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Graffspee

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Posts posted by Graffspee

  1. Any reason dismount in station was removed? I really enjoyed that added realism and its nice because you need a FF to open the bay doors anyway.

     

     

    Popular opinion was they don't like it, if I get enough of a preference for it I'll add the option

     

    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. 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

     

  3. Based off this suggestion I've revisited the call units commands.

    There are now 5 new options -

    All Hands (FD) this calls an additional 4 units to the scene, 2 engines a ladder and battalion.

    Second Alarm (FD) calls an additional 6 units to scene, Field Com, Rac, 1 engine, 2 ladders and division.

    Third Alarm (FD) calls an additional 6 units 3 Engines, 2 Ladders, Rescue Batt

    Call Supervisor (PD) calls nypd van to the scene with sergeant patrol supervisor for calls requiring additional support.

    Officer in distress (PD) calls 18 patrol cars to the scene and an armed response unit.

    This has made big responses quicker and easier, a huge fire can summon 90% of the response area FD in seconds from one chief.

    In the same respect an officer down or in need can call the entire patrol fleet in seconds.

    Let me know what you guys think along with any suggestions. I'll be posting a demo vid soon.

    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....

  4. 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...

  5. 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 ...

  6. 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.

  7. Alright guys we've taken on all of your comments an helped shape the future of the mod, I spent allay working today and raf spent all day last night both working on the next patch update. You can expect it sometime next week.

    Hearing even minor issues is upsetting so well do everything we can to resolve them all, even improve the game.

    Thanks for the feedback

    Dyson

    You guys have done an OUTSTANDING job with this mod.....When the bugs are worked out it will only be that much better. I appreciate and admire the work and effort that has been put into it....

     

    THANKS

    Mike

  8. One more issue I have discovered after playing for a while. I think someone had already mentioned it but I will again. There is a mail truck that is getting stuck in the upper right corner of the map. There is nothing you can do to get it moving and it causes all the maps traffic to back-up after a while . The only way to clear it is a restart of the game.

  9. It shouldn't do. I have all the police events turned on, on the freeplay endless and I don't get the mission ended message. But Saying that I think I did copy the XML file in from another mod. Try doing that and seeing if that works.

    I copied an XML file in from another mod and it fixed the issue. Been running the mod for the last few days with no issues... All is good now.....

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