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Monsada

UPSMON - Urban Patrol Script Mon

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sorry but at last moment I detect a problem and must redo.

http://dev-heaven.net/attachments/download/5415/UPSMON5_0_7.utes_beta_2.rar

Now you can get it.

ok more testing om beta 2, i set the units at the airport to respawn 100 times, i used (respawn:",100) i moved them away from combat, and shot them all, the screen said respawns 99, they respawned, i dhot them again and the screen said (there are no alive members) and they just stopped spawning, i loved the artillery, its very consistent, and i notice that the leader does move into buildings.

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there are no alive members

I will check it, I see it some times when firing them while respawning.

Issue created: http://dev-heaven.net/issues/10031

Check beta 3, I think I had solved or almost minimiced.

http://dev-heaven.net/attachments/download/5421/UPSMON5_0_7.utes_beta_3.rar

Edited by Monsada

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Hey monsada. BRILLIANT script here by the way.

I'm trying to integrate it into mando_missiles bomb console where I can call an airborne assault. The troops arrive by helo and I then want them to be under the control of UPSMON. My problem is that there is no marker name (that I can find anyway!) Is it possible to get troops to start the script without a marker postion ?

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Good question. I was thinking about the same thing.

Also if I figure out how to get MMA using this and HC I'll let you know.

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I still can't get the artillery to work. I'm quite far from the enemies and they are shooting at me (I made everyone invulnerable so they never die but keep shooting at each other), yet the mortar will not fire. In fact, it will not even rotate. It's well above the minimum range of the mortar as well (the mortar is on the other side of Utes), the mortar has a gunner (Russia->static->pondos) and I did place nul=[this] execVM "scripts\UPSMON\MON_artillery_add.sqf"; in the mortar's init line. D30 didn't work either. Placing empty and then moving someone in gunner didn't work. Letting them detect 9 enemies instead of 1 didn't change anything either. Using [this, 3] instead of [this] didn't help either.

If you can post a simple demo that shows only the artillery it would be much apprciated, because from the original demo I have a hard time seeing where the artillery is actually firing (indirectly).

Edited by galzohar

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Unfortunately I tried just that and it didn't work, and I didn't see them firing (indirectly) in the example mission either - the enemies are too close and they just engage with direct fire. I'm not sure you can even use M119 on Utes because it's minimum range is too high for indirect fire.

Also, is there a public variable that includes known enemy positions for a certain side (and preferably how accurate is the knowledge) in some form that can be used for other scripts?

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I dont know what you are doing, but in sample mission artillery is runing fine.

Explosions of artillery were done when enemy enters range of artilley and are known.

Is so symple that i can not understand your problem. spawn an enemy in midle about 600 and you will see explosions of artillery, wher artillery fires a message is shown "artillery doing fire on" and 3 explosions will be done

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Hey Monsada. Loving the fortify currently - so much so that I want to include it as an option within MandoMissiles Bomb console. Here's the deal. I select an airbrigade that is dropped onto a marker from within MMA. The troops that are spawned then fortify that position. HOWEVER I am having REAL difficulty in getting the code to work.

Here is the code from MMA

mando_airsupport_ab_action = {

private["_spawned_support_infantry_group", "_targetpos"];

_spawned_support_infantry_group = _this select 0;

_targetpos = "mk_dest";

leader _spawned_support_infantry_group sidechat "hi, we are here!!";

[_spawned_support_infantry_group, _targetpos, "SPAWNED","FORTIFY"] execvm "scripts\UPSMON.sqf";

};

I hope you are familiar with MMA (will help a little :) )

What am I doing wrong as I the group spawn fine but I cannot get UPSMON to further control them?

Thanks in advance!

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Hey Monsada. Loving the fortify currently - so much so that I want to include it as an option within MandoMissiles Bomb console. Here's the deal. I select an airbrigade that is dropped onto a marker from within MMA. The troops that are spawned then fortify that position. HOWEVER I am having REAL difficulty in getting the code to work.

Here is the code from MMA

mando_airsupport_ab_action = {

private["_spawned_support_infantry_group", "_targetpos"];

_spawned_support_infantry_group = _this select 0;

_targetpos = "mk_dest";

leader _spawned_support_infantry_group sidechat "hi, we are here!!";

[_spawned_support_infantry_group, _targetpos, "SPAWNED","FORTIFY"] execvm "scripts\UPSMON.sqf";

};

I hope you are familiar with MMA (will help a little :) )

What am I doing wrong as I the group spawn fine but I cannot get UPSMON to further control them?

Thanks in advance!

How about this?:

[(units _spawned_support_infantry_group) select 0, _targetpos, "SPAWNED","FORTIFY"] execvm "scripts\UPSMON.sqf";

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Will try it now mate ! Thanks .... it's REALLY bugging me because THIS is the answer to all commanders' dreams :)

EDIT: WOOT ! It works, or at least I seem to be getting the written feedback that the Instance is spawned. I can't get the markers on the map to show where they are going however. I have debug on AND have SHOWMARKERS and TRACK on in the parameters. Any ideas?

BTW massive thanks Manzilla ! My coding is crap - I'm more of a tinkerer !

Edited by Kremator

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Will try it now mate ! Thanks .... it's REALLY bugging me because THIS is the answer to all commanders' dreams :)

I hope I'm able to contribute a little bit since I'll be using whatever you get working! ;)

Basically the problem looks like you were using the whole group for the activation(or first parameter). It needs to be activated on the group leader only. I made this mistake as well when I was trying to get the script running on spawned groups.

I hope that works.

EDIT:

Did you try "showmarker" with out the s at the end? I've never used that one before.

Edited by Manzilla

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Will try it now mate ! Thanks .... it's REALLY bugging me because THIS is the answer to all commanders' dreams :)

EDIT: WOOT ! It works, or at least I seem to be getting the written feedback that the Instance is spawned. I can't get the markers on the map to show where they are going however. I have debug on AND have SHOWMARKERS and TRACK on in the parameters. Any ideas?

BTW massive thanks Manzilla ! My coding is crap - I'm more of a tinkerer !

Hi cremator,

One question you runs it on test mission or on dedicated server?

in any case enabling KRON_UPS_Debug = 1; on init_upsmon.sqf is suficient, but only in test mission or in local server you could see the messages of debugging. Can you see messages?

Check you currently loads init_upsmon on int.sqf of your mission,

take a loot at arma.rpt and see log, if UPSMON is loading correctly you will see a line "UPSMON started", if you see it then be sure KRON_UPS_Debug = 1 and there is no other line of code that puts KRON_UPS_Debug = 0;

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Running on a non-dedi machine.

UPSMON is loaded correctly. I will remove the other params from the line, as they shouldn't be needed as you say. There must be a problem with the name of the marker that is passed from MMA.

I get the unit counts in the Top Right of the display but after I am told that Instance1 etc is OK the unit count does not increase.

---------- Post added at 12:16 PM ---------- Previous post was at 11:31 AM ----------

Having real difficulties here. Have uploaded the mission to see if anyone more talented than me can get AB part of MMA to work with UPSMON.

http://rapidshare.com/files/375391303/mma_UPSMON_console_addon.Chernarus.pbo.html

When the mission starts, open user actions and start Air Support Console. Click somewhere close to your position, press LAND so that it changes to JUMP and press AB. You will then see a UH60 coming to that position and will paradrop the troops (assuming it doesnt get shot down!)

The main problem is getting the marker to be recognised I think. This is beyond my tinkering skills. Main code rests inside my_console_setup.sqf

Thanks!

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OMG sorted it ! Works like an absolute charm.

It was the marker ! Will upload the corrected version now so you can play with it :)

WOOHOO !

PS not sure why download isnt working .... jsut checked it and it was fine.

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The actual DL arrow looking thing never shows up. I can select the "Free User" option but the next page is the one that doesn't work. I thought it would be the marker. It worked for me when I change it. I'm curious to see what you did.

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http://rapidshare.com/files/375407200/mma_UPSMON_console_addon.Chernarus.pbo.html

This should now work perfectly. (fingers crossed :) )

One strange thing (that I will inform Mandoble about) is that after clicking AB the green marker disappears. You can get it back by clicking the map again - but its strange.

@Monsada - I didn't see the medics doing the job on vanilla arma. Although the troops were engaged in combat the medics should be active.

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Rapidshare just ain't working for me on IE or Firefox. Not sure what's going on but the DL button never shows up.

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http://rapidshare.com/files/375407200/mma_UPSMON_console_addon.Chernarus.pbo.html

This should now work perfectly. (fingers crossed :) )

One strange thing (that I will inform Mandoble about) is that after clicking AB the green marker disappears. You can get it back by clicking the map again - but its strange.

@Monsada - I didn't see the medics doing the job on vanilla arma. Although the troops were engaged in combat the medics should be active.

mmm maybe UPSMON, because leader orders AI to do things maybe this is colisioning with vanilla I will check it.

Respect marker UPSMON hides it, uf you want not to hide put parameter SHOWMARKER.

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Error I received after playing around in your test mission just teleporting around and spawning groups in various locations (didn't edit anything in the mission):

Error in expression <os = [];
_soldiers = [];


_OCercanos = nearestObjects [_npc, ["Man"] , _distanc>
 Error position: <nearestObjects [_npc, ["Man"] , _distanc>
 Error 0 elements provided, 3 expected
File C:\Documents and Settings\galz\My Documents\ArmA 2\missions\UPSMON5_0_7.utes\scripts\UPSMON\common\MON_functions.sqf, line 2183
Error in expression <ilian: {"CIV"};};

_trgname="KRON_Trig_"+_trgside+"_"+_areamarker;
_flgname="KRO>
 Error position: <+_trgside+"_"+_areamarker;
_flgname="KRO>
 Error +: Type Bool, expected Number,Array,String

That error seems to happen in other missions when I call the script with a unit that does not exist. Maybe it's a good idea to give a correct error message (that is, give the user a hint/sidechat message rather than having an RPT error that the user will have no idea what caused it), as well as making sure that this error doesn't happen when the script is called properly (ex. maybe a group dies before the script gets a chance to initialize or something).

I manage to get the artillery fire messages but I don't actually see the cannon aiming up to the sky to fire as it should for doing a fire mission. How exactly are you firing the artillery??

Edited by galzohar

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Error I received after playing around in your test mission just teleporting around and spawning groups in various locations (didn't edit anything in the mission):

Error in expression <os = [];
_soldiers = [];


_OCercanos = nearestObjects [_npc, ["Man"] , _distanc>
 Error position: <nearestObjects [_npc, ["Man"] , _distanc>
 Error 0 elements provided, 3 expected
File C:\Documents and Settings\galz\My Documents\ArmA 2\missions\UPSMON5_0_7.utes\scripts\UPSMON\common\MON_functions.sqf, line 2183
Error in expression <ilian: {"CIV"};};

_trgname="KRON_Trig_"+_trgside+"_"+_areamarker;
_flgname="KRO>
 Error position: <+_trgside+"_"+_areamarker;
_flgname="KRO>
 Error +: Type Bool, expected Number,Array,String

That error seems to happen in other missions when I call the script with a unit that does not exist. Maybe it's a good idea to give a correct error message (that is, give the user a hint/sidechat message rather than having an RPT error that the user will have no idea what caused it), as well as making sure that this error doesn't happen when the script is called properly (ex. maybe a group dies before the script gets a chance to initialize or something).

I manage to get the artillery fire messages but I don't actually see the cannon aiming up to the sky to fire as it should for doing a fire mission. How exactly are you firing the artillery??

You are right, I controlled it now.

In artillery I do not use firemission, I only spawn artillery butllet, is the easy way to simulate artillery, is simbolic you could add an artillery in other object as you wish like a ship, only requirement is had a gunner seat.

The only porpuse I had with artillery module was simulate it for doing an easy way to create a better war enviroment in mission.

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