I think you can put those calls in "Common\Init\Init_Vehicle.sqf" (just check vs set array or by typeOf if the vehicle in question should have the mando stuff).
I think you can put those calls in "Common\Init\Init_Vehicle.sqf" (just check vs set array or by typeOf if the vehicle in question should have the mando stuff).
[EDIT] Just found out, you dont need to pass an Init to each spawned vehicle. you only need to specify what vehicles are able to 'hitch' and all and any spawned or places vehicles of that type are active
now, i need to work out the error that says;
:.RscTitles: Member already defined.
:crazy:
I placed some infor into the description and init;sqs fiels you see...not entirly sure what they do but copied them from the Hitch demo file....
RscTitles was defined lower down.
fixed now.
ok then!
all seems to be working, just need to configure Kogojev and come up with names for the location up there, and I'll be ready for Beta Test1
:crossing fingers emoticon:
Last edited by stegman; Jan 10 2010 at 14:31.
Just Remember If you make a map spread across 4 different islands the Ground AI Units will have trouble getting to the other Islands. The best solution to this is to use WarfareADV's Bridge crossing trigger to send the AI across the water.
hmmm...very interesting indeed.
I was thinking of that, and how to get the supply trucks across.
I was also planing on building in a fast travel from friendly airport to friendly airport and the same with each islands Sea ports....but as with so many thigs have no idea how to do it.
Maybe this bridge thing you talk of is just the ticket
I'll check it out and see if i can et it working for MP.
Cheers.
Hey Stegman have you tried any of my maps?
-Look for my ARMA Warfare maps on Armaholic-
http://www.armaholic.com/forums.php?m=posts&q=9488
Warfare - ADV [Modified] - Island Porto
Warfare 1944 for "Invasion 1944 D-Day" 1.1 mod