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Posts posted by Xplorer4x4
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The disco balls on the aerials are my favorite.
Lol mine to.
The clip does have one thing right about EMS calls though: way more responders show up than are needed. If what I see out in the sticks translates into the city I wouldn't be surprised to see 3 aerials roll on a cardiac arrest lol.
Not in this neck of the woods...city you get an engine or a quint(some districts are handled by a single quint with other engines and quints from other districts called in for fires and an AMR ambulance. In some cases you may get an AMR supervisor to but not to often. In the county, more or less the same. One Ambo(mostly AMR but one of the county depts does do transport) and one engine or rescue rig of sorts.
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Here city trucks run 500 gallon water tanks, and either 25/25 foam or 50/25 foam I believe.
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Change the material type to EmVehchle 03 if you know how.Also is there a way you can make the tiller fire resistant again every time i am fighting a fire with the tiller it blows up I don't know if anyone else has had this issue
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FS1: 1 Paramedic Assessment Engine(PAE), 1 BLS Engine, 1 Tiller, 1 USAR(based on the same model as the Hazmat truck since it seems LA has shifted to these in more stations then the old trucks), and 3 ALS Ambos. The map will nto have an extra PAE or BLS Engine at FS1 by default, but you can call them from off the map if you desire. This was done because the new station lay out for FS2 will give you more engines.
FS2: 1 ALS Ambo, 1 PAE. (the rest are a mystery!)
FS3: Not sure if there will be one given the extra units!
As for new updates:
There has been a change to the scripts that return to the PD stations. There will be LAPD, LAAP, and LAPP Stations and parking. Expect an added tweak that I think people will find useful.
CHP will spawn on the map in addition to units from those departments! CHP will not have a station though. I suspect people will generaly let CHP stick to the freeway and freeway related incidents. They can return to the LAPD station if needed though.
Speaking of PD units, the chase/follow command has been tweaked to!
Let's just say it should add more realism. In a perfect world I would be able to let you use multiple PD cars and such but this might let you do that, in a sort of round about way!
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I think you could
Spam as usual. These topics are meant for people who are asking questions and trying to get answers. You are doing neither asking a question or asking an answer so thank you for wasting my time checking a reply that I thought would be of value.
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If thats the top secret thing 4x4 is doing then maybe...
Not quite, sadly! I dunno if I will ever be that advanced!
By using a script or editing the dds files?
Nevermind...found this
ScriptInterface::SetRadarTexture();
Interesting! Hopefully I can tie this in some how, but it still seems it would need a mission script for those type of events...maybe...might have a work around idea. Maybe implement this in to the chase script.
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Does any one think it would be possible to show the path of a "gangster vehicle" on the mini map? Any ideas on how to do this?
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The Large Rescue Ambulance seems to be missing radiation on the passenger side. Foam Tender, SWR Truck, Tiller Truck and Trailer, USFS Engine, first 3 PD Units on the video(ATF CV/Charger and BP Tahoe I believe), and I can add more later if needed. In some cases, they only have radiation from say the wig wags, but no red(or blue) radiation. In some cases I think there is radiation but it is barley barley visible imo. I'm not saying go crazy with it, just saying in some cases it could be turned up just a notch or two with out causing lag issues.
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Not sure if there's much use to the "Examine Body" command, except for maybe some of the missions.
In freeplay when you get the missing person case(forgot if it's for all cases or just one) after you examine it will say stand by for suspect description. Then a "gangster" will appear on the map.
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Thanks guys, I only got to thinking of making a dummy command after I started typing and it was late so i figured i would gather feedback on the best way to do it first.
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That would be top secret information!
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So..
else if (vt.blah() == VT_BLAH){ if (vt.HasBlah(NULL))int random = Math::rand()%3; if (random == 0)vt.PushActionWait(ACTION_NEWLIST, 0.05f); vt.RemoveBlah();if (random == 1)vt.PushActionWait(ACTION_NEWLIST, 1.05f); vt.RemoveBlah();if (random == 3)vt.PushActionWait(ACTION_NEWLIST, 5.05f); vt.RemoveBlah();}
Maybe something like this? Maybe I just cant my head around this and need to look at it in the AM lol.
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Ok I want to set up a delay in a script but I can't see how do do it since I can;t see a way to use ACTION_* unless I maybe split these 3 lines in to a dummy command of itself. In which case, I think I can do but not sure this is the best route to go. Example code:
else if (vt.blah() == VT_BLAH){ if (vt.HasBlah(NULL)) vt.RemoveBlah();}
These are the three lines needing a delay. They will actually go in to a random choice variable so maybe it would be easier to add the delay in to int random = Math::rand()%3; for example?
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Doable? Yes...people do it all the time, it's just nowhere near as easy as you think.
Legal? I can see arguing either side. I see no harm in peeking under the hood to see how things are set up. It's when you start looking under the hood to see how they did something so you can do the same thing in your product...or to dismantle copy protection that it starts to become a no-no.
Yeah I mean games are cracked all the time. The new Wolfenstien game is 45GB and I believe it has been cracked already. I guess the scene members that do that stuff are just that damn good?!
Not so much replicating but rather seeing how things are done so we could say "Ok the game expects ladder trucks to function in this way so we can fool the game in to thinking it work that way but it doesn't" sort of like the "reverse" for the tiller and heavy rescue crane but on a bigger scale. For example we could see how the driving is handled and maybe figure out a way to make the tiller trailer function properly(well real world proper).
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Any one seen these shows? The EMS/FFs are bound to relate to OMG EMT! One run they told about had me dieing! So Ambo gets a child not breathing call. Responds. The child has some wheezing so they realize his air way is not clogged. The family is all out side including a little designer dog who is being protective over the get and barking non stop. The EMT/Medic tells the other to prep the ambo for transport with a dopamine drip and something else. While the other EMT/Medic is in the rig, the family hands over the child to the EMT/Medic, and that's when it happens! Porkchop, the family dog, finally breaks loose and chomps down on the EMT/Medics groin and will not let go!
And Sex Sent Me To The ER, well, funny as hell to! You can imagine what this is about. Focuses on the ER side but might find it interesting!
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You cannot really edit the original UI elements for a modification. The added and changed UI files to the mod will not be loaded. The easiest way to change the message ticker is to edit the files in your Data folder, which is imo not really diserable. Lesson nr 1: Never ever change original data files. It is also possible to add new UI elements in missionscripts (instead of editing original files), but that requires extensive scripting knowledge.
A bit off topic, but I have always wondered, and this might be borderline piracy talk, if you have ever tried to reverse engineer the data files? I have always thought if we did this, it would give us a bit more insight in to the game engine and help over come some of the technical boundaries.
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Anyone have a link
I think there is one a few posts up but I am confused as to weather or not this is the most up to date version or what.
To inform him that look I'm busy right now I will check the download that I put up later
Why do we need to know your busy? Like randomperson said, if you have something to say make it contructive, for example, saying what you thought AFTER you checked it out. Otherwise, it is spam because it adds nothing constructive.
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A tiller...but not a ladder truck. Thought this was interesting.
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Knowing spotlights and how they are.. My guess is that eventually someone will create one internal to the lightbar it's self so that you don't have the hole in the car where water usually starts leaking into them after a while, every spotlight I've ever seen after 4-5 years starts taking on a drip unfortunately. I'd look to an adjustable LED head on the bars for the future, if that happens then the spotlight will be a thing of the past. For now it is the best method of putting light where you need it, sometimes you need lighting in a place a bar generally isnt set to light up
The thing is I am amazed this hasn't already been thought of/created.
Our trucks with spots we have mounted either on the hood, or on the lightbar itself and they're remote controlled from the cab, similar to this http://policecanada.org/policeca/nl/rnc/RNC059.jpg
That's ugly imo.
I've seen some patrol units with very bright white lights in the center of the LED lightbar that they use as spot lights on traffic stops, however these units are still equipped with the mirror spotlights. As for the RC spotlights that seems like quite the luxury, however remote control front bumper monitors have been common on ARFF trucks for a while and you are starting to see more of them on brush trucks, opinions on them vary wildly however.
This lightbar I saw the other night which may have been a valor was able to go 100% white LEDs in 360*. He was trying to light up a dark street and was parked in the intersection using the side of the lightbar to illuminate the street.
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In what particular way? I was mostly referring to the design. I wouldn't be surprised that there are lightbars capable of multi core led technology and so forth but design wise it seems like an improvement over the arjent which was praised for its visibilityCool, but the lightbar isnt really unique xD
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I approve this mod! lol No seriously though, I am highly impressed with your work! You have indeed come a long way since I last saw. My one and only complaint is I noticed a lot of units lacking any sort of radiation for red and blues. If you worked that out, these would be excellent! Hell I might even use some of them in my project, permission pending of course!So, it's been a while. But here I am, and I brought a gift...
E4LM: LA v2.0
It's back, and it's better than last time. (I made sure)
Since I've switched almost completely over to the new coronas, I've updated the submod with the new lights and enhanced all of the units.
Also, I'm using Mega to host as the in-house downloader isn't always very fast...and I'm not talking about download speed.
I understand that most people have moved on, and that's expected, but if you were still waiting...
Here's a thing.
If your free for some light jobs, I may have a few to send your way but my only request is some red and blue(where applicable) radiation! So I figure I knock a point off for lack of radiation and give it a 9/10!
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I guess I can see where they still have there use when it comes to distance seeing as this has a longer range but I can tell you if that was a Valor I saw in action the other night, them things are F'in BRIGHT for LEDs and cast a ton of light at a good distance considering this has been a weakness of LED, and that was 360* lighting at that. The normal red and blue leds on the arjent are bright as hell but they don't tend to cast out much light in terms of directional lighting...if you get what I mean.
NFK I am surprised this already has not become a common issue. Yes a slick top or unmarked adds some stealth but the tear drop is always a dead give away that it is or was a cop/fire chief car(AMR doesn't have any Vics, supervisors roll a Ford truck. F350 Super Duty I assume with an enclosed utility camper shell on the back).
[BETA July 21][WIP]Los Angeles Mod v2.0 4x4 W00ds Map v1
in Submods [Not released]
Posted
Hmm this might be doable. Will have to dig in to the script and see whats what.
I'm not sure if you literally mean "on the hills" or mean this as an expression so let me answer both ways.
1. This is not the same map as the last project I did, so no big hills on it. 2. No they won't. I didn't feel this map had a more rural zone big enough to support LASD. So think of the LAAP as a replacement for the LASD. The LASD units are still available in the mod, but must be enabled.