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usmcrp

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Everything posted by usmcrp

  1. 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.
  2. 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!
  3. 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!
  4. usmcrp

    Insurgency

    Nevermind, thought there were addon files. Thank you very much for the replies. USMCRP
  5. usmcrp

    Insurgency

    Lame questions here... Where do you install the files?
  6. 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
  7. usmcrp

    X35B

    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
  8. usmcrp

    X35B

    Hi scubaman3D, It is in the final stages now, hopefully soon my friend. S/F USMCRP
  9. 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.
  10. usmcrp

    USMC 1.4. goes ArmA

    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
  11. 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.
  12. 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.
  13. usmcrp

    X35B

    Sounds like you got some bad intel.... Yes, the X35B will be available for ArmA. S/F USMCRP
  14. 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
  15. usmcrp

    Re-Enforcement Trigger

    You could also have them be activated via radio.
  16. usmcrp

    Jet Fighters

    rksl studios is creating some aircraft add-ons, pretty sure they are working on an F-35, not sure which variant. RKSL We are going to release a beta version of our F-35B for the ArmA community very soon. S/F USMCRP
  17. I am recieving an error message and need some assistance with a script, please see below. Any help would be great, thanks. S/F USMCRP #loop1 ?(  ("(_x distance pilot1) < 100" count  _bluforlist) > 0 ):goto "throwsmoke" ~5 goto "loop1" ;============= THROW SMOKE ============== #throwsmoke "SmokeShellGreen" camcreate [getpos pilot1 select 0, (getpos pilot1 select 1) - 20, 10] ~5 ;============= CALL OUT ================ #call_out _rn = random (100) ?(_rn < 15): goto "pilotcall1" ?(_rn < 30): goto "pilotcall2" ?(_rn < 45): goto "pilotcall3" ?(_rn < 60): goto "pilotcall4" #call_out_return ?( ("(_x distance pilot1) < 20" count  _bluforlist) > 0  ):goto "join_rescuers" _rt = random (1)+1 ~_rt goto "call_out" ;=========== JOIN RESCUERS =========== #join_rescuers ;figure out who the guy is that found the pilots ;nearestobject should work but it fukin don't!!! ;_myobj = nearestobject [pilots, "MARINE_REGULAR"] _i = count _bluforlist _myguy = objnull _mydistance = 10000 #loop2 ~0.01 _i = _i - 1 _myobj = _bluforlist select _i ? ((_myobj distance pilot1) < _mydistance):_myguy = _myobj;_mydistance = (_myobj distance pilot1) ?(_i > 0):goto "loop2" ?(_myguy == player):playsound "pilotsfound" [pilot1, pilot2] join group _myguy pilot1 setbehaviour "aware" pilot1 setunitpos "auto" pilot2 setbehaviour "aware" pilot2 setunitpos "auto" ~5 w_duvall sideradio "duvall_radio3" pilotsfound = true exit ;====== pilot call 1 ============ #pilotcall1 pilot1 say "pilotcall1" goto "call_out_return" ;====== pilot call 2 ============ #pilotcall2 pilot1 say "pilotcall2" goto "call_out_return" ;====== pilot call 3 ============ #pilotcall3 pilot2 say "pilotcall3" goto "call_out_return" ;====== pilot call 4 ============ #pilotcall4 pilot2 say "pilotcall4" goto "call_out_return"
  18. usmcrp

    Script help

    What would you recommend? S/F USMCRP
  19. usmcrp

    Script help

    Thanks for all your efforts thus far. The join rescuers is simply having some downed pilots in enemy territory join the rescue team once they have been reached. S/F USMCRP
  20. usmcrp

    UV Mapping

    Hey djfrogstar, Please do.. S/F Kevin
  21. usmcrp

    steerable TOW

    Just adjust the the config file to lock, hit me up if you need assistance.
  22. usmcrp

    Harrier from 1.05

    Outstanding Maruk, do you have a vertical take off video for us? Semper Fi!
  23. usmcrp

    Some new objects

    LOL
  24. usmcrp

    Desert MarPat

    Sent... Wilco, nice work, if you need Marpat pictures let me know and I'll send you some.
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