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Everything posted by DnA
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New "scripting tech" incoming! What could it be?
DnA replied to maddogx's topic in TAKE ON HELICOPTERS - GENERAL
While related to scripting, this is not the big improvement on the horizon ;) There are some powerful technologies in there which I think have not thoroughly sunk in with scripters yet though :P -
Hi fellow scripters! We've just added documentation on an initial batch of 30 new TKOH script commands. We will both do more batches and add more detail to currently posted documentation. This thread shall keep you in the loop on major updates. Of course any community assistance is more than welcome, and in fact, the first commands were added by MadDogX :cool: Highlights of batch 1: Helicopter engine commands Persistent saving / loading to / from user profiles (very powerful for any scripted system needing to store data on the disk - read the warnings please! ) Custom radio channels (potential for a extensive ATC system if desired)
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I hope we can offer something like this yes. At the very least we're documenting the new required selections / systems / memory points / selections (although selection names can usually be defined as anything in configs). You can learn more about weight using the weightRTD scripting command (check debug console script command documentation for the returned values).
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We've updated the OP to reflect some changes to the patch roadmap, based on in-house evaluation and discussion with our partners.
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(solved) The asian missions - how to trigger them
DnA replied to LeZerp's topic in TAKE ON HELICOPTERS - OFFICIAL SCENARIOS
The three you've mentioned are the ones which are there, but I'm confused about whether you say you've flown them already or not :) The items you list are the triggers for starting them later. -
Smaller rivets and bolts can normally be handled in the normal map texture. Since this helicopter has a visible exterior engine, perhaps you'll have face count budget to model some of that nicely detailed (if this is the one you're doing ;)).
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Is the rotor brake enabled? It should not be (look up near the center ceiling panel behind you).
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Joystick Not Functioning In Game
DnA replied to CaptBigG's topic in TAKE ON HELICOPTERS - TROUBLESHOOTING
Try mapping it using a scheme. If this particular joystick is not listed yet, try the Generic Joystick scheme. Once you do get a nice mapping working, we'd be interested in getting it into the game through a patch :) -
Looking forward to seeing new helicopters come to live; keep it up! :)
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Or you can check the active task (J or M) for the precise limits, and then use your gauges.
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I'll try to explain the major differences between the old getting in and new getting in systems based on my own limited knowledge of it. I'd suggest changing the OP title to something covering this topic better :) Old system: Memory points like pos Cargo are used to position the character while playing the getting in animation. pos Cargo dir points are used to orient the character. The actions for triggering getting in are roughly based on those points. New system: Entries preciseGetInOut (same for gunners in turrets) and cargoPreciseGetInOut define which animation system to use. 0 is default A2-spec. 1 is used in TKOH and it means the animation is centered on the final proxy position of the character in the vehicle. getInAction, getOutAction, gunnerGetInAction, gunnerGetOutAction, cargoGetInAction and cargoGetOutAction (String) entries are used to define the animations used. usePreciseGetInAction (Bool) entry defines whether to use the new precise actions on specific memory points. memoryPointsGetInDriverPrecise, memoryPointsGetInCargoPrecise and memoryPointsGetInGunnerPrecise (String) define the memory points used for those precise actions. All driver and gunner entries are singular, but cargo entries are Arrays matching the cargo index (if there are fewer values than indices, the last one is repeated for the remainder).
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(solved) Shadow of the blade - cannot finish
DnA replied to fafner's topic in TAKE ON HELICOPTERS - OFFICIAL SCENARIOS
To locate the precise positions for getting in (or any other action) try using freelook (Alt). It will visualize all action positions on the object in 3D space. The side door on the left is where you get into the Heavy; as do pilots in equivalent real-life helicopters. There are no doors directly accessing the cockpit. -
Memory: Operation Arrowhead (CAS)
DnA replied to zonker3210's topic in TAKE ON HELICOPTERS - OFFICIAL SCENARIOS
You do not have to 'win' the CAS; you can just continue the scenario and finish it. AI CSAR will take over for you :) -
Doors Off
DnA replied to LeftSkidLow's topic in TAKE ON HELICOPTERS : MISSIONS - Editing & Scripting
Some interesting selection names to start you off with: Light Showing and hiding components: AddDoors AddBenches AddBackseats AddFLIR AddFLIR2 AddScreen1 AddHoldingFrame AddTread_Short AddTread AddGunHolder AddMusicUnit AddMirror Animating the exterior benches to folded position: BenchL_Up BenchR_Up Maintenance and inspection: Inspect_Panel1_1 Inspect_Panel2_1 Inspect_Panel1_2 Inspect_Panel2_2 Main doors (use animateDoor instead of animate): DoorL_Front_Open DoorR_Front_Open DoorL_Back_Open DoorR_Back_Open Cockpit switches: RadioDisplay_ON BatteriesSwitch_On FuelSwitch_On LightsACSwitch_On LightsLDGButton_On RadioButton_On Medium Showing and hiding components: AddFLIR AddFLIR_controlpanel AddSearchLight AddWinch AddMILITARY_cargoseats AddRocketLaunchers AddGuns Maintenance and inspection: Inspect_Panel1_1 Inspect_Panel2_1 Main doors (use animateDoor instead of animate): DoorL1_Open DoorL2_Open DoorL3_Open DoorR1_Open DoorR2_Open DoorR3_Open Heavy Showing and hiding components: AddGunHolder AddWinch Moving winch to active position: Winch_UpperPole Winch_LowerPole Winch_Hook Maintenance and inspection: Inspect_Panel1_1 Inspect_Panel2_1 Inspect_Panel3_1 Main doors (use animateDoor instead of animate): door_back_L door_back_R CargoRamp_Open -
(solved) Duplicate memory missions in mission list
DnA replied to OMAC's topic in TAKE ON HELICOPTERS - OFFICIAL SCENARIOS
In which list? The Career screen list is your history of played scenarios, so there it's to be expected if you've started it twice (only Heliport is filtered to be only shown once) :) -
At this stage we've not released TKOH-specific sample models yet. The Community WiKi is a good starting point to find guides on A2 / OA model editing however and the basics for model creation are the same.
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TKOH uses a new system for getting into and out of helicopters to show the more detailed animations and opening the doors and such. Which commands specifically are not working? moveIn*** should be working, and assignAs*** + orderGetIn as well :)
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(solved) 03 - The Cove
DnA replied to nutter4ever's topic in TAKE ON HELICOPTERS - OFFICIAL SCENARIOS
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(solved) Shadow of the blade - cannot finish
DnA replied to fafner's topic in TAKE ON HELICOPTERS - OFFICIAL SCENARIOS
Did you board any vehicles other than the ones assigned (should not be possible; all locked), or did you get back into a helicopter after getting out? (e.g. getting out of your Heavy, getting back in, and then getting into the Medium). We'd like to confirm a theory on what's happening. -
(solved) skip memory missions
DnA replied to Vixit's topic in TAKE ON HELICOPTERS - OFFICIAL SCENARIOS
More importantly, the memory scenarios are optional for this exact reason. Your brother asks you to continue the story or stop it for now. Pick the latter and you'll not have to play this scenario at all. If you're already in it, you can revert to Heliport and make the choice again :) As for the shortcut: -
Latest "Take On Helicopters" Press Coverage | NO discussion here!
DnA replied to Dwarden's topic in TAKE ON HELICOPTERS - GENERAL
http://www.branchez-vous.com/techno/jouez/2011/11/test_take_on_helicopters.html (4 / 5 - in French) -
In the editor you can place a character and add the following to its initialization script field: this addMagazine "30Rnd_556x45_Stanag_H"; this addWeapon "M4A1_H";
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Mission 10 - The Take Down
DnA replied to Bothersome's topic in TAKE ON HELICOPTERS - OFFICIAL SCENARIOS
That is why this keyboard shortcut exists (2xR - default Rope Interaction) :) We hope to address auto-saving in a future patch. -
Memory: Operation Arrowhead (CAS)
DnA replied to zonker3210's topic in TAKE ON HELICOPTERS - OFFICIAL SCENARIOS
It's OK to fail the CAS, but to make that clearer we'll get the task to cancel instead of fail when CSAR arrives. We'll also tune the timing of CSAR's arrival to give you a bit more time to actually complete the CAS (this is a possible flow for the scenario by the way).