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function OnInitID()
--Population cap override value
g_popCapOverRide = 125
for i = 1, World_GetPlayerCount() do
local player = World_GetPlayerAt(i)
Player_SetPopCapOverride(player, g_popCapOverRide)
end
-- [[ Markers ]]
-- [[ Squad Groups ]]
-- [[ Entity Groups ]]
local _vehicleAbilities = {
"mechanized_grenadier_group", "supply_truck", "tiger_tank", "mortar_halftrack", "elefant_unlock", "tiger_tank_ace", "stug_short_barrel", "stug_iii_e", "armor_commander",
"mechanized_assault_group", "cmd_kv-8_unlock_mp", "cmd_advanced_t34_85_medium_tank", "cmd_t34_85_medium_tank", "cmd_isu-152", "cmd_is2_heavy_tank", "cmd_kv-1_unlock", "kv-2",
}
local SBP_IsVehicle = function(sbp)
--Skip problematic squads (pak creates splats, panzer_iii causes an error due to not existing yet)
local _skip_sbp =
{
[1] = {
name = "pak43",
isVehcle = false,
},
[2] = {
name = "panzer_iii",
isVehcle = true,
},
}
local isVehcle = false
local pos = World_Pos(-512, -512, -512)
local skipSBP = false
for key, _sbp in ipairs(_skip_sbp) do
if string.find(BP_GetName(sbp), _sbp.name) then
isVehcle = _sbp.isVehcle
skipSBP = true
end
end
if not skipSBP then
local squad = Squad_CreateAndSpawnToward(sbp, World_GetPlayerAt(1), 1, pos, pos)
local entity = Squad_EntityAt(squad, 0)
if Entity_IsOfType(entity, "vehicle") and not Entity_IsOfType(entity, "team_weapon") then
isVehcle = true
else
isVehcle = false
end
Squad_Destroy(squad)
end
return isVehcle
end
--skip keepers
local SBP_Keepers = function(sbp)
--skip squads I wanna keep
local _skip_keepers =
{
[1] = {
name = "panzerwerfer",
isSkip = true
},
[2] = {
name = "katyusha",
isSkip = true
},
}
local isSkip = false
local skipKeep = false
for key, _sbp in ipairs(_skip_keepers) do
if string.find(BP_GetName(sbp), _sbp.name) then
isSkip = true
skipKeep = true
end
end
if not skipKeep then
isSkip = false
skipKeep = false
end
return isSkip
end
--gets rid of all rigs in buildings
for key, race in pairs(SBP) do
for key, sbp in pairs(race) do
if SBP_IsVehicle(sbp) then
for i = 1, World_GetPlayerCount() do
Player_SetSquadProductionAvailability(World_GetPlayerAt(i), sbp, ITEM_REMOVED)
end
end
end
end
--adds back in my keepers
for key, race in pairs(SBP) do
for key, sbp in pairs(race) do
if SBP_Keepers(sbp) then
for i = 1, World_GetPlayerCount() do
Player_SetSquadProductionAvailability(World_GetPlayerAt(i), sbp, ITEM_UNLOCKED)
end
end
end
end
--gets rid of commander powers
for key, abp in ipairs(_vehicleAbilities) do
for i = 1, World_GetPlayerCount() do
Player_SetAbilityAvailability(World_GetPlayerAt(i), BP_GetAbilityBlueprint(abp), ITEM_REMOVED)
end
end
end