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Nick007

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Posts posted by Nick007

  1. On 1/22/2023 at 11:16 PM, itchboy said:

    For the time being, would people mind if I just add 2 or 3 additional POV's but with generic civ vehicles with no ELS? I'll replace them later on.

    Regarding the problems of volunteers, I am trying to write a more flexible volunteer script but this will take time, as I said. The plan is to allow various commands on the control panel to dictate how many volly's get called, if they drive to scene or respond to station alone.

    There is nothing yet but this idea is something I will be working on along with the other projects.

    I think that's fine. Having a flexible volunteer script sounds like a kick-ass idea! 

    • Upvote 1
  2. 1 minute ago, Flewga said:

    I don't know why but when I get an EMS call and I try and use the treatment menu with the Paramedics it says Patient not found. I have tried with both the ambulance paramedics and the EMS Supervisor.

    Got to have the paramedic treating the patient AND the patient selected

    • Like 2
    • Upvote 1
  3. 7 hours ago, itchboy said:

    Again, I am watching the thread and seeing people's issues.

    Right now my strategy is to fix the worst bugs like the missing and failed callouts. There are other things that can't be changed like callout variance. There is no file to configure the frequency of certain calls. It really is random and I have no way of giving a specific event more "weight".

    The volunteer script issues are something I plan on fixing as well but I will need some guidance. Would it be better to add more POV's responding to station or should I program a few extra ones to always drive to scene ahead of the apparatus?

    I know this was discussed previously but I'd like to hear people's thoughts. Adding this feature will take longer to release the bugfixes.

    I feel like have a few Volly's responding to the scene can be useful, if i think of the odor of gas callout, it would prevent sending an entire engine crew to the call if a couple guys arrive first and can tell if it's a false alarm or not. You could then cancel the engine quicker since there's no need for a response.. Also, i feel like it kinda matches the small town vibe if we get guys directly on scene too. 

    • Upvote 1
  4. Also little thing, is there a way to turn the traffic advisor without shutting down the whole lightbar? I saw in the guides you can turn it on without affecting traffic, but it would be cool at an accident scene to be able to keep the emergency lights on and redirecting traffic with the advisors. (Maybe like Shift+click = advisor on, lights off and CTRL+Click = advisor on, lights on)

     

    • Upvote 2
  5. 1 minute ago, Firefighter2367 said:

    Found a few bugs with some cars never entering the intersection. car crash near the bank on the right side of the map never spawned cars. Chain saws were not able to vent the roof when selected interior attack.

    logfile.txt 1020.75 kB · 0 downloads

    I've had the car accident bug too, you get the oil spills and what not, but the car is invisible. As for roof venting, you need the k12 Saw, (Hold Shift and select the chainsaw)

    I must say I had a giggle when I heard the SimCopter Evacuation message when I used the P.A xD  Great work by the team! Worth the wait!

    • Like 1
  6. So I got it working, with a slightly different method though...I couldnt get PushAction to work, so what I did instead, is when the command is initiated, it removes the TurnFloodLightOn command and replaces it with TurnFloodLightOff instead. (Since v.EnableSpecialLights(true); already makes them turn on). And that took care of it! Thanks for the help peeps! Was kinda fun even though now I can kinda feel what devs are going through when making new scripts and testing them..I understand the hair pulling now..😂

     

    • Like 1
  7. So good news,

     

    I got it working, but now the only thing is it doesnt activate it in the bottom portion of the "vehicle commands"..I have to click the flood lights to turn it on, and then click them again to turn them off.. since they are not activated in the vehicle control buttons, if for example I send them back to station, the lights stay on, because the return to station script thinks the lights are off. (Because they appear so in the vehicle controls)

    Any fix to make the EmptyCar script activate it in the vehicle control menu? Because otherwise the script works, it's just I need to find a way to make them activate the same way as if I pressed the button in the panel

     

    Thanks!

     

  8. yeah I was thinking about that..it was mostly to set it up so that when personnel gets out, it kinda does the same thing as when emergency services put their vehicles in "park". White lights stops flashing, flash pattern slows down, I already have all of that setup, I just needed a script to bring it all together cuz i found it a little bit annoying having to turn off blue lights, then activating special lights... a little script could be helpful :P 

     

    Thanks for the input!

     

  9. Hey! 
     

    I’ve been digging around a bit trying to find a script that turns off emergency lights as the personnel exits the vehicle, and then turns on special lights (scene lights) once they are out. 

    Is this even possible? (I mean theoretically, anything is possible, but im talking game mechanic-wise😂)

    I wouldn’t mind trying to create my own, thing is i’ve got no experience in scripting (although I like to tinker around with existing scripts).. any leads?

    Thanks!

  10. 7 hours ago, joker15x said:

    Dude I was literally just thinking about somethin like that.  I was thinkin like, do I really need another unit just to block off the other road for a traffic stop?

     Yeah,well I mean, if it’s possible to run 2 redirect scripts at the same time, theres no problem because you can redirect the oncoming traffic to the side of the road, but if for some reason you can’t run 2 redirect scripts at the same time, you will probably have to block the traffic.. but I don’t know... Itchboy is the only one that can anwser that. I’m just making suggestions..

  11. Out of curiosity, would it be possible to make it so that when the game recognises that you are using the new redirect script, it creates a “red traffic light” in the opposite lane, so that the cars stop, and when it detects that no cars are in the way, it makes the “light” green? I mean i’m not asking for you to do that, i’m just curious if the game has the abilities to do that..

  12. 14 hours ago, Chris07 said:

    Unfortunately I leave for Medical School in July and will have no time to continue work. EM4 is over a decade old and given the current state of the aging community, it really wasn't seen as worth it for me to invest what little free time I have left before I spend the next 4-8 years of my life learning the art/science of medicine.  

    I really am sorry to disappoint. This is kind of why I stated in one of my posts that I don't normally believe in showing off pre-release content. I really hate for this to be another RCMP type thing, although that mod had a MUCH bigger following. It's really a shame, I had high hopes for this mod and really wanted to do it, but being the sole developer on the scripting end of things (Which is arguably the biggest and most complex part of the whole modification) I just didn't have the time to commit to bring it to market.

    After all, life is more imprtant than a video game! Thank you for all your time and effort you have put into this mod, and everything else, and i'm sending you my best wishes for Medical School and I hope you will have a great future!

    -Nick 

    • Upvote 2
  13. I think there's a similar SWAT mod out there but I think it's not released..but it would be a great idea! Northern Rockies would be cool also for mountain rescue! Parade mod...simple but I mean it's more for lights and siren than gameplay! And DisneyWorld......well i don't know but Elsa extinguishing a castle on fire doesn't seem quite right. And gameplay would be pretty quick! WOOOSH! Ice ice baby...lol

    • Upvote 1
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