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MareNostrum

Empty Vehicles NOT Switching to Civilian?

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Is there a script or way to make it so that when you disable a vehicle and all its crew jumps out (or if you kill the crew) that the remaining vehicle does not switch to the civilian side? Its causing a lot of my triggers to go off at the wrong time when I have them set to Civilian Present.

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im just thinking out loud and havent tried this, but perhaps if you place an empty vehicle to begin with, and then adjust its 'side' to east (or insurgent whaatever side u needed) in mission.sqm. Spawn the occupants seperately and in their inits assign them to the vehicle after its initialised.

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im just thinking out loud and havent tried this, but perhaps if you place an empty vehicle to begin with, and then adjust its 'side' to east (or insurgent whaatever side u needed) in mission.sqm. Spawn the occupants seperately and in their inits assign them to the vehicle after its initialised.

interesting suggestion, thanks for helping :)

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