Jump to content
Sign in to follow this  
trini scourge

Secondary Ops Manager Module Discussion

Recommended Posts

I've never used Norrin's script, won't get in to why right now :p , but resynching the som module after any respawn doesn't seem to work. I haven't noticed any solutions for this.

Also the modules, sadly, seem to be broken on dedicated servers but work fine on local hosted/lan games.

Hope you find an answer....

Thanks for the answer :cool:

SOM is fun to play around with but in the end i'll rather make some secondary missions myself. Now i only use the support requests from the SOM :)

Share this post


Link to post
Share on other sites

I know that tomorow OFP 2 will be out, but still can somebody help me with my post above? :)

Thx

Share this post


Link to post
Share on other sites

1. How can I make that chopper talk? When I req for him to come and get me he is not saying anything, but when I ask for a airstrike or anything else H.Q is talking to me. (or how do I get what unit I want to have a voice).

You could record your own voice prompts and play them when the chopper is in bound, but trust me, it can be a lot of work.

2. I wanna make a rts map (coz I didn't find any), but I'm rly lost doing all this scripting, can someone help? just a start for placing base, building units, how can I make a town to be conquerble and I will go on from there.

I am a noob, I barely made this scripts from what I readed from around here and pls get easy on me if they are not right

Sorry, can't help with this one, never tried an RTS. There are some RTS-type missions out there, look for warfare Benny edition for example.

I know where are // in front of a text that text will not be used but I keep them to help me get around.

With this I have everything working like airstrike and arty even if I didn't placed any arty on map or planes, but they are coming from somewhere :)

Correct! The SOM module dynamically creates virtual artillery and the planes for the airstrike for you.
Now I'm working to understand this ones:

"private [""_settings"", ""_pool"", ""_hqEnabled"", ""_callsigns"", ""_initialDelay"", ""_autoReinforce"", ""_secOpSpacing"", ""_randomActivation"", ""_secOpDistances""];

or when adding to the SOM inti:

this setVariable ["settings", "_pool"", "_hqEnabled", "_callsigns", "_initialDelay", "_autoReinforce", "_secOpSpacing", "_randomActivation", "_secOpDistances"];

Do I have to replace "_callsigns" with something to make a unit to have a callsign? I realy don't understand how this works and maybe somebody wanna explain that to me with a example. Please treat me like a complete noob about scripting, until now I was playing just with the normal editing and I know I'm not alone, thx a lot and sorry to bother

Better to leave the code you posted in the above quote alone. If you want to change the call signs, edit this line instead:

//Team text, team speech, H.Q. text, H.Q. speech.
//Default: ["ALPHA", ["Alpha"], "H.Q.", ["HQ"]]

Beware though, if you change the what is in the [ ] you will get an error in the voice. For example

["whatever you want", ["error"], "whatever you want", ["error"]]

"whatever you want" will show in the radio texts but in my experience, if you change what I put as ["error"] will cause an error.

Hope this helps you some! Remember, if you want to change the

//Default: ["ALPHA", ["Alpha"], "H.Q.", ["HQ"]]

just add the line

_callsigns = ["whatever you want", ["Alpha"], "whatever you want", ["HQ"]]; 

after the //Default: etc line.

Share this post


Link to post
Share on other sites

Ohh I think I got it, I will try it soon I will have time. For changing voice I don't want to add a new voice, I just want when I order the chopper to come for me to say something like is saying in singleplayer missions Star Force 21 ("Chopper in the air, will be there shortly" or when will land "Get the hell out of my chopper" or whatever is saying there). I just wanna use the voices that are allready in game.

_callsigns = ["whatever you want", ["Alpha"], "whatever you want", ["HQ"]];

"whatever you want" is the name of unit and the ["Alpha"] is the premade Alpha _callsign? This is what I don't understand, what realy "whatever you want" replaces and the ["Alpha"] also?

Thx for the answer

Edited by Ezethiel

Share this post


Link to post
Share on other sites

'whatever' is the text name that you see on radio speech. the ALPHA and HQ is the audio speech for it.

So you may see something like, 'myHQ: Gary-Owen, standby for mission update' at the radio speech text. but what you hear would be ' ALPHA, standby for mission update'

note: myHQ and Gary-Owen is the 'whatever you want'

Share this post


Link to post
Share on other sites

Argh its prolly explained somewhere and i missed it, but is there some simple explanation made about changing the SOM's hummer M2 supply drop into another vehicle? Would like to change it to EMERYS Buggy's.

Thanks

Share this post


Link to post
Share on other sites

Hmm I think I understand it but it still not working for me. Can you please give an example? I wanna make the chopper say like Star Force 21 is saying in campaing when is droping you at the given coords, and that is "get the hell out of my chopper". Can you give an example how to do add him voice and how to add that line when is droping me?

Thx a lot for the help

Share this post


Link to post
Share on other sites

Couple of questions about the airstrike. Do i need to add aircraft and sync them to the module or is a default set of planes spawned when i give the order. Can you only have A-10's bomb or can you also assign apache's?

Finally can you select the target by chosing it on the map or do you have to use the laser.

Share this post


Link to post
Share on other sites
Hmm I think I understand it but it still not working for me. Can you please give an example? I wanna make the chopper say like Star Force 21 is saying in campaing when is droping you at the given coords, and that is "get the hell out of my chopper". Can you give an example how to do add him voice and how to add that line when is droping me?

Thx a lot for the help

what you are talking about sounds like a script and not directly related to the SOM. Have a look at the sideradio command in the biki and see if that will help.

---------- Post added at 09:44 PM ---------- Previous post was at 09:39 PM ----------

Couple of questions about the airstrike. Do i need to add aircraft and sync them to the module or is a default set of planes spawned when i give the order.

You don't have to add anything except the SOM and synch it to the squad leader, the SOM will spawn them.

Can you only have A-10's bomb or can you also assign apache's?

Haven't tried, but I guess you would have to edit some scripts, there probably isn't an easier way

Finally can you select the target by chosing it on the map or do you have to use the laser.

They will come to your location, clicking doesn't help.

Share this post


Link to post
Share on other sites

A point of interest if no one has noticed:

this code will also work using an appropriate ground based vehicle

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

yourSecop setVariable ["TSS_vehicle_custom", MyVehicle];

where YourSecop is the moduel name and MyVehicle is the name of ,for example, a placed truck.

edit: I don't have time to try this right now but has anyone tried the transport option with grouped vehicles,air or ground?

Edited by Caxton Gibbet

Share this post


Link to post
Share on other sites

I want call secom ops only by myself. How can I switch off the others, that the HQ giving to me?

If there was an answer on this question already, please update wiki!

Else, there is a problem:

writed this in trigger

["ambush", true, BIS_SOM] call BIS_SOM_requestSecOpFunc;

The ambush is calling but after few minutes says that covoy is already killed. What is that?

Edited by Li0n

Share this post


Link to post
Share on other sites

How to disable HQ-Player secop dialog and make an auto-confirm of secop mission?

Share this post


Link to post
Share on other sites

I, along with many others, can't seem to figure out how to edit what vehicles/ammo come in the SOM supply drop as well as what aircraft delivers it. I have seen people doing it with triggers and waypoints but what I like about the SOM supply drop is that it delivers it to you WHERE and WHEN you want it. I have created a mission that is very open ended that may require supplies 10 minutes or 1 hour into the mission and I need more than just a HumV and Ammo crate. Any help or a point in the right direction would me much appreciated.

Share this post


Link to post
Share on other sites

You know what would be cool and that i really miss from the SOM module? Being able to call in an AI squad that either operates by themself or that somehow gets under my command with high command module. The first alternative would be cool enough. Being able to call arty and airstrike is great, but sometimes i really wanted to just call in a squad to deploy in a forest for example taking out the enemies lurking in there.

Calling it in and have a C130 come flying by and see the squad para down would be awesome. BIS? Can we get it pretty please? :)

Good idea though right?

Share this post


Link to post
Share on other sites

Does anyone know if there is a way to keep track of completed or failed SecOps missions? Furthermore, how do we implement our own custom missions into the module?

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites

Sorry if this has been answered, but is it possible to get my subordinates complete 'secops'?

Example: I’m a commander with ‘high command’ and ‘secops’ synchronised to me.

I have 3 separate fireteams under my command.

When a ‘secop’ comes in I accept it, but don’t want to go and do the mission myself.

Instead I command one of the fire teams to the location, but clearly they do not activate the trigger that tells the game “I’m hereâ€, so they can’t progress the mission.

Is what i want to do possible (to assign secops to other groups under my command) if not do you guys know of another way I achieve my goal?

Edited by stegman

Share this post


Link to post
Share on other sites

You could just send them to clear the objective, then you come in an trigger the mission complete. I do it all the time. So unfortunately as of now, your high command subordinate will not trigger the objective to complete. except ambush.

Share this post


Link to post
Share on other sites
You could just send them to clear the objective, then you come in an trigger the mission complete. I do it all the time. So unfortunately as of now, your high command subordinate will not trigger the objective to complete. except ambush.

Bugger..:(

I notice that if i 'team swap' each subordinate group can accept the mission, but only they can do the mission. Shame.

Still, its a bloody good module though 'eh?

Share this post


Link to post
Share on other sites

hey could some 1 help me please,i made a mission with sec ops module..all works fine when i test the mission in the editor, im using this script

[["transport", "aerial_reconnaissance", "supply_drop", "tactical_airstrike", "artillery_barrage"], player] call BIS_SOM_addSupportRequestFunc;

like when i go in the server to play it the sec ops part works with side missions but i cannot get my supply drops or cas to work,but it works fine when i test it in editor.

Share this post


Link to post
Share on other sites
hey could some 1 help me please,i made a mission with sec ops module..all works fine when i test the mission in the editor, im using this script

like when i go in the server to play it the sec ops part works with side missions but i cannot get my supply drops or cas to work,but it works fine when i test it in editor.

Maybe you need to specify "server/client"...so the server knows what client to run the command on??

So sorry, in not sure how to do it anymore.. :(

Share this post


Link to post
Share on other sites
How can we configure the enemy faction in secOps? I want enemy spawned just to be the Chedaki. do we have any info of that?

Does anybody know answer to this question?

Share this post


Link to post
Share on other sites

From what I have read people are still working on that.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×