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Posts posted by ENG51INE
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Thanks guys! I'm back and work will resume shortly. I am working on a small update to Mayberry first to fix some bugs and will be back to Boston soon
Sent from my iPhone using Tapatalk
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There is a fix for this in the update I am currently working on. I am using a modified version of this volunteer script that fixes the bugs.I believe the problem the vehicles have bugged out, due to the volunteers. Notice the icon kept changing to the vest when selecting one of the volunteers? It looks like the same problem I had especially when you have them working hoses and it makes the FF go and put the turnout gear on and it bugs out the water script and vehicles won't move.
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Does anyone else have any further insight into this?
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"MAYBERRY MOD INFORMATION-
There seems to be a lot of questions as to why I did not release a multiplayer version. Truth is, you already have the multiplayer version and always have with every mod. The only difference is 1 script.
1. Go into the Mods Folder.
2. Open the Mayberry Mod V1.4.1 folder
3. Open the Scripts folder.
4. Open the Game Folder
5. Open the Command Folder
6. Locate the file named "LAFireStationStart". Remove this file and BOOM, you now have the multiplayer version."
This is directly from the facebook page.
True. That is all I do for the multiplayer versions.
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There is no more pink engine, you have an outdated version.is there a way to switch the pink engine to the regular white on at ST 1
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It's all based on the actual vehicles.Nice job! But in my opinion rear on special operations looks a bit empty.
http://firenews.org/mass/b/boston/ems/BostonEMSTango2new13Rear.jpg
Also working on the ladder, I have to have someone model it for me.
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Will the newer Ford Explorer be in this mod for Boston PD?
Yes, I haven't even started the PD units yet.
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Easier said than done. I am not at that level of script writing/editing yetYou actually can. All you need to do is define various water levels in the script, then set conditions for them below so that certain specific vehicles use these defined water levels.
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It's in the limited water supply script. Right now engines are all 1,000 gallons and tankers are 3,000 gallonsQuick question, How would one go about if at all possible to edit the amount of water that the units carry, I just want to edit some of the units to make it a bit more realistic at least for where I come from.
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This was all fixed back in V1.3 and also in V1.4 and again in V1.4.1. I have not been able to recreate this issue as the ambulances are al set to park in the "keep clear" area next to the hospital. Every time I have played it, or one of the members of the mod team, the ambulances have followed their path to this parking area. I am not sure why you or anyone else continues to have this issue.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.
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No, it is a 2005 PierceIs tower ladder 3 going to be the seagrave mid mount laddder
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Yeah I didn't do much editing to the original map other than station placement. The new map is not done yet, but looks similar to the one used on the Portuguese mod. I have been tinkering with it for quite some time now moving things around.
I plan to have a baseball stadium and other recognizable landmarks in this new version.
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From those same guys with the New England attitude that Made the Boston Mod 2014, Manchester NH Mod, and the most recent MAYBERRY MOD.... comes the long awaited Boston Mod update! This is a totally new version from the last. Boston was the first mod I ever made and I have learned a lot since then.
Jump on in with Boston EMS, Boston Fire, Massachusetts Station Police, Boston PD, and Boston MedFlight to tackle some of New England's biggest fires, craziest car wrecks, and the all around havoc that ensues in the city that is home to the Red Sox!
Look for a new map that includes highways, suburbs, Boston Harbor, and downtown.
Race to the scene on Rescue 1, Tower Ladder 3, and the rest.
Estimated completion is late spring/early summer.
Boston EMS P1- 2009 GMC Topkick 4500/ Braun (Topkick model by Bama1234, edited by ENG51INE)
Boston EMS A2- 2014 International TerraStar/ Braun (Hybrid of Bama1234's Topkick and itchboy's International TerraStar box truck,pieced together by ENG51INE)
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We haven't changed any hydrants so there are no less than other versions. It is hard to get into the corners on any map.everytime you guys update game I see less hydrant so everytime I have to update the map by adding hydrant. The Fire fighting Airplane doesn't extinguish some fire in some of the corner of the map like the upper corners of the map.
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Yeah I'll look at it. Every time I try to move on to something else, Mayberry draws me back in, hahaOh really? Bugger, everything else works great its just that one bug which then in turn bugs out vehicles. Maybe changing the priority of the "put on turnout gear" command would fix it. If that is possible of course.
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That's an issue with the volunteer script. I am going to try and add a different script for the volunteers.Just posting to report a bug...
When hovering over objects/vehicles, things on fire using a vol FF the command is ALWAYS "put on turnout gear" even though they are already wearing it. And because I have gone to extinguish fires using a vol and that command comes up and he runs off and bugs out any vehicle he was attached to with a hose. The vehicle is then bugged completely i.e. It will not return to station, it will not move or go back to HQ. Don't get me wrong this is a great mod but the commands for vols need to be tweaked a bit more.
This is in version 1.4 and 1.4.1
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Good to know, thanksThe autosave function saves the map. Ever notice that every few minutes the editor will freeze for a bit? That is the editor saving a file called autosave.e4m into the maps folder.
Any prototype or edit can be saved regardless of autosave being ticked or not. I did most of the lights in my police upgrade mod without autosave enabled.
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That only saves the map. Not the lights or any edits to the prototype. You must press OK at the main prototype editor window, and not just the light editor window. You can't press escape key or you will lose everything.
I experienced this when I was lighting a unit for my police upgrade mod.
If the box is not checked, none of the changes you make to the prototypes will stay even if you click "ok".
Pretty sure you have to go to the map menu to save the map...
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V1.4.1 update
Full mod, not a patch as I fixed a lot of stuff. Full change listing is on the Facebook page.
https://mega.co.nz/#!K8hVQb6J!pmgnaJl9UNbbxgMXpShsten2wmbgZ3tyZiQOgKtUlog
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The BOSTON MOD GUYS are doing v3 of the Boston mod, not flnn... *facepalm*
To clarify, Finn Rescue was nice enough to send me over what he has completed thus far. I will be taking that along with our Boston Mod and creating a "joint" Boston Mod V3.0
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Make sure the auto save button at the very bottom of the editor is checked.
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I'm no expert at scripting... So were abouts in the move to script do I need to put this? Thanks in advance.
It has already been fixed in the coming update
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I just did all that, took 10 minutesThat would mean having to rewrite the entercar script to allow entry into the tow truck, rescue crane and bridge laying vehicle.
Then you would have to add the empty car command to every vehicle. Too much work for me IMO.
Mayberry County [Released]
in Modification Sub-Mods
Posted