The Hebrew Hammer 10 Posted May 11, 2011 I've been watching a lot of videos in the User Video thread and in all of the operations I've seen they seem to know that a certain convoy will be coming down a certain road or that there's enemy in one town or landmark. I'm aware that a lot of populating an area can be done with DAC, but it appears that a lot of mission makers don't use it. So how can I create make dynamic missions without dac? Share this post Link to post Share on other sites
Mr. Charles 22 Posted May 11, 2011 I use UPSMON, but there are multiple ways to do so. Just search for UPS, UPSMON and GL4 on the forums here. Share this post Link to post Share on other sites
Gunter Severloh 4070 Posted May 11, 2011 I use UPS type scripts: UPS with respawning non-playable AI http://www.armaholic.com/page.php?id=1086 AI respawn group patrol area using UPS http://www.armaholic.com/page.php?id=6540 AI vehicle respawn patrol area using UPS http://www.armaholic.com/page.php?id=6543 UPS - Urban patrol script http://kronzky.info/ups/index.htm Share this post Link to post Share on other sites
The Hebrew Hammer 10 Posted May 23, 2011 Is it okay to mix UPSMON with regular UPS? I'm using the fortify parameter in UPSMON, but I want the respawn function of UPS. My init is going to look something like this: nul = [this,"fortify","phaseline1"] execVM "upsmon"; nul = [this, 3, 10, "spawn","phaseline1"] execVM "AI_respawn_UPS\AI_respawn_UPS_init.sqf"; ---------- Post added at 08:52 PM ---------- Previous post was at 08:12 PM ---------- nevermind, one always overrides the other... is there a way around that? I just want my AI to spawn after dying and then fortify, is there a script already in the game for that? The respawn UPS script doesn't let me change the AI behavior so instead of bum rushing they patrol, not what I want.. Share this post Link to post Share on other sites