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byankeesjeter

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Posts posted by byankeesjeter

  1. Was curious what all the different call types in the mod were and the values to start them so ran through each one and noted it down. Figured other people might find this useful too. Can start these using the debug script menu command at the cop at the police station.

    @itchboy these weren't in the manual so let me know if you wanted these to stay random for some reason, and I'll delete

     

    Spoiler

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    • Upvote 5
  2. Amazing mod. As a firefighter who likes to stage scenes realistically in the game the new scripts are incredible. 

    Any chance you bring back the stretcher script that let the EMT/Paramedic drop the stretcher in place and pick it back up? Loved that for the realism, but also with there now being a benefit to treating with more than one provider it would be way more convenient to bring the cot over instead of having to send someone back to the unit.

    Would also love at least a second ladder truck/more of all police/fire units overall.

    Couple bugs I've run into are the regular traffic backups that I just debug and when FFs went interior on the courthouse all the units turned invisible. haven't had that problem anywhere else.

    Then a few things with the traffic redirect script.

    • Sometimes my own units, even when driver less, get pulled into the redirect path
    • Have also had traffic cones start following it
    • Have had cars coming from the opposite direction start following it and then get caught in an endless loop
    • Like 1
    • Upvote 1
  3. 10 hours ago, eserys30 said:

    Small bug. During the stray/lost animal call-out, you can use the park ranger to lead the animal and load it into the truck, however, if you do that, you can't unload it from the truck after and you're forced to send the car with the animal to the station and force-finish the call-out using the debug menu.

    If you click on the icon in the truck passenger UI it will drop the animal back off next to the truck. You can then have the ranger lead it again

  4. Hi everyone, I searched for this issue already but couldn't seem to find it. For some reason EM4 stopped working on my version of Windows 10. It was definitely working previously, but all of a sudden it wont open.  When I try and start it I get this "This application is not compatible with the installed operation system.
    Please upgrade to Windows 98SE, Windows 2000 or better." message. I have tried running it in compatibility mode with no success. Any ideas? Thanks.

  5. Sorry if this has been answered, or you don't want these questions in the topic. I tried searching but couldn't find anything. How are you supposed to complete the building collapse mission (shown in this post)? With the exception of the person trapped in the car, I can't get to any of the other people. I tried using the crane to move debris, and sent ff in to search but neither let me rescue the people. I fail it every time because everyone else dies.

  6. I've noticed the same thing and brought it up a page or two back.  It was explained to me by the mod creator that there was a path issue.  I also had the issue of ambulances sitting in the street in front of the hospital.  The creators of the mod made it like this to be a bit more realistic.  Wouldn't be too much of a problem if traffic didn't pile up while the ambulance figured out where to go.  Also, the Dodge 5500 ambulance would get stuck under the entrance.  My solution is to go into the editor and find the virtual object named "hospital_entrance" and move it directly outside and in front of the door.  Your ambulances will find a path to that point a lot easier.  It does decrease the amount of your ambulances spend at the hospital, which it IS unrealistic for a ambulance to spend less than a minute at the hospital but it makes life a little easier.

     

    ANOTHER and easier solution is to direct your ambulances to move to the parking lot next to the hospital, where the security cars are.  Then click on the "go to hospital" command.  It will take a minute for the ambulance to get to the entrance, but it doesn't jam traffic and create a headache.

    I tried manually moving the ambulances to both the parking lot, and in front of the hospital, but they still didn't go anywhere. I'm going to try and move the virtual objects and see if that helps. Thanks.

  7. For some reason all of the Ambulances refuse to transport to the hospital. I click the command, but they never move. There's no error, they don't get stuck, they just stay in one place. I'm assuming this has to be a problem on my end since no one else is reporting it, but do you have any idea what it could be?

  8. Appears to be civilcarpath09 and civilcarpath10.

    I made those paths actually. They seemed to work before release. Will check.

    Can a moderator possibly insert my post into the second post of this topic so I can constantly post patches for every single bug that is in the mod right now?

    Figured out the issue. Those two prototypes just weren't assigned paths. I fixed it by just giving them both civcar01, which seems to be working fine.

  9. Thank you for reporting your problem.

    Explanation:

    We ran out of time to finish doing the lights on the on map ambulance. The police impala and explorer (grey color) have no wheels because they are not supposed to be in the mod anymore. We just left them in so that people would have units to play.

    Thanks appreciate the response. Here are two places where the vehicle paths aren't working right. In both instances the car is just stopped and permanently not moving.

     

     

    BKxp8Li.jpg

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  10. Fantastic mod. I'm really enjoying all the new additions that you guys put into this. So far I've encountered a couple bugs though. The police impala and explorer with a lightbar are missing their wheels. Also the ambulance that spawns on the map doesn't have working lights, they just don't turn on. Thanks a lot again for all the great work and merry Christmas!

  11. Just got the car accident call, with the car in the water by the train tracks. For some reason the divers will not go in the water. They just walk up to the edge and stop. Seems like they are unable to enter water, which is strange. Anyway fantastic mod, and I'm really enjoying playing with it otherwise.

    Another thing is that sometimes units from the station at the top of the map with the gate don't leave the station when called. you have to call them, then click on them, and manually get them out of the station and tell them where to go. Then finally sometimes units leave without being fully staffed, and the people just stand around at the station.

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