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itchboy

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Everything posted by itchboy

  1. This thread isn't dead yet. Finally reworked the tail lights on this thing. Available here: http://forum.emergency-planet.com/files/file/568-ford-police-cars-set/ And the latest civil car pack can be found in the Montana Mod.
  2. Is it on the infamous car shop intersection? Or is it at the main street intersection with the donut shop?
  3. We are working hard to fix any bugs that players have, especially CTD's which end up killing the fun you are having.
  4. Go to the editor and move the virtual object in that spot. Try deleting some points of it. It is called NoVehicles (or something similar).
  5. This is a limitation of the script I made. It only allows for one spineboard. Adding more than one would take time. I will probably add more than one in later versions of the mod. As for firetrucks, they can be put in easilly, but as I said, this is reserved to be done in the future. Fixing bugs is more important right now than adding functionality.
  6. So I have begun rewriting the call vehicle scripts so that they don't run on a constant check anymore. This should end the lag that happens every second. I have an idea that could be interesting. Make it so that units are finite. Meaning each vehicle costs money and takes time to arrive. Basically replacing the normal vehicle send menu with the commands of the battalion chief and the dispatchers on the map. What do the people think?
  7. Have you updated your graphics drivers? Does your system go above and beyond the minimum specs of the game with no mods?
  8. The map is missing a spawnpoint. Fixed in patchI will reduce the number of checks running in the background for the patchYou can turn it down yourself. Just edit the freeplay_endless.xmlVehicle bugs are to be settled by bama1234Will reduce fire spread in the patchI haven't finished writing the call scripts for all units.Spineboard glitch to be fixed soonRapid deployment is intended to work like that. I want it to be more manual instead of one click setup. You gotta close the hydrant yourself.
  9. Did this error occur within the first 10 minutes of gameplay? Police vehicles are intended to be called by department. MPPD, then Park Rangers, then BCSO @ city hall, then MHP @ hospital. You may choose to call off map units using the call commands on all police officers and the dispatcher at the police station.
  10. This is caused by the smoke and fire effects. LA Mod had this issue, and pretty much all mods that use it as a basis do. You can remove them by deleting the .dds files in the Emitters folder. Let me know how this goes.
  11. Oh. Okay. BMA made his own volunteer script, and so did I. Montana mod uses mine. His volunteers are on map (I think) whereas mine are off map. This explains his comments on the Montana mod topic. I understand it now that there are actually two of these available. Your reply has given me an answer to my question.
  12. Montana volunteer script? Or your own volunteer script. If you are using mine, I would like to ask if it was easy to add it in.
  13. Does it have any commands to use at all or are they just disabled?
  14. Just look at the previous pages where people were reporting bugs.
  15. Update: I think I have fixed the CTD when using the ExtendHose and Wye command. Waiting for permission from bama to post the patch.
  16. That must be your GPU acting up.
  17. The lag that occurs is due to the large number of scripting checks that are done every second. Its not your GPU or PC. The game checks the following every second: Stop SignsExistence of the off map units in the mapThe time (for dynamic night sounds)Status of each volunteer car (on map or off map) This is why there is lag. I am working on finding a more efficient way of doing this script checks. In the mean time, you're going to have to live with it.
  18. This is actually one of my 'secret' features that I use to fix traffic bugs by making cars towable. Unfortunately it has a few bugs in it too.
  19. Thank you so much. I'm sorry if you had to delete hundreds of posts just to accomodate me.
  20. Great that you found the problem. I haven't actually finished downloading the released version of the mod. I only have my personal copy which has none of those bugs. So far the download is gonna take another 2 hours or so.
  21. I understand. Thank you for letting me know. I'll just forward the patches to bama. You guys gonna have to wait though. Another option would be to post the patch link on my sig, and post an update here whenver a bug is fixed.
  22. I might as well let everyone know that I bama is going to be taking a break from the mod for a day or so. He needs time. I've had my break today, so I'm going back to work now. Could you let me know which paths have glitched out? Pictures would be very helpful. I am aware of the missing childs and these will be fixed by bama when he comes back. All of the new vehicles in this mod have even bigger scaling than the old ones. They are even bigger than the cars in my traffic pack. This was done so that the new vehicles wouldnt look so tiny compared to the person models.
  23. Thank you for reporting your problem. Explanation: We ran out of time to finish doing the lights on the on map ambulance. The police impala and explorer (grey color) have no wheels because they are not supposed to be in the mod anymore. We just left them in so that people would have units to play.
  24. I can say that I am also in the process of killing the bug bama mentioned. Basically, game CTD's in the GoToHospital script. Currently tracing code to look for a possible reason.
  25. But this decision to delay it comes at the cost of our "word" when we promised it to be out on the 23rd as voted by the community. If anyone wants updates, its 1am here and I am currently working on the script for calling the off map SWAT teams. They have 2 variants: BCSO and MHP. They are independent of each other and come with their own set of unique vehicles and personel.
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