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#1 Posted at 2009-07-10 14:22        
     
They all,

This is for all those who PM me, asking me how i got the modules to work on dedi........

@]NTRUDER Happy Birthday..... heheheheh :welcome:

First download unpack the golden army PBO,

Check out the scripts
init.sqf
Server\secop.sqs

TAKE NOTE OF THE NAMES BELOW:
BIS_SOM = name of Secondary ops module (BIS_SOM = West, BIS_SOM1 = East)
SOM = name of the unit that has access to the secops system (SOM = West, SOM1 = East)
RIPPER = name of the Artillery module

NOTE:
DO NOT USE name player....
Each player object is local to the corresponding client computer, or the server if server is not a dedicated one. Note that a dedicated server has no player, so the value of player on that machine is objNull.

In editor create these modules:

Secondary Ops module:

name it whatever you want (remembering what you named, I named my one BIS_SOM) THEN add this code to the initialization.ONLY SUPPORTS
this setVariable ["settings", [[], true, nil, nil, false]];

THEN create a playable unit name it whatever you want (remembering what you named, I named my one SOM) THEN syn unit with secops module

Artillery module:


name it whatever you want (remembering what you named, I named my one RIPPER)
THEN create arty units.
ARTY HELP
Then syn unit to the Artillery module

CREATE Trigger in editor:
Axis a/b: a = 0 and b = 0
Condition:
(alive SOM)
On Act:
[this] exec "Secop.sqs"

Create Scripts:
init.sqf
if (!isServer && (player != player)) then
{
  waitUntil {player == player};
  waitUntil {time > 10};
};

// Assumes you have called/named your SecOp module "BIS_SOM".
 waitUntil { not isNil { BIS_SOM getVariable "initDone"} };
 waitUntil { BIS_SOM getVariable "initDone" }

;//Gives WEST Secops except for Transport:
[] spawn
{
	Sleep 10;
	[["aerial_reconnaissance", "supply_drop", "tactical_airstrike"], SOM] call BIS_SOM_addSupportRequestFunc;
	Sleep 15;
	[["artillery_barrage"], SOM, [[RIPPER, [1,2,3,4,5,6,7,8,9,0]]]] call BIS_SOM_addSupportRequestFunc;
};

waitUntil {!isnil {SOM getVariable "mainScope"}};
SOM_mainScope = SOM getVariable "mainScope";

~2

// Assumes you have called/named your SecOp module "BIS_SOM1".
 waitUntil { not isNil { BIS_SOM1 getVariable "initDone"} };
 waitUntil { BIS_SOM1 getVariable "initDone" }

;//Gives EAST Secops except for Transport:
[] spawn
{
	Sleep 10;
	[["aerial_reconnaissance", "supply_drop", "tactical_airstrike"], SOM1] call BIS_SOM_addSupportRequestFunc;
	Sleep 15;
	[["artillery_barrage"], SOM1, [[RIPPER, [1,2,3,4,5,6,7,8,9,0]]]] call BIS_SOM_addSupportRequestFunc;
};

waitUntil {!isnil {SOM1 getVariable "mainScope"}};
SOM_mainScope = SOM1 getVariable "mainScope";

re loadable support script......

Secop.sqs
;//// Secondary ops reload enabled script 
;//// for ARMA 2
;////By Karmichael
 
if (!isServer && (player != player)) then
{
  waitUntil {player == player};
  waitUntil {time > 10};
};

;//Gives re loadable support for WEST(SOM) and EAST (SOM1):
#Secop
[] spawn
{
	Sleep 10;
	[["artillery_barrage"], SOM, [[RIPPER, [1,2,3,4,5,6,7,8,9,0]]]] call BIS_SOM_addSupportRequestFunc;
	Sleep 15;
	[["aerial_reconnaissance", "supply_drop", "tactical_airstrike"], SOM] call BIS_SOM_addSupportRequestFunc;
};

waitUntil {!isnil {SOM getVariable "mainScope"}};
SOM_mainScope = SOM getVariable "mainScope";

~2
[] spawn
{
	Sleep 10;
	[["artillery_barrage"], SOM1, [[RIPPER, [1,2,3,4,5,6,7,8,9,0]]]] call BIS_SOM_addSupportRequestFunc;
	Sleep 15;
	[["aerial_reconnaissance", "supply_drop", "tactical_airstrike"], SOM1] call BIS_SOM_addSupportRequestFunc;
};
waitUntil {!isnil {SOM1 getVariable "mainScope"}};
SOM_mainScope = SOM1 getVariable "mainScope";

~30
if (alive SOM) then {hint"Secops reloads supports in 6 minutes"}
~360
Goto "Secop"


Scripts need tidying up. Anyone willing to edit the script OR correct me if any thing is false or incorrect....ideas and suggestions will be most welcomed.

Enjoy
PS NEW edited Domination included secops and UAV dedicated enabled. needs more work. I will post it later...:D

This post was edited by karmichael (2009-07-10 17:43, ago)


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#2 Posted at 2009-07-11 04:59        
     
Can an admin move this thread to the arma 2 editing - missions, looks like i posted it in the wrong thread:blush:blush


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Posts: 110
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Country: se
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In-game name: ]NTRUDER

 
#3 Posted at 2009-07-12 00:52        
     
Thanks mate! Greatly appreciated.

I will give it a go when my vacation starts next week :)

Regards,
]NTRUDER


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#4 Posted at 2009-07-12 08:57        
     
I have added a link to this post to the Mission editing Newbie FAQ :)


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#5 Posted at 2009-07-12 09:11        
     
Foxhound : I have added a link to this post to the Mission editing Newbie FAQ :)

Kool thanks


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#6 Posted at 2009-08-12 12:38        
     
karmichael - this works perfectly! Thanks a lot for your help (late answer but what the heck)

:)


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Posts: 13
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#7 Posted at 2009-08-14 10:02        
     
]NTRUDER : karmichael - this works perfectly! Thanks a lot for your help (late answer but what the heck)

:)

no worries mate.......