colonelhartigan 50 Posted February 9, 2015 @Cool=Azroul13 Thank you for taking it. I look forward to the corrected version. Just want to add this has been my go-to enemies script since I found it years ago. The ArmA 3 rendition is impressive as usual. Thank you. Share this post Link to post Share on other sites
cruoriss 12 Posted February 10, 2015 Hey, Dev heaven page seems unused so i'll report a bug here : Calling upsmon patrol with the "SAFE" parameter disable AI capacity to use smoke grenades . Even after the AI group is engaged and suffer losses they won't use any . ( with "AWARE" or no paremeters linked to combat mode they properly use them, smoke chance in the init is at 20 ) Share this post Link to post Share on other sites
cool=azroul13 14 Posted February 10, 2015 @DUM3DO Can you confirm you were not on the marker of the group anytime ? Strange for the "noveh" problem, as I disable for the moment for the group to take vehicle when in combat, and the only way they could take vehicle is because they have a waypoint far away or the unit is linked to the vehicle. I will verify it. @Cruoriss Do you confirm they changed their behaviour during combat ? Share this post Link to post Share on other sites
cruoriss 12 Posted February 10, 2015 @CruorissDo you confirm they changed their behaviour during combat ? Yup, they engage the enemy and even flank but no smokes . Share this post Link to post Share on other sites
colonelhartigan 50 Posted February 12, 2015 I can confirm the same problem reported by Cruoriss in 6.0.9.5. Share this post Link to post Share on other sites
dum3d0 11 Posted February 13, 2015 @DUM3DOCan you confirm you were not on the marker of the group anytime ? Strange for the "noveh" problem, as I disable for the moment for the group to take vehicle when in combat, and the only way they could take vehicle is because they have a waypoint far away or the unit is linked to the vehicle. I will verify it. No we where on the maker of the AI group only after the battle, after every Ai was killed. I'll make some screenshot asap Share this post Link to post Share on other sites
dum3d0 11 Posted February 13, 2015 Doublepost pls delete Share this post Link to post Share on other sites
dum3d0 11 Posted February 13, 2015 (edited) I'm posting here some better explanation about my problem Here is a screenshot from editor commented, hope you can understand https://flic.kr/p/qTp14J And here is a screenshot taken in editor preview with debug active, this was taken with only me alone (obviously), as you can see after trowing some grenades from outside the walls, some AI come out searching for me. https://flic.kr/p/raP4JM I was using UPSMON_6.0.9.5 version PS: this mods where running on server: Task Force Radio | 0.9.7.1 ASDG Joint Rail | 0.11 FHQ Accessories | 1.4 AGM | 0.95.1 CBA A3 | RC4 NATO SF and Russian Spetsnaz Weapons | 1.5 Bornholm | 1.3 Only on Server: ASR AI A3 | 0.9.13 Edited February 14, 2015 by DuM3D0 Share this post Link to post Share on other sites
gatordev 219 Posted March 24, 2015 Didn't see this mentioned earlier, but I may have missed it... I'm finding, even when setting the variable in UPS_Respawn from nearest friendly to "50," units are no longer respawning once a group has been killed. They patrol fine, but once dead, units are recreated at the spawn marker. This is with 6.0.9.5 and Arma 3 1.40. I'm guessing something changed and messed with the scripts. Share this post Link to post Share on other sites
HaZZarD 2 Posted April 4, 2015 Hey guys, is this script compatible with the newly introduced dev build suppressive fire ? Are you still planning to make a template showing the full potential of this script ? Share this post Link to post Share on other sites
cool=azroul13 14 Posted April 4, 2015 Hey guys, is this script compatible with the newly introduced dev build suppressive fire ? It is planned :) . Are you still planning to make a template showing the full potential of this script ? Yes, there will be a mission to explain each module. :) Share this post Link to post Share on other sites
HaZZarD 2 Posted April 4, 2015 It is planned :) .Yes, there will be a mission to explain each module. :) Thanks guys, I love this script, it makes my life of mission maker much easier, thos my life as soldier is harder now as AI react much better XD Share this post Link to post Share on other sites
tmp95 16 Posted April 7, 2015 Been away from A3 for several months. is UPSMON still working with latest version ? Outside few errors above? Share this post Link to post Share on other sites
tmp95 16 Posted April 10, 2015 Ok. Did some playtesting. UPSMON latest version when using the following (On friendly AI groups). onMapSingleClick "'ZoneQRF2' setMarkerPos _pos; onMapSingleClick''; true"; I use this to switch patrol zones from one place to the next. I find the Group will move it's zone but once in contact moving that zone again is virtually impossible. Once contact they will not break out of that hold type behavior and move on. Share this post Link to post Share on other sites
tmp95 16 Posted April 11, 2015 More playtesting with UPSMON and using the following trigger (to move a patrol zone around the map). onMapSingleClick "'ZoneQRF2' setMarkerPos _pos; onMapSingleClick''; true"; Units will only move once to a new zone. From there (even when not under fire) it is hard to get them to move to a different zone if using the radio trigger to move it again. Share this post Link to post Share on other sites
the chief 15 Posted May 17, 2015 I use your cache script, along with the ZBE Cache script, in all my coop missions. Brill' work mate. Share this post Link to post Share on other sites
cool=azroul13 14 Posted May 17, 2015 What cache script ? :p Share this post Link to post Share on other sites
the chief 15 Posted May 17, 2015 What cache script ? :p http://forums.bistudio.com/showthread.php?179777-ZBE_Cache-AI-amp-Vehicle-caching-script-addon Share this post Link to post Share on other sites
TacoTuesday 1 Posted May 26, 2015 Maybe I am just dumb, but I cannot consistently figure out a way to stop AI behavior from entering combat mod right away. Has anyone figured out how to fix that? Share this post Link to post Share on other sites
cool=azroul13 14 Posted May 26, 2015 Can you explain more ? What do you want to do with your AI ? Share this post Link to post Share on other sites
TacoTuesday 1 Posted June 1, 2015 Thanks for getting back to me. Sorry - I just saw you added in a way to control speed to the paramaters that fixed the problem. I havent done this in a few months. But I have another question: Do you know how I can use expression field in ModuleSpawnAI_F to create UPSMON units? I'm trying to get the AI to go to one of four sectors and it isn't working too...dynamically. I feel like its a syntax issue more than anything else though. sleep 2; nul = [this,"alpha","bravo","all","Charlie","Delta","LINE","spawned"] execVM "scripts\UPSMON.sqf";[/Code] Share this post Link to post Share on other sites
cool=azroul13 14 Posted June 1, 2015 What is "Alpha" and "bravo" ? Share this post Link to post Share on other sites
Fetzen 10 Posted June 1, 2015 my units dont seem to be using weapons from the environment. am i missing something? Share this post Link to post Share on other sites
TacoTuesday 1 Posted June 1, 2015 Those are marker names Alpha Bravo Charlie All Delta These are all marker names. I'm trying to get the group to spawn and then pick one of those markers to go to and cycle between in its patrol. I may have messed up with the basics of the code since I was doing it quickly, but I'm just trying to figure out how to get the script to play nice with the module more than anything else. Share this post Link to post Share on other sites