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Thread: Secondary Ops Manager Module Discussion

  1. #411

  2. #412
    I've found a way to blacklist areas.

    SECOPS uses the function BIS_fnc_findSafePos to locate a point to create dynamic content, when you use that function one of the parameters is a blacklist, but SOM doesn't use it.

    But you can redefine BIS_fnc_findSafePos to point to another script...

    In init.sqf (at the end to make sure the functions have been loaded so it won't get re-redefined...

    Code:
    BIS_fnc_findSafePos = compile (preprocessFileLineNumbers "Scripts\custom_findSafePos.sqf");
    then make a copy of the function "fnc_findSafePos.sqf", I called it "custom_findSafePos.sqf" and change line 52

    Code:
    from
    
    _blacklist = [];
    
    to
    
    _blacklist = [top,bottom,left,right,miller,sabre];
    where top,bottom,left etc are triggers marking areas to be blacklisted.

    if any other script passes a blacklist to the findSafePos function then this will overide the default, otherwise the triggers will mask out areas. I've used them to prevent missions being generated off the map (top,bottom,left,right) and around the two bases in the mission (miller and sabre)

  3. #413
    Quote Originally Posted by Felonmarmer View Post
    I've found a way to blacklist areas.

    SECOPS uses the function BIS_fnc_findSafePos to locate a point to create dynamic content, when you use that function one of the parameters is a blacklist, but SOM doesn't use it.

    But you can redefine BIS_fnc_findSafePos to point to another script...

    In init.sqf (at the end to make sure the functions have been loaded so it won't get re-redefined...

    Code:
    BIS_fnc_findSafePos = compile (preprocessFileLineNumbers "Scripts\custom_findSafePos.sqf");
    then make a copy of the function "fnc_findSafePos.sqf", I called it "custom_findSafePos.sqf" and change line 52

    Code:
    from
    
    _blacklist = [];
    
    to
    
    _blacklist = [top,bottom,left,right,miller,sabre];
    where top,bottom,left etc are triggers marking areas to be blacklisted.

    if any other script passes a blacklist to the findSafePos function then this will overide the default, otherwise the triggers will mask out areas. I've used them to prevent missions being generated off the map (top,bottom,left,right) and around the two bases in the mission (miller and sabre)

    How exactly did you get this to work? I've tried everything and I keep getting this error Script scripts\custom_findSafePos.sqf not found. I have the triggers on the map and SOM but I always get script not found error. Oh and yes I have a scripts folder inside my mission folder with the .script.

    Init:
    Spoiler:






    EDIT: NVM still errors.
    Last edited by FelixK44; May 13 2012 at 16:16.

  4. #414
    Quote Originally Posted by FelixK44 View Post
    How exactly did you get this to work? I've tried everything and I keep getting this error Script scripts\custom_findSafePos.sqf not found. I have the triggers on the map and SOM but I always get script not found error. Oh and yes I have a scripts folder inside my mission folder with the .script.
    Here's the mission I knocked up with the alternate findSafePos function...

    www.felonmarmer.pwp.blueyonder.co.uk/Arma2/patrol.MCN_Aliabad.pbo

    Its on Aliabad and uses SECOPS, Ambient Combat Manager and OPSMON. Don't think it uses any other mods.

  5. #415
    Guys, I believe I have found a bug in SecOps.

    I have OA only and all SecOps missions are broken as there are never ever any units spawned on objectives (no defenders, no POW, no team to be escorted) - only structures. I used to play Arma 2 only and there was no problem with SecOps at all but in OA only it is broken completely. I believe it has to do something with classes settings for SecOps in OA as if there were still units from Arma 2 set up and not from OA. Do you know what I mean?

  6. #416
    How do I get SecOps to use the whole map for Missions and not just a radius of where the player spawns?

  7. #417

    Designated Areas for SOM missions

    Gents,

    I read through all 11 pages in a oner, might be the reason my eyes are now square...

    I want to do a WAH-64 mission with the SOM here are the parameters I would like to implement as to create a "Campaign" much like a Dynamic Helicopter simulator

    -Have specific areas where the SOM will generate missions (Linked to trigger or markers)
    -Tell some Triggers what kind of units to use (Tanks, IFV's, Inf and their factions)

    Well... Thats all I got so far... If someone is willing to lay this out in a way that a slow c*nt like me could understand I would appreciated it... I do art, not scripting... Very visual... Also, If anyone knows of a mission or example of something similar please point me in the right direction... Please PM me when you get a chance. Thanks in advance!

    Hoofi-tron!
    Sabelzahntiger

    2RTR SOMNUS
    "From Mud, Through Blood, to The Green Fields Beyond"

  8. #418
    Quote Originally Posted by sabelzahntiger View Post
    -Have specific areas where the SOM will generate missions (Linked to trigger or markers)
    I created a friendly AI USMC Rifleman in the very center of Zargabad town (While players spawn on the North East in the Military Base).
    In his Init field I put "deleteVehicle this;" and Synchronized him to SOM.
    I updated my SOM Config from the Cipher game mode and since doing so, that seems to generate missions about that USMC game logic player.

    It's not necessarily what you want, but It may help in some way.

  9. #419
    Alright I am really tired reading of all pages as searching, is there any way to make the SecOp Spawn only TAKI units and not RUSSIAN?

  10. #420
    Is there any possibility to change the planes used for the airstrike support ?

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