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Hah monkey, earthquakes are usually not that large, I've had one before and only had 3 injuries and 2 fires.

Also about buffallo, that is funny, I always listen to your guys FD radio scanner =)

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I do it really really weird...

I load up station, staff my Ladder with 2 normal ff 2 SCBA FFs, 1 PM and a USAR FF

I have an emergency response center for earthquakes

a Dispatcher...

a BC at each station

Like 25 LAPD Units patroling

10 CHP

a LASD Transport Van, with LASD Escort

and also a repair center....

want more info on this stuff?

Or want to know how I do my calls? ask, and I shall explain!

Wait, How do you have a center for earthquakes and a dispatcher?

I do it really really weird...

I load up station, staff my Ladder with 2 normal ff 2 SCBA FFs, 1 PM and a USAR FF

I have an emergency response center for earthquakes

a Dispatcher...

a BC at each station

Like 25 LAPD Units patroling

10 CHP

a LASD Transport Van, with LASD Escort

and also a repair center....

want more info on this stuff?

Or want to know how I do my calls? ask, and I shall explain!

Wait, How do you have a center for earthquakes and a dispatcher? Also How do you have a repair center?

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In wOOd's MOD he has a repair centre,and as for a centre for earthquakes,you can really use one of the large carparks,to hold units,when im playing freeplay i tend to park up several police units around the city,so they canbe easily despatched to nearby incidents,same as real life,i also park the crane on the map as this is so slow,that it handy to have it central on the map,be creative,and use your imagination when playing,and if you wanted to edit the map to add a proper earthquake centre,you would need to know how to use the editor,but i cant help you with that

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Hello all, I'm getting lots of good ideas. The way I run my city is quite bare compared to the rest of you guys.

I have 4 LAPD cruisers patrolling. Out of the 4, 1 is a slick top which acts as my Sargent.( sorry I like having a boss around lol) another cruiser acts as my traffic unit, so they are in vests and responds to all traffic collisions and vehicle fires. (as well as all other calls) These selected units are "hotkeyed" 3 for the supervisor and 4 for the traffic unit.

I do not use the chief as a dispatcher since technically thats what we are. However my BC is "hotkeyed" 1. I keep the LCFD light rescue at the main stn and hot keyed as 2.

I have the ambulances patrol and the EMS supervisor kept at the large stn. I have a light boat in the water with a diver. ( cause I hate watching the diver take his sweet azz time walking to an entry point. lol)

I have two CHP cruisers at each end of the road along the tracks, and the power plant. I have two LAPP around the port area and the crash tender staged in that area. I have one FBI suv staged by the bank with LAPD swat (2). I have the Ford Explorer with LAPD SWAT (2) staged near the Dealership. I use them for QRF (Quick Reaction Force) and will be on Sean to secure till the rest of the SWAT team arrives. I have one works van (techie) staged at the gas stn, and another one staged near the dealership.

I hoep this explains what I do. I am using the old map for now till I can get the mod map working.

Enjoy :)

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Guest MonkeySquasher
Hah monkey, earthquakes are usually not that large, I've had one before and only had 3 injuries and 2 fires.

Also about buffallo, that is funny, I always listen to your guys FD radio scanner =)

I went into the values and changed the values for # of injuries and # of fires when an earthquake occurs, then put the value for frequency astronomically low. So it'll almost never happen, but when it does.. Oh boy. lol

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On a large structure fire I will:

1. Dispatch

3-4 Engines

2 Truck's (1 working the fire, the other as a FAST truck or RIT (Rapid Intervention Team)

1 USAR

1 ALS Ambulance

EMS supervisor

1 Battalion chief

1-3 PD units for ped. and Car control

When the fire engine arives, I will set him up on the far side of the street from the fire so the first due truck can get easy acess to the fire.

When the battalion chief and the EMS car arrive,I will make a small command.

The next due engine will set up, and cover the exposures.

If you can enter the building, I have the second engine in get packed up and ready. They enter the build with 1 line and man with an axe and a PM fireman.

I know that all of this is mostly unnecessary but it is more realistic. Fires dont only appear on the first floor too. Once the fire has been rolling for a while, It tends to spread towards the top of the building.

Once its under control, I release all units but I keep 1 Engine there, 1 truck, and the BC.

Thats it!

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Guest MonkeySquasher

Since it was brought up, I figured I'd mention it here... I had my first modified earthquake yesterday.

30 minutes into it, I had MORE than the 50 casualties than I started with, because of stuff exploding and fires. This is with 13 ambulances running. And a good 1/4 of the map was just ablaze, even with all 10 engines, 2 ladders, 4 USFS engines, and a fire boat for the hell of it. Then my game lagged so bad on my laptop that I had to task out and quit. =/

I have since lowered the values. LOL

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Why do I get an mva, but then nothing no additiaonal mva's

<freeplayparameters>
<MinDurationBetweenEvents value = "140.0" />
<MaxIdleDuration value = "5.0" />
<Seed value="0"/>
<BuyFactor value="10.0"/>
<SellFactor value="0.5"/>
<GlobalEventFrequencyFactor value="1.0"/>
<TimeSpeedFactor value="1.0"/>
<StartBudget value="150000"/>
<MaxBudget value="990000"/>
<Earnings value="95000"/>
<SquadPriceGrowth value="30.0"/>
<MaxParkingSpace value="150" />
<InitialEventFrequencyBoost value="100000.0"/>
<InitialEventWaitDuration value="60.0"/>
<starttime value="7:30"/>

<Rating>
<!-- Schwierigkeitsgrad (je höher desto schwerer)-->
<UpperLimitEasy value = "35.0" />
<UpperLimitMedium value = "50.0" />
<UpperLimitHard value = "75.0" />
<!-- abbrechen wenn gesamtzustand im challengemode zu groß wird -->
<ChallengeAbortRatingDifference value = "100.0" />
<!-- Einstellungen der Punkte
Wenn auf 0, dann gibt es 0 Punkte wenn der gesamtzustand gleich dem UpperLimit ist.
Bei negativen Werten gibt es mehr Punkte, bei positiven weniger Punkte -->
<ScoreUpperLimitBonus value = "0.0" />
<!-- UpperLimit wird bei jedem Tick um diesen Wert erhöht -->
<TimeFactor value = "0.0" />
<Factor name="Burning Houses" value="15.0" />
<Factor name="Burning Objects" value="8.0" />
<Factor name="Gangsters" value="10.0" />
<Factor name="Injured Persons" value="8.0" />
<Factor name="Dead Persons" value="5.0" />
<Factor name="Contaminated Persons" value="10.0" />
</Rating>

<!-- score -->
<InitialScorePerMinute value="500.0"/>
<InnocentPersonWoundedPermanentPenalty value="75.0"/>
<InnocentPersonKilledPermanentPenalty value="90.0"/>
<InnocentVehicleShotPermanentPenalty value="75.0"/>
<RegeneratePermanentPenaltyPerMinute value="0.001"/>
<MaxScoreStepPerMinute value="1.0"/>

<!-- cheat penalties -->
<!-- penalty as soon as x spawns where blocked within the last minute -->
<!-- <CheatPenaltyMinSpawnsBlockedPerMinute value = "1"/> -->
<!-- more spawns blocked than max are ignored -->
<!-- <CheatPenaltyMaxSpawnsBlockedPerMinute value = "50"/> -->
<!-- ratio of stopped vs. moving vehicles. All move it's 0 - all traffic blocked it's 1 -->
<CheatPenaltyMinTrafficJamRatio value = "0.5"/>
<!-- highest value cheat penalties can reach (between 0=none and 1) -->
<CheatPenalityScaling value = ""/>


<!-- no longer used, will now be calculated using the worth values of the events
<BurningHousePenalty Basic="75.0" PerObject="0.0"/>
<BurningObjectPenalty Basic="50.0" PerObject="0.0"/>
<InjuredPersonPenalty Basic="75.0" PerObject="0.0"/>
<ContaminatedPersonPenalty Basic="50.0" PerObject="0.0"/>
<DeadPersonPenalty Basic="90.0" PerObject="0.0"/>
<DestroyedVehiclesPenalty Basic="30.0" PerObject="0.0"/>
<UnarmedGangsterPenalty Basic="75.0" PerObject="0.0"/>
<ArmedGangsterPenalty Basic="90.0" PerObject="0.0"/>
<HostagePenalty Basic="50.0" PerObject="0.0"/>
-->

<!-- misc -->
<ContaminationRange value="10.0"/> <!-- in meter -->
<TrainCycle value="240.0"/> <!-- in seconds -->

<events>
<!-- JH -->
<EFPEventFall>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.7" />
<Worth value = "4.0" />
<SupervisorStart value = "ID_SUPERV_EVENT17" />
<SupervisorFinish value = "" />
</EFPEventFall>

<!-- JH -->
<EFPEventShock>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.7" />
<Worth value = "4.0" />
<SupervisorStart value = "ID_SUPERV_EVENT18" />
<SupervisorFinish value = "" />
</EFPEventShock>

<!-- JH -->
<EFPEventCirculatoryCollapse>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.7" />
<Worth value = "4.0" />
<SupervisorStart value = "ID_SUPERV_EVENT19" />
<SupervisorFinish value = "" />
</EFPEventCirculatoryCollapse>

<!-- JH -->
<EFPEventFoodPoisoning>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.7" />
<Worth value = "4.0" />
<SupervisorStart value = "ID_SUPERV_EVENT20" />
<SupervisorFinish value = "" />
</EFPEventFoodPoisoning>

<!-- JH -->
<EFPEventHeartAttack>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.7" />
<Worth value = "4.0" />
<SupervisorStart value = "ID_SUPERV_EVENT21" />
<SupervisorFinish value = "" />
</EFPEventHeartAttack>

<!-- JH -->
<EFPEventStroke>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.7" />
<Worth value = "4.0" />
<SupervisorStart value = "ID_SUPERV_EVENT22" />
<SupervisorFinish value = "" />
</EFPEventStroke>

<!-- JH -->
<EFPEventFlashStrike>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes (gets multiplied by timezone parameter "flash/frequenceyfactor") -->
<AverageFrequency value = "90.0" />
<!-- DamageRadius: in meter -->
<DamageRadius value = "25.0" />
<Worth value = "10.0" />
<SearchDamageRounds value = "100" />
<SupervisorStart value = "ID_SUPERV_EVENT36" />
<SupervisorFinish value = "" />
</EFPEventFlashStrike>

<!-- JH -->
<EFPRandomFire>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "4.0" />
<Worth value = "10.0" />
<SupervisorStart value = "ID_SUPERV_EVENT33" />
<SupervisorFinish value = "" />
</EFPRandomFire>

<!-- JH -->
<EFPEventCigarette>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "3.0" />
<!-- MaxDropDistance: in meter -->
<MaxDropDistance value = "10.0" />
<Worth value = "10.0" />
<SupervisorStart value = "ID_SUPERV_EVENT28" />
<SupervisorFinish value = "" />
</EFPEventCigarette>

<!-- JH -->
<EFPEventShopLifting>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.5" />
<!-- IsArmed: probability in percent -->
<IsArmed value = "0.5" />
<!-- VictimWaitTime: in seconds (time the victim needs to detect the crime) -->
<VictimWaitTime value = "3.0" />
<!-- VictimMoveDistance: in meters (distance the victim moves out of the shop) -->
<VictimMoveDistance value = "4.0" />
<!-- VictimWaveTime: in seconds (time the victim waves for help) -->
<VictimWaveTime value = "30.0"/>
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT23" />
<SupervisorFinish value = "" />
</EFPEventShopLifting>

<!-- JH -->
<EFPEventCarTheft>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "40.0" />
<!-- MaxRadius: in meter (max. distance between committer and car) -->
<MaxRadius value = "75.0" />
<Worth value = "8.0" />
<SupervisorStart value = "ID_SUPERV_EVENT02" />
<SupervisorFinish value = "" />
</EFPEventCarTheft>

<!-- DG -->
<EFPEventCarAccident>
<Enabled value = "1" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.1" />
<!-- SafetyRadius: in meters -->
<SafetyRadius value ="12.0" />
<!-- LifeDrain: in Energy per tick -->
<LifeDrain value = "2.0" />
<Worth value = "8.0" />
<SupervisorStart value = "ID_SUPERV_EVENT01" />
<SupervisorFinish value = "" />
</EFPEventCarAccident>

<!-- DG -->
<EFPRabidDog>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.5" />
<!-- Resistance against energy -->
<Resistance value = "10000.0" />
<!-- MaxDistance: in meter (max. distance between committer and victim) -->
<MaxDistance value = "50.0" />
<Worth value = "8.0" />
<SupervisorStart value = "ID_SUPERV_EVENT15" />
<SupervisorFinish value = "" />
</EFPRabidDog>

<!-- DG -->
<EFPEventTrafficLightFailure>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.4" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT37" />
<SupervisorFinish value = "" />
</EFPEventTrafficLightFailure>

<EFPEventRailwayCrossingFailure> <!-- Bahnschranke defekt -->
<Enabled value = "0" />
<AverageFrequency value = "0.4" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT38" />
<SupervisorFinish value = "" />
</EFPEventRailwayCrossingFailure>

<!-- DG -->
<EFPRowdy>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "2.0" />
<!-- Resistance against energy -->
<Resistance value = "100.0" />
<!-- MaxDistance: in meter (max. distance between committer and victim) -->
<MaxDistance value = "25.0" />
<Worth value = "10.0" />
<SupervisorStart value = "ID_SUPERV_EVENT10" />
<SupervisorFinish value = "" />
</EFPRowdy>

<!-- DG -->
<EFPBomber>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "2.0" />
<!-- MaxDistance: in meter (max. way between bomb and bomber) -->
<MaxDistance value = "75.0" />
<!-- MinBombTime: minimum seconds till bomb explods -->
<MinBombTime value = "90.0" />
<!-- MaxBombTime: maximum seconds till bomb explods -->
<MaxBombTime value = "120.0" />
<!-- Armed: probability in percent -->
<Armed value = "75.0" />
<Worth value = "15.0" />
<SupervisorStart value = "ID_SUPERV_EVENT14" />
<SupervisorFinish value = "" />
</EFPBomber>

<!-- DG -->
<EFPHostageTaking>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.5" />
<!-- Time to send a flight car -->
<TimeFlightCar value = "180.0" />
<!-- MaxDistance: in meter (max. distance between committer and victim) -->
<MaxDistance value = "50.0" />
<Worth value = "10.0" />
<SupervisorStart value = "ID_SUPERV_EVENT13" />
<SupervisorFinish value = "" />
</EFPHostageTaking>

<!-- DG -->
<EFPArsonist>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.5" />
<!-- Time to next arson -->
<TimeToNextArson value = "45.0" />
<!-- MaxDistance: in meter (max. distance between committer and victim) -->
<MaxDistance value = "50.0" />
<Worth value = "15.0" />
<SupervisorStart value = "ID_SUPERV_EVENT12" />
<SupervisorFinish value = "" />
</EFPArsonist>

<!-- DG -->
<EFPDemonstration>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "2.0" />
<!-- MaxDistance: in meter (max. distance between committer and victim) -->
<MaxDistance value = "50.0" />
<MaxAttractRadius value = "25.0" />
<MaxDemonstrants value = "10" />
<MaxMolCockTime value = "30.0" />
<CalmDownTime value = "60.0" />
<Worth value = "10.0" />
<SupervisorStart value = "ID_SUPERV_EVENT11" />
<SupervisorFinish value = "" />
</EFPDemonstration>

<!-- DG -->
<EFPBankRobbery>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.0" />
<!-- Time to stay in bank -->
<TimeInBank value = "15.0" />
<!-- MaxDistance: in meter (max. distance between committer and victim) -->
<MaxDistance value = "50.0" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT25" />
<SupervisorFinish value = "" />
</EFPBankRobbery>

<!-- DG -->
<EFPPickpocketing>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.5" />
<!-- MaxDistance: in meter (max. distance between committer and victim) -->
<MaxDistance value = "50.0" />
<!-- Armed: probability in percent -->
<Armed value = "25.0" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT24" />
<SupervisorFinish value = "" />
</EFPPickpocketing>

<!-- DG -->
<EFPEventSuicideDrowning>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "2.0" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT26" />
<SupervisorFinish value = "" />
</EFPEventSuicideDrowning>

<!-- DG -->
<EFPEventSuicideTrack>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.8" />
<Worth value = "5.0" />
<ChanceChangeMind value = "50.0" />
<SupervisorStart value = "ID_SUPERV_EVENT26" />
<SupervisorFinish value = "" />
</EFPEventSuicideTrack>

<!-- DG -->
<EFPEventSuicideWindow>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.8" />
<Worth value = "5.0" />
<ChanceChangeMind value = "25.0" />
<WaitingTime value = "180.0" />
<WaitingTimeIncrease value = "30.0" />
<SupervisorStart value = "ID_SUPERV_EVENT27" />
<SupervisorFinish value = "" />
</EFPEventSuicideWindow>

<!-- AE -->
<EFPEventCivilcarDefect>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "2.0" />
<!-- AverageTimeTillExplode (in sec. - 50% spreading) -->
<AverageTimeTillExplode value = "90" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT09" />
<SupervisorFinish value = "" />
</EFPEventCivilcarDefect>

<!-- AE -->
<EFPGasExplosion>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.8" />
<Worth value = "15.0" />
<SupervisorStart value = "ID_SUPERV_EVENT32" />
<SupervisorFinish value = "" />
</EFPGasExplosion>

<!-- AE -->
<EFPEventShortCircuit>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "2.0" />
<!-- InjureInhousePersons: probability in percent -->
<InjureInhousePersons value = "50.0" />
<!-- BurnHouse: probability in percent -->
<BurnHouse value = "50.0" />
<Worth value = "10.0" />
<SupervisorStart value = "ID_SUPERV_EVENT03" />
<SupervisorFinish value = "" />
</EFPEventShortCircuit>

<!-- AE -->
<EFPRunningAmok>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.0" />
<!-- ReactionRange: in meters -->
<ReactionRange value = "25.0" />
<!-- ShootRange: in meters -->
<ShootRange value = "20.0" />
<!-- Spread: in degrees -->
<Spread value = "5.0" />
<!-- ShootPower: in percent -->
<ShootPower value = "250" />
<!-- ShotDuration: in seconds -->
<ShotDuration value = "1.0" />
<!-- SightAngle: in degrees -->
<SightAngle value = "120.0" />
<!--- resistance agains shots: like in editor -->
<ResistanceShot value = "0.0" />
<Worth value = "10.0" />
<SupervisorStart value = "ID_SUPERV_EVENT40" />
<SupervisorFinish value = "" />
</EFPRunningAmok>

<!-- AE -->
<EFPBecomingMurderer>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.0" />
<!-- MaxDistanceToVictim: in meter -->
<MaxDistanceToVictim value = "25.0" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT39" />
<SupervisorFinish value = "" />
</EFPBecomingMurderer>

<!-- AE -->
<EFPEarthquake>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.5" />
<!-- AverageNumberOfBurningHouses (50% spreading) -->
<AverageNumberOfBurningHouses value = "2" />
<!-- AverageNumberOfInjuredPersons (50% spreading) -->
<AverageNumberOfInjuredPersons value = "5" />
<!-- CameraShakeDuration (in sec.) -->
<CameraShakeDuration value = "10.0" />
<!-- CameraShakeStrength -->
<CameraShakeStrength value = "30.0" />
<Worth value = "15.0" />
<SupervisorStart value = "ID_SUPERV_EVENT16" />
<SupervisorFinish value = "" />
</EFPEarthquake>

</events>

<cleanup>
<wait min="300.0" max="600.0"/>
<choppedtree safetyradius_nopeople="8.0" safetyradius_nofire="50.0"/>
<killedperson safetyradius="20.0"/>
<deleteobject safetyradius="20.0"/>
<deletewreck safetyradius="20.0"/>
<unburnobject safetyradius="100.0"/>
<restoreposition safetyradius_source="10.0" safetyradius_destination="10.0"/>
<sliceablecar waitmultiplier="5"/>
</cleanup>

<climate initial="fair">
<weather name="fair" changeduration="15.0" minduration="60" maxduration="180">
<fog intensity="0.0" color="ffffff"/>
<rain intensity="0.0"/>
<storm intensity="0.0" speed="0.0"/>
<flash frequencyfactor="0.0"/>
<sound name=""/>
<sound2 name=""/>

<transition state="cloudy" weight="1.5"/>
<transition state="misty" weight="0.7"/>
</weather>
<weather name="cloudy" changeduration="15.0" minduration="60" maxduration="180">
<fog intensity="0.3" color="7F7F7F"/>
<rain intensity="0.0"/>
<storm intensity="0.0" speed="0.0"/>
<flash frequencyfactor="0.0"/>
<sound name=""/>
<sound2 name=""/>

<transition state="fair" weight="1.0"/>
<transition state="misty" weight="0.7"/>
<transition state="light rain" weight="1.5"/>
</weather>
<weather name="misty" changeduration="7.0" minduration="30" maxduration="90">
<fog intensity="0.7" color="a0a0a0"/>
<rain intensity="0.0"/>
<storm intensity="0.0" speed="0.0"/>
<flash frequencyfactor="0.0"/>
<sound name=""/>
<sound2 name=""/>

<transition state="fair" weight="0.5"/>
<transition state="cloudy" weight="1.0"/>
<transition state="light rain" weight="1.0"/>
</weather>
<weather name="light rain" changeduration="15.0" minduration="60" maxduration="180">
<fog intensity="0.1" color="7F7F7F"/>
<rain intensity="0.2"/>
<storm intensity="0.1" speed="0.1"/>
<flash frequencyfactor="0.0"/>
<sound name=""/>
<sound2 name=""/>

<transition state="cloudy" weight="1.0"/>
<transition state="misty" weight="0.7"/>
<transition state="heavy rain" weight="1.0"/>
<transition state="thunderstorm" weight="1.5"/>
</weather>
<weather name="heavy rain" changeduration="15.0" minduration="60" maxduration="180">
<fog intensity="0.3" color="7F7F7F"/>
<rain intensity="0.5"/>
<storm intensity="0.1" speed="0.2"/>
<flash frequencyfactor="0.0"/>
<sound name="mod:Audio/Ambient/rain01.wav"/>
<sound2 name=""/>

<transition state="misty" weight="0.7"/>
<transition state="light rain" weight="1.0"/>
<transition state="thunderstorm" weight="2.0"/>
</weather>
<weather name="thunderstorm" changeduration="15.0" minduration="60" maxduration="180">
<fog intensity="0.4" color="606060"/>
<rain intensity="1.0"/>
<storm intensity="0.5" speed="0.4"/>
<flash frequencyfactor="1.0"/>
<sound name="mod:Audio/Ambient/rain02.wav"/>
<sound2 name="mod:Audio/Ambient/thunder02.wav"/>

<transition state="heavy rain" weight="1.0"/>
<transition state="light rain" weight="1.0"/>
</weather>
</climate>

</freeplayparameters>

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Change the frequency of MVA's from 0.1 to 10 or something similar. The 0.1 is a percentage of sorts that the system uses to determine the next event. The game reads your config file when an event is supposed to occur and uses your values to pick the next one, (or none at all for that matter).

Because you only have one event enabled and its frequency is set so low, the chances of getting another MVA anytime soon is pretty low.

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Just try it - the car stops and the felon runs out of the car.

Yea, this is the only way I stop stolen cars. I've tried using the spike strips, but I've never really been able to get it in place early enough for the suspect to hit it.

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I have the new freeplay map.. i set my 1-6 hotkeys up with 1-3 are usally LAPD units 4 is a LASD unit and 5-6 are SHP THE LAPD / LASD units patrol the map while i park the SHP units one at the first on ramp to the interstate the other one at the far end on ramp this helps cover the hole freeway and i can shut if down if i need to. all fire house are stalked with there defaults with the exception i added 1 extra ALS at station 3 b/c i turned up my medical calls in the scripts a little bit but when station 2 goes out on a medical call i usally move one of the ALS Units from Station 1 over to that area since the map is a hole lot bigger and it helps on response time to the patients. i can't wait for the standby function to work soo i guess all in all my city has 4 active PD units 3 ALS and 1 BLS transport 3 fire engines 1 usar 1 ladder 1 hazmat but i've never use him wish i could figure out how to replace him at station 2 GREAT MOD BTW hope this kinda helped some one out i think this is a easy way to run my city most crimes get closes 2 pd units depending on type of incident, medical call get closes station's engine / medic, medic off the engine at station 2 rides in on ambulance if its bad, traffic accidents get closes engine, was runing usar for a while but it got hung up in alot of places soo i send the LACoFD crash truck, closes EMS unit and PD unit for respected Zone. or closes unit. SF get closes Station's Engine, then an additional engine from Station 1 (if station one's call Station 2 assists w/ an engine so 3 engines all together) and Ladder, major out of control events get outside assistances (buy addition units for that call) I know this is kinda long and drawn out but thanks for taking the time to read

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Guest dltforce146

I'm from the Philadelphia area so I like to do things in a Philly style.

I have fire units hot keyed.

1. Engine

2. Ladder

3. Engine

4. Rescue

5. Sub-station engine

6. Chief

The only extra fire units I call out is the little squad 51 truck with a diver and the forestry truck. The forestry truck sits in the woods in the south west corner. I find that by the time I get units from the main station down there, the forestry truck already has it under control.

Any fire larger than a car, bush, or shed gets 1 and 1 (1 engine and 1 ladder)

If its a large commercial building then I send 3 and 1 plus the Rescue as the RIT (Rapid Intervention Team) and the Chief.

All jobs where the RIT team goes a medic unit also goes for the standby.

When a large fire dumps both stations I pull 1 and 1 cover ups to the main station. If I pull covers then I will usually send a 2nd ladder with 4 guys to the scene. I park it down the street and send the manpower forward.

Vehicle rescues get the rescue and the closest engine.

All fires 1 and 1 and bigger get at least 2 police cars for traffic control.

The only extra EMS unit I dispatch is the command car with two paramedics. They patrol the city and will take runs when none of the medic units are available. Beyond that the Squad 51 truck will take EMS calls with its paramedics. The EMS command vehicle will also respond on all major fire, MCI, or large police operations.

I dump a lot of police on the road. Two patrol cars, 2 slick top cars, 2 SUV, and the Charger are on patrol with 2 officers each. I keep 2 unmarked cars with swat officers at the station and the sheriff wagon at the station as well. The wagon will take all prisoners from the scene to the station to keep the regular officers available.

The only problem I have ever had with police was one demonstration call that got out of hand. Because of that call I always send at least 4 cars to the scene which brings 8 officers. Plus the EMS command car is usually down the street on stand by.

On car fires many times it is easier and faster to have the nearest police car respond over and use extinguishers. Most of the time the fire is out before the engine even gets there.

I rarely find myself without enough manpower or apparatus to handle the job at hand

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I keep my "city" pretty bare. I just use the Fire/EMS vehicles that are there in the beginning of the freeplay game. I get the BC out of the vehicle and place him in the open SW corner of the parking lot and save his location as "1". I then place the other firefighter (from the BC SUV) inside the station, hit the alarm button again to staff the BC SUV, then empty all the vehicles inside both stations.

Now, I have a "dispatcher" (BC) in the SW corner of fire station 1. I set 3 LAPD cars w/1 officer each to patrol the city, and 1 SUV with a SWAT officer to patrol (he's more like the sgt/supervisor vehicle in real life). I also place 1 boat in the water with a diver and medic on board. Then I'll place a medic (no vehicle) and a repair dude (with vehicle) at the police station to handle the bruised up and beaten LAPD, then it's game on.

I use the BC to dispatch for just about every call (fire, ems, or PD).

-EMS calls Usually get an Engine and RA. If it sounds BLS, it gets an engine and 800. If the engine is tied up, it gets an ALS RA and an 800.

-Since there are only 2 stations, I just send 1 engine, 1 light force, and an RA or 800 to structure fires. 2nd alarm is usually the BC, other engine, and USAR (then I start deploying the gated wyes).

-pd calls get the nearest unit. car theft gets a helo and the nearest unit, and protests get the SUV (flashbang) and a patrol car.

I found that this way uses the least amount of mutual aid, and I don't flood my relatively tiny city with more emergency vehicles than residents. Does an occasional suspect get away? Yeah, that's life. This setup keeps my resources running, but that's what they're getting paid for ;)

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I'm still amazed by all the different styles of play out there, i'ts really great to see how people appreciate and utilize the options in this great game! :)

Now that version 1.8 is out; is there anyone out there who have found an efficient way of using the Standby-command? I haven't really though of a good use for it yet, exept unclogging my stations... ^^

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