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Madman

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Everything posted by Madman

  1. Truck looks great Hoppah - outstanding work. What are your thoughts on switching your new truck into Station #2 instead of the Hazmat truck? I could see using the heavy crane more often than the Hazmat - just an idea.
  2. What do you consider an "unchanged" version? I have Tony's lights installed in my mod and have made changes to my personal freeplay map. I'm guessing this will get rid of the lights, correct?
  3. The top set of lines you circled are completely correct - a new lane is being created for vehicles turning left, did you just want them to guess where to drive? The second set of lines you circled are also correct...in a sense. Another new lane is starting up on the road so there needs to be indication of that new lane. I might have thought the far left lane would have merged into the middle lane, but the way he has done it is technically correct. It's an oddball intersection in a fictional town inside of a computer game - don't try and get too picky with such details as line placement.
  4. What?! :1046275923_scared: Your game must come to a grinding halt, not to mention the traffic nightmares that causes. My game play is to first take the BC out of his SUV and put him somewhere out of the way giving him hotkey 1, (and then use him to dispatch all units). I then send the BC SUV, (with the extra FF), off the map back to HQ. Then I send each truck and ambulance out of the station to the tarmac, (turning off the deck gun for the pumps), and then send them back to the station so they unload their men. After that is done I send 3 police cars, (typically the Charger, the SUV and then a slicktop), out on patrol and request a new BC SUV with only the BC in it. I send the new BC SUV back to the station and assign him hotkey 2. I have made the initial call time longer than standard so it allows me some time to get all this done.
  5. I think you are going to have to add a bridge in the bottom middle of the map. Every unit has a major problem getting to scene calls on that lower road and once they are confused, they just stop.
  6. What about on/off ramps for the very far right section of the highway? Near the campground side.
  7. LAPD patrol car has a "Deploy SWAT" command in your current version of the lights.
  8. The big accident on the freeway with the bus is a nice touch......but - the bus is cut into 3 segments for 3 injured people which is cool, but you need 3 tow trucks to take it away and it looks a little weird when you've taken 1 or 2 pieces of it away.
  9. For some reason, the new freeplay maps just don't like the resolution switch. When I quit my freeplay game and try to return to the main menu, I get a CTD - although it works fine with Hoppah's original freeplay maps. No big deal, it actually saves me a couple steps. ;D
  10. Just played the new Deluxe map - great job!! The one thing I now will take into account when playing however is never to redirect traffic in your map. The freeway really messes things up because most of the traffic originates from the freeway, so if you redirect it they will try and drive back down the one way off ramp causing a massive traffic backlog. The other cause of traffic redirection chaos is the construction zones - traffic will try and drive back through and inevitably mess it all up. Fire trucks from Station 1 trying to cross the river where there are no bridges is also a problem. Trucks from Station 2 also try and find interesting ways to reach the top of the map. Other than these, its a great change that I will enjoy playing.
  11. All you guys are pathetic - do you honestly think this is going to speed things up? Your new method of not asking for a date to get around the rules but still hounding Hoppah is probably more annoying than asking for a release date. We get it, you are all excited. Posting every day stating how excited you are and how much you love Hoppah and his mod make you look like desperate 14 year olds....oh wait.
  12. The directional bar should look like the new 36 Pump\'s arrow - with LEDs and it\'s same flash pattern where one section flashes on then off and then the next section over does the same...as opposed to the old style bars which one section turns on, then the next etc etc until they are all lit up and then they all turn off at the same time.
  13. While a valid suggestion for Karina96's department - I don't think adding running lights to your modified lights is the way to go Tony. They look great the way they are and I honestly don't think a lot of departments in North America run a similar setup to the one he is describing.
  14. All 2008 Super Duty F series trucks have the same grill, 250, 350, 450, 550 - your picture isn't a 2008 This is a 2008 F450 Ambulance:
  15. Yeah, Medic 2 runs one and I see it all the time in the core - they are great looking.
  16. That ambulance is the new 2008 Ford chassis - all new Fords that are ordered will come with that grill. It would be cool to update the ALS ambulance to it to be ahead of the times.
  17. Lights look great Tony - the running board lights on the Battalion Chief are a little too bright for my taste, (I actually prefer them not to be there at all). Also, If you are putting a directional bar in the Battalion Chief, you should make both ends of it flash red and have no blue at all. I really like how all the rear lights come on with the directional light command on the police cars. On your last set of lights, the directional arrow in the unmarked police cruiser seem to flash way too fast in the game and don't really show up at all for me. Is there anyway to slow them down? Maybe even make them flow right to left as that is the way traffic turns when the lights are activated.
  18. Yeah, I really had to go back in my memory to remember that. You could even make it like that and force Hazmat to come out and clean up certain accidents. Just something to spice up the accidents. I may have to make a trip to the basement to find my EM1 CDs.
  19. I was thinking you could add a "Debris" or "Fluids" item that firefighters would have to clean up at the scene of MVAs. You'd have to edit each freeplay event, and then have some sort of "Clean-Up" button on firefighters. The new command would work somewhat like a combination of the jaws command and the tow truck pick up command - in where the firefighters would take some time to execute the command and after they are done, the debris or fluid would be cleaned up and the event would be able to be completed.
  20. Hey Hoppah, just reading through the manual and noticed this: This is great. Sometimes you don't need an Engine or Ambulance to come screaming to the scene, so this is really cool for realism inside the game. I'm guessing they will still pass other cars though, correct? Is there anyway to have them drive with the same speed at other traffic when their lights and sirens aren't on and then speed up if you do activate the lights? Also, could you only call the aerial without lights and sirens by holding control and shift when you click the button?
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