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Monsada

UPSMON - Urban Patrol Script Mon

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Doesnt matter, dumb question:o

Edited by Katipo66

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Ok, my self, i edited my post, couldnt find delete... i originally asked if this thread is dead now that its moved to dev-heaven.

I prefer this forum, then realised it was a dumb question :)

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Forum is no dead yet, is parallel working by now.

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I was thinking of a very interesting and simple addition - an "observer" mode. Basically a unit in this mode will not be controlled by UPSMON at all but it will communicate with other units so enemies detected by it will be reacted upon as if the unit was a normal UPSMON unit. That way one could position units on specific positions or send them on very specific patrols while still having them actually provide information and receive support from units patrolling under UPSMON in case they detect an enemy.

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I was thinking of a very interesting and simple addition - an "observer" mode. Basically a unit in this mode will not be controlled by UPSMON at all but it will communicate with other units so enemies detected by it will be reacted upon as if the unit was a normal UPSMON unit. That way one could position units on specific positions or send them on very specific patrols while still having them actually provide information and receive support from units patrolling under UPSMON in case they detect an enemy.

I don't understand why don't want to be controlled by UPSMON at all. Wait, could be useful if you need to put waypoints, "observer" unit will do not create waypoints, all other functionalities will be used. This will be very useful for enemy detection.

I will put another parameter "spawned" so if a group is created in runtime this squad will be added to army, this is necessary for good doing of surrender, because if not doing this units will not be contabilized.

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Yeah, the point of having units not being controlled by UPSMON at all is that sometimes you want some units to be doing something more specific but still communicate with other UPSMONing squads.

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I've had some issues when using "fortify" - Often some of the units in the group will not move anywhere. For debug purpose I placed myself in the AI group and I noticed a lot of them say "sorry, I can't", so it seems like the AI leader is giving them a command that they cannot execute and unfortunately UPSMON simply ignores it and lets them stand there after they have refused to perform the command.

Since the commands are silent I can't really tell what is the command that they cannot execute. Possibly trying to get into a building that they can't path into or man a static weapon that is already occupied.

EDIT: This seems to be some kind of a pathing issue with AI - they simply don't always manage to reach certain building positions, and even if you keep telling them to go there they will still say "sorry, I can't" every time. So there should be some kind of feature that checks if a position is unreachable and if it is then pick another one.

Edited by galzohar

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sure problem is building position, there is a lot of buildings with bugs in buildings positions. if you see log, arma.rpt you will can see error positions, this is because a teorically building position is not accesible.

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I guess it would be a good idea to have UPSMON detect those bugged positions and try choose other positions/buildings when this happens so that the units don't just stand there.

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Did somebody encountered problems using UPSMON 5.0.3 and SLX-Mod 1.9.6? I think this could be a very interesting mix but both good parameters as reinforcement.

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I have tried this combination and for moment I have no problem.

One thing, I think it would be nice if mechanized unit don't move directly to the enemy and stop at distance (300 m or 400m) for dismouted unit and fire and the same for truck .

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I dont seem to be able to get them to patrol using the "move". They issue orders but never move. If they've been enganged in combat once, it works. But not before that.

EDIT: Looks like the group falls in formation but the leader never starts moving whenever a new assignment is issued.

Edited by Walkman

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I spent the last couple of nights messing around with this and works nicely. Very nice job. Right now I'm mainly just using it for an ambient battlefield and extra defense on top of another mission.

Here's some quick feedback, but forgive me if I'm missing something obvious.

  1. BUG? - I found that paradroppers would land with weapons on they're backs and not move. One time they took fire from enemy and only when 1 bullet hit one of them, they reacted and pulled out they're gun EXCEPT for the squad leader.
  2. BUG? - The gunner slots of choppers are not alway occupied. Most of the time, after the paradroppers dropped, the chopper would just hover and take fire as if there were no AI in the gunner slots or just not opening fire. The only engagement I would see was from an attack chopper firing rocket (guessing from the pilot). I would love to see effective air support (guns/rockets/missiles).
  3. BUG? - AI get stuck behind walls and fences. They need to be able to break away from the current waypoint if they can't reach it and find a new one (after X seconds/minutes maybe).

  1. FEATURE? - AI need to only occupy they're own sides vehicles (maybe have this as an editable option in case people want that element of surprise for certain situations).
  2. FEATURE? - Need DISMISSED behavoir for patrols.
    *Maybe you could simply have a group use the default DISMISSED waypoint within the marker radius, then when they see or hear of contact they go into action until it's clear then they go back into the same or another DISMISSED waypoint within the marker radius.
    • This means that 1 squad can separate into smaller groups like fireteams or smaller.
    • They should sometimes hold a position and random guys sit down or take a knee with weapon down.
    • If expanded upon, play different ambient animations sometimes when they stop for a minute (like smoking, talking, pushups, ect..)

[*]FEATURE? - Need DISMISSED behavoir also for civilians that are on foot & driving (they would really need to stick to roads though).

Also, someone requested being able to respawn units. This would be hugely helpful to keep the battles going for a very long time.

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Oh, it would definitely be awesome if AI had the option to steal vehicles that do not belong to them if they run across such vehicles, to punish players that abandon important ones ;)

possibly have 3-4 levels for this:

1. Off.

2. Only steal for using its weapons.

(3. Only steal for transport purposes.)

4. If it's not usable (no weapons and not needed for trasnport) steal it anyway and dump it somewhere far away.

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I spent the last couple of nights messing around with this and works nicely. Very nice job. Right now I'm mainly just using it for an ambient battlefield and extra defense on top of another mission.

Here's some quick feedback, but forgive me if I'm missing something obvious.

Also, someone requested being able to respawn units. This would be hugely helpful to keep the battles going for a very long time.

I will work on it. See news in next version

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I dont seem to be able to get them to patrol using the "move". They issue orders but never move. If they've been enganged in combat once, it works. But not before that.

EDIT: Looks like the group falls in formation but the leader never starts moving whenever a new assignment is issued.

Monsada, Is this something im doing wrong? Or are they supposed to stand still until they are engaged?

Im using

nul=[this,"town", "move", "delete:",600] execVM "scripts\upsmon.sqf";

and got a marker called town. They issue orders and the markers appear on the map, but they do not patrol. Only when they see enemy or get fired on by enemy.

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i have same problems calling the script multiple ways. i resorted to using binesi task patrol for patrols then when they spot enemy upsmon seems to take over...

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Solved it. It was as simple as putting an enemy unit on the map, and by magic, It works. I was able to re-create this so its most likley a bug in the script and Monsada should look into it. Dosent mather where the enemy is placed, as long as it is there.

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Solved it. It was as simple as putting an enemy unit on the map, and by magic, It works. I was able to re-create this so its most likley a bug in the script and Monsada should look into it. Dosent mather where the enemy is placed, as long as it is there.

Thanks for help, I will revise it. In new version targeting is calculated in server script not in squads script, may be it solve the problem of no enemies.

Revise project http://dev-heaven.net/projects/upsmon/issues

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Hi guys, Is it possible to create a trigger to call reinforcements when an opfor unit 'sees' a Bluefor unit rather than setting a trigger in a static location?

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Set the trigger to:

Activation by: BluFor

Detected by OpFor (instead of Present)

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