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core_pfieldgroups_3
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Family, Military Sims, sports and working out
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USMC IMEF CP
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Hey Gents, I received permission to release a mission we have worked on from the USMC. However; it needs to be edited for ArmA 2. It is a simple TRAP mission, that's (tactical retrieval of aircraft and personnel ) If you'd like it, pm me. Semper Fi!
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Bad serial number given in setup - use this thread for help
usmcrp replied to Placebo's topic in ARMA 2 & OA - TROUBLESHOOTING
Gents, if you installed ArmA 2 or OA in a path other than: c:\program files\ Bohemia interactive\ArmA 2. You will need to edit your regedit. If you have, no worries; I will send you directions to address this. Just pm me. Semper Fi! -
Nevermind, thought there were addon files. Thank you very much for the replies. USMCRP
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Lame questions here... Where do you install the files?
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OFP 35 Search and Destroy Campaign Mission
usmcrp posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello, I have been working on converting the OFP 35 Search and Destroy Campaign Mission mainly because I love the dialog and voices and, it's a very fun mission. I will share it once completed, if anyone would like to kill Guba and his scud! USMCRP -
I have been trying to install the ArmA 2 1.05 to 1.11 Patch. Here is my error message: ArmA 2 not installed or version is corrupted. My path of ArmA 2 is E:\Bohemia Interactive\ArmA 2\ Any help is greatly appreciated. ---------- Post added at 04:35 ---------- Previous post was at 02:37 ---------- I resolved the issue. Here was the fix. It seems the path for the patch was C:\Program Files\Bohemia Interactive\ArmA 2 I had to create a MAIN in the registry, here's how I did it. Run/regedit -> LOCAL_HOST/SOFTWARE/Bohemia Interactive Studio/ARMA 2 Create MAIN and set the value to my installed path, which is E:\Bohemia Interactive\Arma 2 After creating that the patch installed as normal.
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Hi scubaman3D, It is in the final stages now, hopefully soon my friend. S/F USMCRP
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Hi FischKopp, Good on you for your initiative on this project, however, if you plan on making this MOD current you will need to replace the 5 ton with the 7 ton, which we currently use. If you need any additional info reguarding the US Marine Corps, give me a holler. S/F USMCRP
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Hey Guys, We need some help, our great scripter has been activated and is going off to the sand box for awhile, we are at a loss in trying to figure this out. So, here is the situation. 1) the munitions bay opens, then the munitions can be accessed. Thus a script needed to make this all happen. Here it is. _vehicle = _this select 0 _vehicle say "BayOpen" _vehicle animate ["bay_ind",1] _vehicle animate ["M_BayL",1] _vehicle animate ["M_BayR",1] _vehicle animate ["M_BayLa",1] _vehicle animate ["M_BayRa",1] ? "\ca\air\AIM9XSidewinder" in (magazines _vehicle) : _vehicle addweapon "\ca\air\AIM9XSidewinder" ? "\ca\a10\AGM65" in (magazines _vehicle) : _vehicle addweapon "\ca\a10\AGM65" ? "\ca\air\AGM114Hellfire" in (magazines _vehicle) : _vehicle addweapon "\ca\air\AGM114Hellfire" ? "\ca\air\gbu12" in (magazines _vehicle) : _vehicle addweapon "\ca\air\GAU12" (driver _vehicle) selectweapon "\ca\air\AIM9XSidewinder" (driver _vehicle) selectweapon "\ca\a10\AGM65" (driver _vehicle) selectweapon "\ca\air\AGM114Hellfire" (driver _vehicle) selectweapon "\ca\air\gbu12" [_vehicle,""] exec "\F35B\scripts\F35_Fired.sqs" ;FINISH goto "Exit" #Exit exit That opens the munitions bay and this script let's you access the munitions. _plane1 = _this select 0 _current = _this select 1 _weapon1 = "\ca\air\AIM9XSidewinder" _weapon2 = "\ca\a10\AGM65" _weapon3 = "\ca\air\AGM114Hellfire" _weapon4 = "\ca\air\gbu12" _col = [0,0,0,0.4] _col2 = [0.7,0.7,0.7,0.5] _col3 = [0.75,0.75,0.75,0.7] ? _current == _weapon1: goto "MissileFired" ? _current == _weapon2: goto "MiniGunFired" ? _current == _weapon3: goto "MissileFired" ? _current == _weapon4: goto "MissileFired" ? _current == _weapon5: goto "MissileFired" exit ;========================================= ;Sidewinder Launched ;========================================= #MissileFired _pos = [1,-1,-0.2] _x = sin(getdir _plane1) _y = cos(getdir _plane1) drop ["cl_basic", "", "Billboard", 1, 3, [(_pos select 0) - 0.1*_x, (_pos select 1) - 0.1*_y, _pos select 2], [0,-1,-0.5], 1, 1, 0.80, 0, [0.5,6],[_col],[0],0.1,0.1,"","",_plane1] drop ["cl_basic", "", "Billboard", 1, 3, [(_pos select 0) - 2 * _x, (_pos select 1) - 2 * _y, _pos select 2], [0,-1,-0.53], 1, 1, 0.80, 0, [2,6],[_col],[0],0.1,0.1,"","",_plane1] drop ["cl_basic", "", "Billboard", 1, 5, [(_pos select 0) - 4 * _x, (_pos select 1) - 4 * _y, _pos select 2],[0,-1,-0.55], 1, 1, 0.80, 0, [2.5,10],[_col],[0],0.1,0.1,"","",_plane1] drop ["cl_basic", "", "Billboard", 1, 5, [(_pos select 0) - 6 * _x, (_pos select 1) - 6 * _y, _pos select 2],[0,-1,-0.55], 1, 1, 0.80, 0, [3,10],[_col],[0],0.1,0.1,"","",_plane1] ;========================================= ;M61 Launched ;========================================= #MiniGunFired _z = (velocity _plane1 select 2) -5.5 drop ["\F35B\casing.p3d", "", "Billboard", 1, 3, [0,3,-1], [0,0,_z], 1, 1, 0.50, 0.01, [0.1,0.1],[_col2],[0],0.1,0.1,"","",_plane1] exit Well we can't seem to get it to work without our god scripter so any help is much appreciated. S/F USMCRPand team.
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Hey Guys, We need some help, our great scripter has been activated and is going off to the sand box for awhile, we are at a loss in trying to figure this out. So, here is the situation. 1) the munitions bay opens, then the munitions can be accessed. Thus a script needed to make this all happen. Here it is. _vehicle = _this select 0 _vehicle say "BayOpen" _vehicle animate ["bay_ind",1] _vehicle animate ["M_BayL",1] _vehicle animate ["M_BayR",1] _vehicle animate ["M_BayLa",1] _vehicle animate ["M_BayRa",1] ? "\ca\air\AIM9XSidewinder" in (magazines _vehicle) : _vehicle addweapon "\ca\air\AIM9XSidewinder" ? "\ca\a10\AGM65" in (magazines _vehicle) : _vehicle addweapon "\ca\a10\AGM65" ? "\ca\air\AGM114Hellfire" in (magazines _vehicle) : _vehicle addweapon "\ca\air\AGM114Hellfire" ? "\ca\air\gbu12" in (magazines _vehicle) : _vehicle addweapon "\ca\air\GAU12" (driver _vehicle) selectweapon "\ca\air\AIM9XSidewinder" (driver _vehicle) selectweapon "\ca\a10\AGM65" (driver _vehicle) selectweapon "\ca\air\AGM114Hellfire" (driver _vehicle) selectweapon "\ca\air\gbu12" [_vehicle,""] exec "\F35B\scripts\F35_Fired.sqs" ;FINISH goto "Exit" #Exit exit That opens the munitions bay and this script let's you access the munitions. _plane1 = _this select 0 _current = _this select 1 _weapon1 = "\ca\air\AIM9XSidewinder" _weapon2 = "\ca\a10\AGM65" _weapon3 = "\ca\air\AGM114Hellfire" _weapon4 = "\ca\air\gbu12" _col = [0,0,0,0.4] _col2 = [0.7,0.7,0.7,0.5] _col3 = [0.75,0.75,0.75,0.7] ? _current == _weapon1: goto "MissileFired" ? _current == _weapon2: goto "MiniGunFired" ? _current == _weapon3: goto "MissileFired" ? _current == _weapon4: goto "MissileFired" ? _current == _weapon5: goto "MissileFired" exit ;========================================= ;Sidewinder Launched ;========================================= #MissileFired _pos = [1,-1,-0.2] _x = sin(getdir _plane1) _y = cos(getdir _plane1) drop ["cl_basic", "", "Billboard", 1, 3, [(_pos select 0) - 0.1*_x, (_pos select 1) - 0.1*_y, _pos select 2], [0,-1,-0.5], 1, 1, 0.80, 0, [0.5,6],[_col],[0],0.1,0.1,"","",_plane1] drop ["cl_basic", "", "Billboard", 1, 3, [(_pos select 0) - 2 * _x, (_pos select 1) - 2 * _y, _pos select 2], [0,-1,-0.53], 1, 1, 0.80, 0, [2,6],[_col],[0],0.1,0.1,"","",_plane1] drop ["cl_basic", "", "Billboard", 1, 5, [(_pos select 0) - 4 * _x, (_pos select 1) - 4 * _y, _pos select 2],[0,-1,-0.55], 1, 1, 0.80, 0, [2.5,10],[_col],[0],0.1,0.1,"","",_plane1] drop ["cl_basic", "", "Billboard", 1, 5, [(_pos select 0) - 6 * _x, (_pos select 1) - 6 * _y, _pos select 2],[0,-1,-0.55], 1, 1, 0.80, 0, [3,10],[_col],[0],0.1,0.1,"","",_plane1] ;========================================= ;M61 Launched ;========================================= #MiniGunFired _z = (velocity _plane1 select 2) -5.5 drop ["\F35B\casing.p3d", "", "Billboard", 1, 3, [0,3,-1], [0,0,_z], 1, 1, 0.50, 0.01, [0.1,0.1],[_col2],[0],0.1,0.1,"","",_plane1] exit Well we can't seem to get it to work without our god scripter so any help is much appreciated. S/F USMCRP and team.
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Hey Guys, We need some help, our great scripter has been activated and is going off to the sand box for awhile, we are at a loss in trying to figure this out. So, here is the situation. 1) the munitions bay opens, then the munitions can be accessed. Thus a script needed to make this all happen. Here it is. _vehicle = _this select 0 _vehicle say "BayOpen" _vehicle animate ["bay_ind",1] _vehicle animate ["M_BayL",1] _vehicle animate ["M_BayR",1] _vehicle animate ["M_BayLa",1] _vehicle animate ["M_BayRa",1] ? "\ca\air\AIM9XSidewinder" in (magazines _vehicle) : _vehicle addweapon "\ca\air\AIM9XSidewinder" ? "\ca\a10\AGM65" in (magazines _vehicle) : _vehicle addweapon "\ca\a10\AGM65" ? "\ca\air\AGM114Hellfire" in (magazines _vehicle) : _vehicle addweapon "\ca\air\AGM114Hellfire" ? "\ca\air\gbu12" in (magazines _vehicle) : _vehicle addweapon "\ca\air\GAU12" (driver _vehicle) selectweapon "\ca\air\AIM9XSidewinder" (driver _vehicle) selectweapon "\ca\a10\AGM65" (driver _vehicle) selectweapon "\ca\air\AGM114Hellfire" (driver _vehicle) selectweapon "\ca\air\gbu12" [_vehicle,""] exec "\F35B\scripts\F35_Fired.sqs" ;FINISH goto "Exit" #Exit exit That opens the munitions bay and this script let's you access the munitions. _plane1 = _this select 0 _current = _this select 1 _weapon1 = "\ca\air\AIM9XSidewinder" _weapon2 = "\ca\a10\AGM65" _weapon3 = "\ca\air\AGM114Hellfire" _weapon4 = "\ca\air\gbu12" _col = [0,0,0,0.4] _col2 = [0.7,0.7,0.7,0.5] _col3 = [0.75,0.75,0.75,0.7] ? _current == _weapon1: goto "MissileFired" ? _current == _weapon2: goto "MiniGunFired" ? _current == _weapon3: goto "MissileFired" ? _current == _weapon4: goto "MissileFired" ? _current == _weapon5: goto "MissileFired" exit ;========================================= ;Sidewinder Launched ;========================================= #MissileFired _pos = [1,-1,-0.2] _x = sin(getdir _plane1) _y = cos(getdir _plane1) drop ["cl_basic", "", "Billboard", 1, 3, [(_pos select 0) - 0.1*_x, (_pos select 1) - 0.1*_y, _pos select 2], [0,-1,-0.5], 1, 1, 0.80, 0, [0.5,6],[_col],[0],0.1,0.1,"","",_plane1] drop ["cl_basic", "", "Billboard", 1, 3, [(_pos select 0) - 2 * _x, (_pos select 1) - 2 * _y, _pos select 2], [0,-1,-0.53], 1, 1, 0.80, 0, [2,6],[_col],[0],0.1,0.1,"","",_plane1] drop ["cl_basic", "", "Billboard", 1, 5, [(_pos select 0) - 4 * _x, (_pos select 1) - 4 * _y, _pos select 2],[0,-1,-0.55], 1, 1, 0.80, 0, [2.5,10],[_col],[0],0.1,0.1,"","",_plane1] drop ["cl_basic", "", "Billboard", 1, 5, [(_pos select 0) - 6 * _x, (_pos select 1) - 6 * _y, _pos select 2],[0,-1,-0.55], 1, 1, 0.80, 0, [3,10],[_col],[0],0.1,0.1,"","",_plane1] ;========================================= ;M61 Launched ;========================================= #MiniGunFired _z = (velocity _plane1 select 2) -5.5 drop ["\F35B\casing.p3d", "", "Billboard", 1, 3, [0,3,-1], [0,0,_z], 1, 1, 0.50, 0.01, [0.1,0.1],[_col2],[0],0.1,0.1,"","",_plane1] exit Well we can't seem to get it to work without our god scripter so any help is much appreciated. S/F USMCRPand team.
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Sounds like you got some bad intel.... Yes, the X35B will be available for ArmA. S/F USMCRP
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Here is the X35B prototype beta, almost ready for you guys. I created two versions, one is the X35B and the other one is the official F-35B Lightning II which will not be publicly released. X35B
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Hey Guys, I'm working on a scenario of a checkpoint that allows military forces to check ID's and vehicles out before allowing them to move on. I need some help with a script that has a military person checking ID's, ie: leaning into cars and looking at ID's before granting them permission to pass. Thanks in advance. I've attached a graphic video of the scenario I am creating. WARNING IT IS GRAPHIC. Checkpoint IED Attack Please know that we are creating this for a lesson learned scenario so we can try to avoid it...... S/F USMCRP
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You could also have them be activated via radio.