-
Posts
4,850 -
Joined
-
Last visited
-
Days Won
17
Content Type
Profiles
Forums
Calendar
Tutorials
Downloads
Gallery
Everything posted by Xplorer4x4
-
editing the 'min duration between events’
Xplorer4x4 replied to dtmdragon's topic in Alteration Help
60 Its to easy to have only one event at a time, you always pass. 2-3 events at one time gets challenging, and puts some fun in the game. -
Theres a whole topic covering the easter eggs. They all have been found. Theres a Child Watch van on the streets, thats another. I forgot the rest of them.
-
So how do you setup your fleet on game start?
Xplorer4x4 replied to heyjoojoo's topic in Los Angeles Mod
It depends what you mean by respond. I assume you mean the chase command? As far as I know LASD has it. Well the CV does, the hummer doesnt and the van doesnt. The van is more for transport, so it doesnt need it, and the Hummers real life purpose is search and rescue as I understand it, so thats why it doesnt have the chase command. -
So how do you setup your fleet on game start?
Xplorer4x4 replied to heyjoojoo's topic in Los Angeles Mod
How do they not have the same arrest capability? What is instant deploy? I have 2 LAPD Units on the patrol path to the left side of the map. 2 CHP patrolling the bottom right corner of the map. 2 LASD Patrolling top right corner. Thats it, SWAT and Bomb Squad are called in as needed. Any fire or EMS Unit i need is at the fire stations aside from the MCU and Coroner. -
http://img251.imageshack.us/img251/796/em4deluxe20100605145131.jpg You can see the BC and EMS Parked correctly, but the SWR and LRA(Large Rescue Ambulance) will not park correctly. They stop in that spot. http://img338.imageshack.us/img338/1937/em4deluxe20100605145531.jpg Here you can see the Crane stops before parking where it belongs: http://img171.imageshack.us/img171/5694/em4deluxe20100605145711.jpg And here you can see, it went in to its assigned parking spot the way it should. Here is my latofirestation.scipt http://pastebin.com/ah3Pq6yY The script has worked fine before, it just suddenly stopped working. I tried swapping the names of the VOs for both vehicles, but neither return to there proper spot. They are parking in the turn to VO rather then the VO made for them to park. So it doesnt give an error about no space, or anything, so I am thinking it may be a problem with the VOs. The VOs should be large enough to accommodate the units. Heck the VO for the crane is narrower then these VOs but it parks right. So Im stumped. Any one got any ideas what could be the problem?
-
Have you edited the v3o file or the name of the dds file?
-
Why not leave the modeling to the guy who was really good at it?
-
I had the same problem, but dismissed it as a fluke. I cant see how this wold be related to the prototype itself though. EDIT: I just remembered, I am not using his CHP, so the only other recent change that could cause this would be the latest LA Mod patch.
-
looks good, are any of those taxis undercover police?
-
To some extent, yes. Files need to b single channel(mono) wav files. However in the LA Mod, the sirens do not follow the pattern: Emsiren01.wav - Fire Truck Emsiren02.wav - Police Emsiren03.wav - Tec Emsiren04.wav - Ambulance Emsiren05.wav - Fire Boat Instead, for example, the Battalion Chief will use Siren 1 and Siren 2. It will alternate between files each time you stop I believe. Look in the LA Mod Audi folder, and the lasiren.script to see which units use which 2 sirens.
-
Well, if it doesnt show in the editor, I am pretty sure the problems related to the model itself. I know I had this problem before but choosing custom fixed it right up for me.
-
Ah I must have edited the script to quickly to notice I just knew it didnt show up in game anymore.
-
^yes, if i remember correctly, it is, but using the editor is cheating!
-
When you go through the prototypes menu, and click a unit name, a box pops up. It will have a left column saying things like aligned corners, and custom. If aligned corners is checked, click custom.
-
Everyone will probably going to jump on me for saying something negative, but we been waiting for the NY Mod for how long? A year? 2 years? I forgotten it's been so long. If you keep doing side projects are we ever going to see the ny mod done? Im not trying to start a flame war, or trash the thread, i guess, simply put, I am just asking why its so hard to focus on the getting the NY Mod done? Is it safe to assume your nearly done working on the ny mod and have started a new project?
-
Hey, judgment day mods has been under some debris...
Xplorer4x4 replied to Grim_Wizard's topic in [EN] Off Topic
Why? Are we really supposed to care that much? Yes, I am sure blind people are surfing the net, and if they do, they probably have a text to speech program. Even then it would be a bit hard to navigate a forum, mush less play a pc game.. -
^If memory serves me right the new heli should replace the old one. Did you do a clean install?
-
I think I know how to do water rescues by now. Problem is there is no where for the motoboat to launch on that side of the bridge, and the bridge is to low to go under. Besides I have never had to use the motorboat for water rescues unless I wanted to. The diver should be able to perform the rescue regardless.
-
That link works fine for me..
-
Im not saying the icon thing will cause an error, i just suggested that to make sure you use the right command because both this command and the call patrol car script/command will be using the same image. Technically the error the game is spitting out says it wants VT_THW_ASF to be a constant, so more or less it wants: const char VT_THW_ASF[] = "mod:Prototypes/Vehicles/04 LA Tech/roll_back.e4p";
-
In the editor its listed as firefighters_asf. Your trying to dispatch it based on the vehicle type, rather then a vehicle prototype. The script has to call a specific prototype. SetIcon("callpatrolcar"); Ok first make sure you change this to something like calltowtruck. Second, keep in mind you need to dispatch the tow truck by its prototype. Something like: n = Game::CreateVehicle(PROTO_TOW, UNNAMED); Then define proto_tow above.
-
Dealing with traffic: Nothing, I seriously dont know what every one is complaining about. On rare occasions a cop car will get stuck making a turn and cause a small traffic jam but I just move them out of the way(the cop) and send it on a ptrol. Setting up for success against pickpocketers and violent offenders: I use about 9 cars total. 2 for each path. This gewts great coverage with out overdoing the units on patrol. Dealing with unauthorized demonstrations: Depends on how bad it is. Some times I attempt to block off the area with guard rails. Then send a SWAT SUV with 4 SWAT officers. Grab a flashbang, and toss it. Then grab the person with a sign. Arsonists/Gas explosions: Nearest patrol car responds to the arsonist. Lightforce from either station with a BC. Then the back up can call for an additional lightforce or two if needed. Depending on traffic a patrol car or two will respond as well. Fires near the dockyard to the north: Lightforce from FS1, BC, and Hazmat squad stages. Traffic accidents: Depends. If its near FS2, usually the a light force and the EMS Supervisor I have at FS2. If FS1 is closer, ALS Engine and the Large Rescue Ambulance(which is strictly a rescue truck in my mod), and sometimes an EMS Supervisor. That gives me 4-6 medics on scene. Atleast one patrol car, maybe two depending on how bad it is and where it is. Hostage situations: 1 or 2 patrol cars depending on where it is. They do traffic control. Then one SWAT SUV. Send in two SWAT officers, one with the riot shield and one with a flash bang. Usually this results in no one being injured. 1 or 2 ambulance if by chance something goes wrong. Vehicle fires, random discarded cigarettes, fireworks incidents: If its a little bush on fire, i send a brush truck. Vehicles fires, one cop car, Large Ambo, or USAR depending on whats available at FS1, maybe a BLS Engine. If FS2 is closer, ALS Engine and a petrol car. A tow truck goes out no mater what of course. Earthquakes: ALS Ambos, EMS Supervisors, maybe a Heli, the BLS Ambo, and usually a light force for each fire. May send ALS Engines for medical if needed. Fires in the Suburban Neighborhood in the southeast corner: Light force and BS From FS2, and sometimes brush truck from FS2. Usually I go ahead and send a second light force from FS1.
-
Are you sure the tow truck is classified as VT_THW_ASF? Perhaps its something to do with the word patrolCars? If you can copy and paste a similar command here, like call police back up. Doesnt need to be the whole script, just the code for the command.
-
There is a stripped section at both the on and off ramps to the highway that I normally place a CHP on those when I play. Toss it on standby since it's a good highway location. - Exactly where I plan to spawn them. You COULD revamp some of the tree area or where the house is and place the small Forest truck and a LASD vehicle there, but I like to have my LASD patrolling. - We'll see about that. I dont think im going to add a USFS base to the map. I'm assuming the ability to changer the tiller to a ladder will be in the script? I'm really not a fan of the tiller. - I might include an alternate script to replace the tiller with the tower ladder. Scripting questions regarding Tech: Is there a way we can give the repair tech guy a standby command and be able to call him with a VCMD calltech as well as a calltow for police? This would beat ( and make it slightly more realistic than calling it from off site using the commands. Police units can get to the scene normally fast and to be able to have them call a towtruck and the repair guy would be really nice. Not to mention having at least one or two spawning on the map at the repair station. - Well this is a big to be determined thing. If I do this I would expect a call tow truck before a call an engineer. It wont be in the first release of any of the 3 versions. The cut through area... Is that the huge open spot? Common location for the protests and such? - I believe so, yeah. Its a big open area and leads up to a stair case and there is like a an over look are for the river/stream. Another thing you might want to consider is adding more hostages situations to that map. There seems to be only one mission regarding that. - I may add more events in an update. Also consider bring in support for AMR Ambulances, I'd like to be able to call them with the Bat/Para Chief. I tried to copy a part of that one script that has them, but I was unable to get the AMR to go on patrol AFTER they dropped off a patient. They'd just sit in the drop-off bay. - Well I am open to ideas by all means, but this is a another we will see. That map has a problem with low vehicle amounts, so you may want to increase the spawn times. More so on the highway, it seems HIGHLY unrealistic that only one or two vehicles spawned. Just tweak the spawn rate and redue the paths. I hate how some roads have no traffic while others have tons. :/ - Yeah I have noticed this to. I dont think I will be adding events to the map for the first release simply to maintain stability, but I will probably go through and add a few events and increase traffic like you said. Have you considered doing away with the ( neat, but useless ) military base and modifying it as some sort of "federal" unit base? Like maybe ATF/FBI? - Hadnt considered this, but who knows. I agree it is mostly usless but I send in the Humvee and use a little imagination that they are MPs.