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 " | ||
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_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