Knight1985 Posted February 10, 2019 Report Share Posted February 10, 2019 Quick mapping Question.. If I was to simply remove the call to load all the default trader mapping from the init.. would that work to stop it from spawning those items? I mean just straight up removing this line: call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus11.sqf"; //Add trader city objects locally on every machine early I'm happy to just use my existing custom mapping file for this kind of stuff. (like I used to pre-1.0.6.1) (I am aware I would also need to re-add new invisible helipads for the traders) Link to comment Share on other sites More sharing options...
0 Knight1985 Posted February 10, 2019 Author Report Share Posted February 10, 2019 Nevermind, tested it out, it works fine.. Will leave this thread here in case others need to know. Link to comment Share on other sites More sharing options...
0 killerkiwi Posted February 13, 2019 Report Share Posted February 13, 2019 if your going to do this you my remove some other things from your map than just the traders when you do this. but it dose matter what map you are using Link to comment Share on other sites More sharing options...
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Knight1985
Quick mapping Question..
If I was to simply remove the call to load all the default trader mapping from the init.. would that work to stop it from spawning those items?
I mean just straight up removing this line:
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus11.sqf"; //Add trader city objects locally on every machine early
I'm happy to just use my existing custom mapping file for this kind of stuff. (like I used to pre-1.0.6.1)
(I am aware I would also need to re-add new invisible helipads for the traders)
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