arma2:editor_modules:som
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arma2:editor_modules:som [2009/05/31 16:54] – created som initial page. snakeman | arma2:editor_modules:som [2024/08/01 21:02] (current) – links added. snakeman | ||
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- | ====== SOM ====== | + | ====== |
- | If you have played the campaign then you know what I'm referring to. What surprised me was that the SOM works for user created mission also. It dynamically creates mission and objectives and enemies depending on where you are on the map. To use it simply place it on the map and synchronize it to the player' | + | [[https:// |
- | To create a civilian population, place a Location Module | + | **Secondary Operations Manager** |
+ | |||
+ | Its what generates the little side missions in the campaign, but of course, if you run it on an empty map you essentially have a random mission generator. | ||
+ | |||
+ | Usage:\\ | ||
+ | Place the SOM gamelogic on the map, then synchronize it with the player. | ||
+ | |||
+ | SOM randomly creates mission and objectives and enemies depending on where you are on the map. | ||
+ | |||
+ | There is quite a lot you can configure for the SOM, including adding fully new SecOps. A random mission generator is exactly what the SOM is. Some initial global settings: | ||
+ | |||
+ | You can override certain SOM settings by setting a " | ||
+ | <code cpp> | ||
+ | private [" | ||
+ | _pool = | ||
+ | [ | ||
+ | " | ||
+ | ]; | ||
+ | |||
+ | _hq = false; | ||
+ | |||
+ | //Team text, team speech, H.Q. text, H.Q. speech. | ||
+ | _callsigns = [" | ||
+ | |||
+ | //Delay in seconds before starting random SecOps selection. | ||
+ | _initialDelay = 60; | ||
+ | |||
+ | //Should an automatic Reinforce | ||
+ | //Default is true. | ||
+ | _autoReinforce = false; | ||
+ | |||
+ | _settings = | ||
+ | [ | ||
+ | _pool, | ||
+ | _hq, | ||
+ | _callsigns, | ||
+ | _initialDelay, | ||
+ | _autoReinforce | ||
+ | ]; | ||
+ | |||
+ | _som setVariable [" | ||
+ | </ | ||
+ | |||
+ | **Is it possible to have a script or trigger running that once you had completed a certain amount of SOM missions, say 5?** | ||
+ | |||
+ | Yes. The SecOps template (04: Combat) uses this concept. The SOM tracks completed / failed SecOps | ||
+ | |||
+ | So let's say your SOM is myFirstSOM, you can make your trigger check for: | ||
+ | <code cpp> | ||
+ | ((myFirstSOM getVariable " | ||
+ | </ | ||
+ | |||
+ | Misc notes | ||
+ | |||
+ | What is already possible: without modifying | ||
+ | |||
+ | To get support: | ||
+ | |||
+ | Try to execute in a script after the SOM has started: | ||
+ | <code cpp> | ||
+ | //Gives one: | ||
+ | [" | ||
+ | |||
+ | //Gives one of each: | ||
+ | [[" | ||
+ | |||
+ | //Gives 2 random supports: | ||
+ | [2, player] call BIS_SOM_addSupportRequestFunc; | ||
+ | </ | ||
arma2/editor_modules/som.1243788884.txt.gz · Last modified: 2009/05/31 16:54 by snakeman