Sc0rc3d 1 Posted June 12, 2014 Hi Guys, are there any "AI-Mods" AI-improvement Addons how work good with Upsmon like TPWCAS in Arma3? Cheers Sc0rc3d Share this post Link to post Share on other sites
cool=azroul13 14 Posted June 17, 2014 you can try bcombat, it should work well. Version 6.0.8 is out: http://www.fileconvoy.com/dfl.php?id=gc62a42087ec0e31599951762634655252d24fd78f special thanks to Barbolani and Shuko for this version. changelog: === 6.0.8 ========================================================================Added: -Speedmode parameter (FULL,LIMITED,NORMAL) -You can change the respawn position via ["RESPAWNPOS:",[0,0,0]] -you can add delay for the respawn ["RESPAWNDELAY",50] -You can remove a group from UPSMON control via _grp setvariable ["UPSMON_Remove",true]; -("RANDOMUP" or "RANDOMDN" or "RANDOMA")+"NOWP3" = "FORTIFY" Modified: -Artillery is now detected by UPSMON, just add nul = [this,"area0"] execvm "Scripts\UPSMON.sqf"; the old method is always available. Corrected: -AI patrol can't find their way in marker area less then 100*100 -AI try to mount autonomous static weapons -AI Patrol in building Share this post Link to post Share on other sites
Beerkan 71 Posted June 17, 2014 This version has error reporting on by default. It's spamming to the .rpt file. For example "UPSMON INITIALIZED" "UPSMON_Arti: [[]]" "UPSMON_REINFORCEMENT_WEST_UNITS: [[]]" "UPSMON_REINFORCEMENT_EAST_UNITS: [[]]" "UPSMON_REINFORCEMENT_GUER_UNITS: [[]]" Ref to nonnetwork object 172e4100# 164027: snake_f.p3d "[b Alpha 1-2:2,B Alpha 1-2:4]" "[b Alpha 1-2:1,B Alpha 1-2:3]" Ref to nonnetwork object 47ac0100# 164031: snake_f.p3d "Min: 245.252 Max: 224.999" "[b Alpha 1-2:2,B Alpha 1-2:4]" "[b Alpha 1-2:1,B Alpha 1-2:3]" "UPSMON_Arti: [[]]" "UPSMON_REINFORCEMENT_WEST_UNITS: [[]]" "UPSMON_REINFORCEMENT_EAST_UNITS: [[]]" "UPSMON_REINFORCEMENT_GUER_UNITS: [[]]" "[b Alpha 1-1:2,B Alpha 1-1:3,B Alpha 1-1:4]" "[b Alpha 1-1:1]" "[b Alpha 1-2:2,B Alpha 1-2:4]" "[b Alpha 1-2:1,B Alpha 1-2:3]" "[b Alpha 1-1:2,B Alpha 1-1:3,B Alpha 1-1:4]" "[b Alpha 1-1:1]" "UPSMON_Arti: [[]]" "UPSMON_REINFORCEMENT_WEST_UNITS: [[]]" "UPSMON_REINFORCEMENT_EAST_UNITS: [[]]" "UPSMON_REINFORCEMENT_GUER_UNITS: [[]]" "[b Alpha 1-2:2,B Alpha 1-2:4]" "[b Alpha 1-2:1,B Alpha 1-2:3]" "[b Alpha 1-1:2,B Alpha 1-1:3,B Alpha 1-1:4]" "[b Alpha 1-1:1]" "[b Alpha 1-2:2,B Alpha 1-2:4]" "[b Alpha 1-2:1,B Alpha 1-2:3]" "[b Alpha 1-1:2,B Alpha 1-1:3,B Alpha 1-1:4]" "[b Alpha 1-1:1]" "UPSMON_Arti: [[]]" "UPSMON_REINFORCEMENT_WEST_UNITS: [[]]" "UPSMON_REINFORCEMENT_EAST_UNITS: [[]]" "UPSMON_REINFORCEMENT_GUER_UNITS: [[]]" "[b Alpha 1-2:2,B Alpha 1-2:4]" "[b Alpha 1-2:1,B Alpha 1-2:3]" "[b Alpha 1-1:2,B Alpha 1-1:3,B Alpha 1-1:4]" "[b Alpha 1-1:1]" "[b Alpha 1-2:2,B Alpha 1-2:4]" "[b Alpha 1-2:1,B Alpha 1-2:3]" "[b Alpha 1-1:2,B Alpha 1-1:3,B Alpha 1-1:4]" "[b Alpha 1-1:1]" soldier[b_G_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[b_G_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[b_G_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? "UPSMON_Arti: [[]]" "UPSMON_REINFORCEMENT_WEST_UNITS: [[]]" "UPSMON_REINFORCEMENT_EAST_UNITS: [[]]" "UPSMON_REINFORCEMENT_GUER_UNITS: [[]]" "[b Alpha 1-2:2,B Alpha 1-2:4]" "[b Alpha 1-2:1,B Alpha 1-2:3]" "[b Alpha 1-1:2,B Alpha 1-1:3,B Alpha 1-1:4]" "[b Alpha 1-1:1]" "[b Alpha 1-2:2,B Alpha 1-2:4]" "[b Alpha 1-2:1,B Alpha 1-2:3]" "[b Alpha 1-1:2,B Alpha 1-1:3,B Alpha 1-1:4]" "[b Alpha 1-1:1]" "UPSMON_Arti: [[]]" ---------- Post added at 01:44 PM ---------- Previous post was at 01:13 PM ---------- Note even though Init_UPSMON.sqf has UPSMON_Debug = 0; Share this post Link to post Share on other sites
cool=azroul13 14 Posted June 17, 2014 Thanks Beerkan, it should be fixed now: http://www.fileconvoy.com/dfl.php?id=ge2b73f1dc99bb66a99951779006d934eff6ad3669 Share this post Link to post Share on other sites
gatordev 219 Posted June 17, 2014 -You can change the respawn position via ["RESPAWNPOS:",[0,0,0]] Does this mean we can't use a "getpos" or a "getmarkerpos" command? Was hoping for something a little less manual than having to find a grid point on each map. Share this post Link to post Share on other sites
Guest Posted June 17, 2014 New version frontpaged on the Armaholic homepage. UPSMON - Urban Patrol Script v6.0.8 ================================================ We have also "connected" these pages to your account on Armaholic. This means in the future 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
Rasa-be 10 Posted June 18, 2014 Would it be possible to implement an easy spawn on HC script? Just a config value somewhere that makes all the UPSMON units spawn and run on the HC. Share this post Link to post Share on other sites
cool=azroul13 14 Posted June 18, 2014 Does this mean we can't use a "getpos" or a "getmarkerpos" command? Was hoping for something a little less manual than having to find a grid point on each map. What I mean is that you need the coordinates of the position so it can be like this: ["RESPAWNPOS:",getpos obj1] or ["RESPAWNPOS:",getmarkerpos "pos1"] but not ["RESPAWNPOS:", "pos1"] or ["RESPAWNPOS:",obj1] Would it be possible to implement an easy spawn on HC script? Just a config value somewhere that makes all the UPSMON units spawn and run on the HC. i don't know what you mean, could you be more specific ? Share this post Link to post Share on other sites
barbolani 198 Posted June 18, 2014 Would it be possible to implement an easy spawn on HC script? Just a config value somewhere that makes all the UPSMON units spawn and run on the HC. Never tested it, but maybe "NOWP3" to that will be enough to control an UPSMon group with High Command module.... Share this post Link to post Share on other sites
hellstorm77 2 Posted June 18, 2014 hi guys im getting an error in the RPT Error in expression <= _unitpos findEmptyPosition [0,10]; _x setposATL _pos2; }foreach _units; }; _c> Error position: <setposATL _pos2; }foreach _units; }; _c> Error 0 elements provided, 3 expected File C:\Users\Hellstorm77\Documents\Arma 3\missions\Co20_Lazy_Sunday_Part_1_vA1.Altis\scripts\UPSMON\COMMON\func_getcover.sqf, line 17 Error in expression <= _unitpos findEmptyPosition [0,10]; _x setposATL _pos2; }foreach _units; }; Share this post Link to post Share on other sites
jandrews 116 Posted June 18, 2014 Hey is it possible to ask if this is still up to date with the command lines? In a few posts prior I was informed 6 // nomove = Unit will stay at start position until enemy is spotted, then they get a defensive role. is no longer and to use 17 // fortify = makes leader order to take positions on nearly buildings at distance 200 meters, squad fortified moves less than "nomove". http://dev.withsix.com/projects/upsmon/wiki/UPSMONsqf just wondering if this list is not up to date, is there a better site to find what commands are currently good? Thanks in advance. Share this post Link to post Share on other sites
gatordev 219 Posted June 18, 2014 What I mean is that you need the coordinates of the position so it can be like this:["RESPAWNPOS:",getpos obj1] or ["RESPAWNPOS:",getmarkerpos "pos1"] but not ["RESPAWNPOS:", "pos1"] or ["RESPAWNPOS:",obj1] Fantastic, sir! Thanks. One more dumb question...I'm downloading now, but figured I'd ask...where in the init array should we put the "RESPAWNPOS:" switch? At the end? Share this post Link to post Share on other sites
Beerkan 71 Posted June 18, 2014 hi guys im getting an error in the RPT _c> Error 0 elements provided, 3 expected File C:\Users\Hellstorm77\Documents\Arma 3\missions\Co20_Lazy_Sunday_Part_1_vA1.Altis\scripts\UPSMON\COMMON\func_getcover.sqf, line 17 Error in expression <= _unitpos findEmptyPosition [0,10]; _x setposATL _pos2; }foreach _units; }; I'm getting the same error. Are you spawning units? I changed this _unitpos findEmptyPosition [0,10]; to this _unitpos findEmptyPosition [0,25]; and the error happens less often, but I still get it. Share this post Link to post Share on other sites
chondo999 1 Posted June 18, 2014 Has anyone tried this with VcomAI? Share this post Link to post Share on other sites
jandrews 116 Posted June 18, 2014 Has anyone tried this with VcomAI? Yes and it works well, from what I have been told, xgensisx made it to work with UPSMON. Share this post Link to post Share on other sites
gatordev 219 Posted June 19, 2014 One more dumb question...I'm downloading now, but figured I'd ask...where in the init array should we put the "RESPAWNPOS:" switch? At the end? So I've played with a few different ways and I'm sure I must be doing something wrong, but if I replace the "RESPAWN:" with the "RESPAWNPOS:", like this: nul=[this,"area99", "SAFE", "RESPAWNPOS:", getmarkerpos "spawn1", 2, "CUSTOM"] execVM "scripts\upsmon.sqf"; I'm getting an error about line 214 in the /scripts/UPSMON.sqf file. If I try to run it with the 6.0.7 code which was working fine before (in 6.0.7), I don't get anything to respawn at all. Like I said, I'm sure I have something out of order, but any help? Share this post Link to post Share on other sites
cool=azroul13 14 Posted June 19, 2014 @gatordev you need the "RESPAWN" parameter. The orders doesn't have any importance, only the group leader name and the area can't be moved in the array. nul=[this,"area99", "SAFE", "RESPAWNPOS:", getmarkerpos "spawn1","RESPAWN:",2, "CUSTOM"] execVM "scripts\upsmon.sqf"; Share this post Link to post Share on other sites
hellstorm77 2 Posted June 19, 2014 I'm getting the same error. Are you spawning units? I changed this _unitpos findEmptyPosition [0,10]; to this _unitpos findEmptyPosition [0,25]; and the error happens less often, but I still get it. No all the AI are on the map at the start but i am using random ---------- Post added at 17:04 ---------- Previous post was at 15:55 ---------- also i have just found yellow dots on the map i dont have debug on http://i.imgur.com/YCeMlxB.png the 2 groups are on ambush2 Share this post Link to post Share on other sites
Beerkan 71 Posted June 19, 2014 No all the AI are on the map at the start but i am using random Then the common denominator is "RANDOM" as I am using that too. Share this post Link to post Share on other sites
pokertour 30 Posted June 19, 2014 (edited) Hi ! I have a issue , what is the default speed ? because when i just put : nul = [this,"ups5","SAFE","COLUMN"] execvm "Scripts\UPSMON.sqf"; The patrol Run. And when i put : nul = [this,"ups5","SAFE","COLUMN","LIMITED"] execvm "Scripts\UPSMON.sqf"; I record a video with this line. https://www.youtube.com/watch?v=BBM_WHTthYs The patrol still running. Any solution ? Edited June 19, 2014 by pokertour Share this post Link to post Share on other sites
cool=azroul13 14 Posted June 19, 2014 @hellstorm77 You were only using "Random" ? the error seems related to Ambush or Fortify. @pokertour there were no enemies near ? Can you try outside the village, you create just before it happens, Does it happens all the time ? Share this post Link to post Share on other sites
pokertour 30 Posted June 19, 2014 No enemies near, it's a Coop mission for my Team, only my team in Blufor. Same issue in field without houses. Yes all time, with each squad. Share this post Link to post Share on other sites
gatordev 219 Posted June 19, 2014 @gatordevyou need the "RESPAWN" parameter. The orders doesn't have any importance, only the group leader name and the area can't be moved in the array. nul=[this,"area99", "SAFE", "RESPAWNPOS:", getmarkerpos "spawn1","RESPAWN:",2, "CUSTOM"] execVM "scripts\upsmon.sqf"; Thank you! Works great now. Just didn't understand the syntax initially. Thanks again for continuing to work on this. It's so much nicer to make missions with this. Share this post Link to post Share on other sites
hellstorm77 2 Posted June 19, 2014 @hellstorm77You were only using "Random" ? the error seems related to Ambush or Fortify. I was using ambush2 on 2 groups also. I did see some yellow dots on the map even though there was no debug on Share this post Link to post Share on other sites
cool=azroul13 14 Posted June 20, 2014 Hotfix: http://www.fileconvoy.com/dfl.php?id=g3fa6be5dad6ec629999519172e817c4dc666bd0fb changelog: -Remove the yellow dot from ambush module -Add beerkan's correction relative to the ambush module. @pokertour It's really strange, I can't reproduce it. Do you use addons ? Share this post Link to post Share on other sites