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Everything posted by Xplorer4x4
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I know, and know that you mention it, I wouldnt argue with that but unziping the exe isnt that big of a deal either.
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Have you guys disabled the default dispatcher in the game; the ausie/english guy?
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Language Problem with la mod in emergency 4 deluxe
Xplorer4x4 replied to keepachris's topic in Technical Related Support
2 options, one, if you have 911:FR you can use some files from that mod to translate the dispatcher, or, even better imo, search for the supervisor mod. This will replace the dispatcher(narrator) through out the entire game and all mods as this part of the game is not included in any mods, at this point. -
Billy, grab something called universal extractor, it will alow you to unzip the exe file for direct access to the files, or you can point the installer to your desktop and it will install the files there and you can get access to them that way.
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So in other words this is for the average user, and if we know what we are doing in terms of merging submods, then we should be able to merge them just fine with out any problems? Also can you check the copyright topic? Thanks for all the info.
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A Guide to the LAFD and assisting agencies....
Xplorer4x4 replied to MikesPhotos's topic in Los Angeles Mod
Direct quote from Mikes Flickr: Wildland fires and disasters require up to the minute maps and information. This vehicle allows the GIS techs to create close to real time maps from the data aquired by forward observers and specially equipped helicopters. It's bassically a giant mobile office with large printers and special computer equipment. -
One thing I noticed with the 2 fire engines, they barley have any radiation. Try dragging the area out more. Also, do you plan to get rid of the blue lights on one of the engines? It really clashes seeing as there is so much red lighting on there, but thats my oppinion. Keep up the good work! Anxious for you to release more units because it adds an awesome amount of variety imo by having your lights mixed with Tony's Lights, PRL, and PRL LED.
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Civil Cars Cooperation (Available for download)
Xplorer4x4 replied to skaihof's topic in Development Resources
I assumed the game just picked vehicles out of the civil folder, didnt realize vehicles had to be assigned to the spawn point. Thanks for clearing this up, cant wait for you to fix this. -
Yes I was so mean because I said I cant see a difference from that far away. I have actually said a few nice things despite finding yet another NY mod virtually pointless at this stage unless they can live up to NY Mod and QRA. Why not? Other modelers fix the holes in there models, so why wouldnt you be able to?
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Awesome, i love how the side door is left open! Gives it a nice touch of realism since rig doors dont always stay closed.
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Could this Aparatus be made ingame and work?
Xplorer4x4 replied to Texas_DPS's topic in Modding Related Support
I am certain it can be scripted, its just a matter of finding the way to make it work. I asked MikeyPI about this some time ago, and he said the script would be similar to one of Hoppahs, where it makes the engines function as two vehicle types. So in theory I guess you need to combine the vehicle type for an engine, and for a ladder in to one. Anyways back to the original point, the problem I see is that since its a straight stick ladder like the tiller, at this time, it wouldnt allow you to do rescue. It would serve as an aerial assault on the fire but nothing more. -
Why is that? Thanks for the update none the less. So how come the freeplay map files were included if there were no freeplay changes? Is it because its combined with patch1?
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Delete the mod folder, and then try to install it again.
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Id prefer PM for now.
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In the future, hit retry, and it will give you a line number. I already fixed that, just forgot to slip it in to the mod I sent out. Here's the fixed one. And you can PM me, Moo, if you want.
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Heres a pretty complete list of changes if that will help decide if you will approve this for release. Thanks!
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Ok so heres a full list of changes as best as I can recall: Police -Parking moved to rear of LAPD Station. -Parking spots in rear of LASD Station for 3 SWAT Trucks(SWAT SUV,Swat 1 - Lenco Bearcat,SWAT2- Lenco Bear) -Parking spots in rear of LASD Station for SWAT Heavy Rescue and LAPD Bomb Squad based off SWAT Heavy Rescue or ATF NRU -ATF NRU now carries bomb robot and LAPD Bomb Squad Member -LASD Station Added with 3 parking spots for LASD Patrol Car,LASD Van,and LASD Search and Rescue. -CHP Crown Vic might be replaced with the LED Version. Fire --Station 1 -LED ALS Engine added to Station 1 -LED BLS Engine added to Station 1 -Tiller replaced Tower Ladder -EMS Supervisor(Crown Vic) added to Station 1 -Swift Water Rescue Truck added to Station 1 - Truck staffed with 2 Medics and 1 USAR FF who can change in to a dive suit on scene. -Large Rescue Ambulance Added to Station 1 and transformed in to strictly a rescue truck housing jump pad,jaws of life,chainsaw,etc,and will staff 2 Paramedics - Hazmat capabilities in the work. The set up is based on a real life rig from my city. -Heavy Rescue Crane added to Station 1 --Station 2 -Tower Ladder replaced Hazmat Unit -USFS Truck repainted Red and put in service as a new ALS Engine. -LED Brush Truck added. -Battalion Chief added. All fire units are scripted to return to there respective parking place. EMS -LED ALS Ambulance will be the second ambulance in the bay at FS1. -EMS Dodge Charger from LED Submod added to FS2. -Ambulances set to return to base if ambulance bays are full. -ATF NRU Reskined to match LACo Coroner Special Operations unit. I am certain I am forgetting somethings, but that covers the majority of it. Several people made indirect contributions to my mod, and have given permission for a public release of my changes with there work included. Most of the lighting work was done by CFD,NFK, and occram, with a few edits done by me. So a big thank you to all 3 for there lighting work through the years. Thank you to Lushino/Swano for giving permission to use the Unmarked Units Submod. JoseOu for the LED Submod. Last but not least, ShaneGreen; his work was an inspiration for these changes, as well as helping me out along the way with script errors, tips, and so forth. Oh and of course Hoppah who layed the ground work with all that he has done for the LA Mod. Hoppahs permission is the only thing required, besides testing, to proceed with a public release. I have asked a few people to innate the beta testing phases in hopes of getting all bugs worked out and a public release.
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Civil Cars Cooperation (Available for download)
Xplorer4x4 replied to skaihof's topic in Development Resources
So your saying the the cars have to use the prototype name of the original vehicles to be able to be used as civil cars? I will use this once the traits are set properly. -
From that far away it looks to be exactly the same, a bunch of squares.
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Wow none of your other games pause to load levels or stuff like that? So waiting a minute to load a mod is to much? Oh well your loss.
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Adding the Chevy Impala 2007 as a patrol vehicle
Xplorer4x4 replied to edwarddl's topic in Alteration Help
Why bump a 7 month old thread for this? -
Suggestion: Not sure exactly what kind of set up FDNY have on there rigs for lighting, but I would imagine atleast one truck has a light mast. Assuming this is true, can you make it so we can rotate h light mast so that we dont have to move the truck to position the lights.
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Search crash to desktop.
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Maight help, otherwise post the script.