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Everything posted by Xplorer4x4
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Billyfromhill and I recently have had a long discussion regarding apparatus currently and formerly used by the LAFD. One thing that was brought to my attention is the ambulances of the LA Mod. To quote Mikesphotos: The 2 front line apertures still used both use the same paint scheme: However, the newer RAs going on to service differ only in that they use LED Lighting. I am considering removing the white over red style but I myself cant be asked to look at an ambulances unit number to tell if it is BLS or ALS. So I would like some feedback on the possibilities here. Option 1: We can keep the white over red seen HERE and keep the red ambulances as ALS. Option 2: Use the red ambulances for both ALS and BLS while removing the Hi viz striping of the rear like this. This means you will need to see the rear of the ambulance to see if it is BLS or ALS. Options3: Use the new rescue ambulances as ALS. The newer RAs have a substantial different grill then the older rescue ambulances, and also note the all LED lighting package, and different siren speakers. The older rescue ambulances will be demoted to BLS service. This means FS1 would be staffed by 3 of the new RAs while FS2 would be staffed by 1 of the old rescue ambulances that are currently in the mod. If you have any suggestions on the matter feel free to post them.
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^wow, and on a side note, thats pretty high quality trait in my book, that you were paying enough attention to start on the way to the scene before you were toned out. You werent sitting around with your head up your ass waiting on dispatch to tone you out. Much respect for that.
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You guys take requests?
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If you change the games start time to something in the evening theres less traffic and this should help if you have prolems.
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You guys should use eggcarton's mx7000 lightbar he put up for download. It looks great!
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There no need to create new engineer for that. If you want your engineers to redirect traffic, just give them the command pcmdredirect.
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Angle doens match VO / Personell spawning at wrong FS
Xplorer4x4 replied to timmiej93's topic in Alteration Help
The error is self explanatory if(StrCompare(v.GetPrototypeFileName(),OBJ_AMBULANCE02)==0||StrCompare(v.GetPrototypeFileName(),OBJ_AMBULANCE03)==0||StrCompare(v.GetPrototypeFileName(),OBJ_AMBULANCE04)==0) Missing ';' Your missing a ; at the end of the line -
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Changing USAR and ladder (or tiller) truck staffing
Xplorer4x4 replied to kuha's topic in Alteration Help
Its trial and error on this subject. If they get stuck and dont run to the ladder, then no. If they get stuck but still make it to the ladder, then it may not hurt to offset the times just a bit but its your preference. The main time these numbers really matter is at the start of the game, and mostly at FS1 because you have 50,000 people run out where as FS2 is a bit less packed with units to staff. -
Changing USAR and ladder (or tiller) truck staffing
Xplorer4x4 replied to kuha's topic in Alteration Help
The number can match other numbers, if you look at the script you will see the same numbers are repeated a few times. -
Help with lightbar in the editor
Xplorer4x4 replied to Marshall8946's topic in Modding Related Support
Hold ALT when you move it. This applied to most things that you edit like that(AKA Children). -
Fail. I own a new black Wii, the old fat PS3 because the slims PS3 are UGLY, and an Xbox360 so I have all the current desktop(for lack of better word) consoles covered. Exclusive means little to me, I just dont care for FPS that much with the exception of Halo and I prefer playing that on Multiplayer.
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If that doesnt work check out this guide:
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Your aiming a bit high. This is just a new model. What your talking about would require a new script for the traffic lights, then it would require another script to give the egineer that ability and of course there would need to be a section of the script to set up a way for us to adjust the timings and such of the lights.
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A Guide to the LAFD and assisting agencies....
Xplorer4x4 replied to MikesPhotos's topic in Los Angeles Mod
Stumbled on this. What the heck is a USAR Tender? -
lol ok first, in reference to the idk earlier, the first part of the script is telling it where to park, the second half, the dummy part checks to see if theres a unit in that space(s) already. Everything? Lol idk about that, but i do know quite a bit. I owe alot to ShaneGreen, who hasn't been around lately, and his SG Submod. I have come to realize that these type of things are rather easy unlike adding an entire fire station. Thats something i cant fully comprehend just yet, but pretty close. The LA Mod is quite basic in the gran scheme of things, although Hoppah has managed to do some quite complicated things with it like the tiller and heavy rescue crane seeing as there mid mounts.
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Angle doens match VO / Personell spawning at wrong FS
Xplorer4x4 replied to timmiej93's topic in Alteration Help
TBH I never quite understoof it either but this is how i have my units scripts and its working fine for me. In object VcmdToFireStation : CommandScript you want it like this: else if(StrCompare(v.GetPrototypeFileName(), OBJ_BRUSH) == 0) { GameObjectList l4; Game::CollectObstaclesOnVirtualObject(VO_BRUSH, l4, ACTOR_VEHICLE); if(l4.GetNumObjects() > 0) { Mission::PlayHint(HINT_NOSPACE); v.PushActionReturnToBase(ACTION_NEWLIST); return; } else { ActorList l1 = Game::GetActors(VO_BRUSH2); ActorList l2 = Game::GetActors(VO_BRUSH); } } But in the object DummyCheckParked : CommandScript section you want it like this: else if(StrCompare(v.GetPrototypeFileName(), OBJ_BRUSH) == 0) { GameObjectList l3; Game::CollectObstaclesOnVirtualObject(VO_BRUSH, l3, ACTOR_VEHICLE); if(l3.GetNumObjects() > 0) { Mission::PlayHint(HINT_NOSPACE); v.PushActionReturnToBase(ACTION_NEWLIST); return; } else { ParkinglotFound = true; ActorList l1 = Game::GetActors(VO_BRUSH); ActorList l2 = Game::GetActors(VO_BRUSH2); } } -
Hmm he referred to them as a satellite station and something else. Perhaps its changed since the days of the LA Mod release.
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EMS Supervisors on the list I think but the Engineer(TEC) is not.
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Nope, I dont care for it much either.
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Oh? I was told by Mikesphotos that these were typical station housing.
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Like I said just a page or two back, its most likley not an LA Mod issue, so start a thread in the EM4 Technical Help section AFTER you make sure your video card drivers are up to date.
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Angle doens match VO / Personell spawning at wrong FS
Xplorer4x4 replied to timmiej93's topic in Alteration Help
Ok try this, on the first one. Instead of: ActorList l1 = Game::GetActors(VO_HES); ActorList l2 = Game::GetActors(VO_EXTRA_BOTH); Try: ActorList l1 = Game::GetActorsVO_EXTRA_BOTH(); ActorList l2 = Game::GetActors(VO_HES); The first part of the script you want the turnto vo listed first. In the second part of the script, you want the turn to second.