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Thread: TAKE ON HELICOPTERS Modules

  1. #1
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    Jun 2011
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    TAKE ON HELICOPTERS Modules

    I have searched and would be able to not recognize any strings that need to do with the unique Modules in TKOH! There is no segment for it in the BI Wiki either. What does the Heliport module do precisely? But also would it be able to be utilized in SP Missions? Or is it utilized just for "Career Mode"? Likewise is there a Module that sort of does what the Arma2/OA Secops Module does, case in point, join random missions like Search and Rescue, or Police Chases, Fire Fighter sort Missions?

  2. #2
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    Jul 2011
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    Re: TAKE ON HELICOPTERS Modules

    In the event that you absence the documentation and documentation isn't made yet, you might get a brainstorm by de-pbo'ing the modules (unless encrypted as of right now) and have a get a load of them yourself.

  3. #3
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    Re: TAKE ON HELICOPTERS Modules

    I've recognized a few things I did in A2/OA missions that no longer work in the CP, even things I could anticipate to work (like sound scripts). Mind to explore and post the unique modules? Don't have the beta, but I'd prefer to estimate.

  4. #4
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    Re: TAKE ON HELICOPTERS Modules

    The fascinating bits to me are the scripted helicopter waypoints. I've been attempting and attempting but unequivocally could not appear to have the capacity to go parameters to them. I fathom from perusing some stuff in capacity viewer that you are to put the parameters to the waypoint somehow. I unequivocally can’t get them to work. Some waypoints work without the hassle, for instance circle, hover and land. Without a doubt others too, I unequivocally haven't attempted them yet. So if anybody might expound on case in point piece waypoint that could be great. Blocking autos is positively pleasure and serious.

  5. #5
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    Aug 2011
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    Re: TAKE ON HELICOPTERS Modules

    From what I've perused presented by a BIS dev its a module that catches your advancement from lifework mode. So the Larkin business is persistent and might be actuated with the module. So if this module is in a modified mission you are able to procure coin, utilize your particular set of helicopters acquired at the same time as profession, have your generally speaking ledger ready and so on. Conceivably it unites different stuff, but I accept this is the customary thought behind it.

  6. #6
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    Re: TAKE ON HELICOPTERS Modules

    I actually perceived that provided that you join the interprocedural mission's module and save the mission with one of the aforementioned names: Pursuit Boat, Rescue, Sightseeing, Visit Golf or Sling stack. You get to play some missions that modification a touch assuredly. Hunt and drop handouts I couldn’t get to work this way and there perhaps is some preferred ridiculously, but that would be for someone with wits to do.

  7. #7
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    Re: TAKE ON HELICOPTERS Modules

    In the setup viewer and capacity viewer there's references to proof and safe houses and noflyzones, but I can’t tell what an extra from arma is.

  8. #8
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    Jul 2011
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    Re: TAKE ON HELICOPTERS Modules

    In addition there is a method called E3 that declares erase later. If its not too much trouble keep in brain that this is simply a hack to test some missions with randomization in product that is still not completed. These are in all probability not in their settled frame specifically when began this method.

  9. #9
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    Re: TAKE ON HELICOPTERS Modules

    I stumbled on this coincidentally when attempting to resolve the waypoint scripts. So if someone gets the chase working, that'd be amazing. Or compose a mission where you need to pursue an auto and attempt to square it (probably square waypoint. not beyond any doubt). In the event that you set up an auto with some waypoints and trigger it from a keep or something, you are able to play with it by pursuing it and intimidating to ground in front of it. The auto stops for a brief period of time method. An additional EDIT: You moreover get your heliport where you are able to "investigate" a light chopper.

  10. #10
    Join Date
    Mar 2011
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    1,514

    Re: TAKE ON HELICOPTERS Modules

    You could probably utilize heliport module in the same method. Include heliport module on the guide. Then join a vacant chopper and synchronize it with the module.

  11. #11
    Join Date
    Aug 2011
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    Re: TAKE ON HELICOPTERS Modules

    Finally insert a player character and save with the mission name for Filename. Again this in all likelihood is not THE gameplan to start procedural missions, but it sort of works.

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