Liqu1dShadow Posted April 30, 2015 Report Share Posted April 30, 2015 Does anyone know how to get rid of them? I need to do something funky but they are in the way of what I am working on :/ Link to comment Share on other sites More sharing options...
0 axeman Posted April 30, 2015 Report Share Posted April 30, 2015 Check your mission files.. Link to comment Share on other sites More sharing options...
0 Liqu1dShadow Posted April 30, 2015 Author Report Share Posted April 30, 2015 skips off to look.... (I was in the Altis.h file looking for them :) ) Link to comment Share on other sites More sharing options...
0 Liqu1dShadow Posted April 30, 2015 Author Report Share Posted April 30, 2015 errmmmm axeman, can I ask where lol, I rushed off full of confidence I could find them, only to find out I'm a fool lol Link to comment Share on other sites More sharing options...
0 Silens Posted April 30, 2015 Report Share Posted April 30, 2015 Not sure what he means by mission files, the clone tubes are created by a script in the a3_epoch_server.pbo, which can't be edited. You can run this on the server to delete them: [] spawn{ waitUntil{uiSleep 0.2;!isNil "EPOCH_diag_fps"}; {deleteVehicle _x;}count nearestObjects [getMarkerPos "respawn_west",["clone_empty_static_F","clone_male_static_F","clone_female_static_F"], 10]; }; Link to comment Share on other sites More sharing options...
0 Liqu1dShadow Posted April 30, 2015 Author Report Share Posted April 30, 2015 is that in the init.sqf? Link to comment Share on other sites More sharing options...
0 axeman Posted April 30, 2015 Report Share Posted April 30, 2015 Hmm, may have jumped the gun there, let me take another look. I thought it was world / island based, so could well be in server files. Link to comment Share on other sites More sharing options...
0 Silens Posted April 30, 2015 Report Share Posted April 30, 2015 is that in the init.sqf? yes, you can do it from the init.sqf: if(isServer)then{ [] spawn{ waitUntil{uiSleep 0.2;!isNil "EPOCH_diag_fps"}; {deleteVehicle _x;}count nearestObjects [getMarkerPos "respawn_west",["clone_empty_static_F","clone_male_static_F","clone_female_static_F"], 10]; }; }; Link to comment Share on other sites More sharing options...
0 second_coming Posted May 6, 2015 Report Share Posted May 6, 2015 or you could go the whole hog and remove the box too: if(isServer)then{ [] spawn{ waitUntil{uiSleep 0.2;!isNil "EPOCH_diag_fps"}; {deleteVehicle _x;}count nearestObjects [getMarkerPos "respawn_west",["clone_empty_static_F","clone_male_static_F","clone_female_static_F","Debug_static_F"], 20]; }; }; Link to comment Share on other sites More sharing options...
0 Liqu1dShadow Posted May 7, 2015 Author Report Share Posted May 7, 2015 I need the box :) Link to comment Share on other sites More sharing options...
0 second_coming Posted May 7, 2015 Report Share Posted May 7, 2015 You could just make the initial spawn point a trader camp and do away with the box completely (or replace with a warehouse or something similar). Link to comment Share on other sites More sharing options...
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Liqu1dShadow
Does anyone know how to get rid of them? I need to do something funky but they are in the way of what I am working on :/
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