Bandito 10 Posted May 30, 2009 (edited) Not sure if this one's for DoomGuy specifically or the A.C.EMod Dev team. My apologies if this has been posted before, but I have tried a couple of options based on researching previous threads with no success. My objective is to modify Warface 1.18a to make a 'newbie version' for my comically inept squad. We loved vanilla Warfare (especially Matt Rochelle's N&S 32), A.C.E 1.08 and now play Warface every night. I've changed various configs to upgrade default loadouts, enable artillery, save a night version etc. and have even backed up and modified our ace_sys_stamina.pbos to disable blackout. However, I can't seem to disable Mando Missiles when I change mando_missile_init = false; in mando_missileinit.sqf. We rarely share helos and would prefer to use the vanilla tab-targeting method, with all due respect to the creators of that addon. We're noobs. From what I've read, I need to crack open the mission itself and search for the Mando Missile Game Logic and switch it off there too. There are so many triggers and logics scattered around the map I can't seem to find it! Down in the island San Tomas would have been my guess, as I can see a bunch hiding down there... But it's not there. Has anyone succeeded in disabling Mando Missiles yet retaining all the other features in a situation such as co-operative Warfare? If so, would you kindly share the process with me? My best source of info was this thread but many of the reference links have moved. Thanks for your time. Edited May 30, 2009 by Bandito Share this post Link to post Share on other sites
Doomguy 0 Posted May 30, 2009 Hi Bandito, It's very nice to know that you're playing Warface a lot, thanks! :-) Disabling Mando missiles seems to be easy. You need to place the game logic "Change Defaults: ACE Mando Missiles" on the map using the editor (it's not there yet), and put the following in the initialization field: ACE_SYS_MISSILES_MANDO_ENABLED = false That will disable Mando missiles completely and give you the default Arma "tab-targetting." Doomguy out. Share this post Link to post Share on other sites
Bandito 10 Posted June 2, 2009 Hey Doomguy, I've been wanting to thank you for days, but had to wait while the forums were down. Game logic placed, init string entered, Mando Missiles successfully disabled! Looks like I've shot myself in the foot with some dependencies, though, and I may have to do one or two more things. To be honest, with ArmA II on the horizon I'm seriously questioning the worth of my efforts... But if this editing knowledge carries over to A2 editing it can't hurt, can it? I hate to ask more questions (kinda feel like I'm pushing my luck) but if you don't mind and have the time... Here are a couple of consequences as a result of diabling Mando: 1) AH-64 and AH-1Z spawn without Hellfires/TOW (I assume this involves editing loadouts or possibly replacing ACE AH-1Z with vanilla in the Aircraft Factory-purchase config). 2) Pilot can only access FFARs, tried rearming but still no guided missiles available via standard 'F' switch weapon. Manual Fire is re-enabled though. 3) Gunner only has access to cannon. I've poked around the ACE folder and have found ace_sys_targeting etc. and am pleased that it looks like I can keep the stuff I like, such as Autorotation and Rear Rotor damage, but I just wonder what additional init strings to enter... ACE_SYS_TARGETING_MANDO_ENABLED = false ? It's the _MANDO_ part that I'm not sure about as it's slightly different than the addon/pbo name. As an experiment (to see about Gunner logic) I tried ACE_SYS_AIRFCS_ENABLED = false but it looks like that turned off AI pilots too... So I'm off to a start with the help you've already given me. Hah, I should probably just count my blessings and be happy with what I have until ArmA II... But I'm really enjoying digging deeper into the missions with what I'm learning. Can really see myself getting into it. (this deserved a dancing banana, I think) Cheers, Share this post Link to post Share on other sites