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UPSMON Updated to ArmaIII

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Okay i will try tonight without the module Alive for the IA difficult.

Yes i use a lot of addons

- A3MP

- Alive

- Ateam

- ATM ALITMETER

- C17

- CAF AGRESSOR

- CBA

- COMMANDER TABLET

- DAR HMMVW

- DAR MTVR

- C130

- FALLUJAH

- FSF SAC VENTRAL

- ARMA 2 US HELI

- ARMA 2 UK WHEELED

- HIDDEN IDENDITY PACK

- BOEING MH47

- MRB VOICEE STOP

- NATO HELLCAT

- OH T10

- MAG REPACK

- PMC

- R3F ARME UNIFORM

- RAV LIFTER

- EAST STATIC WEAPONS PACK

- EAST TANK PACK

- M4 M16 PACK

- RQ11B RAVEN

- SYRIAN ARAB ARMY AND HEZBOLLAH

- SANGIN

- MAP AUTO BRIGHTNESS

- ST HUD

- TAO FOLDMAP

- Task force radio

- SWITCHING WEAPON ON MOVE

- VTS GESTURE

- VTS WEAPONS RESTING

- Xmedsys

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Guest

Hotfixed version frontpaged on the Armaholic homepage.

================================================

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!

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with versions before adding speedmode it worked very well

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Cool, rpt spawns this oftenly, it does not declare it is upsmon... but seems it's the cause:

Error in expression <

private ["_grp","_dist","_issupressed",">

Error position: <private ["_grp","_dist","_issupressed",">

Error Variable local en espacio global

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Is it possible for UPS to populate an area without adding groups of soldiers in the editor. For instance the ArmA 3 editor doesn't let you place down guerrilla style units. Is there a way to get them to spawn groups of enemies and then have all the parameters in them....

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@Barbolani

It seems related to Fortify, do you use it ?

I will check out, thanks.

@IronMan

you can spawn anytime a group and then add them to UPSMON like you do in the editor. There's an example in the UPSMON Manual in the infos folder.

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Okay i think i solve my issue, I re-download the last version and it's work ;)

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Could someone, pretty please!, make a quick mission and post the link showing the artillery, ambush, and reinforcement parameters at work. Pretty please!!!! :)

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@Cool

If you are talking about this:

Template parameter:
This parameter will let you predefine a certain template group type.
After predefining it you can spawn in any template group to your liking.
Place a squad in the editor that you want to save as a template group:
nul = [this,"yourmarkername","TEMPLATE:",1] execVM "scripts\upsmon.sqf";
This will save the group to the Template Slot 1.
Place an object or marker where the group should be spawned and name it (as example:
"Spawnmarker1").

This still requires you to put units in the editor. At least, that is what the readme says.

If you are talking about this:

Spawn parameter:
This parameter is to ensure that spawned-in groups or groups that receive upsmon parameters
midmission are working properly.
As an example:
_group = [player,side player,[b_G_Soldier_F], [], [], 0.5] call BIS_fnc_spawnGroup;
sleep 1;
nul = [_group,"yourmarkername","SPAWNED"] execVM "scripts\upsmon.sqf";

I don't quite understand how this works, let me look at the BIS fnc though.....

--------------

I see what the function does but there is no form of unit caching with UPS. How would you get UPS to work with unit caching?

Edited by {GSF} Ironman

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@Cool: Yes, FORTIFY on let's say 50% of groups...

@Ironman: You may spawn in whatever scripted method units and groups, and after that, add them to the UPSMon groups with the "SPAWNED" param, works perfectly... About units catching... that's not an UPSMon functionality, and you have two options: Make your own unit catching system or adapt an existing one (not easy).

Unit catching is, after all, something that spawns, and deletes (despawns) units, vehicles and groups, so, when you spawn, use the method, when you despawn, UPSMon will just search for the group, if it does not exist, will remove it and won't manage it.

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I'm finding that I can only get patrols to respawn if I (as the player) am set to Captive. This is really weird. When I use a vanilla unit as player, shooting a two man patrol, they die and the loop exits. If I'm captive, then they respawn. This is with just A3 and A3MP (and CBA). Here's the mission folder. The only thing not stock is the use of the Outlaw Mag Repack script.

http://s000.tinyupload.com/index.php?file_id=03153587215840347166

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@barbolani

ok I found the problem, I will update it soon.

@gatordev

Are near the respawn point ? The script check if there are no enemies near the respawn point to avoid group spawning just in front of the player.

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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.

Bump, is this linked site best to use for updated commands? thanks

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I have some error messages preventing to use UPSMON.

I have downloaded the 6.0.8 Hotfix version from Armaholic.

Is there any way how i can get a Logfile from A3 showing all script errors? I would post it here so it can be fixed :D

Found it in the RPT:

Warning Message: Script scripts\UPSMON\!R\markerAlpha.sqf not found

Error in expression <d",UPSMON_grpindex];
_lead setBehaviour _orgMode;
_lead setSpeedmode _orgSpeed;
>
 Error position: <_orgMode;
_lead setSpeedmode _orgSpeed;
>
 Error Undefined variable in expression: _orgmode
File C:\Users\Atlantis\Documents\Arma 3\missions\[Co16]Stromausfall.Altis\scripts\UPSMON\MODULES\UPSMON_CLONES.sqf, line 35

Error in expression <_x, [],0,"form"];
_newunit setBehaviour _orgMode;
_newunit setSpeedMode _orgSpee>
 Error position: <_orgMode;
_newunit setSpeedMode _orgSpee>
 Error Undefined variable in expression: _orgmode
File C:\Users\Atlantis\Documents\Arma 3\missions\[Co16]Stromausfall.Altis\scripts\UPSMON\MODULES\UPSMON_CLONES.sqf, line 57

Error in expression <d",UPSMON_grpindex];
_lead setBehaviour _orgMode;
_lead setSpeedmode _orgSpeed;
>
 Error position: <_orgMode;
_lead setSpeedmode _orgSpeed;
>
 Error Undefined variable in expression: _orgmode
File C:\Users\Atlantis\Documents\Arma 3\missions\[Co16]Stromausfall.Altis\scripts\UPSMON\MODULES\UPSMON_CLONES.sqf, line 35

Error in expression <_x, [],0,"form"];
_newunit setBehaviour _orgMode;
_newunit setSpeedMode _orgSpee>
 Error position: <_orgMode;
_newunit setSpeedMode _orgSpee>
 Error Undefined variable in expression: _orgmode
File C:\Users\Atlantis\Documents\Arma 3\missions\[Co16]Stromausfall.Altis\scripts\UPSMON\MODULES\UPSMON_CLONES.sqf, line 57

Thats basicly all i could find and which i have seen on the error window appearing.

Edited by AtlantisThief

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Wonderfull, my fault on the game object (thought it was a line somewhere)

Still Fortify bugs by myside:

Error in expression <_id = -1;
{
_id = _id + 1;
If (typename _x == "ARRAY") then
{
_alturatemp = _x;
>
 Error position: <_x == "ARRAY") then
{
_alturatemp = _x;
>
 Error Undefined variable in expression: _x
File C:\Users\Atlantis\Documents\Arma 3\missions\[Co16]Stromausfall.Altis\scripts\UPSMON\MODULES\UPSMON_FORTIFY.sqf, line 90

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Hotfixed version frontpaged on the Armaholic homepage.

================================================

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!

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So here it is, the corrected version:

Corrected:

-error in Fortify module (variables not defined)

-error in clones module

Sweet! Saves me a ton of errors in the logs. :)

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@gatordev

Are near the respawn point ? The script check if there are no enemies near the respawn point to avoid group spawning just in front of the player.

That's actually a great idea. How close is "near?" In the mission I uploaded, I'm probably pretty close, but in another mission I have, I'm 250-300m away from the spawn point with a squad of 4 guys on patrol 300m away. When I kill all four, nothing happens unless I have Setcaptive true in the init for me. I can't really upload that one because it has a bunch of addons active.

Can you point me in the direction of which file has that? I can edit it for my own use if it's easier.

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Cool: just one thing for this to be perfect (I still have some errors in .rpt, but are the ones that have been all my life, I would miss them :) )

The "very sporadic artillery usage issue"... three mortars, known enemy, 10 minutes of action, not a single round fired....

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@gatordev

Go to UPSMON\MODULES\UPSMON_RESPAWN , line 76 and change the number to what you want.

_mensnear = _orgpos nearentities [["CAManBase","TANK","CAR"],800];

@barbolani

Are you sure that the artillery is in range and that the unit who asked support is in radiorange ?

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Oh yes! Less than 300 mts, with at least two UPSMon groups in the base, one with the mortars, and of course, despite it is not necessary, the variables of arty set to true.

Also I use the same method both for OPFOR and BLUFOR.

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@gatordev

Go to UPSMON\MODULES\UPSMON_RESPAWN , line 76 and change the number to what you want.

_mensnear = _orgpos nearentities [["CAManBase","TANK","CAR"],800];

Thank you, sir. If the value is 800, that explains why I was having issues in testing, but not when playing. Once again, fantastic job in bringing this over to A3. Thank you, again.

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Guys, I need your help. I can spawn a group then apply UPSMON to it. But how do I make the spawned group use my custom loadout (loadout is called loadout1.sqf)?

if (!isServer) exitWith {};
_spawnPoint = _this select 0;
_patrolArea = _this select 1;
_side = EAST;
_pos = getMarkerPos _spawnPoint;
_spawngrp = [_pos , _side, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad")] call BIS_fnc_spawnGroup;
sleep 3;
_leader = leader _spawngrp;
nul = [_leader,_patrolArea,"limited","safe","line",1]execVM "scripts\upsmon.sqf";

I have tried tagging

{

null = [_x] execVM "loadout1.sqf";

}forEach (units _spawngrp); OR {

null = [_x] execVM "loadout1.sqf";

}forEach group _leader;

at the end of the script. But nothing works.

Here is the code from my loadout1.sqf

private ["_unit", "_backpack"];

/* Replace _this below if you want to call this script differently */
_unit = _this;

if (!isNull _unit) then {
   removeAllWeapons _unit;
   removeAllItems _unit;
   removeBackpack _unit;
   removeAllAssignedItems _unit;
   removeUniform _unit;
   removeVest _unit;
   removeHeadgear _unit;
   removeGoggles _unit;

   /* Other gear, goggles, vest, uniform */
   _unit addUniform "U_I_OfficerUniform";
   _unit addHeadgear "H_Beret_grn";
   _unit addGoggles "G_Aviator";

   /* Magazines and weapons in main inventory */

   /* Weapons attachments and magazines */

   /* Magazines and weapons in uniform */
   _uniform = uniformContainer _unit;
   _unit addItem "ItemMap"; _unit assignItem "ItemMap";
   _unit addItem "ItemCompass"; _unit assignItem "ItemCompass";
   _unit addItem "ItemWatch"; _unit assignItem "ItemWatch";

   _unit selectWeapon "<null>";
   reload _unit;
};

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