gt500svt 0 Posted December 18, 2023 I’m working on a mission and I need the ability to have the radio support module only work in a certain area. I currently have it turned on by a trigger with a “ Any Player” and “Present “ activation but once activated it stays active the rest of the mission which I don’t need or want. Can I use another trigger to deactivate it once its use is completed? If so, does anyone have the script to accomplish this? of course any other ideas are greatly appreciated!!! thanks MM Share this post Link to post Share on other sites
j0nes 194 Posted December 18, 2023 1 hour ago, gt500svt said: radio support module Just to confirm. this is the "Support Requester" module, where you call artillery/CAS/Supplies via the communication menu? Share this post Link to post Share on other sites
j0nes 194 Posted December 18, 2023 ok! heres what I have, tested in SP editor. not sure if itll work in MP. J_fnc_supportAdd -- call this on your trigger's activation Spoiler // //[requestModule,thisList] call J_fnc_supportAdd; // params [ "_module", //REQUESTER module name "_trgList" //thisList of the Trigger ]; //SYNC PLAYERS IF NOT DONE ALREADY { if((isPlayer _x) && !(_x in synchronizedObjects _module))then { _module synchronizeObjectsAdd [_x]; }; }forEach _trgList; _supportList = [ "Artillery", "CAS_Heli", "CAS_Bombing", "UAV", "Drop", "Transport" ]; //RESET THE SUPPORT CALLS TO THEIR LAST KNOWN NUMBER BEFORE WE SET THEM TO 0 { _var = _module getVariable format["J_SUPP_limit_%1",_x]; if(!isNil "_var")then { _module setVariable [format ["BIS_SUPP_limit_%1", _x],_var]; }; }forEach _supportList; call BIS_SUPP_refreshMainWindow; //REFRESHES THE COMMS WINDOW J_fnc_supportRemove -- call this in the trigger deactivation Spoiler // //[requestModule] call J_fnc_supportRemove; // params ["_module"]; //REQUESTER MODULE _supportList = [ "Artillery", "CAS_Heli", "CAS_Bombing", "UAV", "Drop", "Transport" ]; //GET THE CURRENT SUPPORT CALL LIMITS AND PRESERVE THEM IN CUSTOM VARIABLE SO WE CAN ADD & DELETE THEM AS NEEDED { _currCalls = _module getVariable format["BIS_SUPP_limit_%1", _x]; _module setVariable [format ["J_SUPP_limit_%1",_x],_currCalls]; _module setVariable [format ["BIS_SUPP_limit_%1", _x],0]; }forEach _supportList; call BIS_SUPP_refreshMainWindow; If you need help configuring these as functions to call, let me know! EDIT: I was only saving the original available calls set at the beginning of the mission. Now it will update if you've used some. (player enters the trigger >> uses 3 artillery strikes out of 10 >> player leaves the trigger >> loses artillery support >> player re-enters the trigger with 7 available artillery calls left) Share this post Link to post Share on other sites
gt500svt 0 Posted December 18, 2023 I really appreciate the response….. I’m really new to mission making so what you have laid out it probably to advanced for my abilities. I’m just sort of learning and just getting my feet wet with small easy scripts that start and stop helo and plane movements, triggers to activate certain things, and waypoint activations…. Etc…. Share this post Link to post Share on other sites
j0nes 194 Posted December 18, 2023 No worries, we were all there once! Just paste this code directly into your trigger and change the text at the top to your Support Requester module variable name; On Activation: Spoiler _module = PUT YOUR REQUESTER MODULE NAME HERE; _trgList = thisList; { if((isPlayer _x) && !(_x in synchronizedObjects _module))then { _module synchronizeObjectsAdd [_x]; }; }forEach _trgList; _supportList = [ "Artillery", "CAS_Heli", "CAS_Bombing", "UAV", "Drop", "Transport" ]; { _var = _module getVariable format["J_SUPP_limit_%1",_x]; if(!isNil "_var")then { _module setVariable [format ["BIS_SUPP_limit_%1", _x],_var]; }; }forEach _supportList; call BIS_SUPP_refreshMainWindow; On Deactivation Spoiler _module = PUT YOUR REQUESTER MODULE NAME HERE; _supportList = [ "Artillery", "CAS_Heli", "CAS_Bombing", "UAV", "Drop", "Transport" ]; { _currCalls = _module getVariable format["BIS_SUPP_limit_%1", _x]; _module setVariable [format ["J_SUPP_limit_%1",_x],_currCalls]; _module setVariable [format ["BIS_SUPP_limit_%1", _x],0]; }forEach _supportList; call BIS_SUPP_refreshMainWindow; Share this post Link to post Share on other sites
gt500svt 0 Posted December 19, 2023 Thank you… will give it a try !!!! Share this post Link to post Share on other sites
gt500svt 0 Posted December 19, 2023 Are these 2 separate triggers. One to activate the module and a second to deactivate it? Or is this one trigger with the first code in the activation and the second in the deactivation ? Share this post Link to post Share on other sites
j0nes 194 Posted December 19, 2023 easiest way is to put them both in one trigger. When the player is in that trigger they can use the supports, when theyre not in the trigger they cant. Share this post Link to post Share on other sites
gt500svt 0 Posted December 19, 2023 Ok… I laid down the Radio Support Module and named it CAS1 in the variable name. I then laid down the trigger and paste the two scripts into the trigger in their correct places….adding CAS1 to each script at the top. Activation was Any Player and activation type was Present. I then sync the trigger to the Radio Support Module. when I enter the trigger boundary my activation “Hint” text shows up as does the radio support module but when I leave the boundary I never get my deactivation “Hint” text and the Radio Support Module continues to stay active. am I missing a step or doing something wrong? Thank again for the help. Share this post Link to post Share on other sites
j0nes 194 Posted December 20, 2023 Heres how I had mine setup for testinghttps://imgur.com/a/chYtlrx Share this post Link to post Share on other sites
gt500svt 0 Posted December 20, 2023 I changed the variable name to P just to make it easy and know there was no typo. Using the below settings my radio support is always active as soon as the mission starts. Going into the trigger will bring up the hint text but never does the deactivation text show when leaving the trigger area nor does the radio support disappear from the communication menu. If I link the trigger and module, the module is not active until I get into the boundary but when I leave it never deactivates Share this post Link to post Share on other sites
j0nes 194 Posted December 20, 2023 Ah I see. looks like youre using a modded module. my code was for vanilla. sorry about that! Not sure what you'll need to make that one work Share this post Link to post Share on other sites
gt500svt 0 Posted December 20, 2023 Much thanks for the help !!!! Share this post Link to post Share on other sites