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swisscow41

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Posts posted by swisscow41

  1. In terms of realism captains don't really do anything at incidents besides call for tow trucks, other units, and micromanage where the firefighters make cuts and spray water! ;-) Also the other person on the engine would be the engineer who stands by the pump panel and adjusts pressure and stuff. So really you'd only have two firefighters.

    I like the balance between realism/game play in the SG submod and used the firefighter from the BC's car or an ambulance to make up for the "missing man" but definitely agree with swaylord about making him usable. It just gives you more options.

  2. I think its compatible because i do not believe new commands were added.

    The answer is sort of. Since the SG submod has essentially added a bunch of units (for example Engine 51, Engine 10, Engine 210 Ext.) the light mod only changes the files or whatever for the original system with Engine's 1 and 2. As a result only engine 10 has the new lights while the other ALS engine's dont.

    With the future release of new versions of this submod I think it would be a really good idea to include some sort of lighting submod in the package the same way the 4X4 mod does.

  3. Thats what I think too, haven't had any issues with units from the the spawns

    Actually I got the same error sometimes when I try to send back the engine to station two. I have read through your list of bugs and certainly didn't make the mistake of trying to send an off map rig to the station.

  4. I didnt say it does crash but if you get script errors all the time it may as well. You may be able to deal with it, but what about others? And as for traffic, your missing the point. 90% or more of people downloading this have no idea how to adjust traffic.

    Anyways, I hate to say it but I think my points been proven. In about 2 hours theres already been 1 CTD(you just need to save the map as dfreeplay in addition to freeplay), and 2 bug reports already. When you want me to take a look at things I will be happy to.

    How DO you adjust traffic? :-)

  5. Hi jaywilly,

    The scripts included in that package will return the hazmat truck to station 2 instead of Heavy Equipment Squad. For everything to work properly with the Hazmat truck at station 2 you will have to use the editor to give the vcmd tofirstation command back to the hazmat truck (as you would have removed that command when making the earlier change).

    If you need any more info just let me know.

    If it's not too much work or bother could you give me a script allowing BLS ambulances to park in station 1 in the same bay with ALS ambulances?

    What I would like is for BLS ambulances to park in station 2 like they do by default, but ALSO park in station 1 along with ALS ambulances when theres room.

    so it would look like:

    Station 1

    ALS and BLS ambulance, ALS Engine, BlS Engine, USAR, Truck

    Station 2

    BLS ambulance, ALS Engine, HES (from your other script you uploaded)

  6. that wouldnt add any feature, the engine doesnt allow a max water limit, so you dont have to full up your engine, the engine cant get out of water even if you want to.

    well i guess the only thing it would do is make it feel more realistic. because all four firemen jumping out and starting to pump water just doesn't happen.

    in real life one gets the hose off the back and takes to to the hydrant, then the engine typically drives to the fire. Then the other firefighter gets out and starts to attack fire while the driver gets the pressure and the captain or officer (sitting in the right front seat) gives commands.

    Simulating all this would take quite some work and I don't have the knowledge or patience to do it so I cant blame the way it set up now. :-) However I just think it would be cool if the engines could lay line for a pinch of extra realism.

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