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[DIRTY DEEDS]Switching vehicle mods or removing a vehicle mod?


DirtySanchez

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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! :wink:
 

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 :wink:

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