dragonsyr 21 Posted February 21, 2015 i have problem in mp mission (dedicated server) with the arti module . when a player respawn , then the synchronization with the module breaks . how can i synch again the player with the module on respawn / rejoin? with this i get nothing SUPPORTREQUESTERNAME synchronizeObjectsAdd [uNITNAME] thanks in advance Share this post Link to post Share on other sites
Heeeere's johnny! 51 Posted February 21, 2015 To cite the BIKI: _acm = _groupLogic createUnit ["AmbientCombatManager",position player,[],0,"NONE"]; _acm synchronizeObjectsAdd [player]; I'm assuming that the left-hand side object has to be of type "AmbientCombatManager", having said that I don't know anything about object synchronization using this command. Share this post Link to post Share on other sites
dragonsyr 21 Posted February 23, 2015 (edited) this is the same problem from arma2 .. im not programmer , but is this so difficult to correct it??? (BIS) is there some fix for this? thanks again Edited February 23, 2015 by dragonsyr Share this post Link to post Share on other sites
Heeeere's johnny! 51 Posted February 23, 2015 this is the same problem from arma2 .. im not programmer , but is this so difficult to correct it??? (BIS)is there some fix for this? thanks again Well, you can simply create an object of type "AmbientCombatManager": _manager = (createGroup sideLogic) createVehicle ["AmbientCombatManager", getPosATL player, [], 0, "NONE"]; and with that you should be able to synchronize any desired unit: _manager synchronizeObjectsAdd [player]; Share this post Link to post Share on other sites
dragonsyr 21 Posted February 23, 2015 sorry for this , but i m not to good on programming i need the group of my artillery that i have on the map (3 mortars and 3 cannons) and not virtual artillery is this for non virtual artillery? Share this post Link to post Share on other sites
Larrow 2823 Posted February 23, 2015 If your arty are already synced to the provider in the editor this will not change. The problem is the link between the player and the requester breaks on respawn/rejoin. If you do a search in this forum for sync support and my name this has been covered several times. Something like.. initPlayerLocal.sqf _player = _this select 0; [ _player, requester, provider ] call BIS_fnc_addSupportLink; _player addEventHandler [ "respawn", { _player = _this select 0; [ _player, requester, provider ] call BIS_fnc_addSupportLink; }]; Maybe enough to get it going, where requester and provider are the modules. Share this post Link to post Share on other sites
dragonsyr 21 Posted February 23, 2015 thank you Larrow ;) i ll try with this asap. Share this post Link to post Share on other sites
Heeeere's johnny! 51 Posted February 23, 2015 Sorry, I seemingly don't get the topic here. :( Share this post Link to post Share on other sites
f2k sel 164 Posted February 24, 2015 I was just messing with synching modules but I also have an issue. call BIS_fnc_addSupportLink; works great but how would you go about removing the sync. You can use _player synchronizeObjectsRemove [requester, provider]; However it won't fully remove it until after the module has been used. I did try using something like this which works when adding supports add supportHeli = [_player,"Support_Request_CAS_Heli"] call BIS_fnc_addCommMenuItem remove supportHeli = [_player,"Support_Request_CAS_Heli"] call BIS_fnc_removeCommMenuItem; But it won't remove the one that is already setup in the module. Share this post Link to post Share on other sites
Larrow 2823 Posted February 24, 2015 There is also a BIS_fnc_removeSupportLink. [ requester, provider] call BIS_fnc_removeSupportLink; Been a while since i actually read the support module script but i believe this is enough to desync. Sorry, I seemingly don't get the topic here. Talking about support modules Johnny. Although they could be synced using synchronizeObjectsAdd the scripts sets BIS_supp_refresh = TRUE which causes the modules script to update its self. It does things like checking support and providers synced to player, updating commMenu, refreshing players support calls remaining and making sure HQ and kb protocols are defined for radio transmissions etc Share this post Link to post Share on other sites
f2k sel 164 Posted February 24, 2015 (edited) Thanks Larrow I never thought to look for the opposite function. I'll check later. That worked thanks. Edited February 24, 2015 by F2k Sel Share this post Link to post Share on other sites