arma2:editor_modules:som
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| arma2:editor_modules:som [2009/06/02 07:04] – added SOM details. snakeman | arma2:editor_modules:som [2024/08/01 21:02] (current) – links added. snakeman | ||
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| - | ====== SOM ====== | + | ====== |
| - | **Secondary Operations Module** | + | [[https:// |
| - | 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. To use it, place the module then synchronize it with the player. | + | **Secondary Operations Manager** |
| - | If you have played | + | 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. |
| - | To create a civilian population, place a Location Module of your choice (City, Camp etc) in a town, then place a Civilian Ambient Module in the same town, synchronize the two GameLogic' | + | Usage:\\ |
| + | Place the SOM gamelogic on the map, then synchronize | ||
| - | 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 There will be more information soon, but some initial global settings: | + | 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 " | You can override certain SOM settings by setting a " | ||
| Line 42: | Line 45: | ||
| _som setVariable [" | _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 in an internal variable history (Array: Scalar | completed, Scalar | failed). | ||
| + | |||
| + | 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 the core SOM scripts (not recommended), | ||
| + | |||
| + | 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.1243926294.txt.gz · Last modified: 2009/06/02 07:04 by snakeman
