Casio91Fin 31 Posted June 5, 2021 My coop idea is how players would get fire support for their missions. If there are more than 3 players in a player group then group leader could get a fire support command. (Radio commands 1. artillery, 2. air support, 3.missile attack and something else ) Is it possible to do? Share this post Link to post Share on other sites
pierremgi 4739 Posted June 5, 2021 You can check for the number of players in a group (loop) then add or remove the link between the leader (player!) and the BI module requester. All other links, so between requester <> support module(s) + support module(s) <> supporting assets (if not virtual) can be present in editor (preferably). something like, in init.sqf: say your requester module is named: request in editor [] spawn { waitUntil {allPlayers isNotEqualTo []}; private _candidateGroups = []; private "_leaderSup"; while {true} do { { _x setVariable ["passedForSup",TRUE,TRUE]; _x spawn { _grp = _this; while {!isNull _grp} do { waitUntil {sleep 1; isPlayer leader _grp && {isPlayer _x} count units _grp >2 }; _leaderSup = leader _grp; if (local _leaderSup) then { [_leaderSup,request,objNull] call BIS_fnc_addSupportLink; }; waitUntil {sleep 1; !isPlayer leader _grp or {isPlayer _x} count units _grp <=2 }; if (local _leaderSup) then { [_leaderSup,request] call BIS_fnc_removeSupportLink; }; }; }; } forEach (allGroups select {isNil {_x getVariable "passedForSup"}}); sleep 2; }; }; Not tested, sorry. 2 Share this post Link to post Share on other sites
Casio91Fin 31 Posted June 6, 2021 (edited) @pierremgi I'm going to test today - Works well. I tested with artificial intelligence and it works flawlessly. Edited June 6, 2021 by Casio91Fin Share this post Link to post Share on other sites