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pyrofreak

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Posts posted by pyrofreak

  1. Ok cool thanks. One more thing. Is there a tutorial for light and stuff. How do u edit a vehicles emergency lights and stuff?

    Load the mod you wish to edit in the editor, than go to vehicles in the mod, click on the unit, click edit unit, and click edit lights.

    The first tutorial is obviously from our site, personally I think it sucks and I didn't learn anything from it. The second video is from Youtube, and I used that video the learn the basics about lighting. In general you'll see a small panel on the right

    Radiation: The flash affect from lights on the ground

    Corona: In real life this would be a blub for halogen lights, or led for led lights

    Lighttype: Gives you a choose of some frequently used lights

    Lightmap: Can't remember exactly what this does

    Corona: You can choose to use a red tail light, red emergency light, etc

    Flash Frequency: Determines how fast / often your lights flash

    Flash Offset: If you want your lights to alternate you would give one an offset

    Corona Size: Determines how big or small your corona will be

    Color: This is where you create your light color via R/B/G

    I know I've probably missed a few things but those are kinda the basics, other members can add more, but the best way to learn is trail and error. That's how I learned anyway.

  2. He might be working on bugs or something, no one wants to play a glitched up mod...I would suggest being patient.

    Never mind Dyson beat me.

    Doubt it, after reading his post it sounds like work for this mod has stopped permanently, unless someone with decent modding skills take over.

  3. It isn't going to be release that's what Jeeves hinted at, and that's why I made my sarcastic comment to Dakota. Posting from this point on is spam, this mod isn't going to be released.

    1.) This mod was "designed" in 2009, back than you were not allowed to create a submod using his mods and than release them. That rule has since been changed, but this post died long before than.

    2.) The last post on pg 1 was dated Nov 3 the next post doesn't come until pg2 July 11th 2010, 8 months later. If my memory is correct anything past 3-4* months on this site is considered dead, and theirs no point in reviving it.

    * I may be wrong on the exact time frame, once a topic is dead and people continue to revive it needlessly doesn't mean you should too.

  4. Normally, you'll want to save the file your working on to your desktop. For example. if I am working on fire_engine1 and fire_engine2 I'll make a copy of both skins and save it to my desktop. Than when I save my reskin I'll overwrite the saved files on my desktop. These prevents any errors, and if something was to happen I can scrap those reskins and copy the default skin from the mod I am working on without any problems.

  5. To shed some light on the tactical medic comments:

    There are a few different kinds of tactical medic.

    There are doctors who respond out with SWAT Teams such as in Dallas.

    There are fire department, ems service or private ambulance EMTs or Paramedics that are trained to work with SWAT Teams in a tactical sense, the majority being the sit outside and wait, although in some sort of tactical gear.

    There are the same but trained to operate as a tactical operator and a member of the stack with a firearm and actually go in.

    And finally there a police officers trained as a paramedic who take on the swat medic role for their team going in with the stack, armed of course.

    So a SWAT medic may or may not preform "police duties" and may or not not be armed or even allowed inside until an area is deemed clear.

    Yes the SWAT Medic Ambulance isn't very realistic but it's fictional, I get that. In real life most of the time a FD/EMS or Private ambulance will be called to the scene to stage and transport the injured seperate from the tactical medics who will be responding in whatever vehicle is assigned for that role, SUV, chase car, whatever. The gear for the tactical medics may be stored in an SUV, on one of the swat vehicles (which can very well include repainted/ refurbed ambulances or bearcats or both)

    This coming from a real-life paramedic who has recieved tactical EMS (aka SWAT Medic) training and exposure. :)

    FDNY also has "HAZTAC" ambulances. They're still normal paramedic ambulances with a some specialty paramedics with hazmat and rescue training and a little more equipment. To my knowledge they don't do much with SWAT besides sit outside and wait around though. NYPD ESU has officers trained as paramedics, I believe Toronto PD does too since they have a pretty big police force.

    orly.jpg

  6. Yeah Here in San Diego Rural/Metro Is Our EMS Provider and The Ambulances Are Housed at the Fire Stations.

    They Just started Marking the Ambulances With Their Logo.

    Yeah, Rural / Metro also has a fire department that covers the countryside outside of the city limits. Typically, the orange / white version is used in city limits, and the orange / yellow is used outside of city limits.

    24ambulance1_t607.jpeg

    rural-metro-orlando-amb.jpg

    Okay oops my bad. This is what I actually ment (sorry less sleep) BC gov runs BCAS therefore they are not in fire halls (us people you call them houses) in larger cities Toronto Ottawa (i think) they have their own ems services but 9 times out of 10 they have their own quarters.

    That's what I meant to say. But in any case like goog and CFD mentioned BCAS will have their own hall.

    It's okay, more or less I was playing devils advocate in case anyone new to this was confused. I know a lot of people are use to the ambulance responding from a fire station because of the LA mod. In any event, the units do look great.

    PS: On another note, it looks like I'll be able to upgrade my PC before this mod is released so I'll be able to see it on high / ultra.

  7. Ladies and gentlemen lets get one thing clear. Unlike fire departments in the united states BCAS is not run by fire departments they are run via BC gov. Therefore they do not share quarters with any fd normaly. I know of one fire hall in the lower mainland. And even then not really.

    That's a common misconception, and it depends on the city. I've noticed larger cities have combined both because it is easier, but it requires more funds. Where I live the city is responsible for fire trucks, and a company called Rural / Metro deals with Ambulance related calls, and our city is a decent size.

  8. Ask and you shall recive, thanks for posting a question I have long been waiting the awnser too, mabe this means I can play W00ds maps without insane amounts of traffic and a traffic jam every 8 seconds

    Traffic isn't what broke woods map, it's the paths. Even the fire department and police have issues on woods map. If you fix all the paths than woods map will work fine.

  9. Another Announcement!!! I have added in 3 different types of grass models that can catch fire. From small blades of it to bushes. Should make brush fires more interesting. Video to come soon!!!

    I was going to say something about models always requiring the most amount of time and detail, than I read that quote and laughed a little bit. I am quite impressed, this should be something interesting when it's released.

    Oh I do have one other question, do these fire stations have fire alarms?

    0:58 seconds in this video

    I know some stations have them to "alert" the community that POV's are in route to the fire station, others have them to warn motorist fire trucks are about to be dispatched.

  10. I was toying with the idea. Like to give each department 3 guys to stay in the station at all times. But I also thought, well if someone wants to do that they can! Just call some POVs off map and have them park at the station. I already finished the stations. Each one has 2-3 rooms where the personnel can hang out in off duty. I know for multiplayer purposes I am trying to convince my clan to make it so one person(in a 4 player game) works as a paid guy for shifts. so from say 0600-1700 they staff the stations with up to 3 men and ride in the units. So that way when the person gets to the station they can control the engine andput in a driver while the 4th man can assist on scene with hose lines and ems work. I know its hardto follow through text but I think it would add some depth to the game.

    SO like this.

    Station 5 is paged for a brush fire. Player 3 owns the station(so they have control of all station 5 units) and sends 3 POVs to the station. Player 4 controls 3 paid firefighters at station 5.

    He send 2 of them to the brush unit and 1 to the tanker.

    The 3 povs arrive at the station and gear up.

    One guy gets in the tanker and the other 2 get in the brush.

    Player 3 sends brush and tanker to scene and has command.

    Player 3 tells player 4 where he needs his guys and what they need to do. When they wrap up they all pack up and go home. the 3 paid guys stay at the station and the POVs go home

    *Also note that both CLS units are full time.

    That's not a bad idea. I only mentioned the paid FF idea because here in Tennessee that is how our Volunteer departments work. Each station usually has one or two paid FF on duty. When a call comes in they start the rig and wait for everyone to arrive. Than once everyone is their the rig rolls out. Besides being the shofer they usually make sure that station is clean too.

    Yes, I agree with not removing the police directional lights. It kinda annoyed me in NY Mod because in all reality if you just park an ambulance or a police car blocking the road traffic will slow up but get the point. The games AI is just too stupid to see that the entire road is blocked and sitting there trying to figure out which units are capable of directional lights is dumb. I too am curious of whether there will be any PT or FT volly's. I know around here they have some. Also will the volly's be able to respond to scene in POV's if the apparatus are already rolling with minimal staffing?

    In most cases you want your vollies to arrive at the house, gear up, and respond in the rig. Having vollies respond to the scene in their POV's and gear up at the scene is rather difficult and can cause problems. Not only that you don't want your crew staggered and arriving at different times. It's better from the response stand point if everyone arrives at the same time, that way everyone is on the same page. Of course if you are late, or the rig is already rolling with the bare minimum crew you do what you have too. But most departments will wait if they know your coming.

  11. Oh that is fine. When you said you were removing rapid deployment I didn't see you mention the deck gun so I though I'd mention it. I just noticed the links to the stations you mentioned. For a rural area the engines look the part. I do have one question will any of these stations have a few PT or FT fire fighters (2-3)? Or will all of the houses be volly? I know some companies that run vollies have a few PT's etc so I was just curious.

  12. So that is what this mod will be, a Volunteer submod so to say. I will release different versions(IF I decide to release) in case you want to play it, but don't want to "roleplay" a volunteer county.

    I think the vast majority would love to play it when you release it. As for "rapid response" I agree in the fact that it does make it easy, but so does the automatic deck gun. In all honesty you could almost send one engine to a scene and let the deck gun do all the work. I do like having more realism when responding to scenes. I will make this comment / suggestion in the NY Mod they removed directional lights from certain patrol cars along with the ability to report to the police station. I know this added more realism but it also hurt the experience also. Now you had to micromanage a fire but you had to micromanage the police. In the past I was able to set up a police cruzer with directional lights on, and than have the officer move to another location to divert that traffic too. So if nothing else please do not remove either of those features.

  13. Adding on to what CFD said, we are looking at basically creating realistic scenarios for their respective areas. Industrial incidents might have Hazmat incidents and the Highways might have car crashes and car fires.

    Thats what we plan on doing anyway, it might change as everything usually does. ;)

    You should really try to stick to that idea though. It would be nice if we could see a difference in areas such as residential and commercial. In addition having chemical fires would be nice because I think the hazardous units rarely get used as it stands.

  14. I figured as much. I can run the newer game and the old one (EM4) on medium and high settings. I've noticed imagines seem to blur a little in game and I've never really figured out why. It hasn't been an issue and I know this isn't the technically section of the forum so I wont delve deep into that. I just wanted to ask and see what the general specs would be. Other than that yeah, I knew this mod is unlike any other which is good. Keep up the good work.

  15. CFD, we are a little more lenient with the pictures, but try to keep them under 1.5 mb, and if there are going to be multiples in a post, a link works too, it's just getting too much for the site to handle.

    For everyone else:

    I will be personally deleting all posts that quote pictures, especially those quoting animated pictures. I'm pretty sure we've said half a million times, don't quote pictures, but some people just don't listen.

    PS, If I find two posts with quoted pictures by the same person, that's a +25%

    Please, for the love of god and the sake of the server, post a link to your animated flashing thingies and not an image.

    Also, everyone else, please do not quote whole posts containing the flashing animated thingies.

    Aight? Thank you.

    Was quoting him over and over again really necessary? Remember all of that chaos that ensued in the past because people quoted videos and imagines. I'd like to read materal related to this mod, not spam.

    On a different note incredible mod. I do have one question though. It seems like there are a ton of cars, will they all fit? Also, with all the units, lights, etc what kind of PC are we talking about here? I mean my PC can play the game "as is" on pretty decent settings. Will I still be able to run your mod, or will I need some serious updating?

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