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Thread: Modules Official Documentation Links

  1. #1

  2. #2
    Could someone stick this please? I think it's very helpful.

  3. #3
    Woohoo! I hope we get info for SecOps and Warfare soon!

  4. #4
    Lance Corporal SoLoSniper's Avatar
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    Author of the Thread
    here the code allready posted elsewhere to have SOM to be just Artillery (and not give side missionsto the sinched player):
    Code:
    this setVariable ["settings", [[], true, nil, nil, false]];
    Also at the end of the Artillery module doc there are 2 missions template very usefull, with MLRS but easy to configure in other ways...

  5. #5

  6. #6
    sweet, I was just trying to figure out how to use the uav. love the simulated IR. I can't tell if the laser is on, nor can I lock a target and shoot at it! I see how to make it go faster/slow, up/down, but it doesn't really listen to that either!
    Sitting on the stairs at the shallow end of the gene-pool.

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  7. #7
    how one use the OPTIONAL PARAMETER? in the init.sqf or it can be put on the init line?

  8. #8
    Staff Sergeant
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    Optional parameter can be defined in both, easiest way remaining the init line.

    Init.sqf still require a variable name for a module, also it depend if it's a parameter that you can modify on the fly or a parameter that is defined at the module init.
    Code:
     
    myFirstAidModule setVariable...
    In the init line, you can just call it straigh away.
    Code:
    this setVariable...

  9. #9
    Would be kind of nice if all the modules were made fully MP compatible.
    High command for example...

  10. #10
    Quote Originally Posted by Heatseeker View Post
    Would be kind of nice if all the modules were made fully MP compatible.
    High command for example...

    Secops is MP compatible.....
    check this out

    http://forums.bistudio.com/showthread.php?t=78468

    So is UAV module but i will update CRCTI golden army with the UAV in it MP compatible... soon any day now

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