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junior_g

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Everything posted by junior_g

  1. junior_g

    Task Force Romeo MilSim Group

    Just a quick update on what we are up to. TFR is currently deployed to Takistan to assist in Counterinsurgency, and Foreign Internal Defense operations. The next weekly operation is happening this Sunday, along with relevant training events Wednesdays. Details below: Start Time: 1900CST Date: Sunday 07Apr2013 Game: Arma 2 Special Mods: See Arma 2 Mods Section on our forum General Concept of Mission: TF Romeo conducting counterinsurgency operations in Takistan. We will be operating out of FOB New Haven to support the NATO effort of restoring peace in the country. Click for Briefing Notes: Open to public players willing to communicate and play cooperatively.
  2. Task Force Romeo tfromeo.yuku.com Introduction We are a milsim group looking for new members. We play Arma 2 and Arma 3. We are quiet professionals, are simulation oriented, and take the game seriously. We promote a quality over quantity approach and attitude. We are actively recruiting members of any experience level. Who we are The group is called Task Force Romeo and is in its beginning phase. Myself and several members have years of milsim experience and we are starting this group to provide a fun, but serious environment for the military simulation enthusiast. The group is based on a concept similar to "Rainbow Six" as in not having a particular country of origin, but rather being a mix of the best of what the NATO community has to offer with regard to Special Operations. We are looking to build a no-nonsense team where people know what they are doing, and Team comes before Self. We aim to simulate the no-nonsense, do-what’s-proven-to-work atmosphere of a real world special operations unit. What we do We have been playing in all mission and scenario types that are applicable to the realistic style of play that we employ. These range from coop to PvP. Getting involved in large scale operations with other units is one of the goals to achieve as the group grows in size, and most importantly quality. There will be operations once a week, in which a variety of things can be done. There will also be weekly training sessions to sharpen skills and introduce new concepts. We want to keep things interesting, and avoid getting burnt out, by doing 2-3 organized events a week. We all have lives beside Arma. Ranks We do enforce a rank structure that is based on experience, commitment level and skill. Leadership skill and command presence is particularly important for individuals seeking to become promoted into NCO positions. This will be evaluated on an individual basis during ops. That being said, a casual, respectful tone of voice is used by everyone involved. It is not required to address people by rank and such, and yelling aside from being hyped up in a mission, is not accepted. Ranks are only there to make it clear who gives orders and who follows in a mission. We demand mutual respect, and in general it should be understood that orders/instructions are obeyed when in game, and in the pre-and post-mission phases (briefing, planning, debriefing). No time to argue during the mission. Constructive criticism is always welcome after the mission, and is the most important part of every debriefing. Sunday Night Ops: 1700 US CST Monday night training: 1700 US CST Check us out if you are interested for some good time in Arma 2 or 3. Come on Teamspeak anytime: tf-romeo.com:10003 Or check out our game servers: Dedicated Arma 2 MSO server: [TFR] Task Force Romeo The forum can be found here: tfromeo.yuku.com
  3. Task Force Romeo tfromeo.yuku.com Introduction We are a milsim group looking for new members. We play Arma 2 and Arma 3. We are quiet professionals, are simulation oriented, and take the game seriously. We promote a quality over quantity approach and attitude. We are actively recruiting members of any experience level. Who we are The group is called Task Force Romeo and is in its beginning phase. Myself and several members have years of milsim experience and we are starting this group to provide a fun, but serious environment for the military simulation enthusiast. The group is based on a concept similar to "Rainbow Six" as in not having a particular country of origin, but rather being a mix of the best of what the NATO community has to offer with regard to Special Operations. We are looking to build a no-nonsense team where people know what they are doing, and Team comes before Self. We aim to simulate the no-nonsense, do-what’s-proven-to-work atmosphere of a real world special operations unit. What we do We have been playing in all mission and scenario types that are applicable to the realistic style of play that we employ. These range from coop to PvP. Getting involved in large scale operations with other units is one of the goals to achieve as the group grows in size, and most importantly quality. There will be operations once a week, in which a variety of things can be done. There will also be weekly training sessions to sharpen skills and introduce new concepts. We want to keep things interesting, and avoid getting burnt out, by doing 2-3 organized events a week. We all have lives beside Arma. Ranks We do enforce a rank structure that is based on experience, commitment level and skill. Leadership skill and command presence is particularly important for individuals seeking to become promoted into NCO positions. This will be evaluated on an individual basis during ops. That being said, a casual, respectful tone of voice is used by everyone involved. It is not required to address people by rank and such, and yelling aside from being hyped up in a mission, is not accepted. Ranks are only there to make it clear who gives orders and who follows in a mission. We demand mutual respect, and in general it should be understood that orders/instructions are obeyed when in game, and in the pre-and post-mission phases (briefing, planning, debriefing). No time to argue during the mission. Constructive criticism is always welcome after the mission, and is the most important part of every debriefing. Sunday Night Ops: 1700 US CST Monday night training: 1700 US CST Check us out if you are interested for some good time in Arma 2 or 3. Come on Teamspeak anytime: tf-romeo.com:10003 Or check out our game servers: Dedicated Arma 2 MSO server: [TFR] Task Force Romeo The forum can be found here: tfromeo.yuku.com
  4. Squad name: Task Force Romeo Timezone/location : US CST Gamemode preference (eg coop or pvp): COOP, PVP Contact email: junior_grajewski@gmx.net Website address: tfromeo.yuku.com Short description: Arma 2 and 3 (transfer in near future) MilSim group, based on international Special Operations with weekly operations/training Language: English
  5. Squad name: Task Force Romeo Timezone/location : US CST Gamemode preference (eg coop or pvp): COOP, PVP Contact email: junior_grajewski@gmx.net Website address: tfromeo.yuku.com Short description: Arma 2 and 3 (transfer in near future) MilSim group, based on international Special Operations with weekly operations/training Language: English
  6. Back in the days of Arma I there was a mission I had that enabled you to repopulate a squad of AI when you lost a few AI guys. The way it worked was that you could go up to a guy in a "base" and select an option from the action menu to "repopulate" the squad. Anybody know if there is a script like that for Arma II?
  7. So I was able to find the mission I was talking about, it is Arma GDCE. After doing some research into its PBOs I found the basic idea behind the way it works. I started to translate the stuff from .sqs format into .sqf format, since that is what Arma II uses. I am still having problems with this though. It is the first actual scripting I'm doing, so maybe some of the more experienced guys out there can point out my mistakes. I named the members of the squad I want to reinforce via the action menu item. TL1, TL2, TL3 are 3 of them. I added the action called "reinforce" to an object and it shows up and I am pretty sure it calls the script correctly, because I tried calling it without putting the .sqf in the mission folder and it gave me an error about missing .sqf. It doesn't give me the error, however with the .sqf in the folder. I therefore figure the mistake is in the .sqf. I assigned the player character the group name in the init field using SQUAD=group this; squad setgroupid ["SQUAD"]; I created .sqf file called reinforce.sqf which contains the following \\Reinforces Squad _a = alive TL1; if(!_a) then { deleteVehicle TL1; createUnit [getMarkerPos "Base1", SQUAD, "", 1.0, "corporal"]; } _b = alive TL2; if(!_b) then { deleteVehicle TL2; createUnit [getMarkerPos "Base1", SQUAD, "", 1.0, "corporal"]; } _c = alive TL3; if(!_c) then { deleteVehicle TL3; createUnit [getMarkerPos "Base1", SQUAD, "", 1.0, "corporal"]; } My goal with the script is to be able to get a replacement for one of the team members (in this case TL1-3) if I loose one. I have gone through a bunch of scripting command descriptions and examples on the Arma 2 wiki and this is where I ended up. I go into the game to try it out, kill one of the three, try the reinforce action and nothing happens. Any help appreciated. Thanks a lot
  8. junior_g

    Ambient Combat Module

    Does anyone know if the OA units are added into this yet, and if so, what are their faction/group names to add to the "call BIS_ACM_setFactionsFunc" and "call BIS_ACM_addGroupClassesFunc" functions? I'm trying to spawn some of those takistani insurgents.
  9. Is there a way to turn off the "radio text" saying which groups were reduced/removed/activated and can you make the units not show up on the map when in game?
  10. junior_g

    WP Insurgents

    I was actually asking for the classnames, like SoldierWmg for a US machinegunner for example or SoldierEmg for an SLA machinegunner etc. Sry, couldn't think of the right word (classnames) for that when posting
  11. junior_g

    WP Insurgents

    Nice work! What are the unit names?
  12. Thanks for the reply, problem solved
  13. I think that the area height is too low and therefore no waypoints are generated. Test the following waypoint config: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _CheckRadius1 = [ 5, 10, 10, 20, 20 ]; _CheckRadius2 = [ 10, 30, 30, 40, 60 ]; _checkAreaH  = [ 20, 15, 15, 10, 10 ]; _checkMaxH   = [ 500, 500, 500, 500, 500 ]; _checkMinH   = [ 1, 1, 1, 1, 1 ]; _checkNear   = [ 0, 0, 0, 100, 200 ]; _checkObjH1   = [ 0.5, 0.5, 0.5, 0.2, 0.2 ]; _checkObjH2   = [ 30, 20, 10, 5, 4 ]; _checkCount  = [ 200, 200, 200, 500, 1500 ]; _checkResol  = [ 45, 36, 36, 12, 12 ]; Many Thanks Greeting Silola Okay, do I just put this for "case 0" in the DAC_Config_Waypoint.sqf file? Sry, long time, no reply, I was busy doing other stuff. Thanks for the reply though Silola
  14. DAC2.0 is awesome, thanks for the great work. I wanted to ask if there is a way to get it to run in Sakakah Al Jawf. It works great on Sahrani, but on Al Jawf there is nobody spawning in the trigger zones.
  15. junior_g

    Survival

    Have you heard of DAC?
  16. Yeah, I figured that, that's why I put in the new version and deleted the old stuff, but why the heck is it tryin to find that old file??? If you don't have anything better to do (I bet you do though) you can get the GDCE thing from armaholic and check it out. Maybe you got an idea, it's pretty frustrating.
  17. np, it seems like there is something else that is wrong with the mission. The thing I am trying to get DAC to run with is shinden1's Arma GDCE. It appears that there are the scripts of an old version of DAC in there and the old DAC's zones. I think that the problem is somewhere in there. I deleted all the old DAC zones now and then the error message was a different one. It is now looking for the file DAC_Add_Units.sqs that is supposedly in the Scripts folder of the DAC folder. This file did exist in the old DAC folder that is in the mission folder, it does not exist in the new version anymore though. What I am suspecting is that somewhere in the mission scripts there is a scripts that is calling for the old DAC to still be activated.
  18. According to the readme you can name the trigger however you want as long as you enter the same thing in the script call. You have to define them as a string, which I guess I am not entirely sure what exactly that means.
  19. Yes, this is what I put in the on activation field of the trigger: ["t1",[1,0,0,100,150],[5,1,50,10],[ ],[ ],[ ],[3,3,0,6]]exec "DAC\Scripts\DAC_Init_Zone.sqs" and this is what I put in the name field: t1
  20. Hi there, I was trying to get DAC to run with a mission, so I put a marker including the script call and all the settings the readme calls for in the mission and copied the DAC folder and the init.sqs file into the mission folder. When I try running the mission I get the following error with the option of clicking continue (that however does not work): The name of a zone is not correct! The name of a zone in the script call must be a string. I named the marker t1, the same thing I also put in the script call. Any ideas?
  21. junior_g

    ARMA GDCE 1.00 by shinden

    Hey, anyone know what to do to get the 11th and 12th team member back? In the readme it talks about a player marker, but I can't find it. How's 1.03 going?
  22. junior_g

    ARMA GDCE 1.00 by shinden

    Hi, first of, cool to hear that there is some cool stuff coming. I think that being able to find randomly spawning insurgency would be an awesome thing. I guess to really decide which option is better I would have to try it. Maybe it would be possible to just have an independent insurgency that spawns randomly without tanks. Infantry would not be so weird if there was suddenly a different unit. Say there would be a t-72 that would suddenly be replaced by a bmp. That would be weird. But just having a soldier suddenly carry an RPG launcher wouldn't be as crazy. It could be some civilian looking insurgents. That would make it even more challenging since you'd have to take care not to shot an unarmed civilian. Not sure if this is possible, just an idea.
  23. junior_g

    ARMA GDCE 1.00 by shinden

    Not sure if you noticed. There is no Stinger missile in the ammo crate although there is the GDC_addMagItems line in the globals. Doesn't work if I try to put in a javelin either. The launchers are in, not the missiles though.
  24. junior_g

    ARMA GDCE 1.00 by shinden

    Can anybody explain how to change the weapon loadouts? The readme doesn't give me enough information for I am not an editing expert.
  25. junior_g

    ARMA GDCE 1.00 by shinden

    Yeah, would be cool to know how to implement civilians spawning yourself. Wouldn't it be possible to put some up in the editor and then have them respawn on rest, kinda like you have the respawn vehicles in the base respawn? You might be able to just give each individual civilian his own name, just like you do with the vehicles in the base and then have them respawn. You would have to implement some factor though that will have them spawn randomly in different spots etc. I was also thinking that it would be cool to have some civilians with guns spawning kinda like an independent insurgency. You know just in random towns so that you can't just run or drive around blind.
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