DirtySanchez Posted December 22, 2017 Report Share Posted December 22, 2017 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. Spoiler btw, EpochConfig.hpp in your @epochhive folder has the forceLoot and forceVehicle options here: LINK TO GITHUB LINES Back to the Dirty Deed! 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 natoed, TG_Razor, Helion4 and 1 other 4 Link to comment Share on other sites More sharing options...
natoed Posted December 22, 2017 Report Share Posted December 22, 2017 WOW what a time saver thx dude DirtySanchez 1 Link to comment Share on other sites More sharing options...