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    Help Thread for Epoch Remove Weapons

    Mine looks like this and is confirmed working on my server. //AH64D remove weapons if (_object isKindOf "AH64D") then { _object removeWeapon "M230"; _object removeWeapon "HellfireLauncher"; _object removeWeapon "FFARLauncher"; _object removeWeapon...
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    Help Thread for Epoch Remove Weapons

    Thanks Dajax. Ok no worries, looks like the gunships will just have to have a gunner to use the guns. The Infistar I broke in the first place, I accidentally removed the line that loads it by loading an older file that didn't have it.
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    Help Thread for Epoch Remove Weapons

    Hate to come back and ask for more help but I'm at a loss. This is what I've put in now instead. //## Helicopters //Apache remove weapons if (_object isKindOf "AH64D") then { _object removeWeapon "M230"; _object removeWeapon "HellfireLauncher"; _object...
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    Help Thread for Epoch Remove Weapons

    Yep somehow the line had vanished, I have a feeling I know how, I may or may not have replaced the server_functions with an older backup, derp, sorry guys, thanks for the help.
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    Help Thread for Epoch Remove Weapons

    Awesome will try it out, thanks. Any ideas why it's preventing infistar from loading?
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    Help Thread for Epoch Remove Weapons

    Yes I have infistar installed but it's no longer loading it at all when the server starts, it's like this mod has somehow overridden / disabled it. I'm at a loss at the moment how to get weapons onto the pilot and not just the gunner. With the default code I also found that it removes the...
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    Help Thread for Epoch Remove Weapons

    Hi, I've been trying to get this mod working on my test server, installed it exactly as stated and as a result our Infistar Anti-Hack has stopped loading completely, really strange, can't work out why. Other than that, got it to strip all the weapons off the AH64D and was even able to replace...
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    Sarge AI on Sauerland

    Ok so we redid the whole thing from scratch and now it's working fine, nice and smooth with one exception, it spawns the max for each grid regardless of the settings defined in the dynamic spawn grid, anyone seen this behaviour?
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    [Fix] R3F Towing Limit & Distance

    http://forum.team-r3f.org/index.php/topic,7972.0.html got an answer from the developers. If anyone else is interested.
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    [Fix] R3F Towing Limit & Distance

    Hey Doppleganger, Thanks for posting this up, made it so much easier for me to find. I don't suppose you'd know how to disable the ability for someone to load in a vehicle that's towing? Seems people are using it as a work around to tow more than one item on my server. Like getting a truck...
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    Sarge AI on Sauerland

    Ok so we got this working ok. But for some reason the server lags like crazy, is it the sheer size of the map? We've reduced the spawn chance down to very low and even very low number in each patrol / amount of patrols. Anyone else experiencing problems?
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    Sarge AI on Sauerland

    Also, using the latest version of Sarge AI (downloaded yesterday), other mods loaded are R3F towing and SelfBB but we've had those all loaded in before and had no issues, just looking at how to config Sarge AI's grid for the dynamic spawns and how to put in the static spawns on Sauerland please.
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    Sarge AI on Sauerland

    Hey Guys. Has anyone been able to get Sarge AI working on Sauerland? Just trying to work out what I have to do, like copy SAR_cfg_grid_chernarus.sqf and SAR_cfg_grps_chernarus.sqf, rename them to sauerland instead of chernarus then adjust the config accordingly? Any help would be much...
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