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The Loot

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Posts posted by The Loot

  1. Hmm. You should be able to add the additional tankers as long as you set them up the same way and give them the same Dummy command.

     

    Not sure about the problem with using several engines with the tanker. I've actually never really tested the tanker part of the script as I never put one in my mod. There are some lingering issues with tankers and that might be one of them. Hoppah would have to supply some knowledge on that front, though.

  2. Hi, can anyone tell me how work the water supply script ? I stole this script from this mod and trying to use in my mod, but supply is still erored and rapid deployment can't attach hydrant to engine.

     

    Take a look at my revised version of Hoppah's mod. I tried to streamline the little details, and made a step-by-step guide for setting up every part of it, plus added a way to use the mod without map editing, in multiplayer and missions, and being completely optional.

  3. I've got 4402 lines dedicated to call scripts (797 to BLS Engines alone), and that's not counting even police units. All units on map can be called if available (from standby, patrol, or even returning to station/HQ). All units in-game are able to be called if no map units are available, in order of proximity to the area, being limited to one of each unique unit (Fire/EMS only). I also set up commands for the station panels to dispatch units from there without the need for a person at all.

     

    Needless to say, I've always relied on the call scripts and put some effort into expanding and refining them in my mod version.

    • Like 1
  4. Is that orange traffic car missing wheels in the first pic?

    And its cool that the ASF tow truck can now lift cars like that instead of just making the vehicle dissappear.

     

    Might be the angle, but it does look like it. And the tow truck looks pretty great, hopefully the car doesn't change to a tarp covered hunk when it gets placed on, and that we might have larger trucks for larger vehicles/debris.

  5. I cloned the driveby shooting rifle in vehicle parts super and replaced them.

     

    Probably just answered your question there. Supers serve specific purposes in the game (ladder parts, crane parts, engine hose connections, water cannons); problems can arise doing anything else with them.

     

    Lightbars should probably go under children, not supers.

  6. Very nice work, but as a first release, a bit rough in spots.

    Bug list (that I noticed with a quick check or two)

    Civil cars can get stuck at fire spawn because of fire vehicles there; might need to remove that spawn and path. Fire vehicles can also get stuck if spawning in quick succession.

    All Battalions and Division - Spawn at NYPD station (police vehicle type, should be changed to Firefighters RW unless is as desired)

    E214, 217, 227, 235, 271, Hazmat1, Field Comm, Rescue2, Tower 111 - some headlights remain on when engine off

    Rescue2 - Rear "directional lights" on when engine on

    HAZ1, Rescue2 - No speed commands

    E271, HAZMAT 1 - Some flashing lights on when lights deactivated

    E222 - Red/Green pump lights remain on when engine off

    E227 and 235 ToStation Script Error

    ?(_LAToFireStationb82d9): Error: Symbol FirstPoint is not defined in current scope?(_LAToFireStationb82d9):  FILE:mod:/scripts/game/command/LAToFireStation.scriptb82d9 LINE:453?(_LAToFireStationb82d9): !!!Dictionary position rewound...?(_LAToFireStationb82d9): !!!Error recovered!!!

  7. its my work so I may do as I please. Also, we did mention we will make one final release for you guys in a couple of months. I don't really appreciate being called a totalitarian either.

     

    It was a bit harsh, but here's where I was coming from: I followed the rules, others (who I have no control over) broke them, I get punished. That does not make one happy.

     

    Now, I missed the announcement of a future public release, so I apologize for being that harsh. I do understand that it's your decisions, but the above still represents my opinion on situations like this.

  8. There are several steps.

    1. In the editor, create new prototypes in the TEC folder for your units. From there, choose models for them and edit their traits.

    2. In the desktop, create new folders in ":Mod:>Units" for each new unit, and from there edit the unit.xml file and big.dds/etc. files

    3. Go into :Mod:>Specs and edit freeplaybase.xml to add the new units in

    4. Go into :Mod:>Lang>en> and edit infotexts and portraits to include the new units

     

    Hope this helps

     

    There's a portraits file in the specs folder to deal with, too.

  9. okay. but I have a question.

    Can Long beach FD perform duty in LA City? or Can LA FD perform duty in Long beach City?

     

    I'd be kind of surprised if the departments didn't do some sort of mutual aid in at least the port area.

     

    San Pedro and the Port of LA is where I reconfigured my LA mod to be around, with about a dozen or so stations somewhat represented, including one or two LB stations in the port area. But if they don't really run mutual aid for the LAFD, I can scrap those plans.

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