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Everything posted by Xplorer4x4
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I could of sworn they had a different truck then that, but it is a ford none the less. They already have pics of the ambulances, well one anyways. Why would they use something from Texas in a NEW YORK mod? By conicdent only I am sure, the ambulances your referring to are F-450 which is what NY uses now, although they may have some older ambulances in service that may be F-350s.
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Are you a moderator? Could have sworn you werent.
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See how the SWR and LRA Stop outside the parking spot, they wont return to there parking spot: Here is the script: http://pastebin.com/pnEnFV8b The script seems 100% correct, as every other additional units uses the same code aside from altering the OBJ and VO reference of course, so I think it has to be a problem with the VO. Problem is I cant seem to figure out what the problems with the VOs are. The VOs have one parking spot between them, so that should be enough space between them. The SWR and LRA botch fit inside the respective VO on every side. I cant figure out why it is just these 2 trucks. Any ideas?
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lol well the votes over whelming. LED it is. I wont be keeping the regular truck in there for the time being. Might bring it as a secondary vehicle in the future.
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A Guide to the LAFD and assisting agencies....
Xplorer4x4 replied to MikesPhotos's topic in Los Angeles Mod
And that is? -
Make sure to make it compatible with Windows XP or Vista.
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NYPD use some type of Ford if memory serves me right, so yes.
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making new medic station/ new parking spots fd (WIP)
Xplorer4x4 replied to USMC_NL's topic in Submods [Not released]
- Bay 5: Dozer Team Transporter (MAUS) - Not sure this would fit in a garage bay, and better yet, it would be worthless as there is nothing in freeplay that requires it, or even where you could use it as far as I am aware. -
Technically speaking, you dont need new models. You could get away with using FS2 but it depends on your definition of small. To me, well to anyone I would imagine, our stations are small for the most part. Aside from 2 stations every other fire house in the city holds one engine or one quint, and maybe a BC who drives a crown vic.
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FYI, the Tiller can not make second story window rescues. Only the tower ladder truck can.
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Do you people ever LISTEN? I am trying to help you guy get your problems solved. Your having no luck here, and that might be because the problems are not LA Mod bugs. There bugs in the original game regardless if it is 911:FR,EM4,EM4Deluxe. Post your dxdiag and log files in the Technical Help forum.
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A Guide to the LAFD and assisting agencies....
Xplorer4x4 replied to MikesPhotos's topic in Los Angeles Mod
michaelny,just wondering what your source is for your information? Not calling you right wrong, or anything bad, just curious is all. -
These stations represent the 2 most common set ups in LA. I forget the term for the main station, but the second station 2 is called a satelite station and typically houses an ALS Engines, BLS Ambulance and Hazmat truck just like in the game. However, if your interested in multiple mini stations, it certainly is possible, but its going to require ALOT of scripting and ALOT of work in the editor.
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Assuming you run vista or windows 7, google "how to disable UAC." UAC prevents you from editing files with in the program files folder, and wont ask you if it is safe to open a program every single time.
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I am debating on weather to add the LED Brush truck to my submod, but wanted feedback. Currently I have the ALS and BLS LED Fire Engines in my submod, as well as the original ALS and BLS Engines with out LED Bars. Same will apply for the ALS Ambulance, an led and none LED Version. EMS Charger with LED Lightbar. And might add the CHP Crown Vic with LED Lightbar. Now I am trying to get a balance of LED and non LED lights in the mod. So just wanted feedback on which brush truck to have spawn at Fire Station 2.
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Here we go again: Last thing I did was remove the vcmdtopolicestation command from the LASD Van and added my vcmdtopolicestationLASD script/command. The game/editor ran fine right before this change. The script was not altered and the game crashes at the LASD Patrol Car, not LASD Van. Here is the script just incase there is some kind of error, but like I said the script was not altered after playing the game. http://pastebin.com/qvK69dh9 EDIT: Used an old LASD CV prototype, and it works now. I do recall going in to the light editor for the LASD CV, but DID NOT alter them, so I am baffled why this keeps happening all of a sudden.
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Just FYI, we are working on this still, but progress may be a bit slower over the next few days as I try to get my head together after being in a traffic accident today. It was enough to likley total my truck and has left my already bad knee,neck and back, in worse shape then it already was.
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I cant be of much help, except for suggest you try www.radioreference.com. They are great help any time i need help with a scanner. Also you should get familiar with your local scanner laws. If memory serves me right the AMR Avatar is because you do work for AMR. In which case you are likley excused from using a scanner with out a ham radio operators permit. If your not sure, I would look in to it because it can be a heavy fine,i believe, if caught.
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can you email me files for 90's submod already installed please!
Xplorer4x4 replied to a topic in Submods [Not released]
But you do it anyways..Why couldnt some one just pm you the files? -
2)In LARapidDeployment.script: if (StrCompare(v.GetPrototypeFileName(), PROTO_BRUSH) == 0) MAXCONNECTORS = 1; else MAXCONNECTORS = 4; Change it to: if (StrCompare(v.GetPrototypeFileName(), PROTO_BRUSH) == 0) MAXCONNECTORS = 2; else MAXCONNECTORS = 4; 3) Sorry, i cant be asked to script changes atm, but deleting the trailers is easy. Just click them, then hit Delete on the keyboard. Not backspace, delete. The FS1 changes are easy. Just copy the code regarding the bc in in lafirestation,lafirestationstart,and latofirestation. else if(StrCompare(v.GetPrototypeFileName(), OBJ_EMS) == 0) { GameObjectList l4; Game::CollectObstaclesOnVirtualObject(VO_EMS, l4, ACTOR_VEHICLE); if(l4.GetNumObjects() > 0) { Mission::PlayHint(HINT_NOSPACE); v.PushActionReturnToBase(ACTION_NEWLIST); return; } else { ActorList l1 = Game::GetActors(VO_EMS2); ActorList l2 = Game::GetActors(VO_EMS); } } You can use that as a basis to go off. At the top of the scripts will be stuff like: const char OBJ_BATTALION[] = "mod:Prototypes/Vehicles/02 LA Fire Department/battalion_chief_vehicle.e4p"; add the following const char OBJ_EMS[] = "mod:Prototypes/Vehicles/01 LA Ambulance/cv_ems.e4p"; Now this is just a base, and may not be 100% accurate, but its something to go by.
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Have some patience, it wasnt even 24 hours yet, but yes your correct. Keep in mind that if you alter the mod weather it be map,scripts,prototypes(lights for example), then the person you are playing with must have the EXACT same files you do.
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Question, are you doing the modeling or is it still all Mikey?
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Thank you captain obvious. Problem is they arent revealing the vast majority of details about the mod, so better to suggest it and already have it, then not suggest it and not have it.
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Yes if you use them. He wasnt using them, just providing the link. Please just stop as you really seem clueless as to what your saying in regards to this thread. Well NFK covered this pretty well, but just to elaborate one step further, you have to pick up where Hoppah left off. So if your adding a car crash and Hoppah has added 13 car crashes, you would start at ccar_14 for all the cars in that crash. I think the people need to be ccar_14b. Its hard to say. Might be a problem with your model. Have you tested other things you added before adding this car? Might not be the car, it may be another change. Im leaning towards a problem with the model or setting for the prototype.