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Hoppah

[EM4] Los Angeles Mod bugs, issues and problems

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Guest altoproxima

Ok first point is the cinema/operahouse. This one alone reduced the gridlocks alot.

post-5732-1256759838.jpg

Next one is the one close to the great pile up, near the wall mart. (that's the one i couldn't remember.)

post-5732-1256759935.jpg

This the one were patrolcars get stuck with the crossing traffic. I've solved that by also placing traffic lights.

post-5732-1256760003.jpg

Last one, this is down below the hospital. This one also caused alot of problems.

post-5732-1256760131.jpg

With all these traffic lights added almost all my traffic problems are solved. Except for the redirect problem, but that is something else.

I hope this is was helpfull.

*Edit* Just realized this is my 40st post :) WEeeee

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Guest SilverAutomatic

Hey all!

I'm having the freeplay crash issue as well. Though, I tried editing the em4.cfg file, downloading the new file, re-installing/re-patching the mod, and re-installing EM4 altogether with still no luck.

Any more ideas?

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Guest SilverAutomatic
Put your logfile on read only, the crash has nothing to do with la mod

Did it and the freeplay still crashes after a few minutes, but it won't do it on the regular game, only the LA mod for me.

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Hoppah do you want to add more paths for patrolcars and ambulances? It looks weird if you see ten patrolcars consecutively

Then dont send 10 cars. I wouldnt mind more paths but I dont find a need for more then 2 LAPD cars(I use slicktop and charger) patrolling the area werst of the LAPD station. 2CHP cars(2 chargers or vic and charger depending on my mood) patrolling the area around FS2, and 2 LASD cars(vics) patrolling the path along the top right of the map. Station a Port Cop in the Port Area and LASD Hummer over the tunnel, and I find I have more then enough officers patrolling and stationed around the map. Oh and as I send them to patrol I have one redirect the second car, so that they patrol the same path, just opposite directions. I find my coverage this way is excellent.

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Guest ExplorerMike

Does it fix where the unmarked units could use the chase command, its funny cause I try the chase command with the unmarked units and all they do is like just cirlce the suspect car.

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Does it fix where the unmarked units could use the chase command, its funny cause I try the chase command with the unmarked units and all they do is like just cirlce the suspect car.

Load the editor, and change the traits of the unmarked car so the unit type is the same as the regular pd car. Search for "unit type" and you should find some reference in how to do this in the editor if you dont know how.

guys can someone post screen of the new map cause i got 911 FR and not sure if its new or old map

If you have LA Mod1.9 its the new map most likley. Look at the small firestation and see if its a one story building or more. If its one story, then its the new map. If its more then 1 story, its the old map.

i did and there is no solution so its just a note

Use the edit button while your at it.

What dizza meant was read/search the topic, see its been reported already, and dont clutter up the thread with more reports of the same thing when were already well aware.

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Released patch 3:

Patch 3

* DOWNLOAD *

Includes all previous patches

Size: 1,78 mb

Patch 3 fixes the following bugs:

- Fixed issue with the chase command

- Fixed missing LA Mod missions from the mission list

- Fixed issue with the command for rapid undeployment

- Added traffic lights to four intersections on the new map

- Both fire stations spawn with full staffing now

Patch 2 (included) fixes the following bugs:

- Fixed intersection where traffic got stuck on the new map

- Fixed physics of the pawn shop building on the new map

- Fixed several issues with the chase command

- Fixed rain which never stopped in freeplay mode

- Fixed diver not being available in mission 7

- Fixed HAZMAT squad parking problems at FS2

Patch 1 (included) fixes the following bugs:

- Fixed missing building on the new map

- Fixed physics of Wal-Mart building

- Added icons to the minimap of the new map

- Added traffic lights to three intersections on the new map

- Trailer of the tiller is invulerable to fire now

This patch updates the mod to: v1.9.3

I think the missing missions bug has been resolved now. Unfortunately, the patch will delete the achieved mission scores. That is necessary to get the whole missionlist back. If there are still issues with traffic getting stuck on the new freeplay map, please make screenshots (Fraps) so I exactly know where the vehicles are getting stuck and where they came from. Thanks in advance. :)

Hoppah

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Automatic sirens.

The sirens do not seem to auto turn off, after the emergency vehicles stop at location.

Make sure that the vehicle has in fact arrived at the determined location. Many times, just because the vehicle has stopped moving doesn't mean that it has arrived at its destination. One way to check is to select the vehicle and see what color the Selection Indicator is. The Selection Indicator is the rotating circle that lets you know that you selected something like a car or a person. If it's yellow, that means that the object is still in the process of "going" somewhere which in this case, if it's an emergency vehicle, the siren will continue. If it's green, than the object will remain there until you make it move some place else.

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The patch doesn't contain map. How traffic lights could be added?

?

It does contain the map if you install the patch to the correct location. Based on a check in the installer it installs the fix for the new map or not. I had to add that code to the installer to make sure people who did not install the new freeplay map do not get the fixed map which they don't need.

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Patch 3 fixes the following bugs:

- Fixed issue with the chase command

- Fixed issue with the command for rapid undeployment

- Added traffic lights to four intersections on the new map

Few questions here.

Regarding the chase command, I see mention of ambulances in there now..whats that about? Also see there was a change to the speeding ticket part. What does this change do?

Whats was the change the rapid deployment? From the looks of the script i am guessing on occasion people didnt enter the truck automatically when being undeployed?

Last but not least, would any one be so kind as to specify which four intersections were fixed?

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Few questions here.

Regarding the chase command, I see mention of ambulances in there now..whats that about? Also see there was a change to the speeding ticket part. What does this change do?

Whats was the change the rapid deployment? From the looks of the script i am guessing on occasion people didnt enter the truck automatically when being undeployed?

Last but not least, would any one be so kind as to specify which four intersections were fixed?

The chase command finds the vehicles which are chasing object by a list. I extended that list to all emergency vehicles (instead of some police type vehicles) to make sure the command also worked for the unmarked patrol car. Firefighters wouldn't enter the USFS Engine or the Brush Patrol truck after 'rapid undeployment' anymore, so I fixed that too.

I have added traffic lights to all 4 intersections mentioned in altoproximas post.

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