can be scripted for??? ive tried and tried but keep messing something up on the Tofirestation script.

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