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TheAxeMan33

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Posts posted by TheAxeMan33

  1. I recommend Helping Peter, Copenhagen Modification, Montana v2.0.1, there is a lot on youtube, I think you would find a better answer if you look at TheNorthernAlex's gameplay videos, to get the feel of the modifications before downloading it.

  2. Credits for these below

    Lighting: myself

    Skinning: myself

    Model: who ever t belongs to as I don't know was in the extra units j was given by RAFFELL and e stated I could use what ever I need for my mod.

    If this is becoming I joke with people's things if people didn't want others to use them don't give them to other so from now the Xhicago mod will be a clan release mod with updates only posted from me or admin from the modding team

    Good luck here guys

    All they were asking is that you obtain PROPER credits and permission from the ORIGINAL creators, which honestly is a quite reasonable requirement/request.

  3. yeah it's released that's why it's still called Montana Mod 2.0.1 (unstable release)

    so yeah guess by yourself if its released... :dry:

    No, the stable release is not released, I'm not really sure if they do intend to update it to be more stable, as they are quite busy at the moment intime.
  4. Whats a DIM and a TRV? It's just that I have never heard of one that's all :)

    The aim of the DIM is to provide a capability to a major national incident, involving actual or potential chemical, biological, radiological or nuclear (CBRN) or hazardous materials (Hazmat). The roll-out will increase FRS capability, improve firefighter safety and enhance the service provided to the public.

     

    The Target Response Vehicle [TRV] has been introduced to give a more flexible approach to dealing with small secondary fires in urban areas as well as giving the service the ability to deal with rural fires. The vehicle has been developed to deal with the issue of small fires/F1 type incidents that have been identified as a major contributor to our overall fire statistics. It will deliver against the needs of the IRMP in a safe, efficient and environmentally friendly way thus helping to reduce the Serivce's carbon footprint

     

    [ note : when I posted this, my browser decided to bump me a-few pages back and made it look like this comment wasn't replied to yet, but I still find that it might be helpful if this is out on this page, as only a slight response was given to the person asking ]

  5. Hello every one i have tried to download the mod from the website the aarhus mod and the copenhage mod buy bothe are corrupted the size of the mod should be 215 MB but it download 210 please if anyone have a new link or something i watch this mod from a video in one of Northern Alex Video thanks,

    What browser are you using? I know I downloaded this file about a month ago and it worked perfectly for me, the only reason I can be thinking of to corrupt it would be a brower-issue or something happened to the download file on your end.

  6. Window 7

    CPU: 2x 3300MHz

    System Memory: 3777MB

    Video Adapter: Intel® HD Graphics 2500 (1933914 KB)

    Storage: Intel® 7 Series

    Rating: 4.6

    Installed Memory(RAM): 4.00GB(3.69 GB usable)

    64-Bit

    I had a very similar setup, including the Graphics, this will not run it because of system specifications, in other words, the modification is too advanced for these specifications. TheNorthernAlex uses a system that he has upgraded from stock that allow him to play modifications like this. Not all computers are the same, aswell as all graphics card. I know that you can run Montana Modification on SOME Intel devices, but even if you have one that might run it, it's more than likely your game will crash after a certain amount of time. I've had to upgrade from my old laptop just to play these kinds of modifications, which isn't what I recommend for everyone, but if you really want to get into these kinds of modifications it's recommended but can be pricey.

  7. I went in the Editor and cloned the original parking spots for NYC 1.01, I renamed them all so that they were not matching and put them in a good accessible parking spot. Once I got all the spots in a good position I double-checked the names to save myself some headache if it was misnamed, all was correct. after that I edited NYCToPoliceStation and edited it accordingly, but when I have a unit return to station, it gives me a error saying that it's assigned to 19. I'm not sure if I edited the file properly so I'l paste a copy in here below.

     

    //******************************************************************************************
    // #Version 1.5#
    //
    //         Includes: To police station command.
    //
    //    - VcmdToPoliceStation
    //
    //        Script by Hoppah
    //        
    //        Usage of this script in other mods is NOT allowed without permission of Hoppah
    //
    //******************************************************************************************

    const char CMD_SIREN[]                    = "VcmdSiren";
    const char CMD_AUTOSIREN_OFF[]            = "VcmdAutoSirenOff";
    const char CMD_WARNINGLIGHTS_OFF[]         = "VcmdWarningLightsOff";
    const char CMD_WARNINGLIGHTS_ON[]         = "VcmdWarningLightsOn";
    const char CMD_FLOODLIGHTS_OFF[]         = "VcmdFloodLightsOff";
    const char CMD_FLOODLIGHTS_ON[]         = "VcmdFloodLightsOn";
    const char CMD_GOHOME[]                 = "GoHome";
    const char CMD_PATROL[]                 = "VcmdPatrol";
    const char CMD_STANDBY_ON[]                = "VcmdStandbyOn";
    const char CMD_STANDBY_OFF[]            = "VcmdStandbyOff";
    const char DUMMY_DISABLE[]                 = "DummyDisableSiren";
    const char DUMMY_HASSIREN[]             = "DummyHasSiren";
    const char DUMMY_GOHOME[]                 = "DummyGoHome";
    const char DUMMY_PATROL[]                 = "DummyPatrol";

    const char VO_ENTRY[]                     = "police_entry";
    const char VO_POLICE01[]                = "police_park01";
    const char VO_POLICE02[]                = "police_park02";
    const char VO_POLICE03[]                = "police_park03";
    const char VO_POLICE04[]                = "police_park04";
    const char VO_POLICE05[]                = "police_park05";
    const char VO_POLICE06[]                = "police_park06";
    const char VO_POLICE07[]                = "police_park07";
    const char VO_POLICE08[]                = "police_park08";
    const char VO_POLICE_FP1[]                = "police_fp01";
    const char VO_POLICE09[]                = "police_park09";
    const char VO_POLICE10[]                = "police_park10";
    const char VO_POLICE11[]                = "police_park11";
    const char VO_POLICE12[]                = "police_park12";
    const char VO_POLICE13[]                = "police_park13";
    const char VO_POLICE14[]                = "police_park14";
    const char VO_POLICE15[]                = "police_park15";
    const char VO_POLICE16[]                = "police_park16";
    const char VO_POLICE17[]                = "police_park17";
    const char VO_POLICE18[]                = "police_park18";
                
    const char HINT_NOSPACE[]                 = "No free parking spaces! Vehicle will start patrolling!";
                
    int DummyGroup = 32;

    object VcmdToPoliceStation : CommandScript
    {
        VcmdToPoliceStation()
        {
            SetCursor("topolicestation");
            SetIcon("topolicestation");
            SetGroupID(DummyGroup);
             SetGroupLeader(true);
            SetRestrictions(RESTRICT_SELFEXECUTE);
        }

        bool CheckPossible(GameObject *Caller)
        {
            if (!Caller->IsValid())
                return false;

            if (!Game::IsFreeplay() && !Game::IsMultiplayer())
                return false;

            return true;
        }

        bool CheckTarget(GameObject *Caller, Actor *Target, int childID)
        {
            if (!Caller->IsValid() || !Target->IsValid() || (Caller->GetID() != Target->GetID()))
                return false;

             Vehicle v(Caller);
            SetPriority(0);
            if (v.GetNumTransported() > 0)
                SetPriority(110);

            return true;
        }

        void PushActions(GameObject *Caller, Actor *Target, int ChildID)
        {
            Vehicle v(Caller);
            if(ChildID == 0)
            {
                if (v.IsBlueLightEnabled())
                    v.EnableBlueLights(false);
                //if (v.HasCommand("DummyFollow"))
                //    v.RemoveCommand("DummyFollow");
                if (v.HasCommand(CMD_STANDBY_OFF))
                {
                    v.RemoveCommand(CMD_STANDBY_OFF);
                    v.AssignCommand(CMD_STANDBY_ON);
                }
                if (v.HasCommand(CMD_WARNINGLIGHTS_OFF))
                {
                    v.EnableBlinker(BLT_NONE);
                    v.RemoveCommand(CMD_WARNINGLIGHTS_OFF);
                    v.AssignCommand(CMD_WARNINGLIGHTS_ON);
                }
                if (v.HasCommand(CMD_FLOODLIGHTS_OFF))
                {
                    v.EnableSpecialLights(false);
                    v.RemoveCommand(CMD_FLOODLIGHTS_OFF);
                    v.AssignCommand(CMD_FLOODLIGHTS_ON);
                }
                if (v.HasObjectPath(NULL))
                    Game::ExecuteCommand(DUMMY_PATROL, &v, &v);
                if (v.HasCommand(DUMMY_HASSIREN) && v.HasCommand(CMD_AUTOSIREN_OFF))
                    Game::ExecuteCommand(DUMMY_DISABLE, &v, &v);

                bool ParkinglotFound = false;
                GameObjectList l1, l2, l3, l4, l5, l6, l7, l8, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29;                
                ActorList list1, list2;
                if (!ParkinglotFound)
                {
                     Game::CollectObstaclesOnVirtualObject(VO_POLICE01, l1, ACTOR_VEHICLE);
                    if(l1.GetNumObjects() == 0)
                    {
                        list1 = Game::GetActors(VO_POLICE01);
                        list2 = Game::GetActors(VO_POLICE_FP1);
                        ParkinglotFound = true;
                    }
                }
                if (!ParkinglotFound)
                {
                     Game::CollectObstaclesOnVirtualObject(VO_POLICE02, l2, ACTOR_VEHICLE);
                    if(l2.GetNumObjects() == 0)
                    {
                        list1 = Game::GetActors(VO_POLICE02);
                        list2 = Game::GetActors(VO_POLICE_FP1);
                        ParkinglotFound = true;
                    }
                }
                if (!ParkinglotFound)
                {
                     Game::CollectObstaclesOnVirtualObject(VO_POLICE03, l3, ACTOR_VEHICLE);
                    if(l3.GetNumObjects() == 0)
                    {
                        list1 = Game::GetActors(VO_POLICE03);
                        list2 = Game::GetActors(VO_POLICE_FP1);
                        ParkinglotFound = true;
                    }
                }
                if (!ParkinglotFound)
                {
                     Game::CollectObstaclesOnVirtualObject(VO_POLICE04, l4, ACTOR_VEHICLE);
                    if(l4.GetNumObjects() == 0)
                    {
                        list1 = Game::GetActors(VO_POLICE04);
                        list2 = Game::GetActors(VO_POLICE_FP1);
                        ParkinglotFound = true;
                    }
                }
                if (!ParkinglotFound)
                {
                     Game::CollectObstaclesOnVirtualObject(VO_POLICE05, l5, ACTOR_VEHICLE);
                    if(l5.GetNumObjects() == 0)
                    {
                        list1 = Game::GetActors(VO_POLICE05);
                        list2 = Game::GetActors(VO_POLICE_FP1);                    
                        ParkinglotFound = true;
                    }
                }
                if (!ParkinglotFound)
                {
                     Game::CollectObstaclesOnVirtualObject(VO_POLICE06, l6, ACTOR_VEHICLE);
                    if(l6.GetNumObjects() == 0)
                    {
                        list1 = Game::GetActors(VO_POLICE06);
                        list2 = Game::GetActors(VO_POLICE_FP1);    
                        ParkinglotFound = true;
                    }
                }
                if (!ParkinglotFound)
                {
                     Game::CollectObstaclesOnVirtualObject(VO_POLICE07, l7, ACTOR_VEHICLE);
                    if(l7.GetNumObjects() == 0)
                    {
                        list1 = Game::GetActors(VO_POLICE07);
                        list2 = Game::GetActors(VO_POLICE_FP1);    
                        ParkinglotFound = true;
                    }
                }
                if (!ParkinglotFound)
                {
                     Game::CollectObstaclesOnVirtualObject(VO_POLICE08, l8, ACTOR_VEHICLE);
                    if(l8.GetNumObjects() == 0)
                    {
                        list1 = Game::GetActors(VO_POLICE08);
                        list2 = Game::GetActors(VO_POLICE_FP1);    
                        ParkinglotFound = true;
                    }
                }
                            if (!ParkinglotFound)
                {
                     Game::CollectObstaclesOnVirtualObject(VO_POLICE09, l9, ACTOR_VEHICLE);
                    if(l1.GetNumObjects() == 0)
                    {
                        list1 = Game::GetActors(VO_POLICE09);
                        list2 = Game::GetActors(VO_POLICE_FP1);
                        ParkinglotFound = true;
                    }
                }
                            if (!ParkinglotFound)
                {
                     Game::CollectObstaclesOnVirtualObject(VO_POLICE10, 20, ACTOR_VEHICLE);
                    if(l1.GetNumObjects() == 0)
                    {
                        list1 = Game::GetActors(VO_POLICE10);
                        list2 = Game::GetActors(VO_POLICE_FP1);
                        ParkinglotFound = true;
                    }
                }
                            if (!ParkinglotFound)
                {
                     Game::CollectObstaclesOnVirtualObject(VO_POLICE11, 21, ACTOR_VEHICLE);
                    if(l1.GetNumObjects() == 0)
                    {
                        list1 = Game::GetActors(VO_POLICE11);
                        list2 = Game::GetActors(VO_POLICE_FP1);
                        ParkinglotFound = true;
                    }
                }
                            if (!ParkinglotFound)
                {
                     Game::CollectObstaclesOnVirtualObject(VO_POLICE12, 22, ACTOR_VEHICLE);
                    if(l1.GetNumObjects() == 0)
                    {
                        list1 = Game::GetActors(VO_POLICE12);
                        list2 = Game::GetActors(VO_POLICE_FP1);
                        ParkinglotFound = true;
                    }
                }
                            if (!ParkinglotFound)
                {
                     Game::CollectObstaclesOnVirtualObject(VO_POLICE13, 23, ACTOR_VEHICLE);
                    if(l1.GetNumObjects() == 0)
                    {
                        list1 = Game::GetActors(VO_POLICE13);
                        list2 = Game::GetActors(VO_POLICE_FP1);
                        ParkinglotFound = true;
                    }
                }
                            if (!ParkinglotFound)
                {
                     Game::CollectObstaclesOnVirtualObject(VO_POLICE14, 24, ACTOR_VEHICLE);
                    if(l1.GetNumObjects() == 0)
                    {
                        list1 = Game::GetActors(VO_POLICE13);
                        list2 = Game::GetActors(VO_POLICE_FP1);
                        ParkinglotFound = true;
                    }
                }
                            if (!ParkinglotFound)
                {
                     Game::CollectObstaclesOnVirtualObject(VO_POLICE15, 25, ACTOR_VEHICLE);
                    if(l1.GetNumObjects() == 0)
                    {
                        list1 = Game::GetActors(VO_POLICE14);
                        list2 = Game::GetActors(VO_POLICE_FP1);
                        ParkinglotFound = true;
                    }
                }
                            if (!ParkinglotFound)
                {
                     Game::CollectObstaclesOnVirtualObject(VO_POLICE15, 26, ACTOR_VEHICLE);
                    if(l1.GetNumObjects() == 0)
                    {
                        list1 = Game::GetActors(VO_POLICE15);
                        list2 = Game::GetActors(VO_POLICE_FP1);
                        ParkinglotFound = true;
                    }
                }
                            if (!ParkinglotFound)
                {
                     Game::CollectObstaclesOnVirtualObject(VO_POLICE16, 27, ACTOR_VEHICLE);
                    if(l1.GetNumObjects() == 0)
                    {
                        list1 = Game::GetActors(VO_POLICE16);
                        list2 = Game::GetActors(VO_POLICE_FP1);
                        ParkinglotFound = true;
                    }
                }
                            if (!ParkinglotFound)
                {
                     Game::CollectObstaclesOnVirtualObject(VO_POLICE17, 28, ACTOR_VEHICLE);
                    if(l1.GetNumObjects() == 0)
                    {
                        list1 = Game::GetActors(VO_POLICE17);
                        list2 = Game::GetActors(VO_POLICE_FP1);
                        ParkinglotFound = true;
                    }
                }
                            if (!ParkinglotFound)
                {
                     Game::CollectObstaclesOnVirtualObject(VO_POLICE18, 29, ACTOR_VEHICLE);
                    if(l1.GetNumObjects() == 0)
                    {
                        list1 = Game::GetActors(VO_POLICE18);
                        list2 = Game::GetActors(VO_POLICE_FP1);
                        ParkinglotFound = true;
                    }
                }
                if (!ParkinglotFound)
                {
                    Mission::PlayHint(HINT_NOSPACE);
                    v.PushActionExecuteCommand(ACTION_NEWLIST, CMD_PATROL, Caller, 0, false);
                    return;
                }                
                else if (ParkinglotFound)
                {
                    Vector Pos = list1.GetActor(0)->GetPosition();
                    Vector TurnTo = list2.GetActor(0)->GetPosition();
                    v.PushActionMove(ACTION_NEWLIST, Pos);
                    v.PushActionTurnTo(ACTION_APPEND, TurnTo);
                    v.PushActionWait(ACTION_APPEND, 0.1f);
                    if (v.GetNumTransported() >= 1)
                        v.PushActionExecuteCommand(ACTION_APPEND, "VcmdToPoliceStation", Caller, 1, false);
                    v.PushActionExecuteCommand(ACTION_APPEND, "VcmdToPoliceStation", Caller, 2, false);
                }
            }
            if(ChildID == 1)
            {
                ActorList pos = Game::GetActors(VO_ENTRY);
                Vector TargetPos = pos.GetActor(0)->GetPosition();
                
                PersonList l1 = v.GetTransports();
                for(int i = 0; i < l1.GetNumPersons(); i++)
                {
                    l1.GetPerson(i)->PushActionLeaveCar(ACTION_NEWLIST, Caller);
                    if(l1.GetPerson(i)->GetRole() == ROLE_GANGSTER)
                    {
                        l1.GetPerson(i)->SetRole(ROLE_CIVILIAN);
                        l1.GetPerson(i)->SetBehaviour(BEHAVIOUR_CIVILIAN_NORMAL);
                    }
                    l1.GetPerson(i)->PushActionWait(ACTION_APPEND, 0.5f);
                    l1.GetPerson(i)->PushActionMove(ACTION_APPEND, TargetPos, true);
                    l1.GetPerson(i)->PushActionDeleteOwner(ACTION_APPEND);
                }
            }
            if(ChildID == 2)
            {
                 Vehicle v(Caller);
                 v.EnableBlinker(BLT_NONE);
                bool ToPoliceStation = false;
                if (v.IsCollidingWithVirtualObject(VO_POLICE01))
                    return;
                else if (v.IsCollidingWithVirtualObject(VO_POLICE02))
                    return;
                else if (v.IsCollidingWithVirtualObject(VO_POLICE03))
                    return;
                else if (v.IsCollidingWithVirtualObject(VO_POLICE04))
                    return;
                else if (v.IsCollidingWithVirtualObject(VO_POLICE05))
                    return;
                else if (v.IsCollidingWithVirtualObject(VO_POLICE06))
                    return;
                else if (v.IsCollidingWithVirtualObject(VO_POLICE07))
                    return;
                else if (v.IsCollidingWithVirtualObject(VO_POLICE08))
                    return;
                else if (v.IsCollidingWithVirtualObject(VO_POLICE09))
                    return;
                else if (v.IsCollidingWithVirtualObject(VO_POLICE10))
                    return;
                else if (v.IsCollidingWithVirtualObject(VO_POLICE11))
                    return;
                else if (v.IsCollidingWithVirtualObject(VO_POLICE12))
                    return;
                else if (v.IsCollidingWithVirtualObject(VO_POLICE12))
                    return;
                else if (v.IsCollidingWithVirtualObject(VO_POLICE13))
                    return;
                else if (v.IsCollidingWithVirtualObject(VO_POLICE14))
                    return;
                else if (v.IsCollidingWithVirtualObject(VO_POLICE15))
                    return;
                else if (v.IsCollidingWithVirtualObject(VO_POLICE16))
                    return;
                else if (v.IsCollidingWithVirtualObject(VO_POLICE17))
                    return;
                else (v.IsCollidingWithVirtualObject(VO_POLICE18))
                    return;
                    ToPoliceStation = true;
                    
                if(ToPoliceStation)
                    v.PushActionExecuteCommand(ACTION_NEWLIST, "VcmdToPoliceStation", Caller, 0, false);
            }
        }
    };

     

    Note : It comes with 8 parking spots originally, I added #9-#18

  8.  

    Very interesting read, definitely agree.

     

    I have made a few EM4 models from scratch myself and I am more proud of them then any units I have downloaded and added a skin/lightbar etc to. These take hours of work so it would definitely be upsetting to see these get tossed away and ignored.

     

    Detail is something I thrive on, I love it. Although this isn't very evident in my public mod, for a private one I have been working on (Perhaps public sometime in the future) I have been spending two, three times the time I normally would on a vehicle to get it as realistic as possible. I would be overjoyed to see a wider range of modifications use more detail. The problem I think is that a lot of the re-skins etc use older mods as a base and therefore the models are a little... Outdated... to what we see in some original modifications now.

     

    I never got the "Private mod which shall be released to 6 Youtubers and a few Friends" thing either - If it's a private mod then why isn't it being kept that way?

     

    -------------------------------

     

    private

    adjective
     
    1. 1.

      belonging to or for the use of one particular person or group of people only.
    2.  

     

    You just kind of bit yourself in the behind, "belonging to or for the use of one particular person or group of people only".

     

    but I do understand and agree with you where you were trying to go.

  9. I actually have a confession to make. I dont like (hate) the Mayberry mod. You guys might be like "You dont know mods" or " Get out of the forum" but I mostly judge mods by the lighting and skins of cars. I dont care about map or texture much but I only judge mods by those 2 things. I mean most people do judge mods by stuff like that. Thats why I dont play mods based off of the Mayberry mod. The lights are like circles and not squares or rectangle but thats the only reason why I dont play it. Even if I install it I wont even play it LOL

    I just have one question. If someone says they want to help you on your private mod and you give it to them, is that considered distributing without permission even if they really do help?

      

    That's a tricky one and you'd probably just have to ask the original Author/s.

    The response Pottyscotty gave you is quite correct, and I do agree with this forum topic all the way, calling a reskin a "modification" is byfar discrediting to the actual original creators, aswell a disrespect to the creators abilities/original work. They're basically going, "Released by modification come get a copy" and really not crediting the actual creators. I understand people crediting themselfs for reskins, as they do deserve that if they did a nice job, but atleast give the original creators a little more credit by calling it a SubMod or such.
  10. There aren't a lot but if you're more of a visual learner, you might want to try youtube, I've seen a couple on there that seem somewhat basic to understand. Search "Emergency 4 Tutorials" under Youtube channels, it's a well-known modder by the forum name of Chris07 that gives really good tutorials via video.

  11. I live in a quite small town in Pennsylvania. We have a fully volunteer Fire Department and partial Volunteer EMS that is apart of our Fire Department. We have 2 BLS Ambulances that are able to provide mutual aide if needed. Right-now we're running with 2 Engines, 1 Ladder, 1 Command [Chief is always in-possession of the Command vehicle], our Ladder runs as BLS in-case the fire department next to us cannot dispatch their ALS to assist, it might not be a ALS rig but it's better than nothing. Usually there's 2-3 Police officers on-duty at one time, 2 on patrol in separate cruisers and 1 usually handles the headquarters.

  12. A link would be helpful. I want to see how other mods did theirs. Not for sake of copying, but to find better solutions to this logisical mess.

    http://www.emergency-forum.de/board41-emergency-4/board337-emergency-4-showroom/board75-emergency-4-modifications/35337-kiefersfelden-modifikation-die-grenze-zu-sterreich-release-der-version-1-2-2/

     

    Here you go, also TheNorthernAlex did a video of I believe v1, not sure if it was featured in the video as I'm not sure if the script was in-game at that time.

  13. Its the end result of trying to do something that Em4 was never intended to do. Even the Germans couldnt get it perfectly, so that basically says, nope, this aint ever gonna be 100%

    Actually the German modification of Kiefersfelden has somewhat similar script, the sirens make the vehicles pull to the side, it's somewhat helpful but there is a bug where a vehicle on fire would bug out when a siren is going off near them and drive around like a clown with its head chopped off, but besides that it's pretty stable and helps a lot.

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