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Everything posted by DnA
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Patch 1.02 - Lost all career progress
DnA replied to MichaelVH1's topic in TAKE ON HELICOPTERS - TROUBLESHOOTING
You should only have to Revert to the last scenario you've played from the Career menu (so not when already in the Heliport; though reverting to the Heliport should work fine also). Mid-scenario saves are not compatible between patches usually. Do not Revert to the start of the Career (this will for sure remove your progress). -
Please can you confirm if you did anything other than exiting your Heavy, getting in the Medium, exiting the Medium, and trying to enter your Heavy? Did you get into any other vehicles (which should all be locked), or did you perhaps get back into your Heavy after exiting the first time?
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Lost all money and progress...
DnA replied to Dillinja's topic in TAKE ON HELICOPTERS - TROUBLESHOOTING
Yes, the patch should work fine with overall Career progress, but mid-scenario saves cannot be guaranteed to work. Try to at least Revert to the start of the last scenario (not the whole Career) to avoid such issues after patching. -
assignascargo
DnA replied to dustoff's topic in TAKE ON HELICOPTERS : MISSIONS - Editing & Scripting
You may also be interested in the new command to assign cargo to a specific index: _unit:Object assignAsCargoIndex [_vehicle:Object, _index:Scalar] ... and for turrets: _unit:Object assignAsTurret [_vehicle:Object, _turretPath:Array] -
Latest "Take On Helicopters" Press Coverage | NO discussion here!
DnA replied to Dwarden's topic in TAKE ON HELICOPTERS - GENERAL
http://www.brashgames.co.uk/2011/11/14/take-on-helicopters-pc-review/ (08 / 10) -
The entire character is the hot spot. Does the action also not appear after a few seconds? Once the action is there left mouse button should activate it by default. If you completely cannot find it, you can bypass the conversation and start the next contract immediately from the Esc > Heliport > Contracts menu (but you'll miss the introductory information).
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Is a server.exe going to be released?
DnA replied to -DirTyDeeDs--Ziggy-'s topic in TAKE ON HELICOPTERS - GENERAL
The Windows Dedicated Server (without protection, so you can run it on your dedicated machine) will be part of Patch 1, due out as soon as possible. But don't let me stop you from buying additional copies ;) -
(solved) Career mode not working
DnA replied to Asfarn's topic in TAKE ON HELICOPTERS - TROUBLESHOOTING
Good you have it working that way now :) We'll try to look into why it cannot save to this type of Documents location, if we can reproduce it in-house. -
The LHD ship is part of the environment. I don't have the coordinates here, but it's somewhere quite a bit West from downtown and the Larkin Heliport.
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Buyer's Market - Want to Edit!
DnA replied to Scarmax's topic in TAKE ON HELICOPTERS - OFFICIAL SCENARIOS
They are not available from the start; you'll need to wait for the government and corporation contracts to become available :) -
(solved) Career mode not working
DnA replied to Asfarn's topic in TAKE ON HELICOPTERS - TROUBLESHOOTING
That all sounds like somehow the game is not able to save any files to your HD (user profile, career saves, etc.). Does your user account in Windows have full write access in the My Documents folder for example? If you go to the Take On Helicopters folder there, are you able to manually edit the CFG file for example :confused: -
Buyer's Market - Want to Edit!
DnA replied to Scarmax's topic in TAKE ON HELICOPTERS - OFFICIAL SCENARIOS
When playing this from Challenges, the helicopter assigned is random. When playing from the Career, the helicopter is whichever one you assign to yourself. One of our designers is currently in the process of documenting how to easily modify such scenarios to use specific helicopters for example. -
Where are head movement limits defined?
DnA replied to LeftSkidLow's topic in TAKE ON HELICOPTERS : ADDONS - Configs & Scripting
In the vehicle's config there are new parameters controlling this (where previously the head rotation angle limits were already defined). Look for parameters in classes like ViewPilot: minMoveX //How far can the head be moved to the sides left and right maxMoveX minMoveY //How far can the head be moved up and down maxMoveY minMoveZ //How far can the head be moved forward and backward maxMoveZ -
We are working on the Dedicated Servers currently. Stay tuned.
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Need a save game file, game crashes after mission 5
DnA replied to kevlon81's topic in TAKE ON HELICOPTERS - GENERAL
What is the last scenario is your Career list? Is it Heliport or the 6th scenario? Try using 'Revert' on the last mission. This will remove your progress in just that scenario, but you can start it from the beginning. -
This functionality does not currently exist in the game. You'd either have to just run a music player in the background, or make an add-on to add new tracks (not very flexible). You're aware of the various genres that come with the game? I like to chill out to the jazz music :cool:, and then switch to rock or electronic for the action segments.
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You can also save your controller scheme by using the 'saveJoysticks' script command. For example from the debug console in the editor (Esc > F1 after previewing a simple scenario with one playable unit). This will store the scheme in a special file next to your user profile, and you can then map the scheme later (marked as "User").
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My first impressions, not so good.
DnA replied to Colasanto's topic in TAKE ON HELICOPTERS - GENERAL
Hi and welcome :) I'd like to laugh with you, but we consider this to be correct for helicopters. The throttle is used as collective and pulling that towards you (raising it) is what's being simulated. The main issue is that the X52 Pro throttle is an airplane throttle. If you'd like it to be the other way around, you're welcome to swap the axis, as you've pointed out ;) You are not forced to take on the training scenarios. Feel free to skip them entirely and start the first real Career contract. At any point when you do want to start a training scenario they are available at the Heliport, or from the separate Training section of the game. -
Misplaced and non-functional interaction-icons on several helicopters
DnA replied to radical.ghost's topic in TAKE ON HELICOPTERS - GENERAL
Once you've discovered all problems, they are automatically repaired (you'll see the maintenance option in the Helicopters menu says no further repairs are necessary). I'll admit this is not communicated very clearly, so we'll try to look at that for a patch. If you have not found all problems, or none at all, you can still do repairs, but it will costs some money. The more you find, the closer the cost goes to $0. We did not want finances to block normal career progression :) Also, the issues above will be looked at for sure (engine #2 and some hard-to-reach hatches for example). -
(solved for the OP) "The hand that feeds" Stuck
DnA replied to hon0's topic in TAKE ON HELICOPTERS - OFFICIAL SCENARIOS
You should be able to clear the container by using maximum collective and first going straight up. Don't attach the load and immediately try to fly away. Once you've gained some altitude (and this may be slow), you can start to speed up and fly to the drop-off. Use auto-hover if keeping the bird steady while struggling with the load is a bit too much. -
Options > Game Options contains the option to control the analogue gauges system of units.
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Try to 'Revert' to the Heliport, and then selecting scenario 03 (The Cove). It should proceed as normal and you'll keep your progress. 'Replaying' the Heliport is causing this issue, so we're disabling the option in a future patch.
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These challenges were designed to be very much modular. One of our designers is currently already describing editing, functions, script commands and modules on the community BiKi. Much more documentation incoming! It should be really simple to make one of the existing challenges use a specific helicopter for example.
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The manual should include information on how to apply default schemes for your joystick, or generic schemes if your specific joystick is not listed yet. Please see if that helps you :)
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It could be one of the CfgPatches definitions in one of the add-ons changed since Beta. Can you check the list in the mission.sqm file? Possibly manually delete the list from the SQM, load the mission in the editor again, and then save it once more (back it up before to be safe).