View Full Version : Secondary Ops Manager Module Discussion
trini scourge
May 30 2009, 15:32
If you have played the campaign then you know what I'm referring to. What surprised me was that the SOM works for user created mission also. It dynamically creates mission and objectives and enemies depending on where you are on the map. To use it simply place it on the map and synchronize it to the player's squad. Simple yet tremendously fun :)
To create a civilian population, place a Civilian Ambient Module and voila; civilians will be created dynamically from houses in the entire map. They will even take jogs and talk to each other! Want to add vehicles for more atmosphere? Just place the Ambient Vehicle module anywhere on the map.
If you know how to use some of the other modules please share with us.
SiC-Disaster
Jun 1 2009, 21:48
Thats a great help! didnt know i could synchronize stuff like that!
We could definitely use an editing manual :)
SOM Modul:
(Secondary Operations Modul)
Using:
Place the SOM modul on the map and synchronice it with the player.
This modul gives you in different times secondary mission targets via radio call from the HQ. Via the communication you can accept or not accept the new orders. If you finished the objectives successfully, you become support troops or the uav or something else.
Nice modul, but they call you all 5 minutes or so :)
MechaStalin
Jun 2 2009, 00:32
With the Random Civillians module you can adjust parameters in order to make it function a lot differently, is it possible to do the same with the SOM? I'd like to set it so it makes the missions further away from you, and creates them more rapidly, maybe only 1-2 minutes after the previous one, in order to create a a sort of constant random mission generator.
Edit:I meant SOM in the title. :)
There is quite a lot you can configure for the SOM, including adding fully new SecOps. A random mission generator is exactly what the SOM is :) There will be more information soon, but some initial global settings:
You can override certain SOM settings by setting a "settings" variable in a SOM (do this during the first 2 seconds of a mission!). In this Array you can send the SOM your custom pool of SecOps for this mission, you can disable the standard H.Q. radio communications, you can set different callsigns and set an initial delay (default is 30 seconds). If you do not want to set all settings, you may pass nil for those that you wish to leave on their default values. A typical settings Array can look like this:
private ["_pool", "_hq", "_callsigns", "initialDelay", "_autoReinforce", "_settings"];
_pool =
[
"ambush"
];
_hq = false;
//Team text, team speech, H.Q. text, H.Q. speech.
_callsigns = ["Razor", ["Razor"], "Frostbite", ["Frostbite"]];
//Delay in seconds before starting random SecOps selection.
_initialDelay = 60;
//Should an automatic Reinforce be triggered when there are casualties?
//Default is true.
_autoReinforce = false;
_settings =
[
_pool,
_hq,
_callsigns,
_initialDelay,
_autoReinforce
];
_som setVariable ["settings", _settings];
Snake Man
Jun 2 2009, 06:47
What is SOM?
WHat is SecOps?
I mean the words really, apparently SOM is said to be random mission generator... but S O and M ... not compute here. Please help me out?
MechaStalin
Jun 2 2009, 06:58
Thanks a lot, but I'm a bit new to the in depth side of mission editing, how exactly would I run that code?
What is SOM?
WHat is SecOps?
I mean the words really, apparently SOM is said to be random mission generator... but S O and M ... not compute here. Please help me out?
Secondary Operations Module, its what generates the little side missions in the campaign, but of course, if you run it on an empty map you essentially have a random mission generator. To use it, place the module then synchronize it with the player.
NeoArmageddon
Jun 2 2009, 07:08
The most time, the sidemissions are just 400-500meters away from the player. Does anybody know, how to make an area for side missions?
MechaStalin
Jun 3 2009, 07:17
Still unsure of how to actually run the scripting DnA gave me. :confused:
CarlGustaffa
Jun 3 2009, 10:15
Is SOM used by the new Warfare?
SOM Modul:
(Secondary Operations Modul)
Using:
Place the SOM modul on the map and synchronice it with the player.
This modul gives you in different times secondary mission targets via radio call from the HQ. Via the communication you can accept or not accept the new orders. If you finished the objectives successfully, you become support troops or the uav or something else.
Nice modul, but they call you all 5 minutes or so :)
Yeah that can be change though. You need to know how to change the viarables in the thing though. As time goes on they will release demo missions to show us what we can change. From the editing forum DNA says you can change lots of things.
Ambient Combat module for instance. Place it, sync it to you or the group leader. You then go into the game and every once in awhile the Module will spawn a small war around you. WOOT.
froggyluv
Jun 4 2009, 04:39
This probably belongs in Editing but damn these modules are nice! With SOM it's like having a little bit of Dynamic War already plus it's nice to have HQ so readily in user missions.
Question: Is there a module or how do you activate Team Switch in your missions or is that not possible while in the editor?
NeoArmageddon
Jun 4 2009, 07:39
If you need a description how to use each module, just extract the module.pbo from ArmA2 Addon folder and have a look at the scripts in the "s" directory. Every module has comments in the scripts, how they have to be used.
Manzilla
Jun 4 2009, 10:19
If you need a description how to use each module, just extract the module.pbo from ArmA2 Addon folder and have a look at the scripts in the "s" directory. Every module has comments in the scripts, how they have to be used.
Now that's a damn useful comment. Thanks NeoArmageddon! I had a feeling there would be something like this. I just didn't know what to look for.
dale0404
Jun 4 2009, 10:23
Ok thats all well and good, in fact its brilliant! but...
If I alter the PBO for the SOM would it only effect the mission I am creating at the time or would I need to backup the original etc and put it back in at a later date?
Also, how would this work in MP? Would the altered SOM module be MP compliant?
Manzilla
Jun 4 2009, 11:45
Ok thats all well and good, in fact its brilliant! but...
If I alter the PBO for the SOM would it only effect the mission I am creating at the time or would I need to backup the original etc and put it back in at a later date?
Also, how would this work in MP? Would the altered SOM module be MP compliant?
I think you can probably just get the script from those files and just place them in the init line of the module in question. Not sure though, I haven't looked at what's in the s folder yet.
EDIT:
I'm looking through the modules.pbo and I can't find an "s" directory anywhere.
Manzilla
Jun 4 2009, 17:35
Still unsure of how to actually run the scripting DnA gave me. :confused:
Me to. I don't even know all the options that SOM provides. I'm having trouble getting the whole thing set up. It seems all the generated side missions are always in eye sight from the players location. I'd like to get them much further away.
In due time I know more documentation will arise but until then I have a feeling this SOM module is gonna surprise me with the degree of options and settings available.
I love the idea.
Baron von Beer
Jun 4 2009, 22:20
Ditto, no matter how I executed it (mission's init file, radio call external script, etc) it seemed to have no effect.
Is there a way to disable the random missions altogether, leaving only the fire support/arty funcionality of the SOM? I would like to be able to use the arty interface/radio chatter SOM provides, but not the totally random missions being constantly spit out.
trini scourge
Jun 4 2009, 23:24
He probably meant the data/scripts directory of each folder.
Well, I got impatient and went searching for the SOM in the pbos ...
Found it in the missions.pbo file, looking through it right now. If you are interested, take a look there (cpbo works fine for depbo'ing stuff).
...
Is there a way to disable the random missions altogether, leaving only the fire support/arty funcionality of the SOM? I would like to be able to use the arty interface/radio chatter SOM provides, but not the totally random missions being constantly spit out.
Try this:
Put this code in the init line of your SOM game logic:
this setVariable ["settings", [[], true, nil, nil, false]];
Should run the SOM with no "side missions", you would be able to add your own via script later on if you want (I think).
Baron von Beer
Jun 5 2009, 04:46
For the Civilian ones (people & vehicles), you can use location logics if you want them to only populate those places. If you place the logics by themselves without synching to anything, they will populate the entire map. ;)
Manzilla
Jun 5 2009, 13:06
He probably meant the data/scripts directory of each folder.
That's what I was thinking but I checked just about every folder and couldn't see any thing that looked like the SOM scripts. Matter of fact, I didn't even see an SOM folder in the modules.pbo. Does anyone know which folder in this .pbo contains the SOM stuff?
trini scourge
Jun 5 2009, 13:43
It's in the missions pbo. Missions/som/data/scripts/secops
:)
Manzilla
Jun 5 2009, 13:50
It's in the missions pbo. Missions/som/data/scripts/secops
:)
Thank you. I guess that makes sense, eh? Good thing you are around.
Quick note: I've added the ability to alter the minimum and maximum distance SecOps are generated at and the frequency of starting random SecOps. Look for this in an upcoming (after 1.01) patch.
What is already possible: without modifying the core SOM scripts (not recommended), you can create new SecOps in some add-on and define them in CfgSecOps. The SOM will automatically be able to use them. Eventually there could be a long list of community SecOps if anybody likes making them :) Worry not, documentation is coming.
Manzilla
Jun 5 2009, 14:01
Thanks for the update.
dale0404
Jun 5 2009, 14:22
Worry not, documentation is coming.
Please tell me this documentation wont require you to have a Masters Degree in Zwahili. :confused:
To create a civilian population, place a Location Module of your choice (City, Camp etc) in a town, then place a Civilian Ambient Module in the same town, synchronize the two logics, and voila; civilians will be created dynamically from houses in the area. They will even take jogs and talk to each other!
Not really. Ambient Civilian Module won't detect synchronized Location Logic, it uses all towns by default. So if you'll travel to other town, civilians gonna be there to, no matter if you created Location Logic or not.
More informations at Biki: http://community.bistudio.com/wiki/Ambient_Civilians
trini scourge
Jun 5 2009, 15:47
Not really. Ambient Civilian Module won't detect synchronized Location Logic, it uses all towns by default. So if you'll travel to other town, civilians gonna be there to, no matter if you created Location Logic or not.
More informations at Biki: http://community.bistudio.com/wiki/Ambient_Civilians
Thanks I will edit original post.
Manzilla
Jun 5 2009, 19:31
Does any one know of a way to add the transport, air strike and support drop options to a mission. I'd like to be able to call them via the radio and at this point I'd like to be able to have unlimited uses.
Baron von Beer
Jun 6 2009, 04:17
Forgot to say thanks! Ran for 30 minutes without a mission being offered, so assume it did the trick. :)
Callisto
Jun 6 2009, 20:40
Hi guys, I cannot find any module called SOM in my Game Logic tab, all the other modules seem to be there. Is SOM short for something?
Thanks.
Callisto
Jun 6 2009, 20:57
Never mind, my mistake.
I wonder how I call in support though, it seems it only contacts me when they need help.
Callisto
Jun 6 2009, 21:05
Forgot to say thanks! Ran for 30 minutes without a mission being offered, so assume it did the trick. :)
So you can call in unlimited airstrikes/other support that way?
If not, can anyone please specify how to enable this feature?
Callisto
Jun 6 2009, 21:15
Hello, im using the SecondaryOps module and I cant figure out how to request support. They keep giving me missions, but I seem to be unable to request support.
Can anyone lend me a helping hand?
Nicholas
Jun 6 2009, 21:21
Yeah, I'm not sure either, but when I linked it to my units, they started sending me messages over the comm.
So try syncronizing it to units that you want using it.
Callisto
Jun 6 2009, 21:23
Ah, I had only sync'd it to myself. I'll give that i shot and return with results.
Edit: Nothing, not doing anything.
Callisto
Jun 6 2009, 21:43
How do you actually access the artillery interface?! :o
schaefsky
Jun 6 2009, 21:50
If by support you mean artillery, read here and take a look at the example missions at the end:
http://community.bistudio.com/wiki/Artillery_Module
Edit:
And this is from single player mission "Squad Commander" to add an airstirke:
[["tactical_airstrike"], player] call BIS_SOM_addSupportRequestFunc;
You could put this in the on activation field of a trigger with condition true and time out 10, to let the SOM initialize itself.
Callisto
Jun 6 2009, 21:55
Does any one know of a way to add the transport, air strike and support drop options to a mission. I'd like to be able to call them via the radio and at this point I'd like to be able to have unlimited uses.
I would like to know this too.
schaefsky
Jun 6 2009, 22:00
This is from single player mission "Squad Commander" to add an airstirke:
[["tactical_airstrike"], player] call BIS_SOM_addSupportRequestFunc;
You could put this in the on activation field of a trigger with condition true and time out 10, to let the SOM initialize itself. This only adds one though, I think.
I wonder how I call in support though, it seems it only contacts me when they need help.
LOL, yeah sorry, H.Q. is a bit selfish that way ;)
Try to execute in a script after the SOM has started:
//Gives one:
["tactical_airstrike", player] call BIS_SOM_addSupportRequestFunc;
//Gives one of each:
[["transport", "supply_drop", "tactical_airstrike", "artillery_barrage"], player] call BIS_SOM_addSupportRequestFunc;
//Gives 2 random supports:
[2, player] call BIS_SOM_addSupportRequestFunc;
Oh and SOM stands for Secondary Operations Manager.
Binkowski
Jun 6 2009, 22:15
Thanks DnA!
Just a word about the tactical airstrike, make sure you have a laser designator to mark the targets.
Callisto
Jun 6 2009, 22:18
Wow, that is amazing! I think alot of people were looking for this feature!
This game just keeps getting better and better, where ArmA felt unpolished ArmA2 is pure gold. Im glad I can use this with relative simplicity and limited knowledge of scripting!
Manzilla
Jun 6 2009, 22:33
Wow, that is amazing! I think alot of people were looking for this feature!
This game just keeps getting better and better, where ArmA felt unpolished ArmA2 is pure gold. Im glad I can use this with relative simplicity and limited knowledge of scripting!
Well said. I've been itching for this bit of info for a while. It really is an ingenious system for implementing "extras" and it's a piece of cake for scripting idiots like me.
Thanks DnA.
dale0404
Jun 6 2009, 22:35
Wow, that is amazing! I think alot of people were looking for this feature!
This game just keeps getting better and better, where ArmA felt unpolished ArmA2 is pure gold. Im glad I can use this with relative simplicity and limited knowledge of scripting!
I second that mate!:yay:
trini scourge
Jun 7 2009, 02:33
[Edit]
Nevermind
Sniperwolf572
Jun 7 2009, 02:43
Merged all SOM Module threads into this one, please use this thread for all the SecondaryOps Manager Module discussions in the future.
Manzilla
Jun 7 2009, 03:05
Merged all SOM Module threads into this one, please use this thread for all the SecondaryOps Manager Module discussions in the future.
Thanks.
Congratulations. Comming directly from OFP:Resi - I've never touched ArmAI - those new modules are pure gold, indeed.
I've build myself a little mission, featuring ACM, SOM, the first aid and the animal modules. And there you go: it's war everywhere (ACM intensity set to 1.0) and HQ gives my team new missions on the way... it's fantastic!
Of course, you can debate if such military `quests` do make sense or not.. all I can say: it's tremendous fun! (I by myself keep the idea of a little squad inserted into battlefield with no objective on its own, but going where our help is needed)
Now, what we need is complete documentation, especially for the SOM, so we can start implementing new secops. I extracted the missions.pbo to peek at the SOM-scripts. Seems like we have to populate those ~10 standardized SOM-scripts with our own commands. Though, I have no idea how to introduce such new secops and make the SOM aware of those... Anyway, it looks very promising.
The question now is the following: will there be a place (own thread), where the community can post their own secops? And will the good ones be collected and incorporated into further patches, thus continually enhancing the module? Or is the idea to build up a public database with user secops, where you can pick/download what you like?
It would also be nice, if all those new secops could be furnished with radio-calls/sounds of one single actor, representing the HQ voice. Some place, where we can upload our secops and the needed radio-calls would be recorded by this person?..
Can't wait until things start evolving :D
Hi everyone.
Did anyone used the SOM in multyplayer allready???? It seems it isnt working in MP. Iv built a small map with arty, SOM, ACM and FirstAid stuff. Inside the editor, everyting is working, in the singelplayer everything works too. But if i start a server from ingame, or a dedicated server the SOM seems to have problems. Its generating side missions but i cant accept them, becaus i dount have comunication entreys for it. The Arty isnt working too, becaus i dount get com entryes to call a barrage. So does anyone have a idea?? Is it Bugy? Am i doing something wrong? Is there maby special init stuff to do for MP???
Hopfully someone have answers ;)
Add: I testet a little bit more in MP and nothing changed :) But it seems teh ACM isnt working too.
I believe it behaves like a game logic. Then it will be local only for dedicated and player-hosted servers. Since you want your module used by some players, you need to create these modules for all of them.
Not sure of my answer, I'm giving a try.
Cyborg11
Jun 9 2009, 19:49
But it seems teh ACM isnt working too.
ACM is working. Tested it with other players on my own local server.
I did not created any enemys, only the ACM Logic. And ingame the OPFOR attacked us with two hinds and two BRDMs.
ACM is working. Tested it with other players on my own local server.
I did not created any enemys, only the ACM Logic. And ingame the OPFOR attacked us with two hinds and two BRDMs.
Yes, but obviously only the player hosted server can interact with the SOM like requesting support.
petteerr
Jun 9 2009, 20:07
How does "transport" works when i call,there is no hq confirmation or anything as other requests, how can i call it>?
Did anyone used the SOM in multyplayer allready???? It seems it isnt working in MP.
Unfortunately we found some issues with the Communications menu and MP, therefore it sometimes isn't possible to make a SecOp decision. We hope to have fixed this and it should be in an upcoming patch.
Unfortunately we found some issues with the Communications menu and MP, therefore it sometimes isn't possible to make a SecOp decision. We hope to have fixed this and it should be in an upcoming patch.
This happens rarely if you have a active host, it happens every time you're playing on a dedicated server. Going to be nice once its patched as dedicated is much smoother than active hosting.
First at all THX for the infos.
@<hidden>: Ok. THis sounds logical. But, does this mean i schould generat a SOM in global namespace, and sync all LocalPlayers that conect to a server to this SOM? I rember something i saw at EVO scripts in ArmA. If i remember right, there is stuff that is only local(client), and other stuff that is global(server). I have allready some scripting expiriance, but i never had to touch MP stuff like that.
"Yes, but obviously only the player hosted server can interact with the SOM like requesting support. " : What is a player hosted server for you. do you mean a ingame or dedicated server or a server that is startet by the -server option. I having troubles to understand what you realy want to say with this. Sorry:confused: :D
@<hidden> DnA: "therefore it sometimes isn't possible to make a SecOp decision". Iv tested it with dedicated server, maby 4 times(server restart each time). i was not able to accept the misions, like i sayed allready. Within each test there were provided about 2 to 6 missions by the SOM. So i'm shure it is defently "not" working, like i have built the map :) So. My question is. Do i have to do special stuff in MP to get it working?. Like McGlazd sayed. Making one SOM aviable to all players?? Furthermore, Is it possible that MP Players, that are not in the same Group, accept the same mission. I want the SOM to generate Missions that all players on a server can accept or decline. I think if all players use the same SOM, this schould be posible.
I know you are working on a documentation, hope it comes soon :). This modules are great and im hapy about the great possibilities that they provide.
McGlazd
Jun 11 2009, 00:19
@<hidden>
I have tried to localy create a SOM linked to the player (here (http://forums.bistudio.com/showthread.php?t=74230)). It somehow works, I can get the support option in communication. But even by setting available supports from this SOM I have no option like artillery barrage or airstrike. You just need to make sure to call for the SOM addons. You can either add the module in the editor or keep "ca_missions_secops" in the class mission.sqm.
I found this.
If you want a UAV to fly over the area use:
["aerial_reconnaissance", player] call BIS_SOM_addSupportRequestFunc;
EvilNate
Jun 12 2009, 17:18
I modified the SOM/Arty demo mission from the wiki and played several secops with my buddies online. The the comms only work if the person who is hosting the game picks the group leader position that the SOM GL is sync'd to.
The trick is that it has to be done from a listen server (i.e. host a server from the same computer you are playing from).
LOADS of fun!
CarlGustaffa
Jun 12 2009, 19:15
That's a heavy restriction. Hope it gets fixed.
Himmelsfeuer
Jun 12 2009, 19:29
Hi,is there a way to use the Sec OP Artillery Module without!! the secoundary missions thing.Im not really good at scripting and stuff so i just want to use the easy bohemia sec op arti example missions.I just cant get the seoundary missions out...;-(
trini scourge
Jun 12 2009, 19:34
To use the SOM without the missions put:
this setVariable ["settings", [[], true, nil, nil, false]];
in the init field of the module.
Himmelsfeuer
Jun 12 2009, 19:40
Ehhhh thanks a lot man!:biggrin_o:
I hate that im a noob in that things,makes creating own missions so hard.
what exactly does the orders mean???
Edit: I'm being dumb, disregard the below.
I modified the SOM/Arty demo mission from the wiki and played several secops with my buddies online. The the comms only work if the person who is hosting the game picks the group leader position that the SOM GL is sync'd to.
The trick is that it has to be done from a listen server (i.e. host a server from the same computer you are playing from).
LOADS of fun!
Hi EvilNate and anyone else who might have the answer.
Did you encounter any problems after dying? I've done exactly what you've done and in my testing it looks like when i die then respawn (using respawn_west etc) I get no more missions.
The first mission offered by HQ is great and I get offered more after completing as well as support but when I die that's it, gotta restart the map which is a bit of an annoyance.
Also looking forward to the fix so I can host huge co-op Secop games on my dedicated.
Thanks
-Gloopy
Kocrachon
Jun 16 2009, 03:06
So I did the transport support... the helicopter lands and my guys get in, how do I tell them where to go?
MortenL
Jun 16 2009, 17:04
To use the SOM without the missions put:
this setVariable ["settings", [[], true, nil, nil, false]];
in the init field of the module.
I have used the script to remove the side missions, however there is still a huge chunk of text in the briefing notes when you use the SOM.
How can i remove this text?
Anyone can confirm tactical airstrike work for East? I’m using:
[["transport", "supply_drop", "tactical_airstrike", "artillery_barrage"], player] call BIS_SOM_addSupportRequestFunc;
artillery_barrage work fine. All radio communications for airstrike work fine, but actual planes newer come. Same with a transport.
Hi,
I made a MP-Mission using the SOM.
Now, is there any way to shut the SOM Missions down and activate it again later ??
I wont see the SOM Massages while we do some other "work" ;)
Will the ACM ond SOM work together in MP ?
I mean:
Play some SOM Missions, shut it down and do battles with ACM and activate SOM later to play more mission ?
It would be nice if the SOM support is still aviable.
Greetings from Germany
usmc123
Jun 17 2009, 21:31
Anyone have a SOM Template with full support and etc? I'm a noob with scripting and instead of hurting myself trying to figure this out I would appreciate a template.
Manzilla
Jun 17 2009, 23:19
Anyone have a SOM Template with full support and etc? I'm a noob with scripting and instead of hurting myself trying to figure this out I would appreciate a template.
Here's one that has a transport uh1y, artillery with all support options, tactical airstrike and supply drop. Mind you, it's very basic. Hopefully when more documentation and/or someone posts a more in depth sample mission we can unlock the capabilities of this module.
http://rapidshare.com/files/245727564/SOM_Support_Example.Chernarus.pbo.html
All credit goes to Binkowski for this mission, I just added the chopper and physical arty pieces.
usmc123
Jun 18 2009, 00:41
Here's one that has a transport uh1y, artillery with all support options, tactical airstrike and supply drop. Mind you, it's very basic. Hopefully when more documentation and/or someone posts a more in depth sample mission we can unlock the capabilities of this module.
http://rapidshare.com/files/245727564/SOM_Support_Example.Chernarus.pbo.html
All credit goes to Binkowski for this mission, I just added the chopper and physical arty pieces.Thanks, all I wanted the scripts and what not. I can add other stuff. Thanks.
Helmut_AUT
Jun 18 2009, 13:19
Anyone can confirm tactical airstrike work for East? I’m using:
[["transport", "supply_drop", "tactical_airstrike", "artillery_barrage"], player] call BIS_SOM_addSupportRequestFunc;
artillery_barrage work fine. All radio communications for airstrike work fine, but actual planes newer come. Same with a transport.
Does this need some actually present vehicles to work, I wonder? Or would SecOps spawn everthing (Transport, Aircraft) when needed?
The mission template download has reached it's limit, can't be downloaded anymore.
Does this need some actually present vehicles to work, I wonder? Or would SecOps spawn everthing (Transport, Aircraft) when needed?
The mission template download has reached it's limit, can't be downloaded anymore.
yes - it does spawn its own aircraft..
yes - it does spawn its own aircraft..
only if you playing for West.
Manzilla
Jun 18 2009, 14:41
Does this need some actually present vehicles to work, I wonder? Or would SecOps spawn everthing (Transport, Aircraft) when needed?
The mission template download has reached it's limit, can't be downloaded anymore.
There you go:
http://files.filefront.com/SOM+Support+ExampleChernspbo/;13911774;/fileinfo.html
Helmut_AUT
Jun 18 2009, 16:17
Thanks Manzilla!
usmc123
Jun 18 2009, 17:04
The mission template download has reached it's limit, can't be downloaded anymore.I knew there were more people who wanted it. :D Oh and I downloaded it but havn't played ArmA lately, I noticed it was a PBO file and not in the folder format. Is it an editor template or an actual mission?
Lq.Snake
Jun 18 2009, 19:11
Hi,
I've been reading and getting very useful information from this forum for a long time now and so I decided to register finally. I'm not brand new to editing but I would say fairly new since I've only designed two missions in ArmA I. But anyway, just wanted to do a proper introduction before I started posting =)
I am currently making two other missions for ArmA II and have tested the SOM module in MP. I've noticed a little bug where a player was unable to JIP in one of the slots of a squad that was in sync with the SOM. Instead they were spawning in a helicopter that was floating somewhere northeast of the Chernarus map. The slots were already filled by AIs but usually when a player connects they are able to take the AI slot. Also, the mission had respawn enabled so the automatic reinforce could never be triggered.
Another thing, when a player other than myself (the host) took the team leader slot for the squad that was in sync with the SOM, he was not able to see any of the supports or even able to accept or reject one of the side missions. I don't know if it had to do with me hosting my own server. I will probably have to try to test it on a test server and see what happens. Anyone have any idea what the problem is?
Hi,
I made a MP-Mission using the SOM.
Now, is there any way to shut the SOM Missions down and activate it again later ??
I wont see the SOM Massages while we do some other "work" ;)
Will the ACM ond SOM work together in MP ?
I mean:
Play some SOM Missions, shut it down and do battles with ACM and activate SOM later to play more mission ?
It would be nice if the SOM support is still aviable.
Greetings from Germany
No way to do something ?
Greetings
Do we have any information about patch 1.02 fixing the SECOP module for use on MP-Dedicated servers?
SOM plus ACM stop working after respawn i think. Is it cause the sync disapear after a respawn? Also camo faces added with setface "face" disapears after respawn. Guessing there is a script needed for all this to keep it synced etc?
Alex see this post..
http://forums.bistudio.com/showpost.php?p=1305071&postcount=57
SOM isn't working at all on Dedicated servers.
Ah ok but this was hosted and actually it did work. Just it seems if you die and respawn before it kicks in - nothing. They waited for one radio msg and it worked after that. Only prob was missing faces after respawn. Seriously need to learn these simple things..
Yep - It worked if you hosted (aka - MP non-dedi).
But I just tested with 1.02 - It's friggin working !
Yep - It worked if you hosted (aka - MP non-dedi).
But I just tested with 1.02 - It's friggin working !
WOW nice! :) Good info, thanks.
Helmut_AUT
Jun 21 2009, 09:13
Has anyone found a way to add two choppers for the transport request, or maybe an Osprey? The default script just sends one UH-1Y which is only enough for half a squad (7 persons). I have 12.
supergruntsb78
Jun 21 2009, 12:53
is there a way to create zones where things dont spawn (i have a US base set up at the airfield and the random missions keep throwing in russian high value targets in the middle of my US base (a AA site spawned middle of my US arty and HQ site) and animals keep walking on my airfield (its kind of annoying if you want to land a C130 and cows, bulls and sheep keep walking on the runway :P ))
Helmut_AUT
Jun 21 2009, 17:56
for the BIS_ACM module, you can create a marker called BIS_ACM_X where X is a number from 1 on, and that should exclude spawning. Not sure if the same works with SecOps and Animal module.
Charliereddog
Jun 22 2009, 10:13
Has any one found any problems using SecOPS sync'd to two player groups instead of teh one? I want to play a mission in MP with a mate, each of us commanding a section, but don't want us to be spawning different secops or supports.
Anyone able to confirm that this works/doesn't?
Helmut_AUT
Jun 22 2009, 11:03
Well, I'd say worst case (if it doesn't work) is to disable random SecOps missions on one module. You'd still have double the support, you could however give on player for example Transport and Arty, the other gets Supply Drop and Air Strike.
Since SecOps seems to need a clear idea which group it is synched with, chances are it won't work otherwise.
arglgarg
Jun 24 2009, 17:21
Has anyone found a way to add two choppers for the transport request, or maybe an Osprey? The default script just sends one UH-1Y which is only enough for half a squad (7 persons). I have 12.
Place an osprey on the map and name it, for example "OSPREY".
Then add
[["transport"],player] call BIS_SOM_addSupportRequestFunc;
SOM setVariable ["TSS_vehicle_custom", OSPREY];
to the trigger. The Osprey will take off, when the request was sent and will return to its initial position after the transport is done (and will available for the next request).
Helmut_AUT
Jun 25 2009, 08:07
Cool, thanks! Will the Osprey land (and conserve fuel) after being called, or do I need to monitor it's fuel with a trigger?
Seems dead simple.
TechnoTerrorist303
Jun 25 2009, 09:50
Hi
I am a complete noob at this so apologies in advance for any facepalmage that might occur as a result of reading this post.
I have synced the secops module to my player and it gives me missions but I can't accept them. When I approach the locations suddenly the mission is cancelled, presumably because I don't respond.
1) have I missed a script somewhere, if so where?
2) is this because I'm in preview mode?
Thanks in advance
supergruntsb78
Jun 25 2009, 10:12
you need to accept your missions trough the radio menu (0) -- comunication (8) -- secops (?) -- mission type (?) -- accept / decline (1/2)
TechnoTerrorist303
Jun 25 2009, 10:14
I was trying to do that but it didn't seem to work... I might have missed it though I was a bit distracted by a screaming baby. I'll try again!
Daskidd821
Jun 27 2009, 01:08
Could we get a list of possible support options to call up? So far I've found "transport", "supply_drop", "tactical_airstrike", "artillery_barrage", "aerial_reconnaissance". I think I remeber a CAS option given to me while running secOps. And then there's the secOp for reinforcements though that seems to function as a mission.
for the BIS_ACM module, you can create a marker called BIS_ACM_X where X is a number from 1 on, and that should exclude spawning. Not sure if the same works with SecOps and Animal module.
I haven't had a chance to test this yet but out of curiosity is there a way to execute this with a trigger instead of a marker? Seems inconvenient to have multiple random markers around the map. Also I assume this means the area covered by the marker is a dead zone for spawning, problem is this is hard to test because of the random nature of the modules.
I love the randomness, don't get me wrong, but its a pain in the ass for testing as you can be in a mission for hours and there would be no way to conclusively say it did or did not work.
I have a weird problem with one of my missions. SOM had been working fine until suddenly now when i play it online, it only gives you 1 mission, and then never pops up again with a new one. I dont remember changing anything regarding the SOM setup in the mission, so i have no idea what is going on with it.
Worked perfectly fine until recently. Local server btw. Anyone else experienced the same?
Hy guys can somebody help me how to set ut the first aid things.
Please help me.
gunterlund21
Jun 28 2009, 18:53
How many options are there besides the 4 you list below.
LOL, yeah sorry, H.Q. is a bit selfish that way ;)
Try to execute in a script after the SOM has started:
//Gives one:
["tactical_airstrike", player] call BIS_SOM_addSupportRequestFunc;
//Gives one of each:
[["transport", "supply_drop", "tactical_airstrike", "artillery_barrage"], player] call BIS_SOM_addSupportRequestFunc;
//Gives 2 random supports:
[2, player] call BIS_SOM_addSupportRequestFunc;
Oh and SOM stands for Secondary Operations Manager.
NorthStar
Jun 28 2009, 18:57
How many options are there besides the 4 you list below.
The only other one is "aerial_reconnaissance".
Flappybat
Jun 28 2009, 20:32
for the BIS_ACM module, you can create a marker called BIS_ACM_X where X is a number from 1 on, and that should exclude spawning. Not sure if the same works with SecOps and Animal module.
I tried one with BIS_SOC_1 but it didn't work, or at least it looked like it worked the very first time in testing but when I tried it multiplayer it was putting objectives inside the exclusion area.
Also SOC stops giving missions after a few, we get anywhere from two to five and then it stops handing them out.
We're having the same issue where we're only getting one SecOp, then it gives us no more.
gunterlund21
Jun 29 2009, 01:04
This doesnt seem to work. I keep getting the UH1 instead of the OSPREY. Ive place the and Osprey and named it the same. Its at an airfield waiting. I launch the options below with a trigger that is initiated when the SOM i ready. The transport is working just no OSPREY showing up.
Place an osprey on the map and name it, for example "OSPREY".
Then add
[["transport"],player] call BIS_SOM_addSupportRequestFunc;
SOM setVariable ["TSS_vehicle_custom", OSPREY];
to the trigger. The Osprey will take off, when the request was sent and will return to its initial position after the transport is done (and will available for the next request).
Charliereddog
Jun 29 2009, 09:02
We have the same problem. Is it because OSPREY is a string, and should be in quotes? I'm at work now so can't check, its very frustrating.
SafetyCatch
Jun 29 2009, 16:03
I've noticed a problem with the SecOp module. When it's placed in the editor it seems the alligence of the Independant side switches back to the default, or to "friendly to nobody". Anyone worked out a way around this using the setVariable settings in the modules init line?
Hy guys can somebody help me how to set ut the first aid things.
Please help me.
I noticed your question was over looked, and I know how frustrating that can be, however it's always a good idea to use the search function as this topic has been covered.
What you need to do is add in the game logic units for First Aid, I personally add all of them in and then sync them to the group I want to be able to use this feature.
If i use the SOM only to call in Artillery (like in the Sample Missions on Biki), is there a way that no SOM Missions come....?
After a time i always get the SOM question to do some missions...how can i disable this ?
Wiggum
NorthStar
Jun 29 2009, 17:48
That was already discussed and answered; check page 3 of this thread.
Gearson
Jun 29 2009, 18:12
We're having the same issue where we're only getting one SecOp, then it gives us no more.
I started having this same problem in a mission I am working on. I wrote most of the following code to fix the problem:
GEARSON_som_loop =
{
GEARSON_mission_pool = ["ambush", "attack_location", "defend_location", "destroy", "escort", "patrol", "rescue", "search", "trap"];
sleep (30 + (random 20));
_mission = "";
while {true} do
{
if((vehicle (leader GEARSON_leaderGroup)) == (leader GEARSON_leaderGroup)) then
{
_mission = GEARSON_mission_pool call BIS_fnc_selectRandom;
[_mission, false, gearsonSOM] call BIS_SOM_requestSecOpFunc;
sleep 5;
};
_continue = true;
while {_continue} do
{
sleep 2;
_pastBriefing = false;
_scopes = gearsonSOM getVariable "secOpScopes";
_continue = false;
for "_i" from 0 to ((count _scopes) - 1) do
{
_scope = _scopes select _i;
_name = _scope getVariable "name";
if (_name == _mission) then
{
_continue = true;
};
if (_continue) exitWith {};
sleep .1;
};
};
sleep (30 + (random 20));
};
};
Notes:
gearsonSOM - the SOM object
GEARSON_leaderGroup - the group the SOM object is synchronized to.
You can use this code by putting the required editor objects on this map and then doing "nil = [] spawn GEARSON_som_loop;" on the server after the above code has been executed.
Full disclosure - the inner while loop is lifted almost verbatim from the BIS isActiveSecOp.sqf file, so credit them for that.
Manzilla
Jun 29 2009, 20:18
If i use the SOM only to call in Artillery (like in the Sample Missions on Biki), is there a way that no SOM Missions come....?
After a time i always get the SOM question to do some missions...how can i disable this ?
Wiggum
There's a few different example mission on page 3 and somewhere in the front of this thread there's a post that discusses what to put in the init line of the SOM module to disable all side missions. There may be an example mission with artillery barrage(from the Artillery Module), plus all the other SOM support options activated and all the SOM missions disabled. Actually I think it was my post but I can't remember where if I posted here or the Artillery Module discussion thread.
This doesnt seem to work. I keep getting the UH1 instead of the OSPREY. Ive place the and Osprey and named it the same. Its at an airfield waiting. I launch the options below with a trigger that is initiated when the SOM i ready. The transport is working just no OSPREY showing up.
gunterlund21,
Try to place an Osprey on the map and name it "h1"(or something else.) Then name the SOM module "som1"(without the "" of course.) Then create an init.sqf file in the mission directory and add this to it:
waitUntil {!isnil {player getVariable "mainScope"}};
SOM_mainScope = player getVariable "mainScope";
som1 setVariable ["TSS_vehicle_custom", h1];
som1 setVariable ["TSS_allowed", ["pickup", "unload"]];
som1 setVariable ["TSS_plannedLZ", [0,0,0]];
I started having this same problem in a mission I am working on. I wrote most of the following code to fix the problem:
<code>
Notes:
gearsonSOM - the SOM object
GEARSON_leaderGroup - the group the SOM object is synchronized to.
You can use this code by putting the required editor objects on this map and then doing "nil = [] spawn GEARSON_som_loop;" on the server after the above code has been executed.
Full disclosure - the inner while loop is lifted almost verbatim from the BIS isActiveSecOp.sqf file, so credit them for that.
Er. I'm having the same issue, only one mission, but I didn't understand a single thing you just said you did. Step by steps? Make it easy for us :P
SafetyCatch
Jun 29 2009, 22:51
Yeah I'd like some clarification on that too. Do you run that code in the init.sqf, in a script or in the SOM Logic itself?
I don't really understand "doing "nil = [] spawn GEARSON_som_loop;" on the server" either. Do you mean the Server gamelogic?
Thanks for the help, this thread is a goldmine.
Gearson
Jun 29 2009, 23:37
Er. I'm having the same issue, only one mission, but I didn't understand a single thing you just said you did. Step by steps? Make it easy for us :P
In the editor, place a blufor team and make yourself the leader of that team. Place a SOM Editor Module object and synchronize (F5) it to the leader of your team. Save the mission. In the folder of that mission create an init.sqf text file and paste the code I posted into it. At the bottom of that file, add the following code:
if (isServer) then
{
nil = [] spawn GEARSON_som_loop;
sleep 1;
player globalchat "Done";
};
That should do it for single player. Getting it to work in multiplayer should be easy enough, but it might be beyond the scope of this thread. :)
Yeah I'd like some clarification on that too. Do you run that code in the init.sqf, in a script or in the SOM Logic itself?
I don't really understand "doing "nil = [] spawn GEARSON_som_loop;" on the server" either. Do you mean the Server gamelogic?
Thanks for the help, this thread is a goldmine.
The if statement above should ensure that code only runs on the server.
SafetyCatch
Jun 30 2009, 08:37
Wow thanks a bunch Gearson.
I was wondering, it was talked about before that it was going to be added in 1.02, is there a way to edit the frequency (and other settings) of the Sec Ops sent to you by HQ without modifying the pbos?
Flappybat
Jun 30 2009, 16:34
That should do it for single player. Getting it to work in multiplayer should be easy enough, but it might be beyond the scope of this thread. :)
Multiplayer is what I'm after :P
I was wondering, it was talked about before that it was going to be added in 1.02, is there a way to edit the frequency (and other settings) of the Sec Ops sent to you by HQ without modifying the pbos?
I did add this recently, but I'm not sure if it's in 1.02 ... it can be tried. The settings array should accept 3 additional parameters: spacing between SecOps in seconds (Scalar), random activation threshold (Scalar between 0 and 1) and SecOp spawning distances (Array of 2 Scalars: minimum and maximum distance in meters).
NorthStar
Jun 30 2009, 19:31
Is it possible to use custom aircraft for the airstrike support operation, similar to what can be done with the transport operation? If so, anyone know the variable to set? (For reference, I'm talking about SOM setVariable ["TSS_vehicle_custom", customVehicle])
arglgarg
Jun 30 2009, 21:44
This doesnt seem to work. I keep getting the UH1 instead of the OSPREY. Ive place the and Osprey and named it the same. Its at an airfield waiting. I launch the options below with a trigger that is initiated when the SOM i ready. The transport is working just no OSPREY showing up.
okay lets say the name of the ospray is Peter and the name of the som-module is Paul, then the trigger-line should look like this:
[["transport"],player] call BIS_SOM_addSupportRequestFunc;
Paul setVariable ["TSS_vehicle_custom", Peter];
... does it work now?
Gearson
Jun 30 2009, 22:09
I did add this recently, but I'm not sure if it's in 1.02 ... it can be tried. The settings array should accept 3 additional parameters: spacing between SecOps in seconds (Scalar), random activation threshold (Scalar between 0 and 1) and SecOp spawning distances (Array of 2 Scalars: minimum and maximum distance in meters).
Looking at specopmanager.fsm, it looks to me as though those parameters are at least pulled out of the "settings" array setVariabled into the SOM. I'm just wondering, what exactly is the RandomActivation parameter supposed to do?
SafetyCatch
Jul 1 2009, 10:08
I did add this recently, but I'm not sure if it's in 1.02 ... it can be tried. The settings array should accept 3 additional parameters: spacing between SecOps in seconds (Scalar), random activation threshold (Scalar between 0 and 1) and SecOp spawning distances (Array of 2 Scalars: minimum and maximum distance in meters).
Ok great, but I'm not entirely sure what you mean by settings array. What is the code for the settings exactly and where are they called?
Thanks!
Any chance that the SOM module could use the appropriate language for the faction using it? (hopefully in a fourthcoming patch)
I think I may have found a small issue, I have a mission where you are in a Cobra Attack chopper, if the SOM Module gives me a TARP Mission it does not generate a downed aircraft on Utes map.
This has happened twice to me, 1) The Area was set in the Airport, toward the end of the runway on the right of the map.
2) The area was near the hill above the airport.
I searched from the air, used a UAV, and searched on the ground but nothing was found I covered every foot of the green search zone.
Any thoughts?
It works fine on the Chatessue(sp?) map
How do I cancel transport support when the the chopper arrives to "pick me up", so that it returns to its start point (ready if I call it again) without me getting in it. I know it sounds stupid but if the chopper had a full squad in it they could get out at my position as renforcements, and chopper flies back to base and is ready for use again as needed. I can spawn the squad with a radio trigger and the chopper comes where ever I want it; no need for waypoints all over the map. I'm new to scripting (and ArmA) so please forgive my ignorance on this: There is a abort sqf in the missions pbo\som\data\scripts\secops folder, would this allow me to cancel the transport request halfway through? and if so could someone tell me how to modify it. Thanks.
/*
File: abort.sqf
Author: Joris-Jan van 't Land
Description:
Aborting the SecOp normally.
Parameter(s):
_this select 0: SecOp ID (Number)
_this select 1: SecOp scope (Object)
_this select 2: SOM main scope (Object)
*/
private ["_id", "_scope", "_mainScope"];
_id = _this select 0;
_scope = _this select 1;
_mainScope = _this select 2;
//Your phase content goes here:
//Telling the system to go to the next phase.
[_id, _mainScope] call BIS_SOM_nextSecOpPhaseFunc;
true
Is there any way to make it so an NPC squad leader will waypoint towards any secops objectives on the map? I'd like to play a map with just secops missions, while relinquishing control of the squad to the AI.
Magicpanda
Jul 6 2009, 08:14
Is there any word on defining an area for the secops to spawn in and also blacklist an area for the sec ops to spawn in?
december
Jul 6 2009, 10:53
Does anyone know if the Secop can be adjusted depending on how many players are in the mission? The enemy AI always look to be about the same in number when I play it. I wonder if you can scale it up if there are many players on the server?
BF2_Trooper
Jul 7 2009, 07:08
Just accomplished creating a mission with nothing but a four man Force Recon team and the SecOps manager. Now, what I'd like to know is, what is the best way to actually trigger an END to such a mission? Y'know, other than dying? :D
Or do you guys not mind having a mission that NEVER ends and you would just keep on playing coop in it until you get tired?
Mr_Centipede
Jul 7 2009, 07:14
Just accomplished creating a mission with nothing but a four man Force Recon team and the SecOps manager. Now, what I'd like to know is, what is the best way to actually trigger an END to such a mission? Y'know, other than dying? :D
Or do you guys not mind having a mission that NEVER ends and you would just keep on playing coop in it until you get tired?
you can make an area trigger somewhere (like a base) and have all your guys get there if you ever wish to end the mission... something like 'shop till you drop'
BF2_Trooper
Jul 7 2009, 17:56
If you are playing this in Coop. Will the autosave kick in once an objective is completed like in the coop campaign?
NorthStar
Jul 7 2009, 20:13
Does anyone know which PBO file contains the SecOps Manager script files? I'd like to go in and take a look at the code that calls the support requests.
Edit: Nevermind, I think I found it... it was under missions.pbo instead of modules.pbo...
Mr_Centipede
Jul 8 2009, 06:28
how can I activate/de-activate SOM during playtime? eg. I only want SOM to be activated after I've been inserted into mission area. Then after a while, I want it to be de-activated?
Another question is how do I sync a module using script?
Detritus
Jul 8 2009, 19:18
How do I get two choppers for both players in a coop mission to work? I have two squad leaders, each with the ability to call in chopper transport support. I have one chopper assigned to one team leader and another assigned to the other (which will both be players).
At the start of the mission, both players have the transport request, however, if one of those players calls for support, the other player then loses the ability to call in their chopper (option not in comms menu anymore).
I have tried two SOMs, and just using one but repeating the code (see below), both seem to yield the same reuslt. Any ideas? I am new to all this and I won't pretend to fully understand the code below!
This is what I've tried in the init.sqf:
waitUntil {!isnil {player getVariable "mainScope"}};
SOM_mainScope = player getVariable "mainScope";
[["transport"], t1] call BIS_SOM_addSupportRequestFunc;
SOM setVariable ["TSS_vehicle_custom", h1];
SOM setVariable ["TSS_allowed", ["pickup", "unload"]];
SOM setVariable ["TSS_plannedLZ", [0,0,0]];
waitUntil {!isnil {player getVariable "mainScope"}};
SOM2_mainScope = player getVariable "mainScope";
[["transport"], t2] call BIS_SOM_addSupportRequestFunc;
SOM2 setVariable ["TSS_vehicle_custom", h2];
SOM2 setVariable ["TSS_allowed", ["pickup", "unload"]];
SOM2 setVariable ["TSS_plannedLZ", [0,0,0]];
Or...
waitUntil {!isnil {player getVariable "mainScope"}};
SOM_mainScope = player getVariable "mainScope";
[["transport"], t1] call BIS_SOM_addSupportRequestFunc;
SOM setVariable ["TSS_vehicle_custom", h1];
SOM setVariable ["TSS_allowed", ["pickup", "unload"]];
SOM setVariable ["TSS_plannedLZ", [0,0,0]];
[["transport"], t2] call BIS_SOM_addSupportRequestFunc;
SOM setVariable ["TSS_vehicle_custom", h2];
SOM setVariable ["TSS_allowed", ["pickup", "unload"]];
SOM setVariable ["TSS_plannedLZ", [0,0,0]];
Neither of these work but it's probably my lack of understanding of SOM that's the reason.
EDIT - I have only tried this preview mode and team switching - Could this be the reason?
gunterlund21
Jul 8 2009, 21:40
detritus
Put this code into a repeating Radio trigger in on Activation. this will allow you to call in the vehicle over and over again. Its only linked to one vehicle But try it on separate radio channels with multiple vehicles. So Radio alpha calls in helo1 and Bravo channel calls in Helo2(Below Im using an Osprey but you could use any helo). You only need one SOM and in this case it is named SOM
. Place player on the map.
3. Place osprey on the map and name it something ( I named it O1).
4. Create a trigger and make it radio alpha. Make it repeated.
5. In the on activation space put in
waitUntil {!isnil {player getVariable "mainScope"}};
SOM_mainScope = player getVariable "mainScope";
[["transport"], player] call BIS_SOM_addSupportRequestFunc;
SOM setVariable ["TSS_vehicle_custom", O1];
SOM setVariable ["TSS_allowed", ["pickup", "unload"]];
SOM setVariable ["TSS_plannedLZ", [0,0,0]];
O1 setVariable [“supPool”, [BIS_cooper], TRUE];
O1 setVariable [“supPhase”, 0, TRUE];
O1 setVariable [“onMission”, objNull, TRUE];
O1 setVariable [“stuck”, FALSE, TRUE];
chespace
Jul 9 2009, 04:56
Sorry, I'm new to this thread (and to editing in ArmA in general). I've been enjoying some secops random generators using the module and the ACM. Very compelling stuff, but I have a couple questions.
I like the idea that my fire team can go up against any opposition as long as I try and stay alive and stealthy. In that sense, how do I give my team the support it needs? I'm talking about laser markers, artillery, air strikes, helicopter transports, etc.? In the single player game, you can call them in via your communications menu. I tried adding the arty module and nothing happened.
Also, after one of my guys go down, HQ always gives me an option for reinforcements. I tried accepting one of them since I was down to only 2 guys and when I got to the reinforcement waypoint, nothing happened? How do you reinforce?
Thanks for your help. I gave up on the single player (too buggy) but I won't give up on this awesome game. :)
Xtreme1989
Jul 10 2009, 15:29
detritus
Put this code into a repeating Radio trigger in on Activation. this will allow you to call in the vehicle over and over again. Its only linked to one vehicle But try it on separate radio channels with multiple vehicles. So Radio alpha calls in helo1 and Bravo channel calls in Helo2(Below Im using an Osprey but you could use any helo). You only need one SOM and in this case it is named SOM
. Place player on the map.
3. Place osprey on the map and name it something ( I named it O1).
4. Create a trigger and make it radio alpha. Make it repeated.
5. In the on activation space put in
waitUntil {!isnil {player getVariable "mainScope"}};
SOM_mainScope = player getVariable "mainScope";
[["transport"], player] call BIS_SOM_addSupportRequestFunc;
SOM setVariable ["TSS_vehicle_custom", O1];
SOM setVariable ["TSS_allowed", ["pickup", "unload"]];
SOM setVariable ["TSS_plannedLZ", [0,0,0]];
O1 setVariable [“supPool”, [BIS_cooper], TRUE];
O1 setVariable [“supPhase”, 0, TRUE];
O1 setVariable [“onMission”, objNull, TRUE];
O1 setVariable [“stuck”, FALSE, TRUE];
Thanks :cool: ! I first forgot to name the Secop module 'SOM' so a UH1 kept appearing ... but now it works great !
Only the '01 setVariable' doesn't work here, it says 'Invalid number in expression' :) ?
gunterlund21
Jul 10 2009, 20:25
Thanks :cool: ! I first forgot to name the Secop module 'SOM' so a UH1 kept appearing ... but now it works great !
Only the '01 setVariable' doesn't work here, it says 'Invalid number in expression' :) ?
Make sure its O1 that is O as in Oscar not the number 0
So I noticed that supply drop missions remain active even after the Humvee and the ammo crates have been dropped. What is considered the 'end' of a supply drop request?
I was playing the SecOps wizard mission and that supply request stayed open for what seemed like far too long and HQ didn't transmit any further secops to me.
in regards to the civ vehicle moduale when placed all vehicles are in a parking position is there any way to make them road worthy as AI actually driving them around with out and manual waypoints from me
Xtreme1989
Jul 11 2009, 09:40
So I noticed that supply drop missions remain active even after the Humvee and the ammo crates have been dropped. What is considered the 'end' of a supply drop request?
I was playing the SecOps wizard mission and that supply request stayed open for what seemed like far too long and HQ didn't transmit any further secops to me.
²
I had that problem also a few days ago :) Anyone who knows a script to force a secop to end ?
Make sure its O1 that is O as in Oscar not the number 0
Tested this and I still get the 'Invalid number in expression' window :(:) The cursor moves to [|“supPool”, [BIS_cooper], TRUE] so it guess it's something with the code there, probably something simple but I'm still learning how everything works so I don't know what could be the problem :D
Mr_Centipede
Jul 13 2009, 04:03
How can we configure the enemy faction in secOps? I want enemy spawned just to be the Chedaki. do we have any info of that?
Can the mission maker disable the random missions and utilize it for only what they want it used for? I seen a post where a guy used it for just being able to call a chopper back to himself to complete the different parts of a mission. I am wondering if it can be set to just whaty we want out of it.
I did add this recently, but I'm not sure if it's in 1.02 ... it can be tried. The settings array should accept 3 additional parameters: spacing between SecOps in seconds (Scalar), random activation threshold (Scalar between 0 and 1) and SecOp spawning distances (Array of 2 Scalars: minimum and maximum distance in meters).
Came to this thread looking for how to do this - can the code/procedure be explained in more detail? Thanks.
JonieTurnock
Jul 19 2009, 12:44
SOM_secOpDistances = [999, 20000];
ive got this and have tried countless variations of this. None of it works so please would someone like DnA or anybody who knows please just give us an example line where ##min## is the minimum spawning distance and ##max## is the max spawning distance for the sec ops. its a big map. its a dam shame the campaign doesnt really work and the fact the secops keep spawning at my airport base is seriously making it unplayable.
the_shadow
Jul 19 2009, 15:17
ok..
so im making a mission where a FR squad (will be changed to a more apropriate squad later when the needed addons are released) are tasked with attacking a enemy (insurgent) controlled airbase in northern Chernarus.
they are supposed to have some artillery support (2-3 missions from a MLRS battery staged further south) and a CAS mission from a pair of Army A10´s
now i would like to use the SOM as much as possible but i dont really get it working.
now to the big question..
how do i get the SOM to give me those 2-3 artillery strikes?
and why the bloody hell doesnt it use the MLRS battery i have created and synced with the artillery module?
to be honest i guess im kinda stupid as i havnt really figured out the editor even though i´ve been around since OFP days so please keep it simple.
and use examples if possible.
i also use the ACM module wich i dont get working as i want either, but you can read that post in the ACM module thread since the problems are not related.
JonieTurnock
Jul 19 2009, 22:49
Read the whole topic its all explained and visit wiki guides and download the mission demo for arty use its the easiest way of working it
Hey guys, I am trying to add the airstrike option into a mission but I cannot get it to work. I call it in, radio says it's on it's way but no aircraft ever show up. Can anyone help?
Thanks.
Edit: Hmm, never mind. Although I didn't change anything, after trying many times it's now working. ???
[GLT] Legislator
Jul 20 2009, 20:26
I managed to get the SOM transport support working. But how can I control the extraction point and the landing zone? They seemed to be created very randomly. On Utes the chopper takes me for a ride .... 50 metres or so and there's the new landing zone. :rolleyes:
I tried to control the landing zone via SOM setVariable ["TSS_plannedLZ", [3141.5264,14.889842,4456.8003]]; but it didn't work. I read somewhere I could control it via mapclick, but that didn't work too.
Is there a trick to do?
That does work you have to be sure that the transport is active then go in and click your map and it will show you a new drop off or pick up
Manzilla
Jul 20 2009, 20:46
I managed to get the SOM transport support working. But how can I control the extraction point and the landing zone? They seemed to be created very randomly. On Utes the chopper takes me for a ride .... 50 metres or so and there's the new landing zone. :rolleyes:
I tried to control the landing zone via SOM setVariable ["TSS_plannedLZ", [3141.5264,14.889842,4456.8003]]; but it didn't work. I read somewhere I could control it via mapclick, but that didn't work too.
Is there a trick to do?
I find that if you have the map open when you call for the transport the LZ will will show up wherever your cursor is when you hit the last button. If you've had your map open try to pre-place the cursor to where you want to land before you make the call.
is there a way to use this for OPFOR without your character randomly spouting a mix of Russian and English?
[GLT] Legislator
Jul 21 2009, 05:15
omg What a crazy implementation! Thanks for hints. I'm going to give them a try.
Edit:
The way Manzilla described it, worked. But somehow it isn't working on the USS Khe Sanh using her as an extraction point. :(
One more question. It seems like I can only use the secop support once. How can I enable X amounts of support for artillery, transport, etc.?
Blackhawk
Jul 21 2009, 20:26
I never got any SecOps instructions throughout the campaign, is there something you need to activate, does it notify you if you are given a mission?
CodeRedFox
Jul 24 2009, 20:24
SOM options (but counldnt get them to work)
These are the options from the secopmanager.fsm
"private [""_settings"", ""_pool"", ""_hqEnabled"", ""_callsigns"", ""_initialDelay"", ""_autoReinforce"", ""_secOpSpacing"", ""_randomActivation"", ""_secOpDistances""];
or when adding to the SOM inti:
this setVariable ["settings", "_pool"", "_hqEnabled", "_callsigns", "_initialDelay", "_autoReinforce", "_secOpSpacing", "_randomActivation", "_secOpDistances"];
How I thought I could get the SOM missions out further (as spawning near you isnt fun), but nothing happens. I tried all of these in the SOM init filed.
this setVariable ["settings", [[nil], true, nil, nil, true, nil,nil,[3000, 5000]]];
this setVariable ["settings", [[], true, nil, nil, true, nil,nil,[3000, 5000]]];
this setVariable ["settings", [[nil], true, nil, nil, true, nil,nil,(3000, 5000)]];
this setVariable ["settings", [[], nil, nil, nil, nil, nil,nil,[3000, 5000]]];
The default distance is _secOpDistances = [300, 700] from the .fsm file
Nihilistix
Jul 24 2009, 21:45
I have a question about multiplayer SecOps. I am making an open ended mission where there are primary objectives and of course the secops. I have the module working and all, but after about 3 secop missions HQ never calls again. Is there a timer? Can I make so that the sec ops are infinite and keep going forever?
Dai-San
Jul 25 2009, 21:30
Another MP Co-op question.
Is it possible to make the markers and objectives Secops gives viewable on everyones map?
Real pain that only the leader sees them and has to relay the co-ordinates of the mission.
[GLT] Legislator
Jul 25 2009, 22:15
As every other module it's not multiplayer compatible yet. :( Sorry to say this. Let's hope for next patch.
Manzilla
Jul 25 2009, 22:22
SOM options (but counldnt get them to work)
These are the options from the secopmanager.fsm
How I thought I could get the SOM missions out further (as spawning near you isnt fun), but nothing happens. I tried all of these in the SOM init filed.
The default distance is _secOpDistances = [300, 700] from the .fsm file
Check earlier in this thread about setting up the SecOps options. The front few pages should have it. The names you aren't quite right. There should be a few links with example missions too, if I remember right.
I'm not sure how to make the missions spawn further out. I'm still trying to figure this out. I know there's a mission which someone has done this but I can't seem to remember the mission name right now.
Can these be used in co-op multiplayer missions? or just totally no multiplayer at all??
december
Jul 26 2009, 01:51
They work in MP (about the only thing that does LOL)
Redfield-77
Jul 26 2009, 02:33
SecOps works multiplay but only the squad leader gets the orders and his map marked. I usually just get the orders from crossroad then after it marks my map I just mark the map next to it so my bud can see where we are going.
[GLT] Legislator
Jul 26 2009, 08:49
They work in MP (about the only thing that does LOL)
SecOps works multiplay but only the squad leader gets the orders and his map marked.
And so they aren't working properly in multiplayer mode. Most modules aren't reinitiated after JIP or even simple respawn. Other are executed multiplied with the counts of the players (the animal module for example).
Cryptix
Jul 27 2009, 16:27
Anyone know how to modify the supply request so you can have it drop what you want by just by clicking anywhere on the map?
shark-attack
Jul 28 2009, 15:57
hi
ive searched but cant find an answer in forums ...
is it possible to change the contents of an ammobox and the type of vehicle when using the supply drop feature of the som ... just at the min the hind drops a UAZ ... only good for 3 players ... many thanks :)
Major_Dandelion
Aug 3 2009, 10:00
Another question, I hope it's not already answered!
Is it possible to auto-accept secops? With some script or something, so I can place say 5 side missions around me without accepting them all separately.
Please answer! :confused:
galzohar
Aug 7 2009, 17:41
How do I detect via script if a player had used his air strike already? I want to give the player exactly 3 air strikes in a mission, but currently if you provide an air strike when one is already available, then it will do nothing.
Also, after disabling the side missions, most of the support dialog was missing.
galzohar
Aug 7 2009, 23:35
Also, when air strikes do come, they seem to do at least 1 flyby before dropping bombs, and too often they just flyby like 3-4 times without dropping any bombs.
arthur666
Aug 10 2009, 07:30
Anyone have a .sqf template that explains all the options? I've seen bits and pieces, but was wondering if there was a whole one.
I basically need to customize every variable for a mission I'm making. I need to customize the spawned missions type, how often and how close they are.
BlackAlpha
Aug 10 2009, 17:05
Anyone have a .sqf template that explains all the options? I've seen bits and pieces, but was wondering if there was a whole one.
I basically need to customize every variable for a mission I'm making. I need to customize the spawned missions type, how often and how close they are.
Here's an example. These are the settings that I use at the moment. Default settings are included.
At the top of init.sqf:
execVM "somsettings.sqf";
somsettings.sqf:
//Configure SOM module with custom settings. Must run during the first 2 seconds of a mission.
private ["_pool", "_hq", "_callsigns", "_initialDelay", "_autoReinforce", "_secOpSpacing", "_randomActivation", "_secOpDistances", "_settings"];
//List of secops.
//Default: ["ambush", "attack_location", "defend_location", "destroy", "escort", "patrol", "rescue", "search", "trap"]
_pool = ["ambush", "attack_location", "destroy", "escort", "patrol", "rescue", "search", "trap"];
//Enable or disable HQ.
//Default: true
_hq = true;
//Team text, team speech, H.Q. text, H.Q. speech.
//Default: ["ALPHA", ["Alpha"], "H.Q.", ["HQ"]]
_callsigns = ["Razor", ["Razor"], "H.Q.", ["HQ"]];
//Delay in seconds before starting random SecOps selection. Only seems to affect the first secops.
//Default: 30
_initialDelay = ((random 300) + 300);
//Should an automatic Reinforce be triggered when there are casualties?
//Default is true.
_autoReinforce = true;
//??? Delay between sec ops?
//Default: 30
_secOpSpacing = ((random 300) + 300);
//??? From 0 to 1. 0 means no secops starting. With 1 they do start. Some kind of chance variable?
//Default: 0.7
_randomActivation = 0.4;
//Min Max distance of sec ops.
//Default: [300, 700]
_secOpDistances = [1500, 2000];
_settings = [_pool, _hq, _callsigns, _initialDelay, _autoReinforce, _secOpSpacing, _randomActivation, _secOpDistances];
//BIS_SOM is module name.
BIS_SOM setVariable ["settings", _settings];
arthur666
Aug 10 2009, 18:58
Thanks BlackAlpha. That's just what I was looking for. Can't wait to try it out tonite.
What does this line mean? " _secOpSpacing = ((random 300) + 300 "
I assume if I Just replaced the entire "((random 300) + 300" with "30", the SecOPS would always spawn 30 seconds after the last one ends.
arthur666
Aug 11 2009, 03:32
Here's an example. These are the settings that I use at the moment. Default settings are included.
At the top of init.sqf:
execVM "somsettings.sqf";
somsettings.sqf:
//Configure SOM module with custom settings. Must run during the first 2 seconds of a mission.
private ["_pool", "_hq", "_callsigns", "_initialDelay", "_autoReinforce", "_secOpSpacing", "_randomActivation", "_secOpDistances", "_settings"];
//List of secops.
//Default: ["ambush", "attack_location", "defend_location", "destroy", "escort", "patrol", "rescue", "search", "trap"]
_pool = ["ambush", "attack_location", "destroy", "escort", "patrol", "rescue", "search", "trap"];
//Enable or disable HQ.
//Default: true
_hq = true;
//Team text, team speech, H.Q. text, H.Q. speech.
//Default: ["ALPHA", ["Alpha"], "H.Q.", ["HQ"]]
_callsigns = ["Razor", ["Razor"], "H.Q.", ["HQ"]];
//Delay in seconds before starting random SecOps selection. Only seems to affect the first secops.
//Default: 30
_initialDelay = ((random 300) + 300);
//Should an automatic Reinforce be triggered when there are casualties?
//Default is true.
_autoReinforce = true;
//??? Delay between sec ops?
//Default: 30
_secOpSpacing = ((random 300) + 300);
//??? From 0 to 1. 0 means no secops starting. With 1 they do start. Some kind of chance variable?
//Default: 0.7
_randomActivation = 0.4;
//Min Max distance of sec ops.
//Default: [300, 700]
_secOpDistances = [1500, 2000];
_settings = [_pool, _hq, _callsigns, _initialDelay, _autoReinforce, _secOpSpacing, _randomActivation, _secOpDistances];
//BIS_SOM is module name.
BIS_SOM setVariable ["settings", _settings];
Can't get it to work. The SecOP missions start and they're still within 500m of me. I've got 2 files in my mission folder, init.sqf and somsettings.sqf that have the text you gave me, but I erased 2 mission types and changed the distance to 1500 and 3000. I named my module BIS_SOM and synced it to my player unit/teamleader. Can anyone see something I've left out?
BlackAlpha
Aug 11 2009, 19:56
Can't get it to work. The SecOP missions start and they're still within 500m of me. I've got 2 files in my mission folder, init.sqf and somsettings.sqf that have the text you gave me, but I erased 2 mission types and changed the distance to 1500 and 3000. I named my module BIS_SOM and synced it to my player unit/teamleader. Can anyone see something I've left out?
Use my settings, those should work. Make sure you synch the module (F5), do not group it (F2). Make sure the file is loaded during the first 1 or 2 seconds of the mission. To make sure, put it at the top of the init.sqf file. Double check everything for typos.
How can I disable the SOM (and artillery module) adding the guide to briefing?
arthur666
Aug 11 2009, 21:37
Use my settings, those should work. Make sure you synch the module (F5), do not group it (F2). Make sure the file is loaded during the first 1 or 2 seconds of the mission. To make sure, put it at the top of the init.sqf file. Double check everything for typos.
I'm trying to understand the code.
Do your missions usually come every 300 seconds or so?
BlackAlpha
Aug 12 2009, 02:10
I'm trying to understand the code.
Do your missions usually come every 300 seconds or so?
Well, I set the secopspacing on ((random 300) + 300), which means minimum of 5 and maximum of 10. But the _randomactivation variable decides whether a mission will start or not. I set that pretty low, so usually the missions don't start until like half an hour later. Then again, sometimes they start after 10 minutes. Just keep in mind that the (random 300) will only be chosen once. After it's loaded into SOM, it will be a fixed time. That is why I set the randomactivation variable pretty low, so that it's more random and unpredictable.
taintedlove69
Aug 12 2009, 09:10
hi guys, i am new to the world of Arma 2 and getting confused with the editing side of the game. i am currently trying to crate a mission where i can call in an air strike. ive already used the method of playing as a scout/spotter with the laser and having a jet fly over, what i noticed was the jet would either crash, be shot down or it would go off on holiday and never come back. recently i ve read people suggesting using Secondary Ops Manager to call an air strike, how on earth do i go about this? there was one tutorial on youtube but i couldn't get it to work, all got was random missions and no option for air strike.
many thanks in advance for suggestions
darkone12
Aug 12 2009, 16:39
hi guys, i am new to the world of Arma 2 and getting confused with the editing side of the game. i am currently trying to crate a mission where i can call in an air strike. ive already used the method of playing as a scout/spotter with the laser and having a jet fly over, what i noticed was the jet would either crash, be shot down or it would go off on holiday and never come back. recently i ve read people suggesting using Secondary Ops Manager to call an air strike, how on earth do i go about this? there was one tutorial on youtube but i couldn't get it to work, all got was random missions and no option for air strike.
many thanks in advance for suggestions
Hello....
Well the way i do it is like this
1: put a player (ie: you) on the map
2: put down a Secondary Ops Manager and give it a name som1
3: Sync the Secondary Ops Manager to the player (ie:you)
4: create a Trigger and make it Radio Alpha (or what ever radio channel you want)
5: In the condition field put: som1 getVariable "initDone"
in the act on field put: [["tactical_airstrike"], player] call BIS_SOM_addSupportRequestFunc;
what this does is if you hit "0" then chose "Radio" you should see "Alpha" (or what ever channel you picked) and if you select "Alpha" you will get a message say the Air strike is ready. Now you can select Communication and see a option for "Tactical Air Strike". If you selected it you will hear HQ and just follow the instruction that they gives you. You will be able to open your map and click on you map where you want the air strike to hit. Then once its done you can just repeat the steps over again to get another air strike.
Hope this helps
Darkone
arthur666
Aug 13 2009, 00:52
Blackalpha,
I copied and pasted your text into my .sqf, and the missions still spawn right on top of me, plus they come within 30 seconds. Any ideas? I feel like I'm missing something really basic.
execVM "somsettings.sqf"; is the only thing in my init.sqf , named my SOM BIS_SOM, synched (not grouped) to me, the sqd leader.
BlackAlpha
Aug 13 2009, 01:33
Darkone,
I copied and pasted your text into my .sqf, and the missions still spawn right on top of me, plus they come within 30 seconds. Any ideas? I feel like I'm missing something really basic.
execVM "somsettings.sqf"; is the only thing in my init.sqf , named my SOM BIS_SOM, synched (not grouped) to me, the sqd leader.
Well, I'm not sure what could be wrong. This is how I tested it:
I go to the editor. I save the empty mission under the name "test". I go to F1 and place one soldier as the player. I go to F7 and create one SOM module. I double click the module and change it's name in the top to BIS_SOM. I go to F5 and synch it to the player.
I alt-tab and go to the mission folder. There I create two new txt files. Here comes the important part. I rename both files and remove their extensions. Then I name them "init.sqf" and "somsettings.sqf". I open them both. I go to this topic and copy the init line from my previous post and I paste it into init.sqf. Then I do the same for somsettings.sqf. For testing purposes I set the initial delay to 30 and randomactivation to 1.
I go back into the editor and I save the mission. I start the game and wait 30 seconds. HQ calls me and gives me an objective at least 1 KM away.
To quickly check whether the files are actually being loaded, add the following into both files on an empty line.
player globalchat "Check 1";
Put one at the top and bottom of init.sqf and do the same for somsettings.sqf. Just change the number to something else, so you know which part got triggered. You'll see something in the chat if they get triggered.
I have a feeling that your files aren't being loaded for some reason. Did you remove the .txt file extension before adding the .sqf extension to the text files? What is your game version? Have you ever successfully created and loaded scripts before?
arthur666
Aug 13 2009, 02:13
BlackAlpha,
It worked! I followed your instructions exactly. The problem had something to do with the text format I was saving the .sqf files under! That's probably why my ACM stuff has not been working as well. I really appreciate your help and patience.
So, I've created a mission where I have control over a 7 man squad + a Mi-24. Now the SOM missions are far enough away that helo transport actually makes sense. We load up into the Hind, and I look at the map to find a good LZ. The randomness of the SOM is great. Every mission I must decide from where and how close to approach, whether or not to use the Hind for air support or just transport etc. Throw in a FARP for repair/rearming/healing, and I've got a fun open ended mission. Good stuff.
cobra4v320
Aug 19 2009, 21:15
You can call in any secops mission you want by using these in a radio trigger:
["ambush", true, som1] call BIS_SOM_requestSecOpFunc;
["attack_location", true, som1] call BIS_SOM_requestSecOpFunc;
["rescue", true, som1] call BIS_SOM_requestSecOpFunc;
["defend_location", true, som1] call BIS_SOM_requestSecOpFunc;
["patrol", true, som1] call BIS_SOM_requestSecOpFunc;
["escort", true, som1] call BIS_SOM_requestSecOpFunc;
["destroy", true, som1] call BIS_SOM_requestSecOpFunc;
["search", true, som1] call BIS_SOM_requestSecOpFunc;
["trap", true, som1] call BIS_SOM_requestSecOpFunc;
Under the SOM Module put this in the init line:
this setVariable ["settings", [[], true, nil, nil, false]];
Oh and make sure you name the SOM Module - som1
cobra4v320
Aug 20 2009, 20:11
Place into the init line of the SOM Module Explanations below:
this setVariable ["settings", [["ambush", "attack_location", "destroy", "escort", "patrol", "rescue", "search", "trap"], "true", ["Razor", ["Razor"], "H.Q.", ["HQ"]], "30", "true", "180", "0.3", [300, 700]]];
I have a mission almost complete with the SOM and ACM on Utes if anyone is interested???
//Configure SOM module with custom settings. Must run during the first 2 seconds of a mission.
private ["_pool", "_hq", "_callsigns", "_initialDelay", "_autoReinforce", "_secOpSpacing", "_randomActivation", "_secOpDistances", "_settings"];
//List of secops.
//Default: ["ambush", "attack_location", "defend_location", "destroy", "escort", "patrol", "rescue", "search", "trap"]
_pool = ["ambush", "attack_location", "destroy", "escort", "patrol", "rescue", "search", "trap"];
//Enable or disable HQ.
//Default: true
_hq = true;
//Team text, team speech, H.Q. text, H.Q. speech.
//Default: ["ALPHA", ["Alpha"], "H.Q.", ["HQ"]]
_callsigns = ["Razor", ["Razor"], "H.Q.", ["HQ"]];
//Delay in seconds before starting random SecOps selection. Only seems to affect the first secops.
//Default: 30
_initialDelay = ((random 300) + 300);
//Should an automatic Reinforce be triggered when there are casualties?
//Default is true.
_autoReinforce = true;
//??? Delay between sec ops?
//Default: 30
_secOpSpacing = ((random 300) + 300);
//??? From 0 to 1. 0 means no secops starting. With 1 they do start. Some kind of chance variable?
//Default: 0.7
_randomActivation = 0.4;
//Min Max distance of sec ops.
//Default: [300, 700]
_secOpDistances = [1500, 2000];
_settings = [_pool, _hq, _callsigns, _initialDelay, _autoReinforce, _secOpSpacing, _randomActivation, _secOpDistances];
//BIS_SOM is module name.
BIS_SOM setVariable ["settings", _settings];
nullsystems
Aug 20 2009, 21:38
If I link the SOM to the commander, and group people to him...
Why is it only the command can view the Sec Op Tasks?
Bit silly.
Especially if I reconnect as commander, because then the tasks arent setup anymore.
Is this a bug or a really stupid idea someone in BI had?
-----------
Also...
Im using this in a trigger to add artillery support to a player:
[["aerial_reconnaissance","artillery_barrage"], player, [[RIPPER, [2,3,4,9]]]] call BIS_SOM_addSupportRequestFunc;
However, once used it goes away ( cool ok, thats what I want )...so then, using the trigger I add it again..
This adds twice as many "Notes" to the map screen and a few other things.
Is there a way to BIS_SOM_delSupportRequestFunc ? Something along those lines.
All I wanted to do was allow the player to use the arty again later in the mission.
calo_mir
Aug 20 2009, 22:02
Just a quick question - is SOM safe to use in MP missions?
cobra4v320
Aug 20 2009, 22:44
@<hidden>
Put this into a trigger activation none
[["aerial_reconnaissance","artillery_barrage"], player, [[RIPPER, [2,3,4,9]]]] call BIS_SOM_addSupportRequestFunc
Condition
som1 getVariable "initDone"
some1 being the name of your SOM Module
The above will load on start and give you a single list with the two items in it. After you use them that's it.
Put this into a radio trigger
[["artillery_barrage"], player, [[RIPPER, [2,3,4,9]]]] call BIS_SOM_addSupportRequestFunc;
condition
som1 getVariable "initDone"
some1 being the name of your SOM Module
The above will allow you to continue to call only on your artillery piece.
You also said you wanted to use it later in the mission again you can do this in the condition field instead:
som1 getVariable "initDone" and triggerActivated t1
t1 is the name of another trigger that you created. Once that trigger is activated it will allow you to call on the artillery piece.
nullsystems
Aug 20 2009, 23:11
Hi,
Im not entirely too sure you understood what im trying to say...
I can get the arty to work.
I can get it to appear again in my "communication" options.
This is all fine, however...
If I want it to show up again after using all my "artillery" the first time...the "Notes" will be spammed with another set of instructions for "Spec op" and "Artillery".
This is very annoying if you have Arty several times in one mission.
Is there any way around this?
Also, is there a way to detect if the arty commands are already setup for the player? So that you dont activate it twice, thus having twice as many commands.
cobra4v320
Aug 21 2009, 19:01
Here is an example mission with working SOM and ACM Modules.
Here is the link http://www.armaholic.com/page.php?id=6940
[GLT] Legislator
Aug 22 2009, 20:35
Here is an example mission with working SOM and ACM Modules.
Here is the link http://www.armaholic.com/page.php?id=6940
Is it JIP and respawn capable? I mean do the modules work after JIP or respawn?
cobra4v320
Aug 24 2009, 05:45
The modules continue to work but it seems after 2 to 3 spawns it still has the action menu but it will not heal the player.
BlackAlpha
Aug 24 2009, 14:28
Place into the init line of the SOM Module Explanations below:
this setVariable ["settings", [["ambush", "attack_location", "destroy", "escort", "patrol", "rescue", "search", "trap"], "true", ["Razor", ["Razor"], "H.Q.", ["HQ"]], "30", "true", "180", "0.3", [300, 700]]];
I have a mission almost complete with the SOM and ACM on Utes if anyone is interested???
//Configure SOM module with custom settings. Must run during the first 2 seconds of a mission.
private ["_pool", "_hq", "_callsigns", "_initialDelay", "_autoReinforce", "_secOpSpacing", "_randomActivation", "_secOpDistances", "_settings"];
//List of secops.
//Default: ["ambush", "attack_location", "defend_location", "destroy", "escort", "patrol", "rescue", "search", "trap"]
_pool = ["ambush", "attack_location", "destroy", "escort", "patrol", "rescue", "search", "trap"];
//Enable or disable HQ.
//Default: true
_hq = true;
//Team text, team speech, H.Q. text, H.Q. speech.
//Default: ["ALPHA", ["Alpha"], "H.Q.", ["HQ"]]
_callsigns = ["Razor", ["Razor"], "H.Q.", ["HQ"]];
//Delay in seconds before starting random SecOps selection. Only seems to affect the first secops.
//Default: 30
_initialDelay = ((random 300) + 300);
//Should an automatic Reinforce be triggered when there are casualties?
//Default is true.
_autoReinforce = true;
//??? Delay between sec ops?
//Default: 30
_secOpSpacing = ((random 300) + 300);
//??? From 0 to 1. 0 means no secops starting. With 1 they do start. Some kind of chance variable?
//Default: 0.7
_randomActivation = 0.4;
//Min Max distance of sec ops.
//Default: [300, 700]
_secOpDistances = [1500, 2000];
_settings = [_pool, _hq, _callsigns, _initialDelay, _autoReinforce, _secOpSpacing, _randomActivation, _secOpDistances];
//BIS_SOM is module name.
BIS_SOM setVariable ["settings", _settings];
To avoid confusion. In the above example I posted earlier, I removed the "defend_location" mission from the missions list. If you would like to receive that mission, you will need to add it into the list.
Thunder666
Aug 25 2009, 06:33
@<hidden>: here the same, i copied exactly your Scripts. The same Result like the others, no Chance . Dont works for me : (((. Any other Ideas ?
Greetings Thunder
BlackAlpha
Aug 25 2009, 15:13
@<hidden>: here the same, i copied exactly your Scripts. The same Result like the others, no Chance . Dont works for me : (((. Any other Ideas ?
Greetings Thunder
Try this, make sure you actually save the file as a .sqf file.
BlackAlpha,
It worked! I followed your instructions exactly. The problem had something to do with the text format I was saving the .sqf files under! That's probably why my ACM stuff has not been working as well. I really appreciate your help and patience.
So, I've created a mission where I have control over a 7 man squad + a Mi-24. Now the SOM missions are far enough away that helo transport actually makes sense. We load up into the Hind, and I look at the map to find a good LZ. The randomness of the SOM is great. Every mission I must decide from where and how close to approach, whether or not to use the Hind for air support or just transport etc. Throw in a FARP for repair/rearming/healing, and I've got a fun open ended mission. Good stuff.
If it still doesn't work, post all the steps you've taken when trying to get it to work. I'm sure there's something you are missing because like arthur666 said, it does work.
Thunder666
Aug 25 2009, 20:08
Now it works fine with
"this setVariable ["settings", [["ambush", "attack_location", "destroy", "escort", "patrol", "rescue", "search", "trap"], "true", ["Razor", ["Razor"], "H.Q.", ["HQ"]], "30", "true", "180", "0.3", [300, 700]]];"
in init Line of the Module and rename Module as "Som1"
I tried to use ur way BlackAlpha, but if i rename the SOM module to BIS_SOM i cant get nothing, i mean no Orders from HQ !
Other Problem: if i die as Leader, i cant get no more Orders from HQ. Any Solutions ???
Greetings Thunder
BlackAlpha
Aug 25 2009, 23:17
Now it works fine with
"this setVariable ["settings", [["ambush", "attack_location", "destroy", "escort", "patrol", "rescue", "search", "trap"], "true", ["Razor", ["Razor"], "H.Q.", ["HQ"]], "30", "true", "180", "0.3", [300, 700]]];"
in init Line of the Module and rename Module as "Som1"
I tried to use ur way BlackAlpha, but if i rename the SOM module to BIS_SOM i cant get nothing, i mean no Orders from HQ !
Other Problem: if i die as Leader, i cant get no more Orders from HQ. Any Solutions ???
Greetings Thunder
Try changing the initialDelay to 30. secOpSpacing to 30. randomActivation to 1. Then when you use the same module name in the script and your mission, you should be able to see the effects pretty quickly. For the name you could choose whatever you'd like, as long as your scripts will reference to that name. So, if you want you can even call it ILIKEBUNNIES, it doesn't really matter, as long as your scripts reference to the correct name.
My settings should only give you a secops every 30 - 60 minutes. So, you'd have to be very patient if you want to see if it works. That is why I provided the default settings as well, so you get an idea of how it usually works and you can use the default settings for testing purposes.
Thunder666
Aug 30 2009, 10:08
Hi,
can anyone please explain this Option
>> //Should an automatic Reinforce be triggered when there are casualties?
//Default is true.
_autoReinforce = true; <<
and how i can use this ?
TXH and Greetings Thunder666
{USI}_Zombie
Aug 30 2009, 11:18
if you want the default behavior, you don't need to do anything. when a squad member dies, HQ will radio you that reinforcements are available. If you want them, "accept" that just like any other mission HQ sends, your map will be marked, and you go there to meet them.
shark-attack
Aug 31 2009, 15:30
hi guys
can anyone confirm if the SOM works on a dedicated server ... i cant seem to load mission when i try on server ....
works fine if i host ...
cobra4v320
Sep 1 2009, 22:44
I have created an in game menu with all of the different SOM Missions. It is located here: http://www.armaholic.com/page.php?id=7197
@<hidden>
You can call in reinforcements using the SOM, however you have to have at least one other person in your group. When the helicopter comes in to reinforce it will only drop off one soldier if all you had in your group was one soldier, if you had more than one it will drop off however many soldiers were in your group. The helicopter also drops off an ammo box.
put this into a trigger:
["reinforce", true, nameofyourSOM] call BIS_SOM_requestSecOpFunc
activation would be radio alpha repeatedly.
Also I have posted the script for the SOM Reinforcments below:
/*
File: create_briefing_assets.sqf
Author: Joris-Jan van 't Land
Description:
Creating all dynamic assets required for the briefing of the SecOp.
Parameter(s):
_this select 0: SecOp ID (Number)
_this select 1: SecOp scope (Object)
_this select 2: SOM main scope (Object)
*/
private ["_id", "_scope", "_mainScope"];
_id = _this select 0;
_scope = _this select 1;
_mainScope = _this select 2;
//Your phase content goes here:
private ["_mainGrp", "_leader", "_hq", "_grpComp"];
_mainGrp = _mainScope getVariable "group";
_leader = _mainScope getVariable "leader";
_hq = _mainScope getVariable "HQ";
_grpComp = _mainScope getVariable "grpComposition";
//Wait until the death was registered.
waitUntil {(count (units _mainGrp)) != (count _grpComp)};
//Wait a bit longer.
sleep (3 + (random 3));
//Register the conversation topic.
_hq kbAddTopic ["reinforce", BIS_SOM_stdPath + "kbs\secops\reinforce\reinforce.bikb", ""];
//Make sure the current leader has the correct topic.
private ["_install", "_uninstall"];
_install =
{
player kbAddTopic ["reinforce", BIS_SOM_stdPath + "kbs\secops\reinforce\reinforce.bikb", ""];
};
_uninstall =
{
player kbRemoveTopic "reinforce";
};
private ["_installID"];
_installID = [_mainScope, _install, _uninstall] call BIS_SOM_addLeaderInstallFunc;
_scope setVariable ["radio_topic_install", _installID];
//Find insertion point.
private ["_pos"];
_pos = [position _leader, 50, 500, 20, 0, 45 * (pi / 180), 0] call BIS_fnc_findSafePos;
_scope setVariable ["targetPos", _pos];
//Create marker.
private ["_markerName", "_code"];
_markerName = format ["BIS_SOM_Marker_%1_1", _id];
_code =
{
private ["_marker"];
_marker = createMarkerLocal [_this select 1, _this select 0];
_marker setMarkerColorLocal "ColorGreen";
_marker setMarkerTypeLocal "mil_join";
_marker setMarkerTextLocal (localize "STR_SOM_REINFORCE_MARKER_PICKUP");
};
[[_leader], [_pos, _markerName], _code] call BIS_SOM_sendCodeFunc;
//We may need a dummy marker on the server to be able to delete it later.
if ((markerType _markerName) == "") then {private ["_dummy"]; _dummy = createMarkerLocal [_markerName, _pos]};
[_markerName, 1, _id, _mainScope] call BIS_SOM_addDynFunc;
//Telling the system to go to the next phase.
[_id, _mainScope] call BIS_SOM_nextSecOpPhaseFunc;
true
I still can not get the SOM running on dedicated servers :( Does anyone have an idea?? Looks like other modules have the same problem. Like the First Aid stuff. The normal way with Placing and Syncing in the editor isnt working on dedicatet servers. any help would be nice.
galzohar
Sep 5 2009, 16:35
As far as I know modules are messy and should be avoided as much as you can afford.
cobra4v320
Sep 6 2009, 12:23
@<hidden>
Read here http://dev-heaven.net/issues/show/2856
mrcash2009
Sep 12 2009, 14:19
@<hidden> ... ive used your settings and now I can set spawn distance alot farther.
The problem now is I used this: http://www.armaholic.com/page.php?id=7197 mission test to use a menu to select and request what you want instead of random secop. The problem is Im not sure now how to init the secop module to set spawn distance and also use this menu.
Anyone know how to just set the max/min spawn distance but not have secop run from start but also then call what you want from menus (see the mission link)? Ive tried a number of ways but spawning simply gets ignored and reverts to default which I feel is far too close.
I tried this from the init.sqf (being called the way BlackAlpha showed on page 19):
private ["_secOpDistances"];
//Min Max distance of sec ops.
//Default: [300, 700]
_secOpDistances = [2000, 2500];
_settings = [_secOpDistances];
//som1 is module name.
som1 setVariable ["settings", _settings];
Thinking this would pass to the module the spawn setting on init. Then the menu would kick in and from that point anything I run would spawn over 2000 minimum, but it gets ignored. I tried this in the init of the module via the editor also ... so I cant quite marry the two to work together.
PS the module name/variable name all match up ok for this and the menu script.
Solarghost
Sep 12 2009, 16:21
Any one know how to delay a player from requesting arty/uav/transport over and over and over?
Possibly a time limit function of say around 5 or 10 mins or something?
Cheers for your help. :yay:
{USI}_Zombie
Sep 12 2009, 19:29
I use triggers and logics to enable the player to call the support requests, so just put in delays in the trigger like this:
http://img216.imageshack.us/img216/8682/triggero.th.jpg (http://img216.imageshack.us/i/triggero.jpg/)
click to enlarge
I used this so the support options wouldn't become available until the intro movie was over, but the concept can be used after that too
Solarghost
Sep 13 2009, 00:17
Where it has count down, is the delay in seconds???
Cheers
IceBreakr
Sep 13 2009, 00:20
Too bad SecOps doesn't stay away from rivers and puts objectives in them... (tested on Island Panthera v2.0).
Mr_Centipede
Sep 13 2009, 01:33
Too bad SecOps doesn't stay away from rivers and puts objectives in them... (tested on Island Panthera v2.0).
That is a very sad thing indeed. I'm planning to make a SecOp mission I had on Chernarus to Panthera Island...
{USI}_Zombie
Sep 13 2009, 03:24
Where it has count down, is the delay in seconds???
Cheers
yes, it is seconds
.kju [PvPscene]
Sep 13 2009, 07:53
You can modify the SecOps FSM/scripts yourself now easily.
kylania
Sep 13 2009, 07:59
You can modify the SecOps FSM/scripts yourself now easily.
Any FSM tutorials or walkthroughs out yet? I tried the editor and my face melted. :)
Mr_Centipede
Sep 16 2009, 16:31
How do you create/define new SecOp missions other than the BIS preset one?
Deathcon5
Sep 17 2009, 09:03
Is it possible to have more than one player using the SOM to call for support in multiplayer? I am synchronizing the SOM to the leaders of each group but only 1 leader is able to call in airstrikes or arty.
galzohar
Sep 17 2009, 10:33
Another reason to not use the SOM :(
tractorking
Sep 17 2009, 18:11
1. IS there a way to call up SOM with trigger
ie: I want to use the support features thoughout the mission without SECOP missions. Once the primary objective is destroyed I want SECOP to start sending me mission.
I know theres an easy code to this but I cant find it.
The other part is, I am using the Secop version of USSUPPORT so the script is generating the module, it is not placed via the editor so the script/code must be in the init.sqf not a line in the physical module. Or probably in them trigger.
2. What is the maximum duration for first call and interval in the secop settings. I would like to be called about every 10 mins but it seems that any number greater tha 299 (sec?) defaults to 30 even though it should be random.
I dont want to be constantly bothered but I do like the atmosphere created between SOM and ACM. Its make the mission diffrent everytime and creates a bigger theater of war.
UPDATE: sorted it out buy putting the whole script instead of the code, all the settings seem to take affect when adjusted now.
Still would like to know how to active midway through the mission though
Sorry for that last post - too many threads open and got misplaced.
Now, I came back, after fooling around with the settings, to explain my successes for those who are trying to activate this stuff and do so at a specific moment in the mission, e.g. only when you enter the hostile area.
So, first you disable the module at the beginning of the game by means of putting:
this setVariable ["settings", [[], true, nil, nil, false]];
in the initialization field of the module (as explained earlier in the thread)
To activate SOM, you can then use a trigger to define the area/moment when the sec-ops should initialize (again, pretty simple and a different topic so not explained here) and in the "on activation" of those triggers you then manually set the particular variable using the following template code:
(player getVariable "mainScope") setVariable ["thenameofthevariable", thevariable]
again, as already previously explained earlier in this thread.
As CodeRedFox quoted these are the names of the variables to use in the above code:
These are the options from the secopmanager.fsm
"private [""_settings"", ""_pool"", ""_hqEnabled"", ""_callsigns"", ""_initialDelay"", ""_autoReinforce"", ""_secOpSpacing"", ""_randomActivation"", ""_secOpDistances""];
or when adding to the SOM inti:
this setVariable ["settings", "_pool"", "_hqEnabled", "_callsigns", "_initialDelay", "_autoReinforce", "_secOpSpacing", "_randomActivation", "_secOpDistances"];
And of course you need to specify the variable itself. The large list of configurable settings to use with the above names of variables are all over this thread with explanations already included so I won't copy it here.
So, as an example, what I was trying to do was to activate the Secops module by a territorial trigger, for several types of missions to begin and then have those missions be spread apart by at least 300 seconds and at most 600. So I used the following code in the "on activation" field of the trigger:
(player getVariable "mainScope") setVariable ["pool", ["ambush", "attack_location", "patrol", "destroy"]]; (player getVariable "mainScope") setVariable ["secOpSpacing", ((random 300) + 300)];
And of course you can disable the thing by emptying the pool, using the following code in, for example, the deactivation field of a trigger (make sure the trigger is set to "repeatable").
(player getVariable "mainScope") setVariable ["pool", []];
Tested this code twice and seems to work (after the first secop at least 5 minutes pass (300 sec) before the next mission is given.) You may have to play with "" and () when creating these codes if something doesn't seem to work.
P.S. I don't know why the code field in the forums is so short and people have to scroll to see the whole code.
Mr_Centipede
Sep 25 2009, 11:43
Is it possible to know whether we have a SecOp mission active or not?
BangTail
Sep 27 2009, 03:48
Is it possible to know whether we have a SecOp mission active or not?
Not sure if this is specific to SECOP but I have never seen it happen so much in missions I write myself.
Transport helos crash into trees almost every time I call them. Sometimes we get picked up and then he crashes and sometimes he crashes before he even gets to us.
Even when I call in a pick up in a wide open field. The asshat will inevitably find a tree to hit.
I think it's a simple case of telling the pilots to rise to at least 60 feet or so before trying to move. At the moment they seem to dive to around 15 feet as they move forward.
Just an observation.
Eth
{USI}_Zombie
Sep 27 2009, 11:33
Is it possible to know whether we have a SecOp mission active or not?
in the request support menu it will say active if it is active
Mr_Centipede
Sep 28 2009, 00:29
in the request support menu it will say active if it is active
yes it is, but I was wondering if there is a variable for it, so
if (secOp active) then{
do something
}else{
do something
}
sorry if I wasnt very clear earlier
{USI}_Zombie
Sep 28 2009, 08:36
found this script buried in the arma2 addons folder haven't had time to dissect it but I think the answer lies here. Maybe someone who understands sqf's better can help
/*
File: isAvailableSupportRequest.sqf
Author: Joris-Jan van 't Land
Description:
Returns whether or not a certain support request is available at this time.
It also updates and cleans the registry when a support request is no longer available.
Parameter(s):
_this select 0: name of the support request (String)
_this select 1: SOM main scope (Object)
Returns:
Boolean
*/
private ["_supReqName", "_mainScope", "_available"];
_supReqName = _this select 0;
_mainScope = _this select 1;
_available = false;
//Fixed times of availability of each support request.
private ["_availTime"];
_availTime = [_supReqName, "timeAvailable"] call BIS_SOM_returnCfgSecOpsEntryFunc;
//Fetch this request's gain times or create a new list (also for parameters).
private ["_varName", "_gainTimes", "_varNameParams", "_params"];
_varName = "gainTimes_" + _supReqName;
_varNameParams = "params_" + _supReqName;
_gainTimes = _mainScope getVariable _varName;
if (isNil "_gainTimes") then
{
_gainTimes = [];
_params = [];
}
else
{
_params = _mainScope getVariable _varNameParams;
};
_gainTimesNew = +_gainTimes;
//Check all times at which this support was gained against the current time.
//Remove any times (and parameters) that are now outdated.
for "_i" from 0 to ((count _gainTimes) - 1) do
{
private ["_gainTime", "_gainedTime"];
_gainTime = _gainTimes select _i;
_gainedTime = time - _gainTime;
//Some requests cannot expire.
if ((_gainedTime <= _availTime) || (_gainTime == -1) || (_availTime == -1)) then
{
_available = true;
}
else
{
_gainTimesNew set [_i, -2];
_params set [_i, -1];
};
};
_gainTimesNew = _gainTimesNew - [-2];
_params = _params - [-1];
//Update the main registry of gain times and parameters.
_mainScope setVariable [_varName, _gainTimes];
_mainScope setVariable [_varNameParams, _params];
answer could also be in this script
/*
File: addSupportRequest.sqf
Author: Joris-Jan van 't Land
Description:
Adds one or more support request for the SOM's team.
In case you pass a Number, its value determines the amount of random Support Requests added.
Parameter(s):
_this select 0: name of the support request (String, Array of Strings or Number)
_this select 1: SOM main scope reference (Object)
_this select 2: (optional) parameters (Array)
_this select 3: (optional) never expire toggle (Boolean - default: false)
*/
//Validate parameter count.
if (isNil "_this") exitWith {debugLog "Log: [addSupportRequest] Function requires 2 parameters!"; false};
if ((count _this) < 2) exitWith {debugLog "Log: [addSupportRequest] Function requires 2 parameters!"; false};
if (({isNil "_x"} count _this) != 0) exitWith {debugLog "Log: [addSupportRequest] Function requires all parameters to be defined values!"; false};
private ["_supReqs", "_mainScope", "_supReqName"];
_supReqs = _this select 0;
_mainScope = (_this select 1) call BIS_SOM_returnSOMFunc;
//Fetch optional parameters.
private ["_paramsNew", "_neverExpire"];
//Convert single name to array with 1 element.
if ((typeName _supReqs) == (typeName "")) then
{
_supReqs = [_supReqs];
};
//Convert number to selection of random requests.
if ((typeName _supReqs) == (typeName 0)) then
{
private ["_supReqsTmp"];
_supReqsTmp = [];
for "_i" from 0 to (_supReqs - 1) do
{
_supReqsTmp = _supReqsTmp + [["transport", "supply_drop", "aerial_reconnaissance", "tactical_airstrike", "artillery_barrage"] call BIS_fnc_selectRandom];
};
_supReqs = +_supReqsTmp;
_supReqsTmp = nil;
};
if ((count _this) > 2) then
{
_paramsNew = _this select 2;
};
//No parameters were passed, so generate a big enough list of empty parameters.
if (isNil "_paramsNew") then {_paramsNew = []};
//Make sure there are enough parameter lists.
if ((count _supReqs) > (count _paramsNew)) then
{
for "_i" from (count _paramsNew) to ((count _supReqs) - 1) do
{
_paramsNew = _paramsNew + [[]];
};
};
if ((count _paramsNew) < (count _supReqs)) exitWith {debugLog "Log: [addSupportRequest] The number of parameter lists (2) should match the number of support requests (0)!"; false};
if ((count _this) > 3) then
{
_neverExpire = _this select 3;
};
if (isNil "_neverExpire") then {_neverExpire = []};
if ((count _supReqs) > (count _neverExpire)) then
{
for "_i" from (count _neverExpire) to ((count _supReqs) - 1) do
{
_neverExpire = _neverExpire + [false];
};
};
private ["_addedMsg"];
_addedMsg = "";
for "_i" from 0 to ((count _supReqs) - 1) do
{
_supReqName = _supReqs select _i;
//Check to see this request exists.
if (([_supReqName, "supportRequest"] call BIS_SOM_returnCfgSecOpsEntryFunc) == 1) then
{
//Remove obsolete gain times.
[_supReqName, _mainScope] call BIS_SOM_isAvailableSupportRequestFunc;
//Fixed count of availability of each support request.
private ["_maxCount"];
_maxCount = [_supReqName, "maxCount"] call BIS_SOM_returnCfgSecOpsEntryFunc;
//Fetch this request's gain times and parameters or add new lists.
private ["_varName", "_gainTimes", "_varNameParams", "_params"];
_varName = "gainTimes_" + _supReqName;
_varNameParams = "params_" + _supReqName;
_gainTimes = _mainScope getVariable _varName;
if (isNil "_gainTimes") then
{
_gainTimes = [];
_params = [];
}
else
{
_params = _mainScope getVariable _varNameParams;
};
//Some requests should never expire.
private ["_newGainTime"];
if (_neverExpire select _i) then {_newGainTime = -1} else {_newGainTime = time};
//Add if the maximum count was not exceeded.
if ((count _gainTimes) < _maxCount) then
{
_gainTimes = _gainTimes + [_newGainTime];
_params = _params + [_paramsNew select _i];
}
else
{
//Replace the earliest gain time.
if ((count _gainTimes) > 0) then
{
private ["_arrayExtreme"];
_arrayExtreme = ([_gainTimes, 0] call BIS_SOM_findArrayExtremeFunc) select 0;
_gainTimes set [_arrayExtreme, _newGainTime];
_params set [_arrayExtreme, _paramsNew select _i];
};
};
//Update the list of gain times and parameters with the new request.
_mainScope setVariable [_varName, _gainTimes];
_mainScope setVariable [_varNameParams, _params];
private ["_title"];
_title = [_supReqName, "title"] call BIS_SOM_returnCfgSecOpsEntryFunc;
_addedMsg = _addedMsg + "\n" + _title;
["supreq", _mainScope] call BIS_SOM_updateCommsMenuFunc;
}
else
{
debugLog (format ["Log: [addSupportRequest] This support request (%1) does not exist!", _supReqName]);
};
};
//Alert the leader the new requests were added, if they were.
if (isNil "BIS_WF_Client") then
{//disabled hint when in WF (we have right side indications instead)
if (_addedMsg != "") then
{
private ["_msg"];
_msg = (localize "STR_SOM_SUPPORT_REQUEST_ADDED") + _addedMsg;
[[_mainScope getVariable "leader"], [_msg], {hint (_this select 0)}, {player == _x}] call BIS_SOM_sendCodeFunc;
};
};
true
JW Custom
Sep 28 2009, 08:48
I've just tried the SOM last night and i like it, gives some extra action to your mission.
I got one problem though, not sure if it has been answered in this thread before i didn't bother reading through all the pages :p
Here's the problem:
I add the SOM to my mission and sync it to my player and it works fine until i die and respawn using norrins revive script. So when i die i get no more secondary missions, how can i re-sync the SOM to the new spawned player on the fly??
Ezethiel
Sep 30 2009, 21:51
Impresive thread that got me out from my missery about creating a chopper to load and unload me, thx a lot guys. Even tho, now I got myself with some other problems:
1. How can I make that chopper talk? When I req for him to come and get me he is not saying anything, but when I ask for a airstrike or anything else H.Q is talking to me. (or how do I get what unit I want to have a voice)
2. I wanna make a rts map (coz I didn't find any), but I'm rly lost doing all this scripting, can someone help? just a start for placing base, building units, how can I make a town to be conquerble and I will go on from there.
I am a noob, I barely made this scripts from what I readed from around here and pls get easy on me if they are not right
init.sqf info
execVM "somsettings.sqf";
somsettings.sqf info
//Initilize the system
//Configure SOM module with custom settings. Must run during the first 2 seconds of a mission.
waitUntil {!isnil {player getVariable "mainScope"}};
SOM_mainScope = player getVariable "mainScope";
// Put this in the init field of your SOM module to prevent any random things from happening, only what we declare above will be available.
// this setVariable ["settings", [[], true, nil, nil, false]];
// Grant the player access to Transport or other things like airstrike and artillery_barrage.
[["transport", "supply_drop", "tactical_airstrike", "artillery_barrage"], player] call BIS_SOM_addSupportRequestFunc;
// Set Variables for the SOM module, named SOM in this case.
SOM setVariable ["TSS_vehicle_custom", Frostbite]; // Frostbite is the preplaced unit that will be used for transport. Comment this line out to use default Huey.
SOM setVariable ["TSS_allowed", ["pickup", "unload"]]; // Commands allowed by the transport vehicle.
SOM setVariable ["TSS_plannedLZ", [0,0,0]]; // Defaut landing zone, will be set via map click after pickup.
// Transport vehicle settings.
Frostbite setVariable ["supPool", [Razor], TRUE]; // "name" is the unit that can use this.
Frostbite setVariable ["supPhase", 0, TRUE]; // Default variable for what phase of transport it's on.
Frostbite setVariable ["onMission", objNull, TRUE]; // Default variable for it it's busy or not.
Frostbite setVariable ["stuck", FALSE, TRUE]; // Default variable for if it's stuck or not
Frostbite setVariable ["callsign", [Star Force 21]];
private ["_hq", "_callsigns", "_settings"];
//List of secops.
//Default: ["ambush", "attack_location", "defend_location", "destroy", "escort", "patrol", "rescue", "search", "trap"]
//_pool = ["ambush", "attack_location", "destroy", "escort", "patrol", "rescue", "search", "trap"];
//Enable or disable HQ.
//Default: true
_hq = true;
//Team text, team speech, H.Q. text, H.Q. speech.
//Default: ["ALPHA", ["Alpha"], "H.Q.", ["HQ"]]
//Delay in seconds before starting random SecOps selection. Only seems to affect the first secops.
//Default: 30
//_initialDelay = ((random 300) + 300);
//Should an automatic Reinforce be triggered when there are casualties?
//Default is true.
//_autoReinforce = true;
//??? Delay between sec ops?
//Default: 30
//_secOpSpacing = ((random 300) + 300);
//??? From 0 to 1. 0 means no secops starting. With 1 they do start. Some kind of chance variable?
//Default: 0.7
//_randomActivation = 0.4;
//Min Max distance of sec ops.
//Default: [300, 700]
//_secOpDistances = [1500, 2000];
_settings = [_hq, _callsigns];
//BIS_SOM is module name.
SOM setVariable ["settings", _settings];
I know where are // in front of a text that text will not be used but I keep them to help me get around.
With this I have everything working like airstrike and arty even if I didn't placed any arty on map or planes, but they are coming from somewhere :)
Now I'm working to understand this ones:
"private [""_settings"", ""_pool"", ""_hqEnabled"", ""_callsigns"", ""_initialDelay"", ""_autoReinforce"", ""_secOpSpacing"", ""_randomActivation"", ""_secOpDistances""];
or when adding to the SOM inti:
this setVariable ["settings", "_pool"", "_hqEnabled", "_callsigns", "_initialDelay", "_autoReinforce", "_secOpSpacing", "_randomActivation", "_secOpDistances"];
Do I have to replace "_callsigns" with something to make a unit to have a callsign? I realy don't understand how this works and maybe somebody wanna explain that to me with a example. Please treat me like a complete noob about scripting, until now I was playing just with the normal editing and I know I'm not alone, thx a lot and sorry to bother
{USI}_Zombie
Oct 1 2009, 08:54
I add the SOM to my mission and sync it to my player and it works fine until i die and respawn using norrins revive script. So when i die i get no more secondary missions, how can i re-sync the SOM to the new spawned player on the fly??
I've never used Norrin's script, won't get in to why right now :p , but resynching the som module after any respawn doesn't seem to work. I haven't noticed any solutions for this.
Also the modules, sadly, seem to be broken on dedicated servers but work fine on local hosted/lan games.
Hope you find an answer....
JW Custom
Oct 1 2009, 08:59
I've never used Norrin's script, won't get in to why right now :p , but resynching the som module after any respawn doesn't seem to work. I haven't noticed any solutions for this.
Also the modules, sadly, seem to be broken on dedicated servers but work fine on local hosted/lan games.
Hope you find an answer....
Thanks for the answer :cool:
SOM is fun to play around with but in the end i'll rather make some secondary missions myself. Now i only use the support requests from the SOM :)
Ezethiel
Oct 5 2009, 14:04
I know that tomorow OFP 2 will be out, but still can somebody help me with my post above? :)
Thx
{USI}_Zombie
Oct 5 2009, 20:29
1. How can I make that chopper talk? When I req for him to come and get me he is not saying anything, but when I ask for a airstrike or anything else H.Q is talking to me. (or how do I get what unit I want to have a voice).
You could record your own voice prompts and play them when the chopper is in bound, but trust me, it can be a lot of work.
2. I wanna make a rts map (coz I didn't find any), but I'm rly lost doing all this scripting, can someone help? just a start for placing base, building units, how can I make a town to be conquerble and I will go on from there.
I am a noob, I barely made this scripts from what I readed from around here and pls get easy on me if they are not right
Sorry, can't help with this one, never tried an RTS. There are some RTS-type missions out there, look for warfare Benny edition for example.
I know where are // in front of a text that text will not be used but I keep them to help me get around.
With this I have everything working like airstrike and arty even if I didn't placed any arty on map or planes, but they are coming from somewhere :) Correct! The SOM module dynamically creates virtual artillery and the planes for the airstrike for you.
Now I'm working to understand this ones:
"private [""_settings"", ""_pool"", ""_hqEnabled"", ""_callsigns"", ""_initialDelay"", ""_autoReinforce"", ""_secOpSpacing"", ""_randomActivation"", ""_secOpDistances""];
or when adding to the SOM inti:
this setVariable ["settings", "_pool"", "_hqEnabled", "_callsigns", "_initialDelay", "_autoReinforce", "_secOpSpacing", "_randomActivation", "_secOpDistances"];
Do I have to replace "_callsigns" with something to make a unit to have a callsign? I realy don't understand how this works and maybe somebody wanna explain that to me with a example. Please treat me like a complete noob about scripting, until now I was playing just with the normal editing and I know I'm not alone, thx a lot and sorry to bother Better to leave the code you posted in the above quote alone. If you want to change the call signs, edit this line instead:
//Team text, team speech, H.Q. text, H.Q. speech.
//Default: ["ALPHA", ["Alpha"], "H.Q.", ["HQ"]]
Beware though, if you change the what is in the [ ] you will get an error in the voice. For example
["whatever you want", ["error"], "whatever you want", ["error"]] "whatever you want" will show in the radio texts but in my experience, if you change what I put as ["error"] will cause an error.
Hope this helps you some! Remember, if you want to change the
//Default: ["ALPHA", ["Alpha"], "H.Q.", ["HQ"]] just add the line
_callsigns = ["whatever you want", ["Alpha"], "whatever you want", ["HQ"]]; after the //Default: etc line.
Ezethiel
Oct 8 2009, 04:17
Ohh I think I got it, I will try it soon I will have time. For changing voice I don't want to add a new voice, I just want when I order the chopper to come for me to say something like is saying in singleplayer missions Star Force 21 ("Chopper in the air, will be there shortly" or when will land "Get the hell out of my chopper" or whatever is saying there). I just wanna use the voices that are allready in game.
_callsigns = ["whatever you want", ["Alpha"], "whatever you want", ["HQ"]];
"whatever you want" is the name of unit and the ["Alpha"] is the premade Alpha _callsign? This is what I don't understand, what realy "whatever you want" replaces and the ["Alpha"] also?
Thx for the answer
Mr_Centipede
Oct 8 2009, 04:46
'whatever' is the text name that you see on radio speech. the ALPHA and HQ is the audio speech for it.
So you may see something like, 'myHQ: Gary-Owen, standby for mission update' at the radio speech text. but what you hear would be ' ALPHA, standby for mission update'
note: myHQ and Gary-Owen is the 'whatever you want'
[XDF]Banksy
Oct 11 2009, 02:07
has anyone managed to get the SOM module working yet on dedicated server
Argh its prolly explained somewhere and i missed it, but is there some simple explanation made about changing the SOM's hummer M2 supply drop into another vehicle? Would like to change it to EMERYS Buggy's.
Thanks
Ezethiel
Oct 12 2009, 15:12
Hmm I think I understand it but it still not working for me. Can you please give an example? I wanna make the chopper say like Star Force 21 is saying in campaing when is droping you at the given coords, and that is "get the hell out of my chopper". Can you give an example how to do add him voice and how to add that line when is droping me?
Thx a lot for the help
Archamedes
Oct 16 2009, 22:01
Couple of questions about the airstrike. Do i need to add aircraft and sync them to the module or is a default set of planes spawned when i give the order. Can you only have A-10's bomb or can you also assign apache's?
Finally can you select the target by chosing it on the map or do you have to use the laser.
{USI}_Zombie
Oct 17 2009, 01:44
Hmm I think I understand it but it still not working for me. Can you please give an example? I wanna make the chopper say like Star Force 21 is saying in campaing when is droping you at the given coords, and that is "get the hell out of my chopper". Can you give an example how to do add him voice and how to add that line when is droping me?
Thx a lot for the help
what you are talking about sounds like a script and not directly related to the SOM. Have a look at the sideradio (http://community.bistudio.com/wiki/sideRadio) command in the biki and see if that will help.
---------- Post added at 09:44 PM ---------- Previous post was at 09:39 PM ----------
Couple of questions about the airstrike. Do i need to add aircraft and sync them to the module or is a default set of planes spawned when i give the order.
You don't have to add anything except the SOM and synch it to the squad leader, the SOM will spawn them.
Can you only have A-10's bomb or can you also assign apache's?
Haven't tried, but I guess you would have to edit some scripts, there probably isn't an easier way
Finally can you select the target by chosing it on the map or do you have to use the laser.
They will come to your location, clicking doesn't help.
Caxton Gibbet
Oct 25 2009, 10:25
A point of interest if no one has noticed:
this code will also work using an appropriate ground based vehicle
[["transport"],player] call BIS_SOM_addSupportRequestFunc;
yourSecop setVariable ["TSS_vehicle_custom", MyVehicle];
where YourSecop is the moduel name and MyVehicle is the name of ,for example, a placed truck.
edit: I don't have time to try this right now but has anyone tried the transport option with grouped vehicles,air or ground?
I want call secom ops only by myself. How can I switch off the others, that the HQ giving to me?
If there was an answer on this question already, please update wiki!
Else, there is a problem:
writed this in trigger
["ambush", true, BIS_SOM] call BIS_SOM_requestSecOpFunc;
The ambush is calling but after few minutes says that covoy is already killed. What is that?
How to disable HQ-Player secop dialog and make an auto-confirm of secop mission?
PaulC327
Nov 6 2009, 18:59
I, along with many others, can't seem to figure out how to edit what vehicles/ammo come in the SOM supply drop as well as what aircraft delivers it. I have seen people doing it with triggers and waypoints but what I like about the SOM supply drop is that it delivers it to you WHERE and WHEN you want it. I have created a mission that is very open ended that may require supplies 10 minutes or 1 hour into the mission and I need more than just a HumV and Ammo crate. Any help or a point in the right direction would me much appreciated.
You know what would be cool and that i really miss from the SOM module? Being able to call in an AI squad that either operates by themself or that somehow gets under my command with high command module. The first alternative would be cool enough. Being able to call arty and airstrike is great, but sometimes i really wanted to just call in a squad to deploy in a forest for example taking out the enemies lurking in there.
Calling it in and have a C130 come flying by and see the squad para down would be awesome. BIS? Can we get it pretty please? :)
Good idea though right?
Karmichael
Nov 9 2009, 09:18
Banksy;1460171']has anyone managed to get the SOM module working yet on dedicated server
try this buddy :)
http://www.armaholic.com/forums.php?m=posts&p=58258#58258
WaterIsPoison
Nov 10 2009, 19:13
Does anyone know if there is a way to keep track of completed or failed SecOps missions? Furthermore, how do we implement our own custom missions into the module?
oscar19681
Nov 10 2009, 20:51
I dont like using the Secop module. Its notoriously unrelieable. CAS aircraft that dont show up . And sometimes i lose the support options for no reason at all while i build the whole freakin mission around the multiple support options. If you use it for support options i would rely on them . Its good to have them but they can dissapear for no real reason
stegman
Nov 16 2009, 15:15
Sorry if this has been answered, but is it possible to get my subordinates complete 'secops'?
Example: I’m a commander with ‘high command’ and ‘secops’ synchronised to me.
I have 3 separate fireteams under my command.
When a ‘secop’ comes in I accept it, but don’t want to go and do the mission myself.
Instead I command one of the fire teams to the location, but clearly they do not activate the trigger that tells the game “I’m here”, so they can’t progress the mission.
Is what i want to do possible (to assign secops to other groups under my command) if not do you guys know of another way I achieve my goal?
Mr_Centipede
Nov 17 2009, 03:40
You could just send them to clear the objective, then you come in an trigger the mission complete. I do it all the time. So unfortunately as of now, your high command subordinate will not trigger the objective to complete. except ambush.
stegman
Nov 17 2009, 08:38
You could just send them to clear the objective, then you come in an trigger the mission complete. I do it all the time. So unfortunately as of now, your high command subordinate will not trigger the objective to complete. except ambush.
Bugger..:(
I notice that if i 'team swap' each subordinate group can accept the mission, but only they can do the mission. Shame.
Still, its a bloody good module though 'eh?
rampant84
Nov 18 2009, 22:35
hey could some 1 help me please,i made a mission with sec ops module..all works fine when i test the mission in the editor, im using this script
[["transport", "aerial_reconnaissance", "supply_drop", "tactical_airstrike", "artillery_barrage"], player] call BIS_SOM_addSupportRequestFunc;
like when i go in the server to play it the sec ops part works with side missions but i cannot get my supply drops or cas to work,but it works fine when i test it in editor.
stegman
Nov 20 2009, 09:38
hey could some 1 help me please,i made a mission with sec ops module..all works fine when i test the mission in the editor, im using this script
like when i go in the server to play it the sec ops part works with side missions but i cannot get my supply drops or cas to work,but it works fine when i test it in editor.
Maybe you need to specify "server/client"...so the server knows what client to run the command on??
So sorry, in not sure how to do it anymore.. :(
lester81
Dec 3 2009, 01:06
How can we configure the enemy faction in secOps? I want enemy spawned just to be the Chedaki. do we have any info of that?
Does anybody know answer to this question?
From what I have read people are still working on that.
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