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Posts posted by willowfork fire capt
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No offence but... they unit's look from the "West coast Canadian mod" but good job
they are i edited the ligts and im going to add light bars to them
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the maps awsome
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new pov units
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Not that I'm aware of, but if someone can script that feature, I'd be happy to add it in.
ya that would be pretty awesome
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@willowfork fire capt: there's talk of that in the modding concepts area.
ok thx ill take a look at it
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jrff64, you are correct about the red/white forwards facing. However, if you look at NYPD units, the back of the bar flashes blue, I think what you're seeing in the picture is this, and that EM4 has a difficult time duplicating exactly what real world lights look like, so we get a little bit of bleed forward.
i was wandering about that
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is there any way to use the ladders off the trucks that r like the 20 foot ladders for the crews to get on the roof of a one or two story structure
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Okay, so I've released a little maintenance release with a few goodies.
Changes since v2.0.3
Bug Fix: Fire engines had the "Deck Gun ON" command by default, requiring a user to click it twice before turning off the deck gun. The "Deck Gun OFF" command is now the default command, as it should be.
Bug Fix: North Eastern Patrol path should no longer get stuck in the hospital parking lot. While I advise against using patrol paths since they tend to jam up traffic, it is now fully operational for those who wish to use is.
Bug Fix: Fire units at Fire Station 83 (bottom right) should no longer go out the back of their station (through a closed gate) when responding to calls in the areas below it.
Bug Fix: Ambulances no longer compete for parking spaces when they arrive in quick succession. Each will go to a designated spot.
Optimization: I moved some virtual objects around the first ambulance parking spot at the hospital. Ambulances should park a little neater now in the first spot.
Optimization: Added a few barricade virtual objects around Fire Station 82 (top right) and EMS station 501 (Upper EMS station) to deter vehicles from taking B-Line paths to the hospital before going the proper way. Probably won't work, but I guess we'll see.
Removal: Vehicle in the water at the port floated on top of the water instead of being underwater. After realizing that you can't place an object under an "ocean" type liquid, I removed the event.
Removal: There was an ambient polygon around the small construction site next to the wash. It was flaky at best and at times seemed waaay too loud. So i removed it.
Addition: To compensate for the removal of the "vehicle in the water" mission, I added a second "vehicle over the side" type mission on the eastern hillside.
Addition: I made a little script adjustment to the Vehicle Redirect script so that when select Sheriff's cars use the redirect command, their primary lights will automatically shut off and only their redirect lights will be turned on. If you wish to redirect with primary lights on, you must manually re-engage the primary lights.
Addition: Added a couple of lights to the slicktop sheriff's cars and the SUV so that when their redirect lights are turned on, and their primary lights subsequently turned off (see addition above), a few forward-facing solid burning red lights are also turned on. This is to give the effect of a "secondary" lights since having just the rear facing redirect lights is a bit boring. I did not add any lights to the 7B-1 so that will only show the rear lights.
This puts us at v2.0.4
I've also been playing around with 7-zip's compression. I've managed to compress the Bajeebus out of the zip and it is now down to 206MB (formerly 244MB). Unzipping it will take a bit more RAM (66MB to be exact) than the old method but I don't think anyone will have a problem sparing 66MB of ram while it unzips. It should work out of the box without any special programs (tested in Windows 7). If you're on XP, it will not work without 7-zip or a similar program. If there are too many problems unzipping it, I'll go back to the old method. Sorry, but every megabyte counts when you have a crappy upload speed.
Download is available on the first page.
looks great
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bama i have a question will the engine have jaws of life and that kind of equipment or will you have to call CCFD for a rescue
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looks awesome
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So I've been testing the montana mod recently and loving it in 1080p so I was getting mad that there was one station so I made a second to cover the right side of down. This one has two engines and a ladder with a EMS squad in the back with a battalion chief out front.
is this the new version 2?
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awesome, love the rotater lightbar
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k thx im waiting for a couple more units to be skined before i do...... just wanted to show show some progress
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Needville Police Dept Skin by modzzguy202
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Looks awesome
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ok thanks
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Because that's how I wanted it
k
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why did you put firefighter/paramedic instead of ff/emt in the trucks
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mods amazing
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I feel like you got railroaded by people talking down about your thread. Good luck and have fun. It's hard work but from someone who has a number of personal mods made, it's worth the effort. The close to home touch always feels neat.
thanks
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i have a question why dont the captains have all thier bunker gear on
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i feel like this is one of those "do my mod for me" types. Skinning and lighting is about 10% of the battle of making even a slightly different mod. Most current mods that are in production or released it seems are reskins of other peoples vehicles and compiled together onto the base game or la mod map with little to no changes otherwise. To make something new and interesting it takes more than just those 2 skills, otherwise it should just be more or less a submod.
Also anyone can call themselves a lighter, but how good you are makes a difference.
i said i am learning how to model and im going to learn how to make a new map
Houston Mod(ON HOLD)
in Mod Development and Concepts
Posted
thanks