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BritishArmyReserveCadets

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Everything posted by BritishArmyReserveCadets

  1. I think... Add the child and name it, and then in the command file for the flashing lights make it so that if bluelights activated = yes, then the child is shown. (I would be more specific, but I dont have the resources on me to look it up)
  2. Hi all, I now have the mod on my laptop meaning I can do the occasional bit of development. At the moment, I need some testers, so any experienced persons, please drop me a PM with your PC Specifications. Thanks.
  3. Ability to spawn; Police Officer with Stab Vest, Fluoro Jacket, PCSO, CMPG and OSU. Maybe BTP, but I cant remember off the top of my head. Also repairs all police vehicles in the station and has the empty station area command.
  4. The current version released has the accident sign within the files. However, it was not made usable due to a script error I haven't yet got round to fixing.
  5. Sorry, but no. As far as I am aware it can be used in other mods aslong as you put in credits. Someone else may be able to give a pointer.
  6. Mod:/Scripts/Game/Command/QLDTaser.script
  7. There is one in the West Midlands and London mod which was used from the QLD Mod. I believe it mentions in the script that it can be used publicly.
  8. None of the models were square or blocky. The very initial models were, but none were included in Version 1. All of the updates since November/October time are what will be included in the second version of the mod, which has very similar functionality to that of the Los Angeles Mod, with a British spin on it, such as Terrafix and Genisys command icons, and ambulance standby points rather than one massive hub, varying grades of fire and ambulance staff with appropriate tabards and other clothing. It's unlikely the Mod will be released soon, as I am busy with University, however, nearly everything is done, all unit icons are now done, making the mod much easier to use. Also, no one else is currently working on the mod.
  9. Could you make your question a bit more comprehensible to a semi-posh English citizen, and then I will be able to write a more exact response to your question.
  10. Liebherr 1040 Crane. (By RD_Saarland, Mibblitz) in Ainscough Crane Hire Ltd livery.
  11. All the unit text's are now done. The long and painful process of unit icons is now in the works. Some more changes to the game - - HAZMAT Firefighter has now been added - Updated Volvo FL Skin -Fixed the centre point of the Volvo FL - Various Aesthetic changes to the fire station. The fire station is also now fully working. - Advanced Paramedic/ECP can how heal. - Paramedic Area Support Officer can now change into a fluorescent jacket. - Fixed the stretcher slightly - You can't get the stretcher if you are holding the emergency case/other equipment, where-as you could before and then wouldnt be able to lift a person. I may be removing the CS Gas from the police officers, because the police officers bug out if the suspect starts fighting with them. A diver is also on the way shortly.
  12. Progress is ongoing. Unit names/info texts/etc are nearly done. Various Tech Units and various fixes to the mod are next on the agenda.
  13. The default EM4 Mulitplayer map is what is used in v1.0. I'd like to let you all know now that a lot has come on from what it was, but as I am leaving for university soon and my computer is staying at home, don't expect the mod to be completed any time soon. I'll work on bits and bobs a few times a year when I'm home, but it could be a few years until its close to release, due to time constraints.
  14. Not many updates at the moment, just waiting on a new fire station and bits and bobs. However, I've been working on scripting, - When a Paramedic/Technician exits the Rapid Response Vehicle, they will automatically go to the boot and get a Responder Bag. - Various streamlining with commands such as taser/pepperspray/weapon and stretcher/responder bag. I've also been working on the odd thing such as unit/command names/tooltips and images, which is consuming much of the time I spend on the mod.
  15. It's all down to personal choice and what actually looks best/most photo-realistic. I know sometimes adding alpha reflections make the people/vehicles have a horrible white tinge to them. Post some photos up with alpha on and off.
  16. The fire station will be changed in due course, however, Freelancer is having issues at the moment, so I don't have anyone to model, so just wait out for now. However, I have added BTP to the train station, they have the command to go to the police station to drop off detainees and then to return to the standby parking space at the train station.
  17. Hi again! So, I've sort of got my head round command groups, to an extent, in that I managed to solve a few problems where some commands wouldnt show. (After reading through all the other topics!) However, I am trying to get two commands (Basically the vcmdtofirestation, twice) to show within a separate menu like in CGROUP_GETEQUIPMENT. If I use that as the groupID it works fine with the wrench icon and then the two vcmdtofirestation commands show how they should, but how can I get them into a new command group so that I can have a custom icon instead of the wrench icon? Thanks in advance.
  18. I've done something similar with the WM Mod where ambulances/cars have two standby points, one at the fire station and another at a porta cabin. All you need to do is add VO's for the units to go to and a VO for the unit to to turn to, and copy the LAToFireStation command so you can choose where to send the unit to. (Remember to edit the DummyTo(At)FireStation, etc etc)
  19. A few aesthetic changes Police Sign Parking restriction paint outside police station, and new antennas and roof markings on police vehicles No stopping paint outside fire station junction Ventilation on-top of all ambulance (small white circle), also showing an ambulance on standby at the fire station Mupltiple people can now heal DAF LF Royal Logistic Corps EOD truck added aswell as an RLC Solider (In MTP with the correct flashes/belt/beret) DAF LF Courtesy of Pottyscotty. RLC Soldier by myself.
  20. Finally clearing my backlog of things to do. Spent most of the day sorting out the fire personnel commands to streamline the changing between clothing which is now sorted, along with commands and person icons. WMAS HART Volkswagen T5 RRV has been added. MP5 Adjustments; Upon equipping the MP5, the taser and pepperspray commands are removed to enhance gameplay as there were a few conflicts between these. There will be some more improvements to HART over the coming weeks, such as Tabards and a shirt-variant. (The HART VW RRV responds to calls as normal with the paramedic in normal uniform, but when a HART incident occurs he can change into HART kit as the VW carries all the basic HART kit)
  21. Today I've been working up on the Fire Service. Units from Front to back, left to right: Technical Rescue Fire Fighter Fire Fighter - Fire Fighter Breathing Apparatus - Fire Fighter Fluoro Jacket - Fire Fighter Shirt Crew Manager - Crew Manager Breathing Apparatus - Crew Manager BA Control - Crew Manager Fluoro Jacket - Crew Manager Shirt Watch Manager - Watch Manager Incident Commander Tabard - Watch Commander Incident Commander Fluoro Jacket - Watch Commander Shirt Station Manager - Station Manager Operations Commander Tabard - Station Manager Operations Commander Fluoro Jacket - Station Manager Shirt Duty Station Manager Skoda Octavia Scout Incident Response Vehicle HAZMAT Officer Tabard Duty HAZMAT Officer Audi Q5 Unmarked Response Vehicle
  22. Central Motorway Police Group - Jaguar XF Will be added to the game once I've caught up with lighting Model courtesy of Pottyscotty
  23. 3921 (It's the BMW R1200 from the German Forum) EDIT: Small update, as well as the ambulance standby point up north for 1 ambulance and 1 RRV, there is now a standby point at the fire station for an RRV OR Ambulance. You can choose which one to send a vehicle to.
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