Monsada 10 Posted April 6, 2010 to call on it KRON_UPSMON_reinforcement1=TRUE ---------- Post added at 06:14 PM ---------- Previous post was at 06:11 PM ---------- and yes it will go to that waypoint and do nomove so you dont want that way point at the reinforcment point.. your not gonna beable to control exactly where its gonna reinforce, just now that it is last known enemy pos. ---------- Post added at 06:26 PM ---------- Previous post was at 06:14 PM ---------- probably a more reliable way to call on it would be the new spawn script.... so i guess you have have to create the tank squad somewhere in or out of the fight nul=[leader1, "PLA1", "track", "noslow", "template:",1] execVM "scripts\upsmon.sqf"; then the squad you want to be reinforced nul=[this,"airport","move","delete:",600,"reinforcement:",1,"respawn"] execvm "scripts\UPSMON.sqf"; this would spawn it though at pos of fallen squad you could really get fancy with it set a trigger with cond KRON_UPSMON_reinforcement1=TRUE act nul = [1,spawn pos,1,["patrol marker","respawn"]] EXECVM "SCRIPTS\UPSMON\MON_SPAWN.SQF"; that would still spawn your tank template but you could keep the spawn pos out of site... In 5.0.6 is implemented position to reinforce. So in this example you can put set a trigger with cond KRON_UPSMON_reinforcement1=TRUE KRON_UPSMON_reinforcement1_pos= vector position whenever you want reinforcement group 1 must go. ---------- Post added at 07:36 AM ---------- Previous post was at 07:28 AM ---------- If they are within the sharedist, maybe they are getting called regardless? I'm still not 100% sure of what the exact mechanics of reinforcement are.I'm also not sure what use does the marker have when you use certain parameters, such s "fortify". One last thing is, it would be nice if fortify would also move the leader, since keeping him at the starting position really hurts the randomization of this script and requires the mission maker to randomly position the squad leader if he wants proper randomization when using the "fortify" command. Also it's not very clear how they choose their positions - based on leader location? Marker location? Unit location? Hi Galzohar, The leader stays where you put in editor, the reason is that moving leader makes all soldiers follow him. So take care when place squad on map. Positions they take is by enviroment they look if static weapons near available, then they get into buildings and take random positions in it. I m thinking that I could move leader too withot moving soldiers,mmm, let me test it, if I could do will be released in proper 5.0.7 beta1. Share this post Link to post Share on other sites
Guest Posted April 6, 2010 Thanks for informing us about the new version :cool: Release frontpaged on the Armaholic homepage. UPSMON-Urban Patrol Script v5.0.6 Share this post Link to post Share on other sites
galzohar 31 Posted April 6, 2010 (edited) This is a simple script I use to get an entire group into random building positions. Works as long as there is at least 1 position per unit in group and that all building positions are actually reachable: if (!isServer) exitWith {}; _group = group (_this select 0); _units = units _group; _building = _this select 1; _debug = false; if (count _this > 2) then { _debug = _this select 2; }; _positionsCount = 0; _testPos = _building buildingPos _positionsCount; while {(_testPos select 0) != 0} do { _positionsCount = _positionsCount + 1; _testPos = _building buildingPos _positionsCount; }; _indexArray = []; for "_i" from 1 to _positionsCount do { _indexArray = _indexArray + [_i-1]; }; if (_debug) then {hint str _positionsCount}; _moveInBuilding = { _unit = _this select 0; _building = _this select 1; _index = _this select 2; _unit doMove (_building buildingPos _index); waitUntil {moveToCompleted _unit}; sleep .05; doStop _unit; }; for "_i" from 1 to (count units _group) do { _index = _indexArray select (floor (random (count _indexArray))); [_units select (_i-1), _building, _index] spawn _moveInBuilding; _indexArray = _indexArray - [_index]; }; This moves everyone including the leader. Perhaps you could do something similar. Basically a unit under doMove will not return to formation until its movement is complete, after which a doStop is done to make it stay where it is (and leader seems to not override the doStop command unless scripted otherwise). Of course this script is quite simplistic as none of the units in the group will ever move, which may or may not be a good thing, depending on the mission. I still don't understand exactly how "FORTIFY" searches for buildings and static weapons. Sure there are distance parameters for this, but no indication of distance from what is actually used - Leader? Marker? Unit? And it would also be nice to be able to make units be a bit more "aggressive" in taking building positions, as currently I noticed the script will not fill more than X% of a building's positions, even if the alternative is to keep the units out in the open... Edited April 6, 2010 by galzohar Share this post Link to post Share on other sites
Monsada 10 Posted April 6, 2010 Thanks Galzohar, Im doing it ;) Share this post Link to post Share on other sites
manzilla 1 Posted April 6, 2010 to call on it KRON_UPSMON_reinforcement1=TRUE---------- Post added at 06:14 PM ---------- Previous post was at 06:11 PM ---------- and yes it will go to that waypoint and do nomove so you dont want that way point at the reinforcment point.. your not gonna beable to control exactly where its gonna reinforce, just now that it is last known enemy pos. ---------- Post added at 06:26 PM ---------- Previous post was at 06:14 PM ---------- probably a more reliable way to call on it would be the new spawn script.... so i guess you have have to create the tank squad somewhere in or out of the fight nul=[leader1, "PLA1", "track", "noslow", "template:",1] execVM "scripts\upsmon.sqf"; then the squad you want to be reinforced nul=[this,"airport","move","delete:",600,"reinforcement:",1,"respawn"] execvm "scripts\UPSMON.sqf"; this would spawn it though at pos of fallen squad you could really get fancy with it set a trigger with cond KRON_UPSMON_reinforcement1=TRUE act nul = [1,spawn pos,1,["patrol marker","respawn"]] EXECVM "SCRIPTS\UPSMON\MON_SPAWN.SQF"; that would still spawn your tank template but you could keep the spawn pos out of site... In 5.0.6 is implemented position to reinforce. So in this example you can put set a trigger with cond KRON_UPSMON_reinforcement1=TRUE KRON_UPSMON_reinforcement1_pos= vector position whenever you want reinforcement group 1 must go. I'm not exactly sure what "KRON_UPSMON_reinforcement1_pos= vector position whenever you want reinforcement group 1 must go" means, especially "vector position.....". Does this mean I could just put down a marker name or unit name? I noticed it in the documentation but I have no clue what that means. Share this post Link to post Share on other sites
Monsada 10 Posted April 6, 2010 (edited) KRON_UPS_reinforcement1_pos = [0,0,0]; vector position is: [x,y,z] functions that returns a vector position: getpos position getmarkerpos http://dev-heaven.net/projects/upsmon/wiki/Reinforcement Edited April 6, 2010 by Monsada Share this post Link to post Share on other sites
manzilla 1 Posted April 6, 2010 Thank you. I knew the first one [x,y,z] but I didn't know the others. Thanks. Share this post Link to post Share on other sites
Monsada 10 Posted April 6, 2010 This is a simple script I use to get an entire group into random building positions. Works as long as there is at least 1 position per unit in group and that all building positions are actually reachable:This moves everyone including the leader. Perhaps you could do something similar. Basically a unit under doMove will not return to formation until its movement is complete, after which a doStop is done to make it stay where it is (and leader seems to not override the doStop command unless scripted otherwise). Of course this script is quite simplistic as none of the units in the group will ever move, which may or may not be a good thing, depending on the mission. I still don't understand exactly how "FORTIFY" searches for buildings and static weapons. Sure there are distance parameters for this, but no indication of distance from what is actually used - Leader? Marker? Unit? And it would also be nice to be able to make units be a bit more "aggressive" in taking building positions, as currently I noticed the script will not fill more than X% of a building's positions, even if the alternative is to keep the units out in the open... Thanks Galzohar, dostop really improves fortify squads, take a look at this, http://dev-heaven.net/issues/9979 Fixed in Beta1, I think it will like you Share this post Link to post Share on other sites
SaOk 112 Posted April 6, 2010 (edited) I am using the latest version and debug turned off in my SP mission but suddently the script displayed a sidechat message trought a player (CDF side). It was something like: "RU_Soldier patrol building_land_east from 1 to 7". I didnt have that bug in earlier versions. Edit: Its also displaying similar but guerillas patrol messages. Edited April 6, 2010 by SaOk Share this post Link to post Share on other sites
Monsada 10 Posted April 6, 2010 (edited) I am using the latest version and debug turned off in my SP mission but suddently the script displayed a sidechat message trought a player (CDF side). It was something like: "RU_Soldier patrol building_land_east from 1 to 7". I didnt have that bug in earlier versions.Edit: Its also displaying similar but guerillas patrol messages. yes is a bug sorry I let this message uncontrolled, im solving it Solved both in beta 1 http://dev-heaven.net/attachments/download/5397/UPSMON5_0_7.utes_beta_1.rar Edited April 6, 2010 by Monsada Share this post Link to post Share on other sites
quincy 10 Posted April 7, 2010 the ai seem to only respawn twice in ur sample misson, how do i make them respawn lets say forever like 1000 Share this post Link to post Share on other sites
Monsada 10 Posted April 7, 2010 will not respawn if respawn point is 300 meters close to target, for avoiding see respawning Share this post Link to post Share on other sites
quincy 10 Posted April 7, 2010 will not respawn if respawn point is 300 meters close to target, for avoiding see respawning ok i did mor testing, i put them lets say about 1000m from enemy and they did keep respawning but on the fifth or sixth time a message appeard no members are alive, then they just stoped spawning, i wated for five minutes, nothing. could u check that out for me Share this post Link to post Share on other sites
Monsada 10 Posted April 7, 2010 Ok, I see that vehicles in not spawing too, Im implementing it for beta 2 Share this post Link to post Share on other sites
galzohar 31 Posted April 8, 2010 Even when changing KRON_UPS_Res_enemy = [east]; to KRON_UPS_Res_enemy = [west]; the ACE insurgents still report my Russian tunguska as "enemy detected". Is this just a debug issue or do they actually thing I'm an enemy? Share this post Link to post Share on other sites
Monsada 10 Posted April 8, 2010 Even when changing KRON_UPS_Res_enemy = [east]; to KRON_UPS_Res_enemy = [west]; the ACE insurgents still report my Russian tunguska as "enemy detected". Is this just a debug issue or do they actually thing I'm an enemy? is a bug in targeting, thanks for reporting galzohar Share this post Link to post Share on other sites
darkxess 60 Posted April 8, 2010 is there a way to get rid of all the info coming in to the chat from it? like what the script is doing etc? and the thing in the right hand corner with the colours, numbers, etc .. Thanks! Share this post Link to post Share on other sites
Monsada 10 Posted April 8, 2010 is there a way to get rid of all the info coming in to the chat from it? like what the script is doing etc? and the thing in the right hand corner with the colours, numbers, etc .. Thanks! Sorry I dont understand, do you mean more info? actually in chat is doing info of what is doing each squad if KRON_UPS_DEBUG = 1 Share this post Link to post Share on other sites
katipo66 94 Posted April 8, 2010 I think he means this KRON_UPS_Debug = 1; You can find it in Init_UPSMON.sqf, change it to KRON_UPS_Debug = 0; Share this post Link to post Share on other sites
darkxess 60 Posted April 8, 2010 haha sorry about my bad English, yes thats what i meant .. its fixed my problem now too, thank you very much. Share this post Link to post Share on other sites
Monsada 10 Posted April 8, 2010 (edited) 5.0.7 Beta2 // ----------------------------------------------------------------------------- // Added: // nowp = No waypoints will be created for this squad UNTIL ENEMY DETECTED // nowp2 = No waypoints will be created for this squad UNTIL ENEMY DETECTED AND DAMAGED // nowp3 = No waypoints will be created for this squad in any way. // Ambush2 Same as ambush but without using mines // Added spawn support for vehicles in squad // Modified: // FORTIFY moves leader too and prevents from moving when hurt // Solved bug in targetting of resistance // Solved bug when respawning a template squad were creating a new template // Solved bug that did exiting AI form vehicle when upsmon begins // Solved bug of squads loosing group and gets stucked // ----------------------------------------------------------------------------- http://dev-heaven.net/attachments/download/5415/UPSMON5_0_7.utes_beta_2.rar Edited April 8, 2010 by Monsada Share this post Link to post Share on other sites
quincy 10 Posted April 8, 2010 5.0.7 Beta2// ----------------------------------------------------------------------------- // Added: // nowp = No waypoints will be created for this squad UNTIL ENEMY DETECTED // nowp2 = No waypoints will be created for this squad UNTIL ENEMY DETECTED AND DAMAGED // nowp3 = No waypoints will be created for this squad in any way. // Ambush2 Same as ambush but without using mines // Added spawn support for vehicles in squad // Modified: // FORTIFY moves leader too and prevents from moving when hurt // Solved bug in targetting of resistance // Solved bug when respawning a template squad were creating a new template // Solved bug that did exiting AI form vehicle when upsmon begins // Solved bug of squads loosing group and gets stucked // ----------------------------------------------------------------------------- http://dev-heaven.net/attachments/download/5406/UPSMON5_0_7.utes_BETA_2.rar download doesnt work lol The page you were trying to access doesn't exist or has been removed. Share this post Link to post Share on other sites
galzohar 31 Posted April 8, 2010 Yeah, and it doesn't show on http://dev-heaven.net/projects/upsmon/files either. Share this post Link to post Share on other sites
manzilla 1 Posted April 8, 2010 Hmmm. I got it when he first posted the announcement. I hope I didn't grab something bugged cause I've already implemented it into all my missions. hehe, ooops. Share this post Link to post Share on other sites
quincy 10 Posted April 8, 2010 Yeah, and it doesn't show on http://dev-heaven.net/projects/upsmon/files either. nope dosent show Share this post Link to post Share on other sites