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Secondary Ops Manager Module Discussion

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I dont like using the Secop module. Its notoriously unrelieable. CAS aircraft that dont show up . And sometimes i lose the support options for no reason at all while i build the whole freakin mission around the multiple support options. If you use it for support options i would rely on them . Its good to have them but they can dissapear for no real reason

To rectify this do what i did in my missions, set your radio to have what you need, this way if they go missing clicking the radio option will bring what you back :)

Simply add a trigger and make it:

1. Activation:Radio Alpha

2. "Repeatedly"

3. "Present"

4. "Timeout"

5. Type "None"

6. Name: (nothing)

7. Text : "Artillery" (well, the name to show in the radio option for what the option is)

8 On Act. add the following:

[["artillery_barrage"], player, [[RIPPER, [1,7,9]]]] call BIS_SOM_addSupportRequestFunc;

Now duplicate it (CTRL+C / CTRL+V) as many as you need change Activation: Radio Bravo ... Charlie etc as you go for each radio option. Also change the text field to whats relevant to show in the radio ... then in the "on act" section add the following per function:

Transport:

[["transport"], player] call BIS_SOM_addSupportRequestFunc;

Supply Drop:

[["supply_drop"], player] call BIS_SOM_addSupportRequestFunc;

So now you can select your radio and it will pull these per click back into your communications menu if you find they have disappeared.

I see its been asked here but anyone got any updates on how to set resupply ammo crate/contents & how to select the vehicle to be dropped? Also how to set unit type and ammount for the reinforcements?

This and other requests I know were completely fixed and sorted by Mando with his Arma1 scripting pack, in which you can set any supplies, any ammo boxes, and reinforcement types (how many) what heli to drop with, what ammo reinforcement dropped with, whether they landed or para'd out before reinforcing you .. many many options and shed-loads of script variables to adapt to any mission style ... so .... WHERE ARE YOU MANDO!!!!!!!!!!!!!! Get it on for Arma2!!!!!!!!!!!!!!!

Edited by mrcash2009

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Is there a way to tell the secom to not spawn objectives in a certain area?

I am making a mission where I have a base for supplies, medic and such. But I have times where it renders a hostile camp right next to my camp. This ruins the mission completely.

So I want to set up a safe-zone around my base to prevent this from happening, but I haven't found any information on how, or even if it's possible. The information on the wiki is far from complete on this module and searching for it has made me come up empty.

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Is there a way to tell the secom to not spawn objectives in a certain area?

I am making a mission where I have a base for supplies, medic and such. But I have times where it renders a hostile camp right next to my camp. This ruins the mission completely.

So I want to set up a safe-zone around my base to prevent this from happening, but I haven't found any information on how, or even if it's possible. The information on the wiki is far from complete on this module and searching for it has made me come up empty.

see this post in THIS thread, top of page.

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see this post in THIS thread, top of page.

Ah, I've read that, guess it confused me the first time around because it didn't make much sense to me at the time.

So to achieve what I want, I need to check my distance to an item in my base(s), then adjust the distance to the spawned missions to prevent them from getting too close to my base(s)?

Should be doable right? If the base is 800m away, I can set minimum distance to around 1200m,this would mean that the closest the mission can spawn is 400m away from my base. Or are all settings "carved in stone" at the beginning?

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I think I misunderstood what it was you were doing when I read this yesterday. I think once the mission starts you can't change the parameters, but then I haven't tried to change them on the fly.

Perhaps you can set the minimum distance to a large enough value and use the _secOpSpacing parameter to give you time to move back near your base. I don't really know what the objective of your mission is but I think that would work. example:

start at forward base

get secops mission x meters from fb

complete secops mission

go back to fb

after x minutes another secops mission is generated x meters from fb

If you are roaming from your fb, then you complicate things because there is always the chance it will spawn the mission close to your fb, and if you set the minimum distance to a very large value you spend a lot of time running around.

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I want my main base to be very far off, so it's a hassle to get to. I want the player to live of supplydrops and what secop "rewards" the player get. I just don't want a mission to spawn in the middle or next to the base when the player is on his way back to heal or getting much needed supplies. Because I've been there, heading to base only to find a hostile base right next to it that laid waste to my base.

But is there a way to stop the missions from appearing on the fly? Because that could work, right now I have the missions appearing between 700-1800m away. So let's say that I do a distance check to the base and set it to 2000, if below 2000m then secom does not give any missions. And once you are 2000m away again you get missions once more. That would work just as well for me I think. But I think I've only seen a way to spawn a mission, not keep it from giving missions again and again and again.

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I get what you want, but I don't think it's possible after all. Maybe BlackAlpha will weigh in here, he seems to understand the module pretty well. Sorry I wasn't more help

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Um, sorry to be dull and if it was answered already, but i have a problem with the ACM.

I place it and sync it, but nothing happens.

I walk around for ages and never meet a soul.

Also, how do i get the Civilian module to work on a community built addon?

Im using Panthera island;

http://www.armedassault.info/index.php?game=1&cat=islands&id=84

..but cant get the civis or vehicles to work on it.

Any ideas?

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I get what you want, but I don't think it's possible after all. Maybe BlackAlpha will weigh in here, he seems to understand the module pretty well. Sorry I wasn't more help

You were plenty of help, you got me thinking "outside" of the box a bit, trying to find different solutions to the problem.

I figured out two options to "protect" my base.

1. Disable secom from offering missions and call missions at random times with triggers that is repeatable and far away to make the base safe (best option I reckon but I am not fully sure on how to apply this without making a lot of triggers, like a grid of square triggers that trigger on the player only.

2. (this is how I did it, I am not happy with it but simple enough). I gave the player the ability to spawn an escort mission when he decides to return to base, using the radio. If he accepts this mission but does not actually do it, it will prevent more missions from spawning while he is close enough to the base to get missions spawned inside of the base. This could also be done with a trigger checking distance to base. While in base, he can abort and get new ones and then activate it once he drives through the "unsafe" spawn distance.

Escort missions seem to be versus infantry only, so if the player is close enough to the base to get the escort throug or very close to the base. The base can easily defend against infantry, even at "large" numbers.

I am not fully happy with the way I did it, but it felt like the quickest and easiest way to keep my base safe.

Any one else who can think of more ways of doing it?

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Has anyone got a clue how to get rid of the english voices when playing on the russian side and requesting for support...?

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Just been messing around with secops for first time, must say im very impressed with the whole thing. I like the transport feature. What would be really good would be the abilility to call in a chinock (for example) to lift a tank etc and transport it to a location of your choice. A bit like Mando hitch. Is this possible at the moment or is anybody working on such a thing?

:)

BTW I have noticed that a lot of the side missions spawn on top of buildings etc. Camps can be part in and out of a building ,same as vehicle etc. Hope something can be done about this!

Edited by LockJaw-65-

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Hi

From what ive read noone has figured out how to continue the SOM even if you die and respawn, Just a basic mission I wanna create where I can play coop with some friends and do secops and if we die respawn and continue, but always halts.

I thought the solution was the 2nd post on page 12, tried putting the code in but nothing happens, and there surely has to be more simple code to continue it after respawn?

Any new findings on how to solve this?

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Any offical word if this is going to get fixed so you can respawn and have the SOM still work? I am not sure if they think this is broken or if its how they want it to work.

* looks like if I stay alive it still has a problem working. Sometimes it will keep working and other times it will stop.

Edited by R71

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Excuse me guys, is it possible to request a tactical airstrike, that does not require a laser designated marker, using the SOM. I would just like to request an airstrike and have them bomb a position I place on the map, much like the transport request in SOM.

Any ideas?

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The SOM air strike will drop a bomb very accurately on the map marker, and will only lock it onto a nearby laser marker if such a marker exists. Of course there are many other issues with the SOM air strike that you will notice if you actually try to use it as a part of a mission in different situations.

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Is it at all possible to add custom missions to SOM? i like the module but the missions are a little bland and repetitive...

Ok disregard the bland comment, upon more attempts some of the missions are harder than i thought, still would be interesting if it was at all possible.

On a side note having SOM alongside ACM set up right is my arma sweet spot :D

Edited by Katipo66
Edit

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I've set the SOM module to provide me with artillery, transport and CAS. It is synced to the Squad Leader, so if I play my mission as a Squad Leader it is constantly displaying message in the right upper corner of the screen saying which support options I have available. Like, it doesn't go away, at all. How do I get rid of that message so its not constantly on my screen? Its blocking the hint messages I've set with my triggers. Thanks for any help.

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Im using the som for just the support requests. Does anybody know if you can use the options more than once. I can only ever use each support option once?

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You can add them again after (and only after) they were used with a script, but making sure you can only use them X times is problematic (at least when I tried it), as adding them when you already have them will simply do nothing with no message/warning/whatever.

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Im using the som for just the support requests. Does anybody know if you can use the options more than once. I can only ever use each support option once?

It Works fine in mp and even when you respawn, is there any way to get it to give you the options again after you have used them.

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Yes, just add them again the same way you added them the first time (after they have been used).

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how to add ace-pla soldiers to be the bad guys on specops missions?

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Ive copied and paste request below from another thread.

Im trying to get this bit of code to work

Ive created a file called somsettings.sqf and have code below inserted, im calling it from the init.. its not working

_mySOM getVariable "secOpScopes";

_mySecOpScope setVariable ["0", _myDecision];

does it go somewhere else, or am i completely of track?

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Is it possible to know whether we have a SecOp mission active or not?

i also want to know that but couldnt find the answer in this thread?

in my mission you need to talk to an officer who gives you the secops and i want him to offer new missions when you have completed the previous ones.

how can i realise this?

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