this setVariable ["settings", [[], true, nil, nil, false]];
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];
waitUntil {!isNil {BIS_SOM getVariable "initDone"}};
waitUntil {BIS_SOM getVariable "initDone"};
BIS_SOM setVariable ["settings", _settings];
waitUntil {!isNil {BIS_SOM getVariable "initDone"}};
waitUntil {BIS_SOM getVariable "initDone"};
this setVariable ["settings", [[], true, nil, nil, false]];
this setVariable ["settings", [ [], true, ["Swordsman", ["Swordsman"], "Battlemage", ["Battlemage"]], 120, false]];
[["transport"], player] call BIS_SOM_addSupportRequestFunc;
[["transport", "aerial_reconnaissance", "supply_drop", "tactical_airstrike", "artillery_barrage"], player] call BIS_SOM_addSupportRequestFunc;
waitUntil {!isNil {nomin_SOM1 getVariable "initDone"}};
waitUntil {nomin_SOM1 getVariable "initDone"};
nomin_SOM1 setVariable ["TSS_vehicle_custom", nomin_evac];
? !(isServer): exit
_randomMission = random 9;
? _randomMission <= 1: ["destroy", true, nomin_SOM1] call BIS_SOM_requestSecOpFunc;
? _randomMission > 1 AND _randomMission <= 2: ["ambush", true, nomin_SOM1] call BIS_SOM_requestSecOpFunc;
? _randomMission > 2 AND _randomMission <= 3: ["attack_location", true, nomin_SOM1] call BIS_SOM_requestSecOpFunc;
? _randomMission > 3 AND _randomMission <= 4: ["trap", true, nomin_SOM1] call BIS_SOM_requestSecOpFunc;
? _randomMission > 4 AND _randomMission <= 5: ["rescue", true, nomin_SOM1] call BIS_SOM_requestSecOpFunc;
? _randomMission > 5 AND _randomMission <= 6: ["defend_location", true, nomin_SOM1] call BIS_SOM_requestSecOpFunc;
? _randomMission > 6 AND _randomMission <= 7: ["search", true, nomin_SOM1] call BIS_SOM_requestSecOpFunc;
? _randomMission > 7 AND _randomMission <= 8: ["escort", true, nomin_SOM1] call BIS_SOM_requestSecOpFunc;
? _randomMission > 8: ["patrol", true, nomin_SOM1] call BIS_SOM_requestSecOpFunc;
["ambush", true, nomin_SOM1] call BIS_SOM_requestSecOpFunc;
//Possible values for _missions array:
// "ambush", "attack_location", "trap", "rescue", "patrol", "escort", "defend_location", "destroy", "search"
_occ = random 2;
_occ = _occ - (_occ % 1);
if (_occ < 1) THEN
{
_missions = ["search", "ambush", "attack_location","destroy"];
_rnd = random count _missions;
_rnd = _rnd - (_rnd % 1);
[_missions select _rnd, true, BIS_SOM] call BIS_SOM_requestSecOpFunc;
}
waituntil {!isnil "bis_fnc_init"};
BIS_MENU_GroupCommunication = [
["User menu",false],
["Not active", [2], "", -5, [["expression", "player setdamage 1"]], "1", "0"],
["Active", [3], "", -5, [["expression", "player setdamage 1"]], "1", "1"]
];
showCommandingMenu "#USER:BIS_MENU_GroupCommunication";
Module | 1.03 |
First Aid | If manual respawn then player not detected by enemies |
Sec Op Manager | Only usable by leader & when group dies, SOM turns off |
My testing implies that neither the SOM unit nor the ACM works on a dedicated server.ACM, I'll agree with. SOM, I have working fine in a mission on a dedicated server - I get operations all the time, and they complete fine, etc.
My testing implies that neither the SOM unit nor the ACM works on a dedicated server. They almost work in a hosted MP game, though. If you want to use the SOM to call artillery or air support in a MP game, the module should be synched to the hosts player unit. Otherwise they won't work.I haven't tried on a dedicated, but locally I don't have the issues you are. I can host and my friends join and serve as squad leader and all the functions work as advertised. I don't doubt you are having issues though. Have you put a server gamelogic in? It's an old habit I always use for mp missions, I don't know if it is required, but somehow it seems to solve problems without causing any.
["supply_drop", unit] call BIS_SOM_addSupportRequestFunc;
_waittime = _time;
waituntil {_waittime == 120}
unit addaction.........................
With much thanks to this thread, I have the SOM operating in a mission such that the player can call in arty, air strike, or transport. However, particularly with the arty, they can only do so 1x.
Is there some way to have a delay before the arty is available again, but still make it available again?
Thanks!
[[""artillery_barrage""], player, [[RIPPER, [1,2,3,4,5,6,7,8,9]]]] call BIS_SOM_addSupportRequestFunc;
_trg=createTrigger["EmptyDetector",getPos player];
_trg setTriggerArea[0,0,0,false];
_trg setTriggerActivation["HOTEL","PRESENT",true];
_trg setTriggerStatements["this", '[] exec "reschat.sqs"', ""];
_trg setTriggerText "Call in NAPA fighters";
deletevehicle _trg;
_artyTrig = createTrigger ["EmptyDetector", (getpos Player)];
_artyTrig setTriggerArea [0, 0, 0, false];
_artyTrig setTriggerActivation ["ALPHA", "PRESENT", true];
_artyTrig setTriggerStatements ["this", "nul = [_artyTrig] execVM 'JTD_artyCall.sqf'", ""];
_artyTrig setTriggerText "Connect to Ripper 1";
[["artillery_barrage"], player, [[[1,2,3,4,5,6,7,8]]]] call BIS_SOM_addSupportRequestFunc;
_artyTrig = createTrigger ["EmptyDetector", (getpos Player)];
_artyTrig setTriggerArea [0, 0, 0, false];
_artyTrig setTriggerActivation ["CHARLIE", "PRESENT", true];
_artyTrig setTriggerText "Connect to Ripper 1";
_artyTrig setTriggerStatements ["this", 'nul = [_artyTrig] execVM "JTD_artyCall.sqf"', ""];
private ["_trig"];
_trig = _this select 0;
[["artillery_barrage"], player] call BIS_SOM_addSupportRequestFunc;