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38 GoodAbout Shane Martin
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Just add: enableEngineArtillery false; Where I have said to add the other parts, this will take away all artillery computers from vehicles. Shane
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Yeah, for some reason it doesn't affect the PiP screens, I have already bug reported this but still no action on Bohemias part. Shane
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Hi, I have made a YouTube video on how to do this, if anyone else wants to know how I get the weapons ect it will be helpful, hope this shows you that it will still work even when re-arming. Link: Shane
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Hi all, I have been busy working hence the lack of replies and I apoligise, I will look into these now and let you know. Shane
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I will update this tonight, been away from Exile due to work so I will get back on and look at the spawn coding to see where to call this for you all
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Any chance you can message me the .rpt logs? Regards, Shane, infiSTAR Support
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Sorry for the late reply, It might be because of the position of the LMG on the vehicle you're taking it away from. Depending on the position of the tank (eg driver, commander, gunner, loader) then the position changes (eg -1,0 or 1). Best bet to do is to go into the editor, place the vehicle you want to get rid of the lmg down and a player unit for yourself, and then while in the different positions, press escape, and in the 'watch' field type in the following: vehicle player weaponsTurret [0]Of course change this to either -1, 0 or 1 depending on the position, and that number you then use in the number after the weapon, for example: _vehicleObject removeWeaponTurret ["LMG_M200",[0]]; //so either [-1]]; [0]]; or [1]];You should then be good to go :), Shane
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Hi, Have a look at the following, and just add the weapon classnames of the vehicle you want to strip, I have listed all the major A3 vehicles. Just take out the thermal bit if you still want to use thermals. http://exile.majormittens.co.uk/topic/1420-disable-vehicle-thermal-and-certain-weapons/?do=findComment&comment=8936 Regards, Shane
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AshleyJones started following Shane Martin
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Only infiSTAR_Exile is required. Regards, Shane, infiSTAR Suppor
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notice the ExileClient, it is part of the exile_client.pbo, so client side files not server side ones. Just copy it over to the server in the folder that you need. Shane
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No problems
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I can't move the CfgInteractionMenus to the mission as it's a part of the config.cpp in the clients pbo file. Since CfgInteractionMenus doesn't have a function name, how would that work? Have you changed _CAP = true; to _CAP = false; ? Shane
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How would I go about doing this? Adding it to the exilecustomcode, creating a new file and adding them in there and calling it via init.sqf? Regards, Shane
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Hi, What would be the easiest way to addactions to players for a specific object, eg "Exile_Construction_Flag_Static". I know the CfgInteractionMenus would be adequate but since that is in the client's .pbo it is untouchable. Is there anyway to custom call a interaction menu in the mission folder that will execute for all players? Many thanks, Shane
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Is there any chance you have the server.rpt for that time and date to see what was going on? Regards, Shane, infiSTAR Support