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Everything posted by Xplorer4x4
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LA Mod 4x4 w00ds Map v1 Submod Preview
Xplorer4x4 replied to Xplorer4x4's topic in Submods [Not released]
Im open to idea for replacing the tower, but I dont promise anything. I will put up a poll soon with some choices of rigs for FS2. Hey if the tower larders not authentic then it cant hurt to throw something else non authentic in its place right? Plus The red USFS may be kept in the mod as a spare engine, BUT I have a authentic based LAFD Engine to replace it with, and no its not another pierce since FS1 comes with 2 ALS Pierce trucks and 2 BLS Pierce truck, not to mentioned a Pierce USAR. -
LA Mod 4x4 w00ds Map v1 Submod Preview
Xplorer4x4 replied to Xplorer4x4's topic in Submods [Not released]
Ah ok, well I might be able to adjust the VO to fix this, but not sure. That FS doesnt have as much depth as the new FS2 does so I am not sure if it will work or not. Plus the wall behind the FS makes maneuvering tight as it is. If another model were put in its place, it would not be an authentic LA Model truck most likley as I believe LA uses strictly tiller trucks and as I understand it, the tower truck from the mod is not authentic as it is. -
And the point of quoting all that was? Anyways no point in crediting me. You found the error and fixed it on your own.
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Hell, thinking about it I doubt theres any 500 watt psu on the market thats adequate for a power hungry card like a 480 or 5970. The 5970 is the lesser of two evils n this case, but still a hungry card. A 480 draws 40 Amps minimum. For comparison a 550 watt corsair PSU is pushing 41 Amps. That 1 amp left over is maybe enough to power a single hard drive, but not your CPU or fans for that matter. With the $200 you saved from getting a 480 rather then the 5970 useit to upgrade your PSU now, before you even think about running that 4890. Unless you want to risk damage to your system. 52 amps on this psu, a Corsair 650TX. This should give you some head room but tbh, I would go for the 750 which would give you 60 amps to work with, and leave more head room for the future. 650TX http://www.newegg.com/Product/Product.aspx?Item=N82E16817139005 750TX http://www.newegg.com/Product/Product.aspx?Item=N82E16817139006
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You should check youtube and so forth anyways. I found a video of our local SWAT rolling up for a barricaded suspects in the projects, threatening suicide with a perfect shot at a elementary school. Your local news sites can be a great asset to. I have a ton of footage of units from my area just by using the DownloadHelper extension for Firefox.
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That could be it, glad you figured it out.
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Well, yes and no. Using the firehose in game, i dont believe so, now if you made your own firehose and script, then you might be able to.
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Modeler Needed For LA Mod 4x4 Submod Series
Xplorer4x4 replied to Xplorer4x4's topic in Submods [Not released]
Well if you think you can work on rounding off the front ends, then I think you might be up to the task. I will pm you here shortly. -
LA Mod 4x4 w00ds Map v1 Submod Preview
Xplorer4x4 replied to Xplorer4x4's topic in Submods [Not released]
Doesnt fit right in what way(about the ladder)? -
Patroling vehicles ignoring Traffic Lights.
Xplorer4x4 replied to timmiej93's topic in Los Angeles Mod
I believe the traffic lights are scripted directly in to the game files, in other words there are no scripts. LAPatrol is the patrol command script. And its not that Hoppah wont fix it, he just does know how at the time. The winterburg mod accomplished this some how but there scripts are more complex. -
Added 3 Rollbacks to the alley behind FS2
Xplorer4x4 replied to timmiej93's topic in Alteration Help
Did you extend the SQUAD02 VO to cover the alley? -
2. This is why your spots dont work. Just copy and paste the code that there changing VO_PARK01 to VO_PARK09 and so forth. if (!ParkinglotFound) { GameObjectList l4; Game::CollectObstaclesOnVirtualObject(VO_PARK03, l4, ACTOR_VEHICLE); if(l4.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK03); ParkinglotFound = true; } } if (!ParkinglotFound) { GameObjectList l4; Game::CollectObstaclesOnVirtualObject(VO_PARK09, l4, ACTOR_VEHICLE); if(l4.GetNumObjects() == 0) { l1 = Game::GetActors(VO_PARK09); ParkinglotFound = true; } } if (Donut && !ParkinglotFound) { GameObjectList l5; Game::CollectObstaclesOnVirtualObject(VO_PARK04, l5, ACTOR_VEHICLE); if (!l5.ContainsSquad()) { l1 = Game::GetActors(VO_PARK04); ParkinglotFound = true; ToDonut = true; }
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LA Mod 4x4 w00ds Map v1 Submod Preview
Xplorer4x4 replied to Xplorer4x4's topic in Submods [Not released]
Not exactly exciting but small little touch to give it a bit of realism: This car is stationed here permanently and can not be moved. -
Is it showing in the dispatch menu? Can you dispatch it on to the map?
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Download what? Theres nothing to download here.
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I didnt forget, i just didnt know:p, but that still hasnt made a difference.
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I need to make an existing model of a building wider(from front to back). I load the v3o in zmod, and I adjust the width up from 100 to 120 on the Z Axis. I see the model and skin stretch out and become wider. I save, and I can even compare the v3o files in a text comparison app and see the model has changed. However when I put it in game, the model hasnt actually changed. Its exactly the same size it was before. What am I doing wrong?
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LA Mod 4x4 w00ds Map v1 Submod Preview
Xplorer4x4 replied to Xplorer4x4's topic in Submods [Not released]
I love the idea, and I would love nothing more then to put this in there, but I cant do it. The closest thing to that would be adding the traffic lights turn red when you sound the alarms at the fire stations, and at one time I had that in the other submod, but theres not enough traffic imo. Nope. LAFD does not operate any yellow ladder trucks. The closest thing they have is a stair vehicle, Stair 80 seen here. -
Any feedback on the script?
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What do you need help with, finding the tutorial or actually doing the helmets?
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Nope. 88 will have big white lettering on the front, side, and rear, and also the USAR truck will have a dual rear axle. I understand your concern but I feel it should be easy enough to distinguish the hazmat and USAR. Plus the USAR truck is bound to get far far more use then the Hazmat truck. I have played hours on hours of the LA Mod and this submod and still find that hazmat incidents are very very very rare. Plus Its unlikely USAR and Hazmat will be on scene at one time.
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Technically this is compatible with LA Mod 2.0. The script itself is fine you just need to place a traffic light, and a VO, name them correctly and your good to go.
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I have always been under the impression it was fp_params_endless.xml. freeplayparameters.xml looks like maybe its a back up.
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LA Mod 4x4 w00ds Map v1 Submod Preview
Xplorer4x4 replied to Xplorer4x4's topic in Submods [Not released]
Well I may have found a modeler, but I want to make sure he is on board before i say that with 100% confidence. Lets just say I need a modeler for a few things. Not just one. Some things I need a complete new vehicle, other I just need some small alterations done. For example, I already mentioned RA88 will be in the submod. I need a modeler to update the front end of RA88 as its drastically different then the front end for the current Ambulances. The rest you will find out in time, but one thing that excites me most is the random staffing of ambulances as this will be a major touch of reality.