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Tommy van Extel

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Posts posted by Tommy van Extel

  1. My friend an me have been playing this mod for many hours now and it rules!

     

    Apart from the things i mentioned here (http://forum.emergency-planet.com/index.php?/topic/17067-harbor-city-mod/?p=254659 and http://forum.emergency-planet.com/index.php?/topic/17067-harbor-city-mod/?p=254690 plus some rectification: http://forum.emergency-planet.com/index.php?/topic/17067-harbor-city-mod/?p=254744), we also found out that:

     

    - During the air crash mission, one victim was a diver and unable to pick up (nor by boat, heli or diver).

    - The game sometimes crashes when attempting to arrest a person that just have jumped out of a window on the air cushion (suicide mission).

    - Sometimes, police officers get bugged when holstering their guns. All of the options on that officer stop working when this happens resulting in that officer becoming 'useless' (need to send to HQ).

    - Medics do not automatically search for and heal persons (even after selecting the EMT-bag).

    - Random fires are happening that in fact are not fires. In those cases you just see some smoke and after that the mission has failed.

    - Pathfinding: we did not encounter that many issues anymore with the upper left corner, but still do with the lower right corner. There is this mission with a lot of cars (near the waterfall), and vehicles coming from the island above or Hospital get lost. We need to guide them by selecting some place more to the left or sending them to the middle of the map first.

     

    Hope some of these (and from the previous list) can be solved, would be create :)

     

    Apart from that; the mod (again) rules!

  2. Ok. So, in our mod we have two designated hazmat stations on the map. Station 7 and station 6. Since foamers are mostly, and i mean MOSTLY, used for hazmat fires, that makes them paired to the hazmat. Blackout didnt want foamers in a different station than the hazmat companies... Understand? That also makes sense so we dont have to deal with naming the foamers at staiton 7 like foam 7 and foam 7-1 or something.

     

    Thanks for the clarification, makes sense now.

     

    But ambulance 5 also goes to station 6; is that also by design?

     

    Apart from that, what i said here / before about ambulances (sirens/lights) is not entirely correct;

     

     

     

    The siren button is activated when ambulances leave the hospital. You however have to deactive and activate it again to get it to work. Seems like a (small) bug to me.

     

    Just played a bit and wrote down my experiences;

     

    1. When coming from the hospital: the "auto siren" button is enabled but the siren is not on (you have to manual enable it via the siren on/off button).

    However, the primary lights are in fact on while that button is disabled (not activated).

     

    2. When sending to HQ: the primary lights sometimes go suddenly off but the lights button stays enabled (activated). You have to manual deactivate and activate it again to fix the lights.

     

    3. Setting an ambulance to standby mode switches the primary lights off, which of course is fine. However (same as point 2) the lights button stays enabled (activated). When dispatching the unit (by just clicking somewhere or sending it to HQ) the lights stay off (you, again, have to manual deactivate and activate it again to fix the lights).

     

    Apart from that: this is not a big issue but i just wanted to point it out.

     

    Hope i am clear in my explanation.

  3. Foam and Medic 5 go to station 6. Other fire units seem to work fine.

    - Never heard of this, Medic 5 and Medic 6 always go back to Station 5. Foam 5 and 6 go to station 6 like they are supposed to

    Does not sound logical to me; why should units numbered 5 go to station 6?

    Path finding in the upper left and lower right corner is really bad, vehicles get lost / drive around the entire map.

    - If you could be more specific with street name I may be able to do something about it

    I need to look into this. I know, for example, the bridge with the waterfall in the right lower corner is hard to find for vehicles.

    For the upper left corner i found that vehicles drive down (via the big bridge in the middle), go left and go up again via the bridge at the left.

    The medics do not carry EMT-bags by default. This is, in my opinion, a downside since they now can lift persons (so why use stretchers?) but even worse: they stop healing when a person is recovered AND do not look for injured persons by them self.

    - All you have to do it tell your medic to pick up a bag. Also if a person is healed, they don't need to be healed anymore sooo....

    When in chaos you might forget persons (or want to leave them for a while to focus on other things). Is this some setting i can set myself so people can choose?

    The hospital does not work 9 out of 10 times. Stretchers do not step out the vehicle so injured persons stay in it causing vehicles to stay at the hospital also. This counts both for the heli as the ambulances

    - I am aware of the hospital glitches, and trying to work on fixing them

    Thanks.

    Other players, except from the host, do not see the bottles of gas laying everywhere. This is a big one that influences the game play in a negative way.

    - When things go flying in game they land in different spots for different players, so this counts for explosions as well as if someone gets hit by a train.. nothing I can do about that

    I understand, we've seen this with police officers and arial trucks in LA MOD (being invisible / not working properly for others) but that's not as bad as this one. We get a lot of injured fire man and such more because other players don't see them laying around. I'd rather see those objects being removed from the mod if this cannot be fixed.

    Stand-by option: when clicking HQ or somewhere in the map; the sirens go on but the lights stay off while the primary light button is enabled (you'll have to disable end enable it again to active the lights

    - Not even sure why the Stand-by option would be used. As far as the HQ button goes, I know it's kinda buggy but I don't know how to fix it, I barely know how to script

    For ambulances: instead of stations we use particular places to 'store' ambulances and therefor like to put them in standby to prevent flashing lights all the time. No big issue.

    Vehicles coming from the hospital do not use sirens by default (same issue as above, but then for sirens

    - Turn the siren on

    The siren button is activated when ambulances leave the hospital. You however have to deactive and activate it again to get it to work. Seems like a (small) bug to me.

    Prices for vehicles: in the beginning they cost like 100 bucks. When buying the prices suddenly go through the roof (45K+

    - They should all be set to $1, and you have 10,000,000 by default

    Played the mod a few times now but start budget is around a few hunderd K max. I remember that i tried to increase this value in LA mod but it simply stops at one point. We definitly don't have 10 mil, that's one thing i know for sure.

    Using the right mouse button on a fire vehicle enabled the lights or something instead of deploy, which is preferred

    - I am award of it but again, don't know how to fix it

    Maybe gunswat can, thanks anyway :)

    Shouldn't coroners be in the medical category instead of police?

    - nope

    Same for the crane; is now located under fire instead of services.

    - That's where we want it :)

    OK if this is a choice, it just crossed my mind :)

    Thanks!

  4. The crane is purposely under fire. The coroners are purposely under police. The ambulances are scripted to not automatically go back to their stations. Medic 5 parks with Medic 6 and Engine 5, Foam 5 and 6 park together.

    Could be, but i do not see how this adds something to my post. Ambulances do not unload at the hospital, totally different than not going back to stations.

  5. This mod is really great! But i do have some suggestions / bugs... please let me know if you can work on these.

    - Foam and Medic 5 go to station 6. Other fire units seem to work fine.

    - Path finding in the upper left and lower right corner is really bad, vehicles get lost / drive around the entire map.

    - The medics do not carry EMT-bags by default. This is, in my opinion, a downside since they now can lift persons (so why use stretchers?) but even worse: they stop healing when a person is recovered AND do not look for injured persons by them self.

    - The hospital does not work 9 out of 10 times. Stretchers do not step out the vehicle so injured persons stay in it causing vehicles to stay at the hospital also. This counts both for the heli as the ambulances.

    - Other players, except from the host, do not see the bottles of gas laying everywhere. This is a big one that influences the game play in a negative way.

    - Stand-by option: when clicking HQ or somewhere in the map; the sirens go on but the lights stay off while the primary light button is enabled (you'll have to disable end enable it again to active the lights).

    - Vehicles coming from the hospital do not use sirens by default (same issue as above, but then for sirens).

    - Prices for vehicles: in the beginning they cost like 100 bucks. When buying the prices suddenly go through the roof (45K+).

    - Using the right mouse button on a fire vehicle enabled the lights or something instead of deploy, which is preferred.

    - Shouldn't coroners be in the medical category instead of police?

    - Same for the crane; is now located under fire instead of services.

    I hope you don't take this as criticism, we love the mod!

  6. Will make some, but for the time being:

    http://img392.images...09/grid4jt6.png

    People try to park at the parking lot beside the entrance of the airport (where the middle red pointer points at). This causes a traffic jam.

    http://img233.images...73/grid2rn4.png

    At the top, left of the campside (?) is a bus stop. It happened that the bus stopped (half on the road, half on the sidewalk) but did not continue and caused a traffic jam.

    http://img265.images...11/grid1gv2.png

    The entrance to the highway from the industrial area (upper right) is jamming some times. Larger vehicles seem not be able to get on the highway.

    The large fire / crash tender also has this problem.

    The same probably counts for the medical bus.

    Another thing that crossed my mind: when redirecting vehicles with police, it happens that only the front vehicles turn around. The ones that come next drive up to the officers but stay there. I experienced this only on the highway.

    EDIT: one more; if you send medical vehicles to hospital or base they park in a strange way (upper left base from the map). They will park inside when you open the doors from the base but do have problems leaving after that. When keeping the doors closed they will park in front of them which is okay but looks a bit silly. BTW; there are 2 control points (from which you can select vehicles and such) but i guess 1 can be removed (does not work, duplicate).

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