Big Dawg KS 6 Posted June 3, 2010 If I were you I'd ask the original author of the script. There's a lot going on there and it would take me all day to figure it out entirely, but I'm sure the original author knows just where to look. Share this post Link to post Share on other sites
raedor 8 Posted June 3, 2010 Merged thread into here. Share this post Link to post Share on other sites
jgaz-uk 132 Posted June 6, 2010 Seem to have a problem with Chernarus & UPSMON fortify. A squad that works in utes getting into buildings/weapons wont do the same on Chernarus :confused: any ideas why? Share this post Link to post Share on other sites
Rafalski 10 Posted June 6, 2010 What about new versions of UPSMON. Looks like 5.0.7 and no more new fixed.? Every one has something to say, something to fix but nothing comming into live? We need someone who put together our tips / fixes. Does the author of UPSMON will continue this great project ? example: I fixed heli para drop bug: squat get into heli and leave it. I made little fix to the code that civilians do not take weapons and vehicles (no more stealing of military vehicles) but it is only in my code. Project manager needed to include it into UPSMON (if needed by comunity). Share this post Link to post Share on other sites
Monsada 10 Posted June 10, 2010 Hi all, sorry to all but by now Im working in a new project, i'm doing a game and I have no time. All ideas are welcome and programers are needed, if anyone knows programing and would like to work in UPSMON project is welcome too, I will explain all and give rights for avoiding work will not to be stopped. Rafalsky would you like to do it? you need to create an acount in dev-heaven when you have it tell me in private and will send you rights to UPSMON devheaven-project http://dev-heaven.net/projects/upsmon ---------- Post added at 11:46 AM ---------- Previous post was at 11:40 AM ---------- Hello together,hope you can help me with a little problem with ups. I want to set units on the map with the parameter "nomove" so that they stay as long no enmey is there. That works good. But i want them that the stay in behaviour "safe" and not in behaviour "Fight". Sometimes they stay but sometimes they are lying on the ground, what can i do? I want them staying in safe pos as long as the enemy is not there Thanks for help! AI will rest in safe mode if no enemy, well, think that AI will fight as an army with UPSMON so if any unit check enemy will comunicate it. there is a parameter in init_upsmon for setting the distance of comunication, kron_ups_sharedist. If no enemies comunicated AI must be safe. When AI lost enemy or die enemies will return to safe. Share this post Link to post Share on other sites
Rafalski 10 Posted June 12, 2010 @Monsada I'd like ...but my programming skill is too low. (I wrote about fixing little bug , but I just put in the code what my colleagues-scriptwriters pointed for me.) As I remember some time ago s/o proposed to you help to optimaze the code. I do not remember who was it. Maybe this person take care about UPSMON. PS. was it "kju" ? but i don't remember who exactly. Share this post Link to post Share on other sites
Monsada 10 Posted June 12, 2010 yes, was kju but, I have no notice of him since then, let me know any notice about new programmer to give him rights in project Share this post Link to post Share on other sites
skooma 10 Posted June 20, 2010 How do you set who the "general commander" is? Share this post Link to post Share on other sites
manzilla 1 Posted June 20, 2010 Isn't that the unit that has the code in it's init? Share this post Link to post Share on other sites
Monsada 10 Posted June 21, 2010 general comander is not in any place, is a maner of telling that AI fights together Share this post Link to post Share on other sites
galzohar 31 Posted June 21, 2010 "general commander" (the one that is commanding and synchronizing all the groups) is not an actual unit, but the script itself. It's nothing like high command. Share this post Link to post Share on other sites
cool=azroul13 14 Posted June 30, 2010 I have a little problem with the spawn of a template: When I want the group spawn on a marker "getmarkerpos name", it doesn't spawn on the marker but in the sea far away from the marker :( (Chernarusse map) But when I use position player it works :confused: . Thanks for reply. Azroul Share this post Link to post Share on other sites
galzohar 31 Posted June 30, 2010 The script is hiding the markers by moving them to the position you're talking about. There's no (good, reliable and clean) solution for this, so just add additional markers that are not used by UPSMON for using getMarkerPos on them. Also, fortify works quite nicely with OA's large density of enterable buildings! Though I still wish patrols would enter buildings much more often than they do now to take advantage of the fact most/all buildings are enterable. Share this post Link to post Share on other sites
abdecken 1 Posted July 4, 2010 (edited) How can i make a group sqawn using the Spawn module every time all the groups units are killed? I want to use the spawn module to spawn the group again and again at a certain location and move to the patrol area. I have tried using a trigger to detect the group is dead to spawn a new group: Condition: {alive _x} count units mygroup < 1 On Activation: nul = [1,position spawnpoint1,1,["town1"]] EXECVM "SCRIPTS\UPSMON\MON_SPAWN.SQF"; but it only works the first time. I guess the new group is sqawned with a different group name. Edited July 4, 2010 by abdecken Share this post Link to post Share on other sites
galzohar 31 Posted July 4, 2010 Why would you expect it to create the new group with a the same name? It's not like UPSMON has any idea how you named your old group... Share this post Link to post Share on other sites
Buzz_Fledderjohn 0 Posted July 12, 2010 (edited) Hello, Is it possible to prevent certain AI units from entering vehicles? Right now every AI within the marker enters the vehicle, and I don't want that... Edited July 12, 2010 by Buzz_Fledderjohn Share this post Link to post Share on other sites
galzohar 31 Posted July 12, 2010 I don't think it's possible, in fact I think it's bugged because no matter what parameters I used they still seem to do silly things in that aspect, which is a shame because everything else in UPSMON seems to work more or less great. Share this post Link to post Share on other sites
Buzz_Fledderjohn 0 Posted July 12, 2010 Well, if that is true I would like to see such a parameter in UPSMON. There is a car in one of my markers and I want one of the AI to drive that car to a random location, but the other AI within that marker must continue their patrol. But now they just jump into that car anyway. Looking forward to Monsada's reply. Share this post Link to post Share on other sites
mia389 10 Posted July 13, 2010 I have been locking my vehicles lol. Share this post Link to post Share on other sites
fideco 1 Posted July 15, 2010 Hi Monsada, is your awesome mod fully compatible with OA or Combimed Arms? Cheers Share this post Link to post Share on other sites
galzohar 31 Posted July 15, 2010 I use it in OA just fine. No reason for it to not be compatible since it isn't unit/vehicle/item/island specific. Share this post Link to post Share on other sites
fideco 1 Posted July 15, 2010 I use it in OA just fine. No reason for it to not be compatible since it isn't unit/vehicle/item/island specific. I'm using it with Combined Arms (i do not know if there is any difference with OA standalone). Maybe i'm wrong but if i compare two missions on Takistan rather than Utes, the flow of information given by debug messages is really different. On Takistan mission, after some minutes of action there is no info by debug and the script seems not to be fully working... I must do another check, because this mod is really amazing Anyway thanks for your response Share this post Link to post Share on other sites
manzilla 1 Posted July 15, 2010 I'm using it with Combined Arms (i do not know if there is any difference with OA standalone).Maybe i'm wrong but if i compare two missions on Takistan rather than Utes, the flow of information given by debug messages is really different. On Takistan mission, after some minutes of action there is no info by debug and the script seems not to be fully working... I must do another check, because this mod is really amazing Anyway thanks for your response I noticed this 2 now that you mention it. Same set up, different map. Share this post Link to post Share on other sites
fideco 1 Posted July 16, 2010 I have done various checks. Definitely, i'm pretty sure that the script does not work well on new OA Islands missions (combined arms): after a few minutes debug messages no longer are shown and new instructions to the AI are not given anymore. Monsada, may you fix these issues? Please keep up your fine work (if possible). Cheers Share this post Link to post Share on other sites
breeze 0 Posted July 17, 2010 I was really hoping to use it on citizens as well but it doesnt seem to work with them, it would have been nice to get citizens to walk around in groups in specific areas like a market place and such that could be a controlled radius Share this post Link to post Share on other sites