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usarmy19dsniper

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Everything posted by usarmy19dsniper

  1. usarmy19dsniper

    DPICM Artillery Addon

    Are there any updates on this? Haven't heard anything in awhile.
  2. I am looking to remove this for a specific mission.
  3. How do I go about removing the military symbols ( squad icons ) on the map?
  4. I need some help here with a script [-2, {rrlane1 globalChat format["Rifle Lane 1 Targets :%1 Hit :%2", _inc, _score]}, ""] call CBA_fnc_globalExecute; Instead of getting any values, it says "ANY" any suggestions? this is the entire script
  5. usarmy19dsniper

    Calling a script inside a script???

    bump with new changes
  6. I have this script, in order for the score to be seen by all players connected to the server, I am add the globalsay function into the string. Only issue I have is that instead of it displaying the correct value in the game, it says Any So in this case it says "Rifle Lane 3 , Targets: ANY, Hits: ANY" instead of what it should be " Rifle Lane 3, Targets 20, Hits: 20" as an example. // How to use. // 1. Place a popup target and name it to pt1 // 2. copy it 8 times and it will auto name the targets // 3. place this line in a trigger or init nul=[max,set,time] execVM "popup.sqf" // max is the total number of targets that will popup // set is the max number of targets that can popup per set upto a max of 3 // time is the amount of time to hit the targets before they go down if (!isServer) exitWith{}; _maxtarg = _this select 0; _numtargs = _this select 1; _skill = _this select 2; _targets = [pt3,pt3_1, pt3_2, pt3_3, pt3_4, pt3_5];// target names _many = count _targets; // count the number of possible targets _inc = 0;// keeps track of the number of popup targets triggered _score = 0;// keep count of the targets hit {_x animate["terc",1]} forEach _targets;//puts the targets down before the start _rnumber1=0; _rnumber2=0; _rnumber3=0; _flag1=0; _flag2=0; nopop=true; // sets them to stay down until triggered to popup hint "Setting up the Range"; sleep 2; hint "Ready"; sleep 2; while {_inc<_maxtarg} do { _rnumber1 = random _many; _int = _rnumber1%1; _rnumber1 = _rnumber1-_int; // 1. Check for duplicate targets while {(_rnumber1 == _rnumber2) or (_rnumber1 == _rnumber3) or (_rnumber2 == _rnumber3)} do { _rnumber2 = random _many; _int = _rnumber2%1; _rnumber2 = _rnumber2-_int; _rnumber3 = random _many; _int = _rnumber3%1; _rnumber3 = _rnumber3-_int; }; // 1. END // 2. Set the targets that will popup _rtarget1 = _targets select _rnumber1; _rtarget2 = _targets select _rnumber2; _rtarget3 = _targets select _rnumber3; // 2. END // 3. Popup target one always active _rtarget1 animate["terc", 0]; _inc=_inc+1; // 3. END // 3a. Check to see if more than one target is required and opopup at random // 3b. second target If (_numtargs > 1 ) then { if ((random 2 > 1) and (_inc < _maxtarg)) then { _rtarget2 animate["terc", 0]; _inc=_inc+1; _flag1=1; }; }; //3b. END //3c. Third target If (_numtargs > 2 ) then { if ((random 2 < 1) and (_inc < _maxtarg)) then { _rtarget3 animate["terc", 0]; _inc=_inc+1; _flag2=1; }; }; // 3c. END // 3a. END // 4. Time allowed for shooting. sleep _skill; // 4. END // 5. Check to see if targets have been hit and count the score if (_rtarget1 animationPhase "terc" > 0.1) then { _score = _score+1; }; if ((_rtarget2 animationPhase "terc" > 0.1) and (_flag1 == 1)) then { _score = _score+1; }; if ((_rtarget3 animationPhase "terc" > 0.1) and (_flag2 == 1)) then { _score = _score+1; }; // 4. END // 5. Display Score rrlane3 globalchat format ["Rifle Lane 3, Targets :%1 Hit :%2",_inc,_score]; // 5. END // 6. Reset targets down and restet flags _rtarget1 animate["terc", 1]; _rtarget2 animate["terc", 1]; _rtarget3 animate["terc", 1]; _flag1=0; _flag2=0; // 6. END sleep 2; }; sleep 8; hint "Session Complete"; This is the original part of the script that is used in above in block 5. rrlane3 globalchat format ["Rifle Lane 3, Targets :%1 Hit :%2",_inc,_score]; This is what I changed it to [-2, {rrlane3 globalChat format["Rifle Lane 3 Targets :%1 Hit :%2", _inc, _score]}, ""] call CBA_fnc_globalExecute; rrlane3 is a named AI that would say the score of rifle range lane 3. What do I do? Any help is greatly appreciated.
  7. I have this script ( not made by me, I take no credit ) // How to use. // 1. Place a popup target and name it to pt1 // 2. copy it 8 times and it will auto name the targets // 3. place this line in a trigger or init nul=[max,set,time] execVM "popup.sqf" // max is the total number of targets that will popup // set is the max number of targets that can popup per set upto a max of 3 // time is the amount of time to hit the targets before they go down if (!isServer) exitWith{}; _maxtarg = _this select 0; _numtargs = _this select 1; _skill = _this select 2; _targets = [pt1,pt1_1, pt1_2, pt1_3, pt1_4, pt1_5];// target names _many = count _targets; // count the number of possible targets _inc = 0;// keeps track of the number of popup targets triggered _score = 0;// keep count of the targets hit {_x animate["terc",1]} forEach _targets;//puts the targets down before the start _rnumber1=0; _rnumber2=0; _rnumber3=0; _flag1=0; _flag2=0; nopop=true; // sets them to stay down until triggered to popup hint "Setting up the Range"; sleep 2; hint "Ready"; sleep 2; while {_inc<_maxtarg} do { _rnumber1 = random _many; _int = _rnumber1%1; _rnumber1 = _rnumber1-_int; // 1. Check for duplicate targets while {(_rnumber1 == _rnumber2) or (_rnumber1 == _rnumber3) or (_rnumber2 == _rnumber3)} do { _rnumber2 = random _many; _int = _rnumber2%1; _rnumber2 = _rnumber2-_int; _rnumber3 = random _many; _int = _rnumber3%1; _rnumber3 = _rnumber3-_int; }; // 1. END // 2. Set the targets that will popup _rtarget1 = _targets select _rnumber1; _rtarget2 = _targets select _rnumber2; _rtarget3 = _targets select _rnumber3; // 2. END // 3. Popup target one always active _rtarget1 animate["terc", 0]; _inc=_inc+1; // 3. END // 3a. Check to see if more than one target is required and opopup at random // 3b. second target If (_numtargs > 1 ) then { if ((random 2 > 1) and (_inc < _maxtarg)) then { _rtarget2 animate["terc", 0]; _inc=_inc+1; _flag1=1; }; }; //3b. END //3c. Third target If (_numtargs > 2 ) then { if ((random 2 < 1) and (_inc < _maxtarg)) then { _rtarget3 animate["terc", 0]; _inc=_inc+1; _flag2=1; }; }; // 3c. END // 3a. END // 4. Time allowed for shooting. sleep _skill; // 4. END // 5. Check to see if targets have been hit and count the score if (_rtarget1 animationPhase "terc" > 0.1) then { _score = _score+1; }; if ((_rtarget2 animationPhase "terc" > 0.1) and (_flag1 == 1)) then { _score = _score+1; }; if ((_rtarget3 animationPhase "terc" > 0.1) and (_flag2 == 1)) then { _score = _score+1; }; // 4. END // 5. Display Score rrlane1 globalchat format ["Rifle Lane 1, Targets :%1 Hit :%2",_inc,_score]; // 5. END // 6. Reset targets down and restet flags _rtarget1 animate["terc", 1]; _rtarget2 animate["terc", 1]; _rtarget3 animate["terc", 1]; _flag1=0; _flag2=0; // 6. END sleep 2; }; sleep 8; hint "Session Complete"; Now to narrow it down to this // 5. Display Score rrlane1 globalchat format ["Rifle Lane 1, Targets :%1 Hit :%2",_inc,_score]; // 5. END I have this set up so that the score of the rifle range lane displays the score in global chat. I have this set up as an AI soldier placed on the map name rrlane1, as well as many others for the different ranges I have set up. On local, it will display the globalchat to me ( the host ) and nobody else, and on ded server, it doesn't display at all. Would i use globalchat = true; publicvariable "show chat" somewhere?
  8. usarmy19dsniper

    Global Chat on local / ded server

    bump for the afternoon crew
  9. usarmy19dsniper

    Global Chat on local / ded server

    now that i think of it, i did try it without that !isserver thing, and yeah, it was bad. Targets were popping up all over the place instead of what was suppose to happen, instead of 2 at a time for whatever the duration was. Right now with it in, people see the targets popping up fine in the right places, its just that the score isn't displayed to everybody.
  10. usarmy19dsniper

    Global Chat on local / ded server

    so should i remove it or throw it at the end?
  11. Any update on those sweet 60 mm mortars?
  12. usarmy19dsniper

    TBR_Grenades_A2

    There is a bug with this mod when using it with the RH weapon pack. The M203 becomes a semi auto grenade launcher. If you have 1 M203 "magazine" loaded, with 3 rounds, you can fire them as fast as you can click. Is this something that can be fixed with this mod? or is it a RH weapon pack mod issue?
  13. its a personal preference, try it sometime. We did it for our designated marksman class. MPs? lol
  14. The reticule is a range finding reticule. The average width of a man's shoulders is 19 inches. The space at the bottom of the chevron represents 19 in at 300 meters. After that the horizontal lines below that represent 19 inches at range out to 800? meters. So if you place the line with the 4 next to it on a mans chest and the line smaller than the shoulder width but larger than the 5th line ( representing 500 m ) then he is around 450 M, so you put the target halfway in between the 4th and 5th line ( 400 and 500 m ) As for as the red reticle, the tip is 100 m, inbetween the tip and the bottom is 200, and the bottom of it is 300 m. EDIT - Usually with soldiers that know what they are doing will tape up most of the fiber optic wire, since in the scope the red reticule is too bright and will often be fuzzy because of this. Covering it so only an inch or so of fiber optic wire is exposed makes it much more crisp.
  15. Hey guys, quick question on this script, works great in single player. local host is a different story. trigger is set as nul=[10,1,3] execvm "pupupps1.sqf" . 10 targets, 1 at a time, target up for 3 seconds. In multiplayer it pops up as 2 at a time, sometimes 1 at a time. Any suggestions? I also take absolutely no credit for this script. F2k Sel is the creator. ////////////////////////////////////////////////////////////////// // Function file for Armed Assault // Created by: TODO: Author Name ////////////////////////////////////////////////////////////////// // How to use. // 1. Place a popup target and name it to pt1 // 2. copy it 8 times and it will auto name the targets // 3. place this line in a trigger or init nul=[max,set,time] execVM "popup.sqf" // max is the total number of targets that will popup // set is the max number of targets that can popup per set upto a max of 3 // time is the amount of time to hit the targets before they go down _maxtarg = _this select 0; _numtargs = _this select 1; _skill = _this select 2; _targets = [pt1_1, pt1_2, pt1_3, pt1_4, pt1_5, pt1_6];// target names _many = count _targets; // count the number of possible targets _inc = 0;// keeps track of the number of popup targets triggered _score = 0;// keep count of the targets hit {_x animate["terc",1]} forEach _targets;//puts the targets down before the start _rnumber1=0; _rnumber2=0; _rnumber3=0; _flag1=0; _flag2=0; nopop=true; // sets them to stay down until triggered to popup hint "Setting up the Range"; sleep 2; hint "Ready"; sleep 2; while {_inc<_maxtarg} do { _rnumber1 = random _many; _int = _rnumber1%1; _rnumber1 = _rnumber1-_int; // 1. Check for duplicate targets while {(_rnumber1 == _rnumber2) or (_rnumber1 == _rnumber3) or (_rnumber2 == _rnumber3)} do { _rnumber2 = random _many; _int = _rnumber2%1; _rnumber2 = _rnumber2-_int; _rnumber3 = random _many; _int = _rnumber3%1; _rnumber3 = _rnumber3-_int; }; // 1. END // 2. Set the targets that will popup _rtarget1 = _targets select _rnumber1; _rtarget2 = _targets select _rnumber2; _rtarget3 = _targets select _rnumber3; // 2. END // 3. Popup target one always active _rtarget1 animate["terc", 0]; _inc=_inc+1; // 3. END // 3a. Check to see if more than one target is required and opopup at random // 3b. second target If (_numtargs > 1 ) then { if ((random 2 > 1) and (_inc < _maxtarg)) then { _rtarget2 animate["terc", 0]; _inc=_inc+1; _flag1=1; }; }; //3b. END //3c. Third target If (_numtargs > 2 ) then { if ((random 2 < 1) and (_inc < _maxtarg)) then { _rtarget3 animate["terc", 0]; _inc=_inc+1; _flag2=1; }; }; // 3c. END // 3a. END // 4. Time allowed for shooting. sleep _skill; // 4. END // 5. Check to see if targets have been hit and count the score if (_rtarget1 animationPhase "terc" > 0.1) then { _score = _score+1; }; if ((_rtarget2 animationPhase "terc" > 0.1) and (_flag1 == 1)) then { _score = _score+1; }; if ((_rtarget3 animationPhase "terc" > 0.1) and (_flag2 == 1)) then { _score = _score+1; }; // 4. END // 5. Display Score rrlane1 sidechat format ["Targets :%1 Hit :%2",_inc,_score]; // 5. END // 6. Reset targets down and restet flags _rtarget1 animate["terc", 1]; _rtarget2 animate["terc", 1]; _rtarget3 animate["terc", 1]; _flag1=0; _flag2=0; // 6. END sleep 2; }; sleep 8; hint "Session Complete";
  16. If you are limiting yourself to playing domination with ace only, then you aren't realizing the full potential of ACE. There are realism units who will be doing ruck plans. 7th Cavalry will be one of them.
  17. usarmy19dsniper

    DPICM Artillery Addon

    and that's what I get for only ready 5% of this thread
  18. usarmy19dsniper

    DPICM Artillery Addon

    All rounds from .50 and up can be seen through NVGs, the heat that the rounds put out allow us to see them. This all depends on the quality of the NVGs, temperature, and the angle at which you are viewing the munition from. NVGs pick up light, and heat will give off a small light source, if the NVGs can't gather the light from the round because it is traveling laterally then you will not see it unless it is a very large round giving off a lot of heat. Most of the larger rounds are all tracer anyways, 25mm and 120mm being examples. I've never heard of "IR Tracers" being used by anybody in the US Military.
  19. usarmy19dsniper

    Arma 2 Addon request thread

    The Mk47 40 mm grenade launcher would be a nice addition to humvees http://en.wikipedia.org/wiki/Mk_47_Striker It uses a 3x optic and uses a laser range finder to lase the target, then the weapon system fires and the grenade airbursts at the point of the lase. If anybody would be interested in the exact specs on this equip I have all the available data.
  20. Artillery pieces, and please make these aircraft cargo holds be able to carry a lot. So if we aren't using cargo drops, we can at least put a bunch of equipment ( weapons and ammo ) in the gear box of the helicopter.
  21. usarmy19dsniper

    RH M4/M16 Pack ver 1.0 Rearmed

    I would say a lighter brown roberthammer, usually when you paint your weapon for a tactical reason you use lighter colors. Dark colors stick out more. You want the colors make the rifle look anything but a rifle.
  22. usarmy19dsniper

    GDT Mod Javelin by HeinBloed

    Yes it is, once the CLU has locked the target, the information is sent to the missile, the missile is then fired and the missile seeks out the image that the CLU sent to it.
  23. usarmy19dsniper

    2nd Rangers Multicam

    Great job Nixo, it's nice watching these come along.
  24. usarmy19dsniper

    US Army 2009 Units

    @ the subdued flag issue The human eye has a really hard time seeing a 1"x1" square at 100 M. Our Flag patches are about 2-3"x1.5ish" that makes this not recognizable past 300 M. The enemy is not going to make it out anyways unless he is up close on you, less than 20m before he realizes what it is. It just really isn't that big of an issue. Especially when ACUs already stand out like a sore thumb.
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