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clawhammer

Best way to unlock Evo?

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Hello,

small ask:

How can i unlock cars in the Co_30_EvolutionUSMC_v06.Chernarus Mission?

I get Weapons working but i dont get the Vehicles unlocked.

Can someone please help me?

Thanks !! :-)

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Just open the description.ext and change all the rank-scores to 0. Worked for me.

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sry but the Descripton.ext does not has the params you mean:

onLoadMission=E V O L U T I O N - M A R I N E S;
class Header
{
gameType = COOP;
minPlayers = 1;
maxPlayers = 30; 
playerCountMultipleOf = 1;
};

#include "evoUI.hpp"
class CfgRadio
{
};

class CfgSounds
{
sounds[] = {none,Incoming,Paycall,Recall};
class none
{
	name = "none";
	sound[] = {"none.ogg", db-5, 1.0};
	titles[] = {};
};	
class Incoming
{
	name = "Incoming";
	sound[] = {"Sound\incoming.ogg", db-5, 1.0};
	titles[] = {};
};	
class Paycall
{
	name = "Paycall";
	sound[] = {"Sound\Paycall.ogg", db-1, 1.0};
	titles[] = {};
};
class Recall
{
	name = "Recall";
	sound[] = {"Sound\Recall.ogg", db-1, 1.0};
	titles[] = {};
};
class Goodjob
{
	name = "Goodjob";
	sound[] = {"Sound\goodjob.ogg", db-1, 1.0};
	titles[] = {};
};	
};


class CfgIdentities
{
   class thedood
   {
       name = "thedood";
       face = "Face20";
       glasses = "None";
       speaker = "Dan";
       pitch = 1.1;
   };  
};

class Border
{
   idc			= -1;
   type		= 0;
   style		= 0;
   colorBackground[]	= {0.00, 0.00, 0.00, 0.20};
   colorText[]		= {0.00, 0.00, 0.00, 1.00};
   font		= "TahomaB";
   sizeEx		= 0.023;
   h			= 0.02;
};
class Border2
{
   idc			= -1;
   type		= 0;
   style		= 0;
   colorBackground[]	= {0.00, 0.00, 0.00, 0.50};
   colorText[]		= {0.00, 0.00, 0.00, 1.00};
   font		= "TahomaB";
   sizeEx		= 0.023;
   h			= 0.02;
};
class Border3
{
   idc			= -1;
   type		= 0;
   style		= 0;
   colorBackground[]	= {0.00, 0.00, 0.00, 0.00};
   colorText[]		= {1.00, 1.00, 1.00, 1.00};
   font		= "TahomaB";
   sizeEx		= 0.023;
   h			= 0.02;
};


class RscTitles
{

titles[] =
{
	"Evo","mando_hitch_hud"
};
class Evo
{
	idd=-1;
	movingEnable = true;
	duration=2;
	fadein=1;
	name = "Evo";
	controls[]=
	{
		Picture
	};   		
	class Picture : RscPicture
	{
		x = 0.30; 
		y = 0.50; 
		w = 0.40; 
		h = 0.05;
		text = "data\evo.paa";
		sizeEx = 0.04;	
		style=48;
	};
};
class mando_hitch_hud
{
 idd = 100;
 movingEnable =  1;
 duration     =  10000;
 fadein       =  0;
 fadeout      =  0;
 name = "mando_hitch_hud";

 onLoad = "mando_hitch_hud = (_this select 0)";

 class controls 
 {
  class MANDOHITCH_BACKGROUND
  {
     idc = 101;
            type = 0;
            colorText[] = {1, 1, 1, 1};
            font = "Bitstream";
     colorBackground[] = {0, 0, 1, 0.2};
     text = ;
     style = 128;
     sizeEx = 0.015;
     x = 0.3;
     y = 0.3;
     w = 0.4;
     h = 0.4;
  };


  class MANDOHITCH_MARK
  {
     idc = 102;
            type = 0;
            style = 48;
            font = "Bitstream";
            sizeEx = 0.04;
            colorBackground[] = {0, 0, 0, 0};
            colorText[] = {0, 0.5, 0, 0.5};
            text = "mando_hitch\mando_hitch_circle.paa";
            x = 0.5-0.03/2;
            y = 0.5-0.05/2;
            w = 0.04;
            h = 0.05;
         };

  class MANDOHITCH_CROSS
  {
     idc = 103;
            type = 0;
            style = 48;
            font = "Bitstream";
            sizeEx = 0.04;
            colorBackground[] = {0, 0, 0, 0};
            colorText[] = {0, 1, 0, 0.5};
            text = "mando_hitch\mando_hitch_cross.paa";
            x = 0.5-0.02;
            y = 0.5-0.025;
            w = 0.04;
            h = 0.05;
         };

  class MANDOHITCH_ICON
  {
     idc = 104;
            type = 0;
            style = 48;
            font = "Bitstream";
            sizeEx = 0.04;
            colorBackground[] = {0, 0, 0, 0};
            colorText[] = {1, 1, 1, 1};
            text = "";
            x = 0.3;
            y = 0.7 - 0.05;
            w = 0.05;
            h = 0.05;
         };

  class MANDOHITCH_TEXT
  {
     idc = 105;
            type = 0;
     style = 2;
 	     x = 0.5 - 0.15;
 	     y = 0.7 - 0.05;
 	     w = 0.3;
 	     h = 0.03;
            colorText[] = {0, 1, 0, 1};
            colorBackground[] = {0, 0, 0, 0};
            font = "Bitstream";
            sizeEx = 0.02;
     text = "";
         };

         class MANDOHITCH_LINE
         {
            idc = 106;
            type = 0;
            style = 176;
            x = 0.5;
            y = 0.5;
            w = 0.1;
            h = 0.1;
            colorText[] = {0, 1, 0, 1};
            colorBackground[] = {1, 0, 0, 1};
            font = "Bitstream";
            sizeEx = 0.02;
            text = "";
         };
  };
};	
};

class RscMisCam
{
idd = 50001;
movingEnable = true;
controlsBackground[]=
{
	Background1
};
class Background1 : RscPicture
{
	idc = 1047001;
	style = 128;
	x = 0.02;
	y = 0.02;
	w = 1.00;
	h = 1.00;
	text = "";
	colorBackground[] = {0, 0, 0, 0.0};
};
};

titleParam1="Options";
valuesParam1[]={2,4,7};
defvalueParam1=2;
textsParam1[]={"Standard","500 Lives","Infantry"};

titleParam2="Time Of Day";
valuesParam2[]={5,8,11,14,17,20,23,2};
defvalueParam2=8;
textsParam2[]={"06:00","09:00","12:00","15:00","18:00","21:00","24:00","03:00"};

estimatedTimeLeft = 600;
respawn="3";
respawndelay=10;
debriefing = 1;
disabledAI=0;
showGPS=1;
showRadio=1;
briefing=1;


Maybe you mean this:

BIS_EVO_rank1 = 1;
BIS_EVO_rank2 = 30;
BIS_EVO_rank3 = 60;
BIS_EVO_rank4 = 100;
BIS_EVO_rank5 = 150;
BIS_EVO_rank6 = 200;

found it in the init.sqf and it worked for me too ;-) Thanks!

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I think script called VecInit is controling vehilcles though.

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Is it me or is the inf amounts alot lower then in ArmA1? Also if so where can that be changed or canu just throw in some more AI?

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The Vecinit controls rank required for each vehicle. If you reduce the rank scores in the init file to 0, you will be able to use all of the vehicles without editing Vecinit.

Edited by KaBoNG

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i have changed all these to 1,2,3,4,5,6

but in game i have to still need 10 points to go to 1st rank whys that

plz help

changed from this:

BIS_EVO_rank1 = 1;

BIS_EVO_rank2 = 30;

BIS_EVO_rank3 = 60;

BIS_EVO_rank4 = 100;

BIS_EVO_rank5 = 150;

BIS_EVO_rank6 = 200;

To This

BIS_EVO_rank1 = 1;

BIS_EVO_rank2 = 2;

BIS_EVO_rank3 = 3;

BIS_EVO_rank4 = 4;

BIS_EVO_rank5 = 5;

BIS_EVO_rank6 = 6;

Co_30_EvolutionUSMC_v06.Chernarus.pbo this is the mission i want to rank up quicker

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sry but the Descripton.ext does not has the params you mean:

...

found it in the init.sqf and it worked for me too ;-) Thanks!

You're quite right, sorry - I remembered it as being the description.ext :)

It is indeed in the init.sqf.

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