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Graffspee

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About Graffspee

  • Birthday 02/25/1971

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  • Gender
    Male
  • Location
    Florida
  • Interests
    Many and Varied......

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  1. I have to say I liked the auto dismount as well...It was one less thing I would have to do when they returned to the station. I suppose I can just go back to manually doing it again which is no big deal. If you want that added bit of realism when you play you have to have the crews out and with their bunker gear removed. I am realistic and understand that type of game play is not for everyone...
  2. It automatically. Sometimes when I first connect to the site and other times when I go to a thread.......
  3. I do not know if I am the only one experiencing this but when I access the form I have been having the problem of being sent to different web pages such as this page for example: http://mediads-group.com/ I have had this issue for at least the last week and on several different computers on different networks so I dont not think its on my end. Just thought I would give you a heads up.... Mike
  4. Awesome.....Great work. That is a great feature and will make things easier to manage for calling in additional assets .... .I find it becomes a real chore trying to manually call additional units in freeplay one at a time for a major incident....
  5. Cool....Thanks for the reply....Its a feature that would be handy at times.
  6. I was making some adjustments in the editor and scripts and decided to add the 2nd. and 3rd alarm call commands to the battalion chief and division chief along with the 10-75 command. The vehicles spawn and it works fine except for the staffing on the rigs. The engines spawn with 4 Chauffeurs and the ladder with 2( some times with a battalion chief) . I looked at the battalion chief script to see about changing the staffing when they are spawned but could not figure out exactly what the correct changes that should be made . It seems not to be as straight forward as say changing the crew staffing in the FirestationStart script or in the Units.XML.....I am not sure what I am missing...
  7. I have been trying to setup a Wrecked vehicle at a MVA to be burning when the Accident appears on the map. I setup everything in the properties for the vehicle in the Editor and when you look at the scene in the editor the Vehicle is burning but when the accident appears in the game it is not...I have not been able to figure out what I am missing ...
  8. That would be cool....Especially since I live in Tampa......
  9. Once you are in the properties the setting is in Edit Traits .... There is Health and Life setting there....
  10. You are correct on what you need to do to change the settings.....
  11. Those settings are in the editor and can be adjusted there ..... I think the idea was to add some realism as some call have DOA victims...
  12. I do not see that this has been mentioned but I found that when you have the Chauffeur place the Wye there is a Script error. You can clear the error and get back into the game, connect to the Wye and it works but the Chauffeur disappears and you have to use one from another engine when the fire scene is cleared.
  13. I suspect its a WW2 ordnance type mission.... They find un-expolded WW2 bombs all the time in Germany...
  14. I have to agree . Traffic management is a necessity . Once you figure out what works best it makes things a whole lot easier....The only issue I have run into so far is at a couple of the spawn points if you block the roads to close to them the cars get jumbled up in the air at the spawn point and it is impossible to clear them. So I try to block traffic at least a block from the spawn point when an incident happens near one.
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