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  • TGU - Instructor Tools needs your help

    TGU ArmA needs a new feature for the Instructor Tools we include in our missions. We need a script that will check the current loadout of a player to determine if the player is one of these 4 roles:

    Fireteam Leader
    Rifleman (Asst AR)
    Grenadier
    Automatic Rifleman

    Once this is determined we re-equip these players with standard loadouts. This allows the instructor to re arm the students off his Instructor Tools add actions. Less time playing dress-up at the ammo box and more time learning and drilling.

    The script also needs a check for an array of units given and exception: anyone with a pistol. Instructors will have a pistol for now.

    I'm open to suggestions.
    |TG-189th| Unkl
    ArmA 3 Game Officer
    Dean of Tactical Gamer University
    189th Infantry Brigade Member
    SUBMIT A RIBBON NOMINATION OR CONTACT AN ARMA ADMIN
    "We quickly advance in the opposite direction and take cover in a house on the SW side of town." - BadStache

  • #2
    Re: TGU - Instructor Tools needs your help

    are the instructor tools only used in TGU course missions? if so then why is there an ammobox in the first place if this is the problem? having a set of actions to automatically equip a soldier would be alot easier then just testing their gear and loading out from there. players should have the option of switching roles without kitting at an ammobox and taking forever doing it. ammoboxes should be reserved for special cases such as an AT firing range or explosives demonstration, and in those cases an action on an object would still be easier.

    so I'm recommending these scripts:
    one to simply clear all gear and re-equip a soldier, can be called from anywhere we want (box, vehicle, dialog)
    one to add gear and ammo that needs to used frequently but takes up alot of backpack space (missiles and explosives)

    it would be alot easier to simplify this then over complicate it, but I'm open to your idea if this situation does require it.
    Yink | Vanilla Pilot | Killer of Stirling | CS GOD | Projects Team

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    • #3
      Re: TGU - Instructor Tools needs your help

      an old script from Alpha days. Predetermined gear with a click of a button depending on their class.

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      • #4
        Re: TGU - Instructor Tools needs your help

        I remember when you posted this... this is perfect.

        now we just need to know how you want to implement it in the instructor tools
        Yink | Vanilla Pilot | Killer of Stirling | CS GOD | Projects Team

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        • #5
          Re: TGU - Instructor Tools needs your help

          The class based script is not going to work for TGU sorry guys. Something more along the lines of the old TG Gear script will be better. TGU students all spawn in as riflemen and are assigned roles based on the lesson. They will change from rifleman to AR to GL and so on.

          So you need to detect what weapon they have and then assign the ammo appropriate to that weapon.
          |TG-189th| Unkl
          ArmA 3 Game Officer
          Dean of Tactical Gamer University
          189th Infantry Brigade Member
          SUBMIT A RIBBON NOMINATION OR CONTACT AN ARMA ADMIN
          "We quickly advance in the opposite direction and take cover in a house on the SW side of town." - BadStache

          Comment


          • #6
            Re: TGU - Instructor Tools needs your help

            I'm caught up on the thread now...so Yink, the reload ammo can be needed anywhere on the map not just at ammo boxes. When performing a drill we can get a long way from the crates. I guess the instructor could spawn in a TG GEAR crate, the player walks up and chooses a kit and then we despawn the box. But again, that requires that all the students break their formation and momentum to access the crate. Not a bad solution if it makes the scripting much easier however.

            Asst/AR - Rifle (6.5) with ARCO, 2 white smoke, 2 frags, 8 mags 6.5, 2 boxes AR rounds, binocs, first aid kit, whatever vest and pack they need for this gear.
            GL - Rifle (6.5) with GL attachment, 2 white smoke, 10 mags 6.5, 5xHE, 2xGreen, 2xRed, first aid kit, vest & pack
            AR - AR rifle, 2 white smoke, 5 boxes/belts, first aid kit, vest & pack
            TL - Rifle (6.5) with RCO, 2 white smoke, 2 red, 2 green, 1 blue, 10 mags 6.5, GPS, rangfinder, first aid kit, vest & pack

            Thats a rough outline to keep it simple.
            |TG-189th| Unkl
            ArmA 3 Game Officer
            Dean of Tactical Gamer University
            189th Infantry Brigade Member
            SUBMIT A RIBBON NOMINATION OR CONTACT AN ARMA ADMIN
            "We quickly advance in the opposite direction and take cover in a house on the SW side of town." - BadStache

            Comment


            • #7
              Re: TGU - Instructor Tools needs your help

              you dont need an ammobox, just a dialog to select players and set their gear.
              Yink | Vanilla Pilot | Killer of Stirling | CS GOD | Projects Team

              Comment


              • #8
                Re: TGU - Instructor Tools needs your help

                Originally posted by Yink View Post
                you dont need an ammobox, just a dialog to select players and set their gear.
                Cool that.
                |TG-189th| Unkl
                ArmA 3 Game Officer
                Dean of Tactical Gamer University
                189th Infantry Brigade Member
                SUBMIT A RIBBON NOMINATION OR CONTACT AN ARMA ADMIN
                "We quickly advance in the opposite direction and take cover in a house on the SW side of town." - BadStache

                Comment


                • #9
                  Re: TGU - Instructor Tools needs your help

                  If I understand what you are after, I did something a little similar in my attempt at a TVT mission based on B's ammobox script.

                  In this mission there is an ammobox for each side which players can select a class from. There are a bunch of other conditions like maximum number of classes and restricting each ammobox to one side etc. which aren't relevant here, however I've cut down the code a bit. The add action looks something like:

                  Code:
                  _player addAction ["<t color='#AACC22'>Squad Leader</t>",{[_this select 1, "SL"] execVM "FireteamTvT\equipPlayer.sqf"},0,0,false,true];
                  _player addAction ["<t color='#AACC22'>Automatic Rifleman</t>",{[_this select 1, "AR"] execVM "FireteamTvT\equipPlayer.sqf"},0,0,false,true];
                  _player addAction ["<t color='#AACC22'>Rifleman</t>",{[_this select 1, "RIFLE"] execVM "FireteamTvT\equipPlayer.sqf"},0,0,false,true];
                  The cut down "equipPlayer.sqf" looks like this (untested):

                  Code:
                  private ["_player", "_side", "_class", "_weapons", "_magazines", "_items", "_backpacks", "_fac_count"];
                  
                  _player = _this select 0;
                  _class = _this select 1;
                  
                  // remove existing equipment
                  removeAllWeapons _player;
                  removeAllAssignedItems _player;
                  removeAllItems _player;
                  removeHeadgear _player;
                  removeVest _player;
                  {_player removeMagazine _x} forEach magazines _player;
                  
                  // add compass and radio
                  _player addItem "ItemCompass";
                  _player assignItem "ItemCompass";
                  _player addItem "ItemRadio";
                  _player assignItem "ItemRadio";
                  _player addItem "ItemMap";
                  _player assignItem "ItemMap";
                  
                  // add the default vest
                  _player addVest "V_PlateCarrier2_rgr";
                  _player addHeadgear "H_HelmetB_camo";
                  
                  // add common weapons
                  _player addMagazines ["16Rnd_9x21_Mag", 5];
                  _player addMagazines ["30Rnd_65x39_caseless_mag", 5];
                  _player addWeapon "hgun_P07_F";
                  _player addWeapon "Binocular";
                  
                  // add class specific weaponry
                  switch (_class) do {
                      case "SL": {
                          // replace binos with rangefinder
                          _player removeWeapon "Binocular";
                          _player addWeapon "Rangefinder";
                          
                          // add rifle
                          _player addWeapon "arifle_MX_Holo_pointer_F";
                          
                          _player addMagazine "SmokeShell";
                          _player addMagazine "SmokeShell";
                      };
                      case "AR": {
                          // add special AR hat because they are bad-ass
                          removeHeadgear _player ;
                          _player addHeadgear "H_Booniehat_grn";
                      
                          // change to the correct magazines
                          {_player removeMagazine _x} forEach magazines _player;
                          _player addMagazine "200Rnd_65x39_cased_Box";
                          _player addMagazine "200Rnd_65x39_cased_Box";
                          _player addMagazine "200Rnd_65x39_cased_Box";
                          _player addMagazine "200Rnd_65x39_cased_Box_Tracer";
                      
                          // add rifle
                          _player addWeapon "LMG_Mk200_F";
                      };
                      case "RIFLE": {
                          // rifle
                          _player addWeapon "arifle_MX_Hamr_pointer_F";
                          
                          // add grenades
                          _player addMagazine "HandGrenade";
                          _player addMagazine "HandGrenade";
                          
                      };
                  };
                  
                  // play an animation
                  // _player playMove "AinvPknlMstpSnonWnonDr_medic5";
                  I had specific weapon setups and so on which probably aren't relevant to TGU so that may need tweaking. Hope its vaguely useful!

                  EDIT: PS I realise that this lets the player select their gear not the other way around...
                  sigpic

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