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delete sapper loop?


CorruptHawkeyez

Question

I know this is completely a noob question most likely, but I sort of understand the concept. OK, what I am looking for is the possibility to completely stop the Sappers. I understand the percentages in the .hpp file but, that does not stop them from still spawning in. So I would like to add a script of my own to get rid of these after they have spawned in. I was wondering if this would work, or are the sappers under a completely different object? I would first add the variable _NAS =  true, then add this into another file that I know gets its variables from the first file.

 

 


 

if(_NAS)then{ _A3AHstring = _A3AHstring + "      {deleteVehicle _x;} forEach allUnitsSapper;     ";}; _A3AHstring = _A3AHstring + "     ";

 

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I added this to my init.sqf:

	// Control the epoch ai limit per player
		// 1. Epoch_Cloak_F = Cultist
		// 2. GreatWhite_F = Great White Shark
		// 3. Epoch_Sapper_F = Regular Sapper
		// 4. Epoch_SapperB_F = Super Sapper (dark)
		// 5. I_UAV_01_F = UAV (that spawns the AI)
		// 6. PHANTOM = Invisible phantom 
		// 7. B_Heli_Transport_01_F = Transport helicopter for the mission system

		EPOCH_spawnLimits = [0, 3, 1, 1, 0, 0, 1];

To remove sappers, change the 3rd and 4th numbers to 0. The drones are set to "0" ... but if you still want drones on your server, change the 5th number to between 1 and 3. I think the default is 3 but am not sure.  I know the default sapper number is 3. I also removed the 1st and 6th ... which you can add back in if you like.

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Add this to your init.sqf:

// Control the epoch ai limit per player
// 1. Epoch_Cloak_F = Cultist
// 2. GreatWhite_F = Great White Shark
// 3. Epoch_Sapper_F = Regular Sapper
// 4. Epoch_SapperB_F = Super Sapper (dark)
// 5. I_UAV_01_F = UAV (that spawns the AI)
// 6. PHANTOM = Invisible phantom 
// 7. B_Heli_Transport_01_F = Transport helicopter for the mission system

EPOCH_spawnLimits = [0, 0, 0, 0, 0, 0, 0];

0 = no chance of an antagonist spawning.

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