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splatsh

Auto Reinforce - SOM

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I have this:

SOM module, in init field:

this setVariable ["settings", [[], true, nil, nil, false]];

Then I got triggers, in activationfield Alpha to Delta:

Tactical Airstrike:

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

Supply Drop

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

Transport:

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

Arillery:

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

Now, all this is working fine, works perfect.

Question:

If you play map with a som module that are default and no code in init and so on, you get missions then and then, right.

If one of your player get killed, you will get a reinforce to replace that killed man in your squad, right.

Now, how to put out only that request?

This is NOT working:

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

Like the other this is not working, how do I get autoreinforce to work?

Thanks

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Hmmm I always thought Reinforce was a SecOps mission. A reinforcement support option would be great though.

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SOM = SecOp Manager.

---------- Post added at 01:26 PM ---------- Previous post was at 01:22 PM ----------

And this is found in secops folder inside mission.pbo

"missions\som\data\scripts\secops":

Foldername:

aerial_reconnaissance

artillery_barrage

reinforce

supply_drop

tactical_airstrike

transport

So how to get it to work?

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I think he means that reinforce is a mission given by SecOps, rather than a support option. Judging by the menu choices to confirm reinforcements, that seems to be the case. Not sure how/if you can modify SecOps to only produce reinforce missions, which would seem to be what's needed here

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Well, someone that works with arma2, this is there own forum. Maybe they could tell us how to make reinforce when one in my squad get killed, just like when you play SecOp missions.

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Hi, not sure if you still wanna know, but I think I found out how to do this. Create an SOM Module, Sync it to the player, put this in the init box

this setVariable [""settings"", [[], true, nil, nil, true]]

Should work, sorry if you found this already!

Edited by DJH
typo

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to call Reinforcement

["reinforce",true,player] call Bis_SOM_RequestSecOpFunc;

goes to Triggeractivation. :)

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

You can put this in a trigger however it will only work when members of your group have been killed. For example 3 out of 5 members of your group die then you can use the reinforce option, a helicopter will fly in with 3 new team members and drop off an ammobox.

Also if you are looking for a reinforce option then try the ussupport scripts by Lucilk found here.

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Has anyone gotten this to work? I can't seem to get the "reinforce" option to appear. When my guys get killed there is nothing that happens or no option visible. I have all the support options on(Transport, Artillery, Air Supply, etc.) but Reinforce never shows up.

I know there is a support script that has it but I want to use the reinforce option that the SOM has. If you have done this in a mission please let me know what you are doing. Simply adding:

[["tactical_airstrike", "transport", "supply_drop", "reinforce"], player] call BIS_SOM_addSupportRequestFunc;

to the init.sqf doesn't do anything for me. The other options appear but reinforcements are never received nor is the option to reinforce ever available even if my AI team dies off.

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Hi, not sure if you still wanna know, but I think I found out how to do this. Create an SOM Module, Sync it to the player, put this in the init box

this setVariable [""settings"", [[], true, nil, nil, true]]

Should work, sorry if you found this already!

Hi,

When I put this in the init of the SOM i get a 'missing;' error. Am I missing something?

edit: Got it. It was the double quotes around settings, should be single.

---------- Post added at 02:08 AM ---------- Previous post was at 01:34 AM ----------

This is working great.

Does anyone know how you would limit it to only being able to reinforce once or twice throughout the mission?

Edited by 11_HARLEY_11

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Hi, not sure if you still wanna know, but I think I found out how to do this. Create an SOM Module, Sync it to the player, put this in the init box

this setVariable [""settings"", [[], true, nil, nil, true]]

Should work, sorry if you found this already!

what does this exactly do

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Has anyone gotten this to work? I can't seem to get the "reinforce" option to appear. When my guys get killed there is nothing that happens or no option visible. I have all the support options on(Transport, Artillery, Air Supply, etc.) but Reinforce never shows up.

I know there is a support script that has it but I want to use the reinforce option that the SOM has. If you have done this in a mission please let me know what you are doing. Simply adding:

[["tactical_airstrike", "transport", "supply_drop", "reinforce"], player] call BIS_SOM_addSupportRequestFunc;

to the init.sqf doesn't do anything for me. The other options appear but reinforcements are never received nor is the option to reinforce ever available even if my AI team dies off.

Just take the "reinforce" out of that line. Then test, kill one of your men (heh), the SOM should give you a radio call for a SecOp to reinforce. If it does not, you have something 'else' going on in your mission. I could not even guess without looking at it.

You do have the SOM linked, not grouped, to the player, right?

Anyway, you can make a dif radio trigger with:

["reinforce", true, SOM] call BIS_SOM_requestSecOpFunc;

that is what I use because the SOM reinforce bugs sometimes.

EDIT: Oh, your line you posted, I think it should be like this:

[["tactical_airstrike", "transport", "supply_drop", "reinforce"], player, [true]] call BIS_SOM_addSupportRequestFunc;

Again, though, you should not need the "reinforce" in there.

Edited by CyOp

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