Jump to content

kellz

Community Member
  • Posts

    5
  • Joined

  • Last visited

  • Donations

    0.00 GBP 

Everything posted by kellz

  1. Yeah, I've removed the lines from the appropriate file for the seat restrictions but no dice. Still not working, and I've restarted a dozen or more times. Does the same on our dedi server. Is there a way to just assign someone as a pilot without naming them "Pilot" in their role? That'd work just as good if it is possible. Also, I'm having trouble removing the revive system fully. I have insured that any mention of derp_revive or revive in general is out of all of the inits. The revive system itself doesn't seem to execute, so it's out, but it also seems that it still interferes with ACE. I am not able to use ACE, ACRE and a few other mods in the server. I figured it might be a mod conflict, but I then just deleted the entire revive folder to see if I could then use ACE and ACRE and it worked fine. Is revive being called / executed from somewhere else?
  2. All the above is done and working flawlessly except for the RHS units. I've gotten the vehicles in game; easy enough. Getting the actual infantry groups into the main AO was something else; I attempted to put them in but they simply didn't spawn. How would you go about adding them in? For reference, I've only tried this in Invade_&_Annex_3_3_10.Altis\Functions\AI\fn_mainAOSpawnHandler.sqm EDIT: I've removed the lines that in initplayerlocal related to the pilot restriction, but it is still happening. Not sure why.
  3. So far so good. Next on the list would be the arsenal restrictions, the revive system, weapon sling, and the role-specific items and abilities (such as only pilots can fly helicopters or restricting certain weapons or equipment to certain in-game roles). I'm sure there are more, but these seem to be the last of the bunch that are important to remove for what we want to do. Thanks for your help again. A side note and not relevant to the above, I'm surprised ahoyworld has not simply released a template without all the scripts present as-is. I realize that ahoy can do whatever it pleases as it is their scenario and mission, but with how often it gets asked, it'd just make the whole process easier. EDIT: the bluforce tracker that shows friendly POS on map I gotta remove too.
  4. Epic, thanks. I'll go and do these and see what else I gotta remove
  5. I'm looking to make a custom Invade and Annex mission for my private server. I want to gut every single script besides the objective ones, so the side OBJS, the main AO, and the like. I want to remove the earplugs, vehicle rearm system, TK system, etc; any script that isn't related to the generation of the AOs. Problem is that I do not even know where to start with doing this. I also want to add in custom RHS units, though that is at the bottom of the priority list compared to removing all the scripts. I have seen this thread and this thread but there wasn't any information that I could use to complete the process or even getting anywhere close. I am using the most recent IA version on Altis, 3.9.9. I'd just like to know where to start and how to go about doing something like this
×
×
  • Create New...