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Ok, if you unpbo the mission you will find this disclaimer in int.sqf:
//Do whatever you want with this code, but credit me for the thousand hours spent making this.
That answers question no 1 :)
2. Yes, with no success as it would really involve a big work on several scripts. Unaffordable. Myabe the Tanoa edition will be more flexible on that.
3 Its easy, the Arsenal init is in line 580 and above, with this:
[caja,unlockedItems,true] call BIS_fnc_addVirtualItemCargo;
[caja,unlockedMagazines,true] call BIS_fnc_addVirtualMagazineCargo;
[caja,unlockedWeapons,true] call BIS_fnc_addVirtualWeaponCargo;
[caja,unlockedBackpacks,true] call BIS_fnc_addVirtualBackpackCargo;
Just change the initialisation with the array you want. (I think leaving it empty will add everything)
But I must say I DO NOT RECOMMEND to do this, as you will loose a 25% of the mission not having to care about logistics. Something which makes Antistasi interesting is the lack of weapons on the begining...
I was wondering where we can edit the starting money/manpower resource pool.
A lot of bugs keep happening in my missions (that I seem to cause, I think I've fixed it now) and I have had to start all over several times now, and I am getting very frustrated. I wanted to be able to get a head start next time I attempt this mission, is there a file in the .pbo to edit to change the starting resources?
Thank you very much,
-Gand
Change lines 169 and 170 of initVar.sqf which is the respective values for HR and money
What are the lines we need to modify for Manpower and Money? I wanted to modify them just a tad =)
Thank you!
Sorry that was my mistake.
Thank you for answering!
This said, if you touch what's gained from cities, you are doing the same for AAF if you don't make more changes.
Anyway, if you want an "easier Antistasi" my suggestion is just to start with more initial resources.
Thank you!