Beerkan 71 Posted June 15, 2013 hey guys. i just downloaded shay_gman's fixed scripts folder and am trying to use it in the editor. i created a patrol group and put in the leaders init: nul=[this,"patrol1"] execVM "scripts\upsmon.sqf"; when i preview the mission though, the group just stands there. i've created the marker of course and am not getting any errors. anyone know what's up? Is your marker is called "patrol1"?Have you got this in your mission's folder init.sqf //Init UPSMON script (must be run on all clients) call compile preprocessFileLineNumbers "scripts\Init_UPSMON.sqf"; Share this post Link to post Share on other sites
1para{god-father} 105 Posted June 15, 2013 You will also need to change at the top:- "KRON_UPS_EAST_SURRENDED" addPublicVariableEventHandler { if (_this select 1) then { nul=[east] execvm MCC_path + "scripts\UPSMON\MON_surrended.sqf";};}; "KRON_UPS_WEST_SURRENDED" addPublicVariableEventHandler { if (_this select 1) then { nul=[west] execvm MCC_path + "scripts\UPSMON\MON_surrended.sqf";};}; "KRON_UPS_GUER_SURRENDED" addPublicVariableEventHandler { if (_this select 1) then { nul=[resistance] execvm MCC_path + "scripts\UPSMON\MON_surrended.sqf";};}; and //init !R functions call compile preprocessFileLineNumbers format ["%1scripts\UPSMON\!R\R_functions.sqf",MCC_path]; //if (isNil "RE") then {[] execVM "\ca\Modules\MP\data\scripts\MPframework.sqf"}; //scripts initialization UPSMON = compile preprocessFile format ["%1scripts\UPSMON.sqf",MCC_path]; UPSMON_surrended = compile preprocessFile format ["%1scripts\UPSMON\MON_surrended.sqf",MCC_path]; as it is looking for the MCC path Share this post Link to post Share on other sites
shay_gman 272 Posted June 15, 2013 I just defined MCC_path = "" in the init. I didn't had the time to go and delete all. It should work. Share this post Link to post Share on other sites
Beerkan 71 Posted June 15, 2013 (edited) I have removed all references to MCC_Path etc, from this version. (But still left in credits to shy_gman) It is based on UPSMON version 5.1.0 beta 1 Download it UPSMON Version 5.1.0 Beta 1 here. Tested and working. Edited June 23, 2013 by Beerkan Share this post Link to post Share on other sites
kadinx 12 Posted June 15, 2013 I just defined MCC_path = "" in the init. I didn't had the time to go and delete all. It should work. Yep, I can confirm that... But thanks to Beerkan too Share this post Link to post Share on other sites
kadinx 12 Posted June 15, 2013 I have removed all references to MCC_Path etc, from this version. (But still left in credits to shy_gman)It is based on UPSMON version 5.1.0 beta 1 Download it UPSMON Version 5.1.0 Beta 1 here. Tested and working. There was a surrended.sqf file included before, I am not sure it is related to the removals. Share this post Link to post Share on other sites
Beerkan 71 Posted June 16, 2013 (edited) There was a surrended.sqf file included before, I am not sure it is related to the removals.It's not part of the UPSMON version 5.1.0 beta 1 script set.Therefore looks like it's not needed for UPSMON. Just download from the link above and all should be good. Edited June 16, 2013 by Beerkan Share this post Link to post Share on other sites
Spankulator 10 Posted June 21, 2013 After todays beta release I have some problem with UPSMON: Some error at line 757 in mon_functions.sqf. Screenshot: http://s23.postimg.org/o6ymrwtxn/ARMA.jpg (182 kB) Any ideas? Share this post Link to post Share on other sites
Spankulator 10 Posted June 22, 2013 After todays beta release I have some problem with UPSMON: Some error at line 757 in mon_functions.sqf. Screenshot: http://s23.postimg.org/o6ymrwtxn/ARMA.jpg (182 kB) Any ideas? Anyone? I noticed that the problem only occurs when you have a vehicle on your map. Share this post Link to post Share on other sites
Beerkan 71 Posted June 22, 2013 Nope, getting no errors, and got plenty of vehicles. Are you using the UPSMON version linked to in my previous post? N.B. I'm on Beta Share this post Link to post Share on other sites
Silvarin 10 Posted June 22, 2013 I have the same error message. We were flying a heli approaching the marker area of the upsmon patrols. Using the version you linked to. Maybe it has something to do with enemy units spotting a bluefor vehicle? (Im a scripting noob, so only guessing...) Share this post Link to post Share on other sites
dalia 13 Posted June 22, 2013 I have the same error message. We were flying a heli approaching the marker area of the upsmon patrols. Using the version you linked to.Maybe it has something to do with enemy units spotting a bluefor vehicle? (Im a scripting noob, so only guessing...) Same for me, if i put vehicle, i have this error. After i have many loop. Share this post Link to post Share on other sites
ollem 4 Posted June 23, 2013 Please share a simple test mission which generates this error so other people/i can have a look at it. Share this post Link to post Share on other sites
Spankulator 10 Posted June 23, 2013 Please share a simple test mission which generates this error so other people/i can have a look at it. Here is a simple sample mission with this error: http://speedy.sh/prFjX/test.Stratis.rar Share this post Link to post Share on other sites
Beerkan 71 Posted June 23, 2013 (edited) You're right Spankulator. I get the error with your mission file. Now fixed. Just replace your UPSMON with these. UPSMON Version 5.1.0 Beta 1 Edited June 23, 2013 by Beerkan Share this post Link to post Share on other sites
shay_gman 272 Posted June 23, 2013 @Beerkan check the MCC files as I remeber (can't check i'm at work) the locked command returns integer now and not boolean. I remember changing all the locked refrenses in MCC but I might be confusing it with someother command. Cheers. Share this post Link to post Share on other sites
Beerkan 71 Posted June 23, 2013 (edited) @Beerkan check the MCC files as I remeber (can't check i'm at work) the locked command returns integer now and not boolean. I remember changing all the locked refrenses in MCC but I might be confusing it with someother command. Cheers. Yep, you're right.I found the changes you made and sure enough the script now works. Again many thanks for your contribution. New script up in a moment. Latest UPSMON Version 5.1.0 Beta 1 Here. Edited June 23, 2013 by Beerkan Share this post Link to post Share on other sites
gvse 10 Posted June 23, 2013 Thank you very much for keeping the scripts up to date! I really appreciate it as I use them on a regular basis and don't really see any missions without them. Share this post Link to post Share on other sites
thestuntman 10 Posted June 25, 2013 I am having an issue with 5.1.0 beta. I am using the "track" option. For some reason i get the error "cannot load texture a3\ui_f\data\map\markers\military\mission_ca.paa". I get the markers for each groups starting position but I'm assuming the missing texture is the one used for tracking the path of the units patrols ---------- Post added at 13:16 ---------- Previous post was at 12:54 ---------- Seems to work fine if I change _markertype = if (isClass(configFile >> "cfgMarkers" >> "WTF_Flag")) then {"WTF_FLAG"} else {"FLAG"}; to _markertype = if (isClass(configFile >> "cfgMarkers" >> "WTF_Flag")) then {"WTF_FLAG"} else {"mil_Triangle"}; Not sure why, as the marker referenced by "FLAG" which according the the Config Viewer is the Objective Marker, works fine if placed manually Share this post Link to post Share on other sites
vagrantauthor 174 Posted June 25, 2013 (edited) Is UPSMON known to have issues functioning with the AllinArma mod? I'm making a mission on Zargabad using A3 units/vehicles and empty/locked A2 vehicles as objectives. I am using UPSMON Version 5.1.0 Beta 1. Markers have been placed and group leader inits contain a direct copy/paste from UPSMON.sqf with minor adjustments (such as "nomove" or "random") to fit their intention. All groups stand at their initial placement points and do not move. I'm not receiving any error on screen when I preview the mission, so it seems to know where the scripts are located. Any assistance would be greatly appreciated. EDIT: Sorry for this post. I've gone back through this thread a little more thoroughly and found the solution. I forgot to add "call compile preprocessFileLineNumbers "scripts\Init_UPSMON.sqf";" in my init.sqf. I'm leaving the original post as-is for reference. Edited June 25, 2013 by vagrantauthor Problem solved Share this post Link to post Share on other sites
kadinx 12 Posted June 25, 2013 Thank you very much for keeping the scripts up to date! I really appreciate it as I use them on a regular basis and don't really see any missions without them. As the man said, Thank YOU :) Share this post Link to post Share on other sites
lordprimate 159 Posted June 25, 2013 Hey, I havent seen it posted in this thread anywhere.. I have been tooling around with the AMBUSH paramater.. Obviously had to change a few things for A3. I commented a few commands out and sub'd in a few others. And it worked well before the release of the BETA.. In the UPSMON/common/mon_function.sqf file, down near the bottom are the functions for creating the mine.. you need to edit this.. MON_doCreateMine = { private ["_npc","_rnd","_soldier","_mine","_dir","_position"]; _position = [0,0]; _soldier = _this select 0; if ((count _this) > 1) then {_position = _this select 1;}; //If not is Man or dead exit if (!(_x iskindof "Man" ) || _soldier!=vehicle _soldier || !alive _soldier || !canmove _soldier) exitwith {false}; _soldier stop false; [_soldier,"AUTO"] spawn MON_setUnitPos; if ((count _this) > 1) then { _soldier domove _position; waituntil {unitReady _soldier || moveToCompleted _soldier || moveToFailed _soldier || !alive _soldier || !canmove _soldier}; }; if (moveToFailed _soldier || !alive _soldier || _soldier != vehicle _soldier || !canmove _soldier) exitwith {false}; //Crouche //_soldier playMove "ainvpknlmstpslaywrfldnon_1"; //sleep 2; if (!alive _soldier || !canmove _soldier) exitwith{}; //_dir = getdir _soldier; //_position = [position _soldier,_dir, 0.5] call MON_GetPos2D; //_mine = createMine ["APERSBoundingMine", _position , [], 0]; _soldier action ["UseWeapon",mine]; _soldier fire ["MineMuzzle","MineMuzzle","ATMine_Range_Mag"]; //Prepare mine //_soldier playMove "AinvPknlMstpSrasWrflDnon_Putdown_AmovPknlMstpSrasWrflDnon"; //sleep 2; //Return to formation _soldier doMove position ( leader _soldier ); }; I was testing it out to see how reliable it was.. It worked great.. And i wanted to test out other mines but the BETA has broken this attempt. Does anyone know if they changed the classnames for the mines.. If so i cannot find the info, in the dev changelog or anywhere else.. Prior to the Beta release the AI would go to a Road pos. and place a mine. Now they still move to the road, and do the Action of placement.. but there is no Mine. Share this post Link to post Share on other sites
dpatt712 10 Posted June 26, 2013 I cant get it working sorry Share this post Link to post Share on other sites
Beerkan 71 Posted June 26, 2013 (edited) Obviously the original script was written for ArmA2 (Based on Kronsky's Urban Patrol Script), but was also hard coded with certain items and classnames that only exists in ArmA2. I believe these are the classnames of mines in ArmA3 APERSBoundingMine_Range_Mag APERSMine_Range_Mag APERSTripMine_Wire_Mag ATMine_Range_Mag SLAMDirectionalMine_Wire_Mag @LordPrimate, can you try out these and see how you get on? If you can confirm which mine works best, I'll update the scripts. Edited June 26, 2013 by Beerkan Share this post Link to post Share on other sites