Bandito
May 30 2009, 03:22
Not sure if this one's for DoomGuy specifically or the A.C.EMod Dev team. My apologies if this has been posted before, but I have tried a couple of options based on researching previous threads with no success.
My objective is to modify Warface 1.18a to make a 'newbie version' for my comically inept squad. We loved vanilla Warfare (especially Matt Rochelle's N&S 32), A.C.E 1.08 and now play Warface every night.
I've changed various configs to upgrade default loadouts, enable artillery, save a night version etc. and have even backed up and modified our ace_sys_stamina.pbos to disable blackout.
However, I can't seem to disable Mando Missiles when I change mando_missile_init = false; in mando_missileinit.sqf. We rarely share helos and would prefer to use the vanilla tab-targeting method, with all due respect to the creators of that addon. We're noobs.
From what I've read, I need to crack open the mission itself and search for the Mando Missile Game Logic and switch it off there too. There are so many triggers and logics scattered around the map I can't seem to find it!
Down in the island San Tomas would have been my guess, as I can see a bunch hiding down there... But it's not there.
Has anyone succeeded in disabling Mando Missiles yet retaining all the other features in a situation such as co-operative Warfare? If so, would you kindly share the process with me?
My best source of info was this thread (http://forums.bistudio.com/showthread.php?p=1241717&highlight=Mando#post1241717) but many of the reference links have moved.
Thanks for your time.
My objective is to modify Warface 1.18a to make a 'newbie version' for my comically inept squad. We loved vanilla Warfare (especially Matt Rochelle's N&S 32), A.C.E 1.08 and now play Warface every night.
I've changed various configs to upgrade default loadouts, enable artillery, save a night version etc. and have even backed up and modified our ace_sys_stamina.pbos to disable blackout.
However, I can't seem to disable Mando Missiles when I change mando_missile_init = false; in mando_missileinit.sqf. We rarely share helos and would prefer to use the vanilla tab-targeting method, with all due respect to the creators of that addon. We're noobs.
From what I've read, I need to crack open the mission itself and search for the Mando Missile Game Logic and switch it off there too. There are so many triggers and logics scattered around the map I can't seem to find it!
Down in the island San Tomas would have been my guess, as I can see a bunch hiding down there... But it's not there.
Has anyone succeeded in disabling Mando Missiles yet retaining all the other features in a situation such as co-operative Warfare? If so, would you kindly share the process with me?
My best source of info was this thread (http://forums.bistudio.com/showthread.php?p=1241717&highlight=Mando#post1241717) but many of the reference links have moved.
Thanks for your time.