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TG_Razor

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  1. Like
    TG_Razor reacted to DirtySanchez in [DIRTY DEEDS]Switching vehicle mods or removing a vehicle mod?   
    Had a fellow community member approach me about a serious question regarding removal of a vehicle mod and how to proceed.

    Situation:

    Mas vehicles was installed but host realized that CUP vehicles and weapons were already configured within Epoch for easy setup and start.
    So what we want to do here is get rid of those vehicles.
    Most mods use a common string for their mod in the class names.
    In this case it is "mas_" so we will check the classname for a partial match.
    If it finds the match, lets kill the vehicle and remove the database entry.

    At the end of EPOCH_server_loadVehicles we can add this code.
    after this line of code: https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_server/compile/epoch_vehicle/EPOCH_load_vehicles.sqf#L228
    if(_class find "mas_" > -1)then { [_vehicle,""] call EPOCH_server_save_killedVehicle; };
    Start up the server with this code installed.
    Let the server fully start up.
    Remove the code and restart the server again
    ENJOY!



    ps. Someone asked why not do a _vehicle setDamage 1; Well do we really want to blow up a bunch of vehicles and possibly damage bases and other vehicles? NO
  2. Like
    TG_Razor reacted to Ghostrider-GRG in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    So, Stuff I"m working on for the next update includes:
    Full support for static AI which can be spawned on land with spawning triggered by player proximity and an optional respawn time.
    Surface marine patrols.
    AI divers and SDV patrols.
    Random selection of spawn locations along the coast.
    Release date slated for early 2018.
    We will be running beta's for some of these features on our server.
    Contact me if you are interested in testing.
  3. Like
    TG_Razor reacted to natoed in A3EAI - Roaming/Vehicle AI Patrols - Discontinued   
    Its the same on my server, there is some kind of delay with roaming AI in vehicles,  you have to shot at them for AI to engage the player, but roaming AI on foot are KOS always
    I have tried a number different A3EAI version floating around the forum and github the delay is their in all of them I've tried.
  4. Like
    TG_Razor reacted to DirtySanchez in [UPGRADED DEC2017][scarCODE] Virtual Garage System by IT07   
    Here is a start to some work on this system for you guys.

    [FIXED]Global.hpp missing and caused hosts issues getting it up and running
    [ADDED] Ships are now searched for and listed for storage in the garage
    [FIXED] System searched for "Air", but listed only "Helicopters" (now planes and VTOL will show up).
    Link to pull merge request:
    https://github.com/IT07/Game_code/pull/3
    Link to my forked branch:
    https://github.com/ravmustang/Game_code/tree/updates/ArmA_3/A3_EPOCH_virtualGarage
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