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UPSMON Updated to ArmaIII

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The "NOAI" pararmeter make unit completly dumb, they will not seek for enemy, you can't use ambush parameter and reinforcement.

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The "NOAI" pararmeter make unit completly dumb, they will not seek for enemy, you can't use ambush parameter and reinforcement.

Thanks for the suggestion Grumoy, but as Cool=Azroul13 said, the AI becomes really dump. They move to waypoints, but do not engange actively or seek better positions. So even if UPSMON AI is off, it doesn't seem to let bCombat AI take over. There is, however, no error messages.

The whole point in running both mods should be to let bCombat handle indvidual unit response and movement, but let UPSMON handle the communication between groups and create overall group waypoints, as to allow for flanking and other cool UPSMON stuff :)

This way it would be possible to create very dynamic scenarios with almost no waypoints and the glory of bCombat unit behaviour! ;)

The error message I get when running both bCombat+UPSMON is linked to the UPSMON_init script, line 1387 "_react".

Edit: Corrected line to 1387, and error also occurs with bCombat off in fact. Just tested it.

Edited by malkekoen

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I see no error message from my side, does it appears in my test mission ? If not can you send me your mission?

Do you play on Dev version ?

There are only 500 lines in Init_UPSMON script.

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I see no error message from my side, does it appears in my test mission ? If not can you send me your mission?

Do you play on Dev version ?

There are only 500 lines in Init_UPSMON script.

11713120275_08ab39d126_b.jpg

Screenshot58453 by UncleFu22, on Flickr

This is a screenshot of the error I got when running UPSMON+bCombat. It's on devbuild, as you can see in the corner. Note I also use CBA, JSRS and Blastcore. I tried it afterwards without bCombat, but got the same error. I also see it was in the upsmon.sqf and NOT .ini file, sorry for that...

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I've seen some 'react' related error messages myself too with other upsmon version. I did fix the issue, but unfortunately I do not have acccess to my pc the next few days.

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I can't reproduce the error :/

Can you send me a link to the mission ?

@Ollem

Do you remenber what was the problem ?

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Iam at work right now. but.

// Set playable slot

KRON_UPS_Player = playableUnits;

if ( KRON_UPS_Player == 0 ) then do { KRON_UPS_Player = player };

or something like that (the problem i see is as the biki says, if singleplayer Playableunits return 0), it would be nice to just dont have to specify playable units cuz i'am lazy :)

Edited by Hansson0728

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I can't reproduce the error :/

Can you send me a link to the mission ?

***************************

Think I found the _react error cause...

In UPMON.sqf, Line 1286

From this:

_react = if (!_supressed) then {_react + 30};

To this:

if (!_supressed) then

{

_react = _react + 30;

};

New to ARMA scripting but it would seem that, internally, the "_react = ..." in the existing version is puking here (bad assignment) and then UNdefining the variable - future references are then invalid. I re-formatted my code cuzz it's easier for me to read this way. Using the UPSMON version released Dec 29th, 2013.

Also, the variables: _opfknownval and _lastknown (line: 1385) don't appear to be 'declared' (private), FWIW. May not matter.

Hope this helps.

Mods (partial list)

bCombat

JSRS

jross

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So here a fix version, I hope as I can't reproduce the "_react" error message.

http://www.uploadlux.com/l-09AL1c8FIp

This version need some test. I try to make it compatible with Bcombat but it will need more work.

@Foxhound:

Do not mirror this link.

Thanks.

I tried today and yesterday evening to reproduce the error without bCombat, but couldn't :o Maybe I forgot to disable bCombat afterall.

Cool I will try your new version with bCombat. Is there any AI parameters that need to toggled off in the UPSMON script, or could it work out of the box?

Edit: Just re-read your post. Understand that this version is not compatible with bCombat.

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No, it's compatible but I'm not sure if all feature are working well.

You confirm that you don't have any error message anymore ?

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No, it's compatible but I'm not sure if all feature are working well.

You confirm that you don't have any error message anymore ?

Yes I confirm that after loading the same mission many times without bCombat I cannot reproduce it. Looking forward to try your new version with bCombat.

Edit: I just tried two small missions with infantry, vehicles and a helicopter with UPSMON 6.0.6.1 and bCombat and got no error messages. It seemed to work very well in fact, so nice to see very intelligent unit behaviour and group movement, ie. flanking etc. I didn't use any fancy stuff, just the usual patrols and "nowp", "fortify" things.

Wow I'm impressed you did that so fast! Great work!

Edited by malkekoen

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hey man,

the reinforcement command still does not work. the units marked as reinforcement just do nothing after the trigger has fired.

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Hey Azrul,

just tested a mission with both the 6.0.6.1 and the fixed version.

As soon as the AI sees enemies and is trying to engange, my game freezes for a couple of seconds (up to 10) every half a minute or so.

The AI-sides are BLUFOR and Resistance, with having Resistance friendly to OPFOR and set with the "fortify" command.

I thought this was caused by some AImod I use, but the same thing happens when launching it without mods.

RPT:

Fresnel k must be >0, given n=2.51,k=0
"--------------------------------"
"UPSMON started"
"KRON_Arti: [[]]"
"[19376.6,9651.25,0.551315]|_bld=Land_i_House_Small_03_V1_F | R Alpha 1-3:1 | I_Soldier_SL_F"
"[19381.8,9649.91,0.554352]|_bld=Land_i_House_Small_03_V1_F | R Alpha 1-3:2 | I_Soldier_TL_F"
"[19381.8,9649.91,0.554352]|_bld=Land_i_House_Small_03_V1_F | R Alpha 1-3:3 | I_Soldier_AR_F"
"[19381.7,9646.61,0.638367]|_bld=Land_i_House_Small_03_V1_F | R Alpha 1-3:4 | I_Soldier_LAT_F"
"[19381.8,9649.91,0.554352]|_bld=Land_i_House_Small_03_V1_F | R Alpha 1-3:5 | I_Soldier_AAR_F"
"[19381.7,9646.61,0.638367]|_bld=Land_i_House_Small_03_V1_F | R Alpha 1-3:6 | I_medic_F"
"[19381.8,9649.91,0.554352]|_bld=Land_i_House_Small_03_V1_F | R Alpha 1-3:7 | I_Soldier_AR_F"
"[19381.7,9646.61,0.638367]|_bld=Land_i_House_Small_03_V1_F | R Alpha 1-3:8 | I_Soldier_A_F"
"[20342,11655,1.70317]|_bld=Land_u_House_Small_02_V1_F | R Alpha 3-1:1 | I_Soldier_TL_F"
"[20342.2,11653,1.40139]|_bld=Land_u_House_Small_02_V1_F | R Alpha 3-1:2 | I_Soldier_AR_F"
"[20376.5,11670.6,0.943283]|_bld=Land_i_House_Small_01_V2_F | R Alpha 3-1:3 | I_Soldier_GL_F"
"[20386.1,11670.8,1.54379]|_bld=Land_i_House_Small_01_V2_F | R Alpha 3-1:4 | I_Soldier_LAT_F"
"KRON_Arti: [[]]"
"[20249.5,11541.4,0.552055]|_bld=Land_Chapel_V1_F | R Alpha 2-2:1 | I_Soldier_GL_F"
"[20260.6,11544.5,0.637222]|_bld=Land_Chapel_V1_F | R Alpha 2-2:3 | I_Soldier_AR_F"
"[19376.6,9651.25,0.551315]|_bld=Land_i_House_Small_03_V1_F | R Alpha 1-3:2 | I_Soldier_TL_F"
"[19377.4,9642.6,0.728653]|_bld=Land_i_House_Small_03_V1_F | R Alpha 1-3:7 | I_Soldier_AR_F"
"[19372.2,9643.73,0.743454]|_bld=Land_i_House_Small_03_V1_F | R Alpha 1-3:8 | I_Soldier_A_F"
"KRON_Arti: [[]]"
"KRON_Arti: [[]]"
"KRON_Arti: [[]]"
"KRON_Arti: [[]]"
Fresnel n must be >0, given n=0,k=10
"KRON_Arti: [[]]"

Greetings

Edit:

Just tested it with the old 6.0.3 and it works without freezing, so it's gotta be a change from 6.0.3 to a newer version.

Edited by LAxemann

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In Version 6.0.6.1 the MON_artillery_add.sqf file. Line 66, 71, and 76, those lines could be rewritten to be more efficient.

Line 66
KRON_UPS_ARTILLERY_WEST_UNITS set [count KRON_UPS_ARTILLERY_WEST_UNITS, _artillery]; 
Line 71
KRON_UPS_ARTILLERY_WEST_UNITS set [count KRON_UPS_ARTILLERY_EAST_UNITS, _artillery]; 
Line 76
KRON_UPS_ARTILLERY_WEST_UNITS set [count KRON_UPS_ARTILLERY_GUER_UNITS, _artillery]; 

Edited by Johnson11B2P

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Hey Azrul,

just tested a mission with both the 6.0.6.1 and the fixed version.

As soon as the AI sees enemies and is trying to engange, my game freezes for a couple of seconds (up to 10) every half a minute or so.

The AI-sides are BLUFOR and Resistance, with having Resistance friendly to OPFOR and set with the "fortify" command.

I thought this was caused by some AImod I use, but the same thing happens when launching it without mods.

RPT:

Fresnel k must be >0, given n=2.51,k=0
"--------------------------------"
"UPSMON started"
"KRON_Arti: [[]]"
"[19376.6,9651.25,0.551315]|_bld=Land_i_House_Small_03_V1_F | R Alpha 1-3:1 | I_Soldier_SL_F"
"[19381.8,9649.91,0.554352]|_bld=Land_i_House_Small_03_V1_F | R Alpha 1-3:2 | I_Soldier_TL_F"
"[19381.8,9649.91,0.554352]|_bld=Land_i_House_Small_03_V1_F | R Alpha 1-3:3 | I_Soldier_AR_F"
"[19381.7,9646.61,0.638367]|_bld=Land_i_House_Small_03_V1_F | R Alpha 1-3:4 | I_Soldier_LAT_F"
"[19381.8,9649.91,0.554352]|_bld=Land_i_House_Small_03_V1_F | R Alpha 1-3:5 | I_Soldier_AAR_F"
"[19381.7,9646.61,0.638367]|_bld=Land_i_House_Small_03_V1_F | R Alpha 1-3:6 | I_medic_F"
"[19381.8,9649.91,0.554352]|_bld=Land_i_House_Small_03_V1_F | R Alpha 1-3:7 | I_Soldier_AR_F"
"[19381.7,9646.61,0.638367]|_bld=Land_i_House_Small_03_V1_F | R Alpha 1-3:8 | I_Soldier_A_F"
"[20342,11655,1.70317]|_bld=Land_u_House_Small_02_V1_F | R Alpha 3-1:1 | I_Soldier_TL_F"
"[20342.2,11653,1.40139]|_bld=Land_u_House_Small_02_V1_F | R Alpha 3-1:2 | I_Soldier_AR_F"
"[20376.5,11670.6,0.943283]|_bld=Land_i_House_Small_01_V2_F | R Alpha 3-1:3 | I_Soldier_GL_F"
"[20386.1,11670.8,1.54379]|_bld=Land_i_House_Small_01_V2_F | R Alpha 3-1:4 | I_Soldier_LAT_F"
"KRON_Arti: [[]]"
"[20249.5,11541.4,0.552055]|_bld=Land_Chapel_V1_F | R Alpha 2-2:1 | I_Soldier_GL_F"
"[20260.6,11544.5,0.637222]|_bld=Land_Chapel_V1_F | R Alpha 2-2:3 | I_Soldier_AR_F"
"[19376.6,9651.25,0.551315]|_bld=Land_i_House_Small_03_V1_F | R Alpha 1-3:2 | I_Soldier_TL_F"
"[19377.4,9642.6,0.728653]|_bld=Land_i_House_Small_03_V1_F | R Alpha 1-3:7 | I_Soldier_AR_F"
"[19372.2,9643.73,0.743454]|_bld=Land_i_House_Small_03_V1_F | R Alpha 1-3:8 | I_Soldier_A_F"
"KRON_Arti: [[]]"
"KRON_Arti: [[]]"
"KRON_Arti: [[]]"
"KRON_Arti: [[]]"
Fresnel n must be >0, given n=0,k=10
"KRON_Arti: [[]]"

Greetings

Edit:

Just tested it with the old 6.0.3 and it works without freezing, so it's gotta be a change from 6.0.3 to a newer version.

I get the freezing too. Did you use the "fortify" command?

When I remove this it no longer freezes.

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I get the freezing too. Did you use the "fortify" command?

When I remove this it no longer freezes.

Yup, when using "fortify".

So it's reproducable?

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I've tried the fix, the freezing seems to have stopped during a quick play through. One thing though is that I got a massive hit on FPS during engagement; can that be a result of the fix? I went from 60 down to 20-25 with one 8 man squad vs a 10 man "fortified" and a 5 man patrol. The freezing is gone though, so that's good.

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@Sharpie7051

Thanks for testing it. I don't think it's the result of the fix.

Have you framerate drop with previous version?

I will work on performance for the next version.

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@Cool

I spoke to soon the fix didn't cause my FPS drop. It was caused by running night vision on full screen in Zargabad for some reason. Your fix is working well though, I have tried multiple scenarios and I haven't seen any freezing. Great work by the way.

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I upload the last version on the first post.

For this version, I just fix the freezing.

Surrender & Debugging are both still on by default.

To disable these:-

Edit Init_UPSMON.sqf line 34 and set it to

KRON_UPS_Debug = 0;

and line 85 set it to

KRON_UPS_SURRENDER = false;

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@Azroul,

tested it with the new version around 8-9 times, seems to work now like a charm, also I didn't experience any decent FPS drop.

Thanks alot!

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