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Thread: Secondary Ops Manager Module Discussion

  1. #21
    Quote Originally Posted by Baron von Beer View Post
    ...

    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:

    Code:
    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).

  2. #22
    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.

  3. #23
    First Lieutenant Manzilla's Avatar
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    Quote Originally Posted by trini scourge View Post
    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?

  4. #24
    Staff Sergeant trini scourge's Avatar
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    It's in the missions pbo. Missions/som/data/scripts/secops

  5. #25
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    Quote Originally Posted by trini scourge View Post
    It's in the missions pbo. Missions/som/data/scripts/secops
    Thank you. I guess that makes sense, eh? Good thing you are around.

  6.   Click here to go to the next Developer post in this thread.   #26
    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.
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  7. #27
    First Lieutenant Manzilla's Avatar
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    Thanks for the update.

  8. #28
    Master Gunnery Sergeant dale0404's Avatar
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    Quote Originally Posted by DnA View Post
    Worry not, documentation is coming.
    Please tell me this documentation wont require you to have a Masters Degree in Zwahili.

  9.   Click here to go to the next Developer post in this thread.   #29
    Quote Originally Posted by trini scourge View Post
    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
    Alpha is alpha.

  10. #30
    Staff Sergeant trini scourge's Avatar
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    Quote Originally Posted by Gaia View Post
    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.

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