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splatsh

How to synchronize by trigger or script?

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I have a SOM module on my map, that SOM module is NOT synchronized to me from start, and I want it to be that way.

Anyway, I want to synchronize that SOM module to me (player) later in game, by trigger or by script, how should I write that code?

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I am having a similar issue.

I create a squad in-game and attempt to synch it to the Subordinate Module (named "wsub") after it is spawned. The code is as follows:

_group = (creategroup west)

"USMC_Soldier_TL" createUnit [getPos server, _group,"",1,"colonel"]
~.1
"USMC_Soldier_MG" createUnit [getPos server, _group,"",.5,"private"]
~.1
"USMC_Soldier_AT" createUnit [getPos server, _group,"",.5,"private"]
~.1
"USMC_Soldier_Medic" createUnit [getPos server, _group,"",.5,"private"]

(leader _group) synchronizeobjectsadd [wsub]

The sqaud is generated properly but they are not synched with the subordinate module.

Is this an error with the module itself BIS is going to fix or am I doing something wrong?

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I've been trying to find a solution to this problem for days now. I've tried putting the module name in front:

(leader _group) synchronizeobjectsadd [wsub]

and the other way:

(wsub) synchronizeobjectsadd [(leader _group)]

Still nothing. Anybody have a new idea or suggestion?

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I've been trying to find a solution to this problem for days now. I've tried putting the module name in front:

(leader _group) synchronizeobjectsadd [wsub]

and the other way:

(wsub) synchronizeobjectsadd [(leader _group)]

Still nothing. Anybody have a new idea or suggestion?

for all its worth i did some testing around and i got them to synch with this Syntax

[color="Red"]MODULE[/color] synchronizeobjectsadd [[color="Red"]UNIT[/color]]

you can test if your objects synchronized properly with 1 trigger that i used for diagnosis

activate alpha
on activation - player sidechat format ["%1",synchronizedobjects [color="Red"]MODULE[/color]]

only problem that i've seen is that after the synchronization nothing really happens nor do the modules interact with you. i've tested both SOM and First Aid Simulation and after a 3 minute long wait nothing happened.

so it seems you would have to find a way to re-initialize the modules for them to interact with you. thats my guess and two cents :)

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Hmm. I've followed you suggestion, and the newly created unit is not synchronized with the subordinate module. Actially, the format text lists things that I never synched it with! Such as ammo crates, game logics, etc.

I'm guessing we are going to have to wait until BIS updates Arma 2. I hope they address this issue.

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Modules only initialize at mission start. That is why module-heavy missions are so slow to get started, and it also mean new synronizations mid-mission won't do anything since the module has already configured itself and won't do it again.

I do not really know if the game can initialize a new module that is created by script in the middle of a mission though. But worth trying.

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I do not really know if the game can initialize a new module that is created by script in the middle of a mission though. But worth trying.

I'm not really trying to create the module in-mission. It's already there. I'm juat trying to get the newly created squads/units to synch up with it so that the High COmmander can give them move orders.

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Yeah, but since it can't add new syncronizations to its already defined structure maybe one could delete the whole module and make a new one in the middle of the mission.

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Yeah, but since it can't add new syncronizations to its already defined structure maybe one could delete the whole module and make a new one in the middle of the mission.

I'm going to take the lazy route and hope that 1.03 addresses this problem.

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I'm looking for an answer to the problem as well.

I think we're gonna have to sit and wait until BIS addresses it.

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Has this issue been corrected with 1.03. I've looked over the 1.03 notes and it doesn't appear so--unless I missed it.

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Would synchronising the module to say a civilian at the start of the mission - or a gamelogic..maybe the synchronising it to the player on the trigger work perhaps...will test but have my doubts.

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Would synchronising the module to say a civilian at the start of the mission - or a gamelogic..maybe the synchronising it to the player on the trigger work perhaps...will test but have my doubts.

After mission start you can't change who the module is syncronized to. Simple as that.

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Does anyone know if setting a low probability of presence affects the synch? I have an idea for something that my first thought was to spawn random units. But, it is ok if all the units I need for the mission are present at the beginning. So, I was thinking of placing them in the editor anywhere on the map, with different probabilities of presence, and synching them (most importantly to the first aid module). Then, in the init, placing them where I want them (more or less random locations).

Has anyone tried anything like this as a sort of workaround?

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Here is a code I use to sync a created group with the Sub. Module

 WestGrp01 = CreateGroup West;
_leader = WestGrp01 createUnit ["GUE_Soldier_AR", [(getMarkerPos "bor") select 0,(getMarkerPos "bor") select 1,0], [], 3, "FORM"];
_unit = WestGrp01 createUnit ["GUE_Soldier_GL", [(getMarkerPos "bor") select 0,(getMarkerPos "bor") select 1,0], [], 3, "FORM"];
_unit = WestGrp01 createUnit ["GUE_Soldier_MG", [(getMarkerPos "bor") select 0,(getMarkerPos "bor") select 1,0], [], 3, "FORM"];
_unit = WestGrp01 createUnit ["GUE_Soldier_Medic", [(getMarkerPos "bor") select 0,(getMarkerPos "bor") select 1,0], [], 3, "FORM"];
_unit = WestGrp01 createUnit ["GUE_Soldier_GL", [(getMarkerPos "bor") select 0,(getMarkerPos "bor") select 1,0], [], 3, "FORM"];
_leader = leader WestGrp01;
_newGrp = (group _leader);
player hcSetGroup [_newgrp];

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At the start of the mission, could you sync it to a marker or an invisble hpad. Then setpos the item on the relevant player when you want it?

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Heya froggyluv,

Have you tried that with any of the other modules, like First Aid? I only ask because it looks like the High Command stuff has some additional commands that do allow for later linking, as long as some part of the command is currently in place. That is, I don't think you could spawn a new commander, although it looks like you've successfully spawned subordinates. :)

Thanks for that!

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Actually all props go to Mr Centipede who walked me thru it :)

Yep, it works great with HC but I havent tried it with any other modules yet as I needed it for something very specific. Let us know if your able to add other modules and especially if you can figure out how to name spawned units :D

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