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 Alteisen Arsenal Labs MOD without units? 
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Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
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Post Re: Alteisen Arsenal Labs MOD without units?
The thing is it is in its own .ini ffs.
The pod is coded in the gibs of each craft. Besides going there to each craft and removing those manually there is no other way of doing it.

I did my best to keep the code as clean and organized as possible.
The escape pod is the only thing that is tied between the actors and the crafts.


Thu Mar 26, 2009 2:29 pm
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Joined: Mon Mar 23, 2009 8:19 pm
Posts: 77
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Post Re: Alteisen Arsenal Labs MOD without units?
Why don't you two quit bickering about who's code is more superior, seems a little immature. It's his mod, his mod works. I don't see what the problem is.

I had absolutely no trouble turning off AAL vehicles in the activities, all I did was Ctrl-F a couple of references, comment them out and done. Of course I turned off AAL marines later to because unless you equip everybody with rocket-launchers good luck actually fudge living. Only thing I found that can actually take them on is the Orks.


Thu Mar 26, 2009 5:57 pm
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Joined: Sat May 24, 2008 5:10 am
Posts: 167
Location: In Belgium!!!!
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Post Re: Alteisen Arsenal Labs MOD without units?
There is a much better way.

Listen carefully.

Take the AAL folder (AAL.rte or such.)

Put a little random word after the ".rte"

Youre done !



Quicker method for our best users : select AAL.rte and put it in that cylindrical thing.

What? Oh its the trashcan? yeah whatever.

No seriously,the AAL fun comes out of it's fudge units!
You just dont want to see them on your buy list?
Its like you want to use the MPAM huge sniper with a Light Clone guy.

Madman.

Or maybe you dont want them to spawn and kill you?


Thu Mar 26, 2009 8:07 pm
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