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Angus S
Oct 15 2011, 09:23
Hey, I'm very new to the editing side of Arma. I have made a mission with two fireteams. Each fireteam leader is playable and each has a High command - commander and high command - subordinate module synched to them, so whichever unit you are playing as can command either fireteam.

I have also included a pair of triggers, one triggered by radio alpha and the other by radio bravo. They allow the fireteams to either merge into one group or divide back into two groups.

My problem is that when I merge the groups and then divide them, all of the modules that had been synched to one of the fireteam leaders are no longer there, so I can no longer use high command to control the other group How do I synch these modules back onto the group leader when the trigger that divides the fireteams is activated? (radio bravo)

Thanks for your time

Rydygier
Oct 15 2011, 16:48
Maybe try to use hcSetGroup after each division?

hcSetGroup (http://community.bistudio.com/wiki/hcSetGroup)

Something like this, after rest of code in activation field of Bravo trigger:

player hcSetGroup [teamtosubordinate]

To make this work must exist at least one module of "hc - commander" type, I think.

Angus S
Oct 16 2011, 00:46
I can't seem to get this to work. Do I put: (name of unit I want as commander) hcSetGroup [(name of unit I want as subordinate)]

---------- Post added at 13:46 ---------- Previous post was at 13:34 ----------

Never mind, I've got it now. It was a problem with how I grouped them. thanks for your help

boris5134
Oct 16 2011, 03:51
might want to try this..

name the high command module to something like "High_Com"
on the radio trigger for Radio Bravo - when you split the squads back out - also include this

High_Com synchronizeObjectsAdd ["name of the lead squad player for squad 2"];

try that and see what happens

Angus S
Oct 16 2011, 04:59
might want to try this..

name the high command module to something like "High_Com"
on the radio trigger for Radio Bravo - when you split the squads back out - also include this

High_Com synchronizeObjectsAdd ["name of the lead squad player for squad 2"]; I didn't think this would work because I thought all synchronisations are sorted out in the first 0.5 seconds of a mission being loaded and can't be changed. I'll give it try though, thanks