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Riksen

Gear Up Script

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Hello guys,

 

Hope u can give me a hand for a very silly question about my script here:

// SPECIAL GEAR UP SCRIPT
hint "";

_minRearmTime = 1;
_maxRearmTime = 3;
_units = count units group player; // Units in player's group
_text1	= format ["Gear Up %1 Units For Special Ops",_units];
cutText [_text1, "BLACK FADED", 0.5];

sleep 3;

if (_units < 4) then {
	_text2	= format ["%1 Hour Later ...",_minRearmTime];
}
else {
	_text2	= format ["%1 Hours Later ...",_maxRearmTime];
};
	sleep 1;
};
cutText [_text2, "BLACK FADED", 0.5];

if (_units < 4) then {
	skipTime _minRearmTime;
	}
else {
	skipTime _maxRearmTime;
};

sleep 3;

_text3	= format ["%1 Operators(s) Were Geared Up",_units];
cutText [_text3, "BLACK FADED", 0.5];
sleep 3;

_date = date;
_dateYear 		= date select 0;
_dateMonth 		= date select 1;
_dateDay 		= date select 2;
_dateHour 		= date select 3;
_dateMinutes 	= date select 4;
_dayNumber 		= str dayNumber;

zuluTime = {
	if (_dateMinutes < 10)	then { _dateMinutes = "0"+str _dateMinutes} 	else {_dateMinutes = str _dateMinutes};
	if (_dateHour < 10) 	then { _dateHour = "0"+str _dateHour} 			else {_dateHour = str _dateHour};
	if (_dateDay < 10) 		then { _dateDay = "0"+str _dateDay} 			else {_dateDay = str _dateDay};
	if (_dateMonth < 10) 	then { _dateMonth = "0"+str _dateMonth} 		else {_dateMonth = str _dateMonth};
	if (_dateYear < 10) 	then { _dateYear = "0"+str _dateYear} 			else {_dateYear = str _dateYear}
};

_this call zuluTime;

cutText [_dateDay+"."+_dateMonth+"."+_dateYear+" - ALTIS, GREECE", "BLACK FADED", 0.5];
sleep 3;

cutText ["DAY: "+_dayNumber, "BLACK FADED", 0.5];
sleep 2;

cutText ["Local Time: "+_dateHour+":"+_dateMinutes, "BLACK FADED", 0.35];

// COMMON GEAR
{_x additem "NVGoggles"} forEach units group player;
{_x assignitem "NVGoggles"} forEach units group player;
{_x linkItem "NVGoggles"} forEach units group player;
{_x removePrimaryWeaponItem "acc_flashlight"} forEach units group player;
{_x addPrimaryWeaponItem "acc_pointer_IR"} forEach units group player;

// TEAM LEADER GEAR
removeUniform s01;
removeVest s01;
removeBackpack s01;
s01 forceAddUniform "U_B_CombatUniform_mcam_vest";
for "_i" from 1 to 2 do {s01 addItemToUniform "ACE_fieldDressing";};
s01 addItemToUniform "ACE_morphine";
s01 addItemToUniform "ACE_key_west";
for "_i" from 1 to 2 do {s01 addItemToUniform "ACE_CableTie";};
s01 addItemToUniform "ACE_EarPlugs";
s01 addItemToUniform "ACE_Flashlight_XL50";
s01 addItemToUniform "ALIVE_Tablet";
s01 addItemToUniform "ACE_MapTools";
s01 addItemToUniform "G_Tactical_Clear";
s01 addVest "V_PlateCarrier1_rgr";
for "_i" from 1 to 2 do {s01 addItemToVest "16Rnd_9x21_Mag";};
for "_i" from 1 to 4 do {s01 addItemToVest "30Rnd_65x39_caseless_mag";};
for "_i" from 1 to 2 do {s01 addItemToVest "30Rnd_65x39_caseless_mag_Tracer";};
for "_i" from 1 to 2 do {s01 addItemToVest "HandGrenade";};
s01 addItemToVest "Chemlight_green";
for "_i" from 1 to 2 do {s01 addItemToVest "SmokeShell";};
for "_i" from 1 to 2 do {s01 addItemToVest "SmokeShellRed";};
for "_i" from 1 to 2 do {s01 addItemToVest "SmokeShellBlue";};
s01 addItemToVest "ACE_IR_Strobe_Item";
s01 removePrimaryWeaponItem "ACE_muzzle_mzls_H";
s01 addPrimaryWeaponItem "muzzle_snds_H"

// ASSISTANT LEADER
removeUniform s02;
removeVest s02;
removeBackpack s02;
s02 forceAddUniform "U_B_CombatUniform_mcam_tshirt";
for "_i" from 1 to 2 do {s02 addItemToUniform "ACE_CableTie";};
s02 addItemToUniform "ACE_Flashlight_XL50";
s02 addItemToUniform "ACE_EarPlugs";
s02 addItemToUniform "ACE_morphine";
for "_i" from 1 to 2 do {s02 addItemToUniform "ACE_fieldDressing";};
s02 addVest "V_PlateCarrier2_rgr";
for "_i" from 1 to 2 do {s02 addItemToVest "16Rnd_9x21_Mag";};
for "_i" from 1 to 5 do {s02 addItemToVest "100Rnd_65x39_caseless_mag_Tracer";};
s02 addItemToVest "Chemlight_green";
s02 addItemToVest "ACE_IR_Strobe_Item";
s02 removePrimaryWeaponItem "ACE_muzzle_mzls_H";
s02 addPrimaryWeaponItem "muzzle_snds_H";

// GRENADIER
removeUniform s03;
removeVest s03;
removeBackpack s03;
s03 forceAddUniform "U_B_CombatUniform_mcam";
for "_i" from 1 to 2 do {s03 addItemToUniform "ACE_CableTie";};
s03 addItemToUniform "ACE_Flashlight_XL50";
s03 addItemToUniform "ACE_EarPlugs";
s03 addItemToUniform "ACE_morphine";
for "_i" from 1 to 2 do {s03 addItemToUniform "ACE_fieldDressing";};
s03 addItemToUniform "G_Tactical_Clear";
s03 addVest "V_PlateCarrier1_rgr";
for "_i" from 1 to 2 do {s03 addItemToVest "16Rnd_9x21_Mag";};
s03 addItemToVest "Chemlight_green";
for "_i" from 1 to 6 do {s03 addItemToVest "30Rnd_65x39_caseless_mag";};
for "_i" from 1 to 2 do {s03 addItemToVest "HandGrenade";};
for "_i" from 1 to 5 do {s03 addItemToVest "1Rnd_HE_Grenade_shell";};
for "_i" from 1 to 5 do {s03 addItemToVest "UGL_FlareWhite_F";};
s03 addItemToVest "ACE_IR_Strobe_Item";
s03 removePrimaryWeaponItem "ACE_muzzle_mzls_H";
s03 addPrimaryWeaponItem "muzzle_snds_H";

// EXPLOSIVE SPECIALIST
removeUniform s04;
removeVest s04;
removeBackpack s04;
s04 forceAddUniform "U_B_CombatUniform_mcam";
for "_i" from 1 to 2 do {s04 addItemToUniform "ACE_CableTie";};
s04 addItemToUniform "ACE_Flashlight_XL50";
s04 addItemToUniform "ACE_EarPlugs";
s04 addItemToUniform "ACE_morphine";
for "_i" from 1 to 2 do {s04 addItemToUniform "ACE_fieldDressing";};
s04 addItemToUniform "ACE_key_lockpick";
s04 addItemToUniform "G_Tactical_Clear";
s04 addVest "V_PlateCarrierGL_rgr";
for "_i" from 1 to 2 do {s04 addItemToVest "16Rnd_9x21_Mag";};
s04 addItemToVest "Chemlight_green";
for "_i" from 1 to 2 do {s04 addItemToVest "HandGrenade";};
for "_i" from 1 to 5 do {s04 addItemToVest "30Rnd_65x39_caseless_mag";};
s04 addBackpack "B_Kitbag_rgr";
s04 addItemToVest "ACE_IR_Strobe_Item";
s04 addItemToBackpack "MineDetector";
s04 addItemToBackpack "ACE_wirecutter";
s04 addItemToBackpack "ACE_Clacker";
s04 addItemToBackpack "ACE_DefusalKit";
for "_i" from 1 to 4 do {s04 addItemToBackpack "DemoCharge_Remote_Mag";};
s04 removePrimaryWeaponItem "ACE_muzzle_mzls_H";
s04 addPrimaryWeaponItem "muzzle_snds_H";

// MEDIC
removeUniform s05;
removeVest s05;
removeBackpack s05;
s05 forceAddUniform "U_B_CombatUniform_mcam_tshirt";
s05 addItemToUniform "ACE_Flashlight_XL50";
s05 addItemToUniform "ACE_EarPlugs";
s05 addItemToUniform "ACE_morphine";
for "_i" from 1 to 2 do {s05 addItemToUniform "ACE_fieldDressing";};
s05 addVest "V_PlateCarrierSpec_rgr";
for "_i" from 1 to 5 do {s05 addItemToVest "30Rnd_65x39_caseless_mag";};
for "_i" from 1 to 2 do {s05 addItemToVest "16Rnd_9x21_Mag";};
for "_i" from 1 to 2 do {s05 addItemToVest "HandGrenade";};
for "_i" from 1 to 2 do {s05 addItemToVest "SmokeShell";};
s05 addItemToVest "Chemlight_green";
s05 addItemToVest "ACE_IR_Strobe_Item";
s05 addBackpack "B_Kitbag_rgr";
for "_i" from 1 to 10 do {s05 addItemToBackpack "ACE_fieldDressing";};
for "_i" from 1 to 10 do {s05 addItemToBackpack "ACE_packingBandage";};
for "_i" from 1 to 10 do {s05 addItemToBackpack "ACE_elasticBandage";};
for "_i" from 1 to 10 do {s05 addItemToBackpack "ACE_tourniquet";};
for "_i" from 1 to 12 do {s05 addItemToBackpack "ACE_morphine";};
for "_i" from 1 to 12 do {s05 addItemToBackpack "ACE_atropine";};
for "_i" from 1 to 12 do {s05 addItemToBackpack "ACE_epinephrine";};
for "_i" from 1 to 6 do {s05 addItemToBackpack "ACE_salineIV";};
for "_i" from 1 to 6 do {s05 addItemToBackpack "ACE_salineIV_500";};
for "_i" from 1 to 6 do {s05 addItemToBackpack "ACE_salineIV_250";};
for "_i" from 1 to 10 do {s05 addItemToBackpack "ACE_quikclot";};
s05 addItemToBackpack "ACE_surgicalKit";
s05 removePrimaryWeaponItem "ACE_muzzle_mzls_H";
s05 addPrimaryWeaponItem "muzzle_snds_H";

// SNIPER
removeAllWeapons s06;
removeUniform s06;
removeVest s06;
removeBackpack s06;
s06 forceAddUniform "U_B_GhillieSuit";
s06 addItemToUniform "ACE_Flashlight_XL50";
s06 addItemToUniform "ACE_EarPlugs";
s06 addItemToUniform "ACE_morphine";
for "_i" from 1 to 2 do {s06 addItemToUniform "ACE_fieldDressing";};
s06 addItemToUniform "ACE_RangeCard";
s06 addItemToUniform "ACE_MapTools";
s06 addVest "V_PlateCarrier1_rgr";
for "_i" from 1 to 2 do {s06 addItemToVest "16Rnd_9x21_Mag";};
for "_i" from 1 to 2 do {s06 addItemToVest "SmokeShell";};
s06 addItemToVest "Chemlight_green";
for "_i" from 1 to 6 do {s06 addItemToVest "20Rnd_762x51_Mag";};
s06 addItemToVest "APERSTripMine_Wire_Mag";
s06 addItemToVest "ACE_IR_Strobe_Item";
s06 addWeapon "srifle_DMR_06_camo_F";
s06 addPrimaryWeaponItem "muzzle_snds_B";
s06 addPrimaryWeaponItem "optic_LRPS";
s06 addPrimaryWeaponItem "bipod_01_F_snd";
s06 addWeapon "hgun_P07_F";
s06 addWeapon "ACE_MX2A";

Which is supposed to place the gear above into the units of the player squad once he is in the area of the marker and selects the option added to his action menu. I added the marker to the mission and all and the only thing that comes out of it is the first message (_text1) and the script doesnt seen to continue after that ... Im very new to scripting and I'm trying to follow the BIS tutorials but I dont know what I'm doing wrong here ... Please help

 

Regards

 

Riksen

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Never mind .. It was a typo ... working now

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BIS tutorials

 

There are  BIS tutorials ? :D

 

Have you turned on -showScriptErrors ? Any error message?

 

Nevermind:Solved

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.....

if (_units < 4) then {

_text2 = format ["%1 Hour Later ...",_minRearmTime];

}

else {

_text2 = format ["%1 Hours Later ...",_maxRearmTime];

};

sleep 1;

};

.....

 

What's with extra brackets today?

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What's with extra brackets today?

 

It works even without them, because of MAGIC!

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What's with extra brackets today?

 

 


What's with extra brackets today?

 

Yup .. that was the problem kid. Removing it fixed the issue :)

 

Thanks

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