_qor 11 Posted February 2, 2014 Hey, there are lots of modules like High Command or UAV usable for players. But what if I want them to be available later on in the mission? Is there a way to hide or to choke the function? Share this post Link to post Share on other sites
gc8 977 Posted February 2, 2014 Hi you could just create the module via script when needed and then sync to player with the sync command . that link pretty much shows how it's done. if you put HC in mission editor it will sync at game start so you might be better of creating it via script. Share this post Link to post Share on other sites
_qor 11 Posted February 3, 2014 (edited) Great, thank you ;) But what about modules which have no need of synchronization like SimpleSupportModule? Spawn and delete them? If this is the solution, how do I spawn that module, cant find a name for it! Because changing its availability with BIS_SSM_Airstrike_AVAILABLE_WEST = false; apparently doesnt work during game. Additionally, spawning HighCommand Module doesnt seem to work for also spawned units. Even if they have spawned before the HC module. And if I would create a subcommander module and sync with spawned unit, I lose the HC option for all player-side units. Edited February 4, 2014 by _qoR Share this post Link to post Share on other sites
gc8 977 Posted February 4, 2014 (edited) Great, thank you ;)But what about modules which have no need of synchronization like SimpleSupportModule? Spawn and delete them? If this is the solution, how do I spawn that module, cant find a name for it! Because changing its availability with BIS_SSM_Airstrike_AVAILABLE_WEST = false; apparently doesnt work during game. Additionally, spawning HighCommand Module doesnt seem to work for also spawned units. Even if they have spawned before the HC module. And if I would create a subcommander module and sync with spawned unit, I lose the HC option for all player-side units. i would try this: _center = createCenter sideLogic; _group = createGroup _center; _modu = _group createUnit ["SimpleSupportModule",position player,[],0,"NONE"]; deleteVehicle _modu; it creates and then deletes immediately. as for HC , i think you just need set all right syncs and sub modules in right hierarchy. but i too noticed that having the subcom modules effects somehow on the available units with maincom. can't remember how exactly but my point is your problem may not be scripting related , just how HC works. Edited February 5, 2014 by gc8 missing script lines Share this post Link to post Share on other sites
_qor 11 Posted February 5, 2014 That script seems not to work. Guess due to the name of the Module, it is not listed here so it has some unknown name or cannot be spawned at all due to unknown reasons. http://community.bistudio.com/wiki/ArmA_2:_CfgVehicles Share this post Link to post Share on other sites
gc8 977 Posted February 5, 2014 That script seems not to work. Guess due to the name of the Module, it is not listed here so it has some unknown name or cannot be spawned at all due to unknown reasons.http://community.bistudio.com/wiki/ArmA_2:_CfgVehicles if you place the module in editor you can then check the mission.sqm for the exact name of the module. for example high command's script name is HighCommand it's found under the vehicle="" class Groups { items=4; class Item0 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={718.80792,355.88144,10076.764}; id=0; side="LOGIC"; vehicle="HighCommand"; leader=1; lock="UNLOCKED"; skill=0.60000002; }; }; }; Share this post Link to post Share on other sites
_qor 11 Posted February 5, 2014 Ah great, didnt knew. It is called BIS_Support Share this post Link to post Share on other sites