I just wanted to clean up a little bit and then it just escalated.
Capturing enemy vehicles isn't an endless loop anymore, it's done via GetIn EH on the enemy vehicles.
Most improvement for Zeus. Tweaked the zeus synchro loop and added a new parameter (default disabled) to add also enemies to the editable objects. May be beneficial for communities, who use Liberation as foundation for Zeus missions.
Furthermore the zeus placed objects now get the kill manager and object init applied. Placed resource crates will get the ACE carry action, resource value, object init and mass applied.
Content:
[x] Tweaked zeus_syncro.sqf
[x] Added EH for CuratorObjectPlaced to apply Liberation values/functions
[x] Added parameter to add enemies to editable units
[x] Fixed a wrong condition in fn_cleanOpforVehicle
Description:
I just wanted to clean up a little bit and then it just escalated. Capturing enemy vehicles isn't an endless loop anymore, it's done via GetIn EH on the enemy vehicles. Most improvement for Zeus. Tweaked the zeus synchro loop and added a new parameter (default disabled) to add also enemies to the editable objects. May be beneficial for communities, who use Liberation as foundation for Zeus missions. Furthermore the zeus placed objects now get the kill manager and object init applied. Placed resource crates will get the ACE carry action, resource value, object init and mass applied.
Content:
zeus_syncro.sqf
CuratorObjectPlaced
to apply Liberation values/functionsfn_cleanOpforVehicle
init_presets.sqf
Successfully tested on: