redarmy 422 Posted November 16, 2014 What was the last known enemy position ? within the 500x500 marker are,dead centre and garrisoned Share this post Link to post Share on other sites
nomisum 129 Posted November 16, 2014 (edited) Are you sure the UPSMON is initialized before using the function ? interesting thought. edit: i will check that out. could very well be the case. edit2: Yes, the error is now gone, thanks for the heads up. I've got another one for ya though :D 19:13:29 Error in expression <rivate ["_sum"]; _sum = ((_dstX * _dstX)/(_sizeX * _sizeX)) + ((_dstY * _dstY)/(> 19:13:29 Error position: </(_sizeX * _sizeX)) + ((_dstY * _dstY)/(> 19:13:29 Error Zero divisor 19:13:29 File mpmissions\__cur_mp.Takistan\Scripts\UPSMON\Get_pos\UPSMON_pos_fnc_isinellipse.sqf, line 48 At first I thought i had to place my markers as ellipses instead of icons, but didnt change anything :S Edited November 16, 2014 by nomisum Share this post Link to post Share on other sites
cool=azroul13 14 Posted November 16, 2014 What is your marker ? What is your UPSMON parameter ? I never see a bug with ellipse marker before :/ and I never change this part. Share this post Link to post Share on other sites
nomisum 129 Posted November 16, 2014 (edited) What is your marker ? What is your UPSMON parameter ? I never see a bug with ellipse marker before :/ and I never change this part. Markers are normal solid elliptic markers of appr 50x50 to 100x100 size. My call is _grp1 = [_pos,east,taliban,[_minUnits,_maxUnits],2,["fortify6","RANDOMA","NOWP"]] call UPSMON_CreateGroup; _grp2 = [_pos,east,taliban,[_minUnits,_maxUnits],2,["fortify1","RANDOMA","NOWP"]] call UPSMON_CreateGroup; _grp3 = [_pos,east,taliban,[_minUnits,_maxUnits],2,["fortify2","RANDOMA"]] call UPSMON_CreateGroup; _grp4 = [_pos,east,taliban,[_minUnits,_maxUnits],2,["fortify3","RANDOMA","NOWP"]] call UPSMON_CreateGroup; _grp5 = [_pos,east,taliban,[_minUnits,_maxUnits],2,["fortify4","RANDOMA"]] call UPSMON_CreateGroup; _grp6 = [_pos,east,taliban,[_minUnits,_maxUnits],2,["fortify7","RANDOMA","NOWP"]] call UPSMON_CreateGroup; Nevermind, I will double check my code tomorrow. Maybe I forgot to delete sth in an editor init field or so. Thanks for your help so far! Stupid me had a typo in all fortify markers :rolleyes: Edited November 17, 2014 by nomisum Share this post Link to post Share on other sites
Coolinator 10 Posted November 21, 2014 hi, i tried this script, but it seem never worked for me :( The Basic UPS one made by Kronzky is working for me though. i don't know why upsmon won't work ;( Share this post Link to post Share on other sites
cool=azroul13 14 Posted November 21, 2014 I will need more information: How do you call the script ? Do you initialized the script via init.sqf ? Share this post Link to post Share on other sites
shoter0 11 Posted November 21, 2014 We had problem today with UPSMON 6.0.9.4. Link to RPT on pastebin UPSMON was working at the start and after 20-30 minutes it had stopped working. It'd started to throw a lot of errors in RPT every second. UPSMON was properly initialized by init.sqf ofc. After the stop of the work of UPSMON units had completely stopped to move. What could be the reason? Also this how does interesting lines in UPSMON_fnc_find_cover.sqf looks at my machine Link to pastebin Share this post Link to post Share on other sites
jcae2798 132 Posted November 22, 2014 Respawn working? I keep getting errors on line 102 of respawn script when group dies. Generic error? To replicate: 1. Create marker and group of units. 2. Add simple command line for respawn. 3. Kill them all and see script error message (grp doesnt spawn) Share this post Link to post Share on other sites
Coolinator 10 Posted November 22, 2014 I will need more information:How do you call the script ? Do you initialized the script via init.sqf ? i made a marker ellipse named "area1", then i put aa blufor fireteam squad, nul = [this,"area1"] execVM "scripts\UPSMON.sqf"; Then i also put this in my init.sqf //Init UPSMON script call compile preprocessFileLineNumbers "scripts\Init_UPSMON.sqf"; I tested it, and they didn't move, they were just standing, i even waited like 5 mins :( Share this post Link to post Share on other sites
jcae2798 132 Posted November 22, 2014 i made a marker ellipse named "area1", then i put aa blufor fireteam squad, nul = [this,"area1"] execVM "scripts\UPSMON.sqf"; Then i also put this in my init.sqf //Init UPSMON script call compile preprocessFileLineNumbers "scripts\Init_UPSMON.sqf"; I tested it, and they didn't move, they were just standing, i even waited like 5 mins :( Since i'm here reading this, just wanted to quickly confirm you also are copying the Scripts folder into the root of your missions folder. Sorry if it seems like a dumb question but it happens.. Share this post Link to post Share on other sites
Coolinator 10 Posted November 22, 2014 Since i'm here reading this, just wanted to quickly confirm you also are copying the Scripts folder into the root of your missions folder. Sorry if it seems like a dumb question but it happens.. yes i did copy and paste the scripts in the root of my mission folder. Still not working :( But the basic UPS by kronzky is working fine for me. Share this post Link to post Share on other sites
cool=azroul13 14 Posted November 22, 2014 To be sure, everybody use the 6.0.9.5 version on the armaholic ? @Coolinator Can you send me your mission ? Share this post Link to post Share on other sites
jcae2798 132 Posted November 22, 2014 Hey Azroul, yea i have the latest. Downloaded it multiple times to be sure it was the latest in the last couple days. I thought maybe another mod was affecting it but i disabled all of them and still no go in the VR environment. Clueless on what is going on… Can you confirm on your end its working just fine? Share this post Link to post Share on other sites
Coolinator 10 Posted November 22, 2014 To be sure, everybody use the 6.0.9.5 version on the armaholic ?@Coolinator Can you send me your mission ? here i made a example mission, u can modify any way u want. http://www.mediafire.com/download/mzx0jf430xg5ftw/upsmontest.Stratis.pbo Share this post Link to post Share on other sites
shoter0 11 Posted November 23, 2014 My friend was using old version of UPSMON. It was probably source of the problem. Share this post Link to post Share on other sites
redarmy 422 Posted November 23, 2014 Azroul,it seems not everyone is having the exact problems as each other with this script. For me,the main issues have been present for the last few versions,they are... Groups leaving marker area and upsmon groups exiting loop(stop moving altogether) Maybe every one can list all their AI mods/scripts that are running similtaniously. For one i run BCOMBAT,and TPW.Is it possibly related to bcombat as alot of users run that i beleive. Share this post Link to post Share on other sites
cool=azroul13 14 Posted November 23, 2014 @Coolinator I just test your mission, I click on preview and I see the AI moving within the marker zone. Do you use an another AI modification addon witg tge script ? @RedArmy Can you send me a screenshot of the map (ingame) when it happens ? thanks, Aze Share this post Link to post Share on other sites
Coolinator 10 Posted November 23, 2014 (edited) @CoolinatorI just test your mission, I click on preview and I see the AI moving within the marker zone. Do you use an another AI modification addon witg tge script ? @RedArmy Can you send me a screenshot of the map (ingame) when it happens ? thanks, Aze wait really they move????? when i preview mine they don't move a single muscle :( i dont use any addons. kk i try to make a video. Edited November 23, 2014 by Coolinator Share this post Link to post Share on other sites
cool=azroul13 14 Posted November 24, 2014 Is there someone else who can confirm this problem ? I can't reproduce the bug, I test it 7 times and for me the group was moving. Share this post Link to post Share on other sites
olbins 11 Posted November 24, 2014 Is there someone else who can confirm this problem ?I can't reproduce the bug, I test it 7 times and for me the group was moving. Well, my units move but they do not respawn. Got two gropus and after killing one the second stop moving like there was some error stoping the script. Bcombat does not affect this. Share this post Link to post Share on other sites
Guest Posted November 24, 2014 Thanks for sending us the fixed version :cool: New version frontpaged on the Armaholic homepage. UPSMON - Urban Patrol Script v6.0.9.5 ================================================ We have also "connected" these pages to your account on Armaholic. This means soon you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
cool=azroul13 14 Posted November 24, 2014 @Coolinator Are you on the dev branch ? Share this post Link to post Share on other sites
jcae2798 132 Posted November 24, 2014 Thanks for the Respawn fix. I'll test it when i get home but im sure it will be working :) @Coolinator: Per Aze's question, in addition check to make sure in your expansions menu that only the default addons are listed (Arma3, Zues, HeliDLC, etc..). Sometimes addons are added to the root Arma folder and it loads them automatically. Share this post Link to post Share on other sites
Coolinator 10 Posted November 24, 2014 @CoolinatorAre you on the dev branch ? What is dev branch? Share this post Link to post Share on other sites
jshock 513 Posted November 25, 2014 What is dev branch? It's the basically the beta version of Arma for future versions of Arma. So any new commands/functions/features that the BI developers have put together for an update get tested and critiqued first in the dev branch version of Arma, to then be evaluated for placement in the updated release. http://forums.bistudio.com/forumdisplay.php?186-ARMA-3-DEVELOPMENT-BRANCH So sometimes people on the dev branch have different functionality of certain commands/functions because the dev branch version has them altered, which can cause issues when using scripts/mods made in standard Arma. Share this post Link to post Share on other sites