CaptainAzimuth 714 Posted May 20, 2014 Vehicles are very limited in terms of editing during Zeus, but, if BIS adds in the availability of the Init module for vehicles in Zeus, it would make for some mission creators to do some interesting things real time. I think it would be great to have the Init module so we can edit units, or vehicles in extreme detail real time. :cool::o Share this post Link to post Share on other sites
Mr. Charles 22 Posted May 20, 2014 There's already an Init line when you are logged in admin and selected the right parameters in the official missions :bounce3: Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted May 20, 2014 There's already an Init line when you are logged in admin and selected the right parameters in the official missions :bounce3: What i mean is, how when you place down a vehicle, say, an MH-9... In Editor, there would pop up a a window with things you can edit, direction, health, and what not. There is an init for that specific vehicle. So i could edit it say, removing the side benches off of the MH-9, during Zeus when i spawn it. Or am i missing something. Share this post Link to post Share on other sites
Mr. Charles 22 Posted May 20, 2014 The exact same window as the vehicle init window opens up, so you just gotta know your sqf commands. Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted May 21, 2014 Ok, ill look into this in more detail. Thanks. =D Share this post Link to post Share on other sites
CorneliusGatsworth 10 Posted November 15, 2014 Did you end up finding a solution to this? I've had the same problem for a while and figured it was down to me not knowing the button to press until a few days ago when I was playing in Zeus in a simple sandbox scenario I made and found I was able to open a larger editor window when clicking on units allowing me to edit their init line. The strange thing is while I was able to do this some of my steam workshop mods that normally work did not. Now when playing in the same scenario as always I once again cannot edit units' init lines. Is there something I'm missing? I've found many references to being able to edit the init lines of units in Zeus but nothing on how to actually do it which suggests it's a simple thing to do. Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted November 15, 2014 There is a different thread for this topic that involves all "Initialization issues" with a simple fix by adding a module for this specific function. Link here = http://forums.bistudio.com/showthread.php?184706-Init-Module-on-the-fly-Scripting Can a moderator please close this one, and use the other as the main topic for this issue. Much Thanks. Share this post Link to post Share on other sites
CorneliusGatsworth 10 Posted November 15, 2014 Many thanks. My Apologies, I thought I had found the fullest thread to add to. Share this post Link to post Share on other sites