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[FOX] CFP
   
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Data Type: Mod
Mod Type: Character
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475.419 KB
18 Şub @ 11:39
1 Değişiklik Notu ( görüntüle )

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[FOX] CFP

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Summary:

Removes CFP randomization completely (units, vehicles).
-
Did only quick testing, if something broke please provide feedback.

Maybe i will fix more CFP bugs via addon.

Technical blah blah blah...
config.cpp / Removed init function.
class Extended_PreInit_EventHandlers { ... class cfp_main { init = ""; }; };

XEH_preInit.sqf / Re-added existing functions via own code and compile them, now the existing function is goooone.
["", "CFP_main_fnc_randomizeUnit"] call CBA_fnc_compileFunction; ["", "CFP_main_fnc_randomizeGear"] call CBA_fnc_compileFunction; ["", "CFP_main_fnc_randomizeWeapon"] call CBA_fnc_compileFunction; ["", "CFP_main_fnc_randomizeVehicle"] call CBA_fnc_compileFunction; ["", "CFP_main_fnc_setSpeakerRemote"] call CBA_fnc_compileFunction;
5 Yorum
Dimon UA 21 Şub @ 9:56 
The developers of the С
FP specifically left the opportunity for mapmakers to be able to disable this nuance
Dimon UA 21 Şub @ 9:54 
This is a global variable that is written once.
Phil  [yaratıcı] 21 Şub @ 6:43 
@Dimon UA, yeah but for Workshop missions like Dynamic Recon Ops, you need to set the vars everytime via debug console on the server or your gear will be f*cked up.
Dimon UA 21 Şub @ 3:27 
It is enough to enter these variables in the mission and the function will stop working
if ( _unit getVariable ["NoRandom",false] || _unit getVariable ["CFP_DisableRandom",false]) exitWith {};
Phil  [yaratıcı] 18 Şub @ 11:45 
No need for photos, just config patch to disable broken randomization.