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Romeo_Delta

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About Romeo_Delta

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  1. I play with United Operations on a regular basis under the alias Rich, and have been recording as many of their UOTC (United Operations Training Center) courses as possible. A couple of my earlier videos have chatroom sounds in the back, but the rest are fine. I'll be re-recording my old videos since I've gotten a new, larger monitor, and I would like to not have those videos interrupted by the annoying chatroom sounds. These are all the videos I have online as of this post. I don't expect myself to keep this post updated, so if you're interested in seeing more in the future visit my YouTube channel, or go over to the United Operations forum, and in the UOTC subforum I have a thread that I do update as new videos are uploaded. NOTE: 1. Some of my older videos (mainly the navigation course) have IM sounds in the background. I forgot the mute to chatroom I was in in the background. Sorry. I did my best to edit these out in a couple other videos. 2. I won't upload a course unless I've recorded the entire thing. 3. Godhand cuts out in a lot of the videos due to previous ACRE issues. There's nothing I could do about it. 4. My voice is not recorded in any of the videos because my microphone picks up a lot of background noise, and my room is noisy. Navigation Course: rSrX5R8FyPo Fireteam Operations Course: 3oJ3pQfgiOc Fireteam Leaders Course: nwVo2hIT8Ns Basic Armored Crewmans Course: rt11r9V6ouA Radio Operator Training Course: 5jf0S8xGCgw Rotory Wing Pilot Course: yo7Gzc7InbI Reconnaissance Course: rM68h3Zu2Yw Basic Gunnery Course (60mm/M119/M109): kMHWcJV8rKo
  2. I would like only one platoon to be able to be JIP'd into. When a player JIPs into the two other platoons, they will be sent into spectate. Would this work? Or am I on the right track?: if (!isServer && isNull player) then //JIP player { waitUntil {!(isNull player)}; switch (group player) do { case ranger:{ _spectate = [] execVM "scripts\gdtmod_spectator\init.sqf"; }; case armor:{ _spectate = [] execVM "scripts\gdtmod_spectator\init.sqf"; }; }; waitUntil { ScriptDone _spectate }; }; I also need help with two more things: 1. When using Sandiford's setup time and barrier scripts in my missions (reference Sandiford's TVT framework), they don't stop the player from leaving the setup area. The player will walk one step, stop, walk one step, stop, etc.. It seems to try to stop them from exiting, but it's not working 100% Why? 2. I'm trying to have objectives worth points in a TVT mission. How would I go about making sure it's giving the points to the correct team? As it stands now it would just give the points to everyone regardless of who completed the objective. If anyone has other ideas on how to accomplish this I'm all ears.
  3. I tried, but I'm getting RPT errors. When I do this I get no errors, but the gear doesn't respawn with me: _units = ["u1", "u2", "u3", "u4", "u5", "u6", "u7", "u8", "u9", "u10", "u11", "u12", "u13", "u14", "u15", "u16", "u17", "u18", "u19", "u20", "u21", "u22", "u23", "u24", "u25", "u26", "u27", "u28", "u29", "u30", "u31", "u32", "u33", "u34", "u35", "u36", "u37", "u38", "u39", "u40", "u41", "u42", "u43"]; { _units addMPEventHandler ["MPRespawn",{(_this select 0) execVM "krauseOrbat\MarineRiflekitout.sqf";}]; }; When I change the bit of code in red... { [color="Red"]_x[/color] addMPEventHandler ["MPRespawn",{(_this select 0) execVM "krauseOrbat\MarineRiflekitout.sqf";}]; } [color="red"]forEach _units;[/color] ...I get this RPT error: Error in expression <39", "u40", "u41", "u42", "u43"]; { _x addMPEventHandler ["MPRespawn",{(_this s> Error position: <addMPEventHandler ["MPRespawn",{(_this s> Error addmpeventhandler: Type String, expected Object
  4. I want the gear I started with, not died with.
  5. Thanks for the help so far. I tried what you said and am getting an RPT error: Error in expression < "u40", "u41", "u42", "u43"]; _unit addMPEventHandler ["MPRespawn",{(_this s> Error position: <addMPEventHandler ["MPRespawn",{(_this s> Error addmpeventhandler: Type Array, expected Object Here's what I have in my init.sqf: _unit = ["u1", "u2", "u3", "u4", "u5", "u6", "u7", "u8", "u9", "u10", "u11", "u12", "u13", "u14", "u15", "u16", "u17", "u18", "u19", "u20", "u21", "u22", "u23", "u24", "u25", "u26", "u27", "u28", "u29", "u30", "u31", "u32", "u33", "u34", "u35", "u36", "u37", "u38", "u39", "u40", "u41", "u42", "u43"]; _unit addMPEventHandler ["MPRespawn",{(_this select 0) execVM "krauseOrbat\MarineRiflekitout.sqf";}]; MarineRiflekitout.sqf: private ["_type", "_unit"]; _type = _this select 0; _unit = _this select 1; _unit addWeapon "ACE_EARPLUGS"; _unit addMagazine "ACE_BANDAGE"; _unit addMagazine "ACE_BANDAGE"; _unit addMagazine "ACE_MORPHINE"; _unit addMagazine "ACE_Epinephrine"; _unit addWeapon "ItemMap"; _unit addWeapon "ItemCompass"; _unit addWeapon "ItemWatch"; _unit addWeapon "ACRE_PRC343"; _unit addWeapon "NVGoggles"; _unit addWeapon "ACE_KeyCuffs"; _unit addWeapon "ACE_GlassesLHD_glasses"; _unit addWeapon "ACE_GlassesBalaklava"; switch (_type) do { case "PL": { _unit addWeapon "ACE_M16A4_ACG_GL_UP"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "ACE_30Rnd_556x45_T_Stanag"; _unit addMagazine "SmokeShell"; _unit addMagazine "SmokeShell"; _unit addMagazine "HandGrenade_West"; _unit addMagazine "HandGrenade_West"; _unit addWeapon "ACRE_PRC148"; _unit addWeapon "Binocular"; _unit setVariable ["ace_weaponOnBack", "ACE_CharliePack_WMARPAT"]; _unit setVariable ["ACE_RuckMagContents", [["30Rnd_556x45_Stanag",7], ["SmokeShellGreen",2], ["SmokeShellRed",1], ["Handgrenade_west",2], ["1Rnd_SmokeGreen_M203",5], ["1Rnd_SmokeRed_M203",5], ["1Rnd_SmokeYellow_M203",5], ["ACE_Knicklicht_B",10], ["ACE_Knicklicht_G",10], ["ACE_Knicklicht_R",10] ]]; _unit addWeapon "ItemGPS"; }; case "SL": { _unit addWeapon "ACE_M16A4_ACG_GL_UP"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "ACE_30Rnd_556x45_T_Stanag"; _unit addMagazine "SmokeShell"; _unit addMagazine "SmokeShell"; _unit addMagazine "HandGrenade_West"; _unit addMagazine "ACE_1Rnd_HE_M203"; _unit addMagazine "ACE_1Rnd_HE_M203"; _unit addMagazine "ACE_1Rnd_HE_M203"; _unit addMagazine "ACE_1Rnd_HE_M203"; _unit addMagazine "ACE_1Rnd_HE_M203"; _unit addWeapon "ACE_HuntIR_monitor"; _unit addWeapon "ACRE_PRC117F"; _unit setVariable ["ace_weaponOnBack", "ACE_CharliePack_WMARPAT"]; _unit setVariable ["ACE_RuckMagContents", [["30Rnd_556x45_Stanag",7], ["SmokeShellGreen",2], ["ACE_1Rnd_HE_M203",5], ["1Rnd_SmokeGreen_M203",5], ["ACE_HuntIR_M203",6], ["1Rnd_SmokeRed_M203",5], ["1Rnd_SmokeYellow_M203",5], ["SmokeShellRed",1], ["Handgrenade_west",2]]]; _unit addWeapon "ItemGPS"; _unit addWeapon "ACE_Rangefinder_OD"; _unit addMagazine "ACE_Battery_Rangefinder"; }; case "TL": { _unit addWeapon "m16a4_acg"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "ACE_30Rnd_556x45_T_Stanag"; _unit addMagazine "SmokeShell"; _unit addMagazine "SmokeShell"; _unit addMagazine "HandGrenade_West"; _unit addMagazine "HandGrenade_West"; _unit setVariable ["ace_weaponOnBack", "ACE_CharliePack_WMARPAT"]; _unit setVariable ["ACE_RuckMagContents", [["30Rnd_556x45_Stanag",7], ["Handgrenade_west",2]]]; _unit addWeapon "Binocular"; }; case "corpsman": { _unit addWeapon "m16a4"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "SmokeShell"; _unit addMagazine "SmokeShell"; _unit addMagazine "HandGrenade_West"; _unit addMagazine "HandGrenade_West"; _unit addMagazine "ACE_Epinephrine"; _unit addMagazine "ACE_Epinephrine"; _unit addMagazine "ACE_Morphine"; _unit addMagazine "ACE_Morphine"; _unit setVariable ["ace_weaponOnBack", "ACE_CharliePack_WMARPAT"]; _unit setVariable ["ACE_RuckMagContents", [["ACE_Medkit",10], ["ACE_Epinephrine", 10], ["ACE_BANDAGE", 10], ["ACE_MORPHINE", 10]]]; }; case "rifle": { _unit addWeapon "m16a4"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "SmokeShell"; _unit addMagazine "ACE_30Rnd_556x45_T_Stanag"; _unit addMagazine "HandGrenade_West"; _unit addMagazine "HandGrenade_West"; _unit addWeapon "ACE_M136_CSRS"; _unit setVariable ["ace_weaponOnBack", "ACE_CharliePack_WMARPAT"]; _unit setVariable ["ACE_RuckMagContents", [["30Rnd_556x45_Stanag",10], ["Handgrenade_west",2]]]; }; case "rTL": { _unit addWeapon "M16A4_ACG_GL"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "ACE_1Rnd_HE_M203"; _unit addMagazine "ACE_1Rnd_HE_M203"; _unit addMagazine "ACE_1Rnd_HE_M203"; _unit addMagazine "ACE_1Rnd_HE_M203"; _unit addMagazine "ACE_1Rnd_HE_M203"; _unit addMagazine "1Rnd_Smoke_M203"; _unit addMagazine "ACE_30Rnd_556x45_T_Stanag"; _unit addMagazine "SmokeShell"; _unit addMagazine "HandGrenade_West"; _unit addMagazine "HandGrenade_West"; _unit addWeapon "ACE_CharliePack_WMARPAT"; _unit setVariable ["ACE_RuckMagContents", [["30Rnd_556x45_Stanag",7], ["1Rnd_Smoke_M203",5], ["Handgrenade_west",2], ["1Rnd_SmokeGreen_M203",5], ["1Rnd_SmokeRed_M203",5], ["1Rnd_SmokeYellow_M203",5], ["ACE_1Rnd_HE_M203",10]]]; _unit addWeapon "Binocular"; }; case "AR": { _unit addWeapon "M249"; _unit addMagazine "200Rnd_556x45_M249"; _unit addMagazine "200Rnd_556x45_M249"; _unit addMagazine "200Rnd_556x45_M249"; _unit addMagazine "200Rnd_556x45_M249"; _unit addMagazine "SmokeShell"; _unit addMagazine "HandGrenade_West"; _unit addMagazine "HandGrenade_West"; _unit setVariable ["ace_weaponOnBack", "ACE_CharliePack_WMARPAT"]; _unit setVariable ["ACE_RuckMagContents", [["Handgrenade_west",2]]]; }; case "AAR": { _unit addWeapon "m16a4"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "200Rnd_556x45_M249"; _unit addMagazine "200Rnd_556x45_M249"; _unit addMagazine "ACE_30Rnd_556x45_T_Stanag"; _unit addMagazine "HandGrenade_West"; _unit addMagazine "HandGrenade_West"; _unit addMagazine "SmokeShell"; _unit addWeapon "ACE_M72A2"; _unit setVariable ["ace_weaponOnBack", "ACE_CharliePack_WMARPAT"]; _unit setVariable ["ACE_RuckMagContents", [["30Rnd_556x45_Stanag",5], ["Handgrenade_west",2]]]; _unit addWeapon "Binocular"; }; }; Typical unit init (ID is different depending on the unit): removeallitems this; removeallweapons this; id = ["AR", this] call compile preprocessFileLineNumbers "krauseOrbat\MarineRiflekitout.sqf";
  6. Gear is being changed via MarineRiflekitout.sqf prior to mission start. The script you posted is one of the ones I found. The reason I don't want to use it is because of the fact that it saves every time someone checks their gear. Say someone checks their gear after expending a couple magazines and grenades, then they get killed. Wouldn't they respawn missing those items?
  7. Yes, I searched for this. I found a couple scripts that are supposed to do this, but they didn't work for me. Basically what I want is just a script that gives players the same gear they started the mission with. I asked around and someone told me I would want a script that checks if the player is dead, waits until they're alive, then executes a script I have that issues their gear. Here's what I've got: gear.sqf being executed from Init.sqf if !(isDedicated) then { if !(alive player) then { while {!alive player} do {sleep 0.05;}; while {alive player} do {execVM "krauseOrbat\MarineRiflekitout.sqf";}; }; }; It doesn't work. I'm pretty sure it's just the syntax being wrong, but I'm terrible with scripting so I could be totally way off. Anyone mind helping me out here?
  8. Well stupid me. I forgot to initialize one file in my init.sqf. Got it fixed. New question: I'm trying to create a teleport script for JIPs. When a player is within trigger "teleport", a Teleport action is added from teleport.sqf. Teleport.sqf basically just moves the player into a vehicle. The thing is, I only want this to be possible when the truck is outside the trigger and the player is inside the trigger. That is, if the truck is inside the trigger, or the player is outside the trigger, the Teleport action will not be shown. How would I go about doing this?
  9. Edit: Forgot to initialize one file in my init.sqf. Fixed. New question below.
  10. Lol! I didn't even realize there was a difference! I thought it was just thought people typed the abbreviation differently. Thanks for that, and sorry for the confusion.
  11. Now, I read about being able to disable the minimap in the parameters, but those options don't show up for me there. I'm using the AAS100 Chernerus Template from the AAS Complete Pack.
  12. Is it possible to disable the HUD? I went into the description.ext and tried removing the entire HUD Display section, but when I got in game it faded my screen to black..
  13. Romeo_Delta

    Changing uniform

    Yeah, I'm actually looking for a script, very similar to DarkXess, but I want it to just change the model, not the entire loadout. For example, as an insurgent if I kill a BLUFOR unit I want the option to "steal uniform" and have the player model switch to a BLUFOR model, but keep my unit on the OPFOR side. Not sure if this is possible though?
  14. I appreciate it, but it still isn't working. :\
  15. I found that waitUntil line. It was commented out. I commented it back in, tried again, same problem, so I commented it out again. I can hear the crow, but it doesn't get past the "You are dead. Entering spectator mode..." screen.
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