Chop 1 Posted March 18, 2013 (edited) Hi i have made a mission with 2 objectives, when the first objective is completed - i want artillery support to become available. At the moment i have the Artillery support from the start of the mission. I have the Task set, with Task Modules. The artillery i have made with the Support requester, linked with player and the Support Provider: Artillery [Virtual]. Is there a command that i can put in the Initalization field for the Requester Module, when Objective 1 is completed the module becomes active? thanks Edited March 18, 2013 by Chop Share this post Link to post Share on other sites
pvtdancer 5 Posted March 18, 2013 You would want to sync it with a Trigger. So lets say your mission is to take the enemy base. You will setup your trigger to be "Opfor>notdetected" that trigger will activate ass soon as all the opfor are eliminated. Which should disable the request until that point is captured. Someone can correct me if I'm wrong but this is how it should work. Share this post Link to post Share on other sites
Chop 1 Posted March 18, 2013 Yeah i have tried that. I have a got a trigger for the reason you described. Syncronising the trigger with the artillery module and/or request module does not do the trick. Am i missing something? Share this post Link to post Share on other sites
pvtdancer 5 Posted March 18, 2013 Can you lay out your settings for the trigger and the 2 support modules? screen shots will also work :D Share this post Link to post Share on other sites
XSOF - Toxx 10 Posted March 18, 2013 I had the same problem but I found a (unrealistic but working) fix: 1. give the mortar a name, for example mortarBlufor1 2. when placing the mortar, pull the ammunition slider all the way to the left (no ammo) - u can still access it from the beginning now, but it lacks ammo and thus can't fire 3. when you meet the requirements (through a trigger or whatever), add ammo: mortarBlufor1 addMagazine "8Rnd_82mm_Mo_shells"; mortarBlufor1 setVehicleAmmo 0.1; The last line makes it only have 1 round. If you don't use this line, you'll have the full 8 shots. Share this post Link to post Share on other sites
Chop 1 Posted March 19, 2013 I had the same problem but I found a (unrealistic but working) fix:1. give the mortar a name, for example mortarBlufor1 2. when placing the mortar, pull the ammunition slider all the way to the left (no ammo) - u can still access it from the beginning now, but it lacks ammo and thus can't fire 3. when you meet the requirements (through a trigger or whatever), add ammo: mortarBlufor1 addMagazine "8Rnd_82mm_Mo_shells"; mortarBlufor1 setVehicleAmmo 0.1; The last line makes it only have 1 round. If you don't use this line, you'll have the full 8 shots. Good idea, i do use an Virtual Artillery at the moment, because the terrain is very uneven. With the Virtual Artillery i can`t change the ammo amount. Share this post Link to post Share on other sites
cobra4v320 27 Posted March 19, 2013 I searched earlier for a solution and searched through the modules folder, there must be a way to remove how many times you can call on the support. Share this post Link to post Share on other sites
Chop 1 Posted March 19, 2013 Can you lay out your settings for the trigger and the 2 support modules? screen shots will also work :D http://s22.postimage.org/v5z9o7xv1/artsup1.jpg' alt='artsup1.jpg'> [/img] Share this post Link to post Share on other sites
XSOF - Toxx 10 Posted March 19, 2013 Good idea, i do use an Virtual Artillery at the moment, because the terrain is very uneven. With the Virtual Artillery i can`t change the ammo amount. Why don't you just use a mortar and place it on higher ground? Share this post Link to post Share on other sites
Azza76 1 Posted March 19, 2013 Can you not syncronize it to your player until after the objective is achieved with this? _support_module synchronizeObjectsAdd [player]; Share this post Link to post Share on other sites
taltsinth 1 Posted March 19, 2013 (edited) Can you not syncronize it to your player until after the objective is achieved with this? _support_module synchronizeObjectsAdd [player]; That work's great. I never thought of applying the synchronize via script on the trigger. Nice job Azza76. Here's how I have it set-up now for Transport, CAS and Artillery Support modules. Support Requester synced to Support Provider synced to AH-6/MH-6/Artillery etc. Trigger Activation: What ever you need to set off the trigger e.g. Blufor, Present, Once Trigger set Condition: What ever condition's you need such as this && taskState task2 == "Assigned"; Trigger set to On Act: support_module_mortar synchronizeObjectsAdd [player]; //support_module_mortar is the name of the Support Requester, make yours match If you need to remove the support later, you can use support_module_mortar synchronizeObjectsRemove [player]; //support_module_mortar is the name of the Support Requester, make yours match in another trigger. Hope this is easy enough to understand. Now to get the Support Skirmish Spawn module to work in a similar fashion. Tal Edited March 19, 2013 by TalTsinth Share this post Link to post Share on other sites
Chop 1 Posted March 19, 2013 Yes, that works great! Thanks a lot guys! Share this post Link to post Share on other sites
f2k sel 164 Posted March 19, 2013 I tried synchronizeObjectsRemove a few days ago and it wouldn't remove the support, has it been fixed in the latest updates? Share this post Link to post Share on other sites
taltsinth 1 Posted March 19, 2013 I tried synchronizeObjectsRemove a few days ago and it wouldn't remove the support, has it been fixed in the latest updates? It was working for me earlier on removing a Transport Support module. What was it you was trying to remove? I'll see if I get any issues with it. Tal Share this post Link to post Share on other sites
f2k sel 164 Posted March 19, 2013 I was trying to remove Support Requester when used with Artillery. What I didn't try was removing provider. Right now I'm not at my right PC so I may have the name wrong. Share this post Link to post Share on other sites
cobra4v320 27 Posted March 19, 2013 (edited) You guys should be able to add just like we used to be able to with SOM Supports in ARMA 2. ARMA 2 used this command [["artillery_barrage"], player, [[]]] call BIS_SOM_addSupportRequestFunc. There must be a command similiar to it that adds the support you need. [["gunship_run"], player, [[]]] call BIS_SOM_addSupportRequestFunc; [["transport"],player] call BIS_SOM_addSupportRequestFunc; [["tactical_airstrike"],player] call BIS_SOM_addSupportRequestFunc; [["aerial_reconnaissance"],player,[[]]] call BIS_SOM_addSupportRequestFunc; [["supply_drop"],player] call BIS_SOM_addSupportRequestFunc; Edited March 19, 2013 by cobra4v320 Share this post Link to post Share on other sites
f2k sel 164 Posted March 19, 2013 I finally got my modules to un sync, I had to name both modules and remove the sync between them. Support_Requester synchronizeObjectsRemove [support_module_mortar] However it seems that you can only use synchronizeObjectsadd once, probably why there are problems with it not working correctly in MP Share this post Link to post Share on other sites
GODSPEEDSNAKE 12 Posted May 26, 2013 Hey guys how would u be able to activate or deactivate a module for example the blowout module for nightstalker?? Or the activating a effects module from say this setvariable ["particleEffects",[0,3]]; Snow and mist to change affect via a trigger to this setvariable ["particleEffects",[1,2]]; Dust and rain I been busting my brain and searching forums for days now and cant find anything that works... Any help much appreciated... Regards, GODSPEEDSNAKE Share this post Link to post Share on other sites