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Monsada

UPSMON - Urban Patrol Script Mon

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Hi, I love this script but in my mission, people can teleport but clicking on the map... How can I disable this? Thanks

EDIT: Just searched this thread and found the answer. Thanks

Edited by Guest

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I try it on Zagrabad and it work as well. (USMC - Milician TK - Army TK)

I only saw an issue when used with USMC Civilian Undercover.

@Fideco: with wich unit class are u executing the script ?

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The script is working fine on OA too.

I made a mistake merging a mission from Utes to Zagrabad.

Starting from scratch always is working well and debug messages are as supposed to be..

Sorry..

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nul=[this,"airport","move","delete:",150,"reinforcement:",1,"template:",1,"respawn"] execvm "scripts\UPSMON.sqf";

Ok Im bit new to this so I looked at the example mission and I remember when this came out we just made markers and assigned them the way we do now however all of the additional parameters what do I need and what don't I need so question 11

Whats the delete function in this line that we are adding to AI??

you know where are the parameters and what do they do?"

Even the ones that say reinforce and ambush theres one squad on the marker so how are we doing either?

Do you guys have a pdf for this now I mean its huge to take in at first glance now,

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In short, you don't need any parameters. If you don't use any parameters and just activate it like the original UPS you will get the original UPS behavior. The new parameters are there for activate new features, which you may use or not use based on how you see fit.

For more details see link above.

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Ok Well I really liked the website above it makes it lok quite good but im getting a error cant find scripts\upsmon.sqf or whatever i double checked 3 times changed the letters to upper and lower case and still i get the error.

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Well if it can't find the file it means the file isn't there. Make sure it's placed in the correct mission folder...

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Ok Well I really liked the website above it makes it lok quite good but im getting a error cant find scripts\upsmon.sqf or whatever i double checked 3 times changed the letters to upper and lower case and still i get the error.

Sounds like what I struggled with for a bit. I think maybe the problem might be that some of the examples in the instructions say something like this;

(e.g. nul=[this,"town"] execVM "ups.sqf")

or

nul=[this,"town"] execVM "upsmon.sqf";

but I think it's supposed to be like this;

nul=[this,"town"] execVM "scripts/upsmon.sqf";

IIRC, that's what did it for me.

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Flagg got it that's exactly what it was thank you

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I'm just starting to play around with this so I have a few questions. I tried searching but couldn't find anything, probably because I suck at this and everyone takes this knowledge for granted. ;)

1) I assume the leader isn't automatically created? (Edit: No need to create a unit which is leader)

2) Does the leader need special attributes (like "leader", should he be set to no move, etc) or does the script just pick the highest rank? (Edit: No need to create a unit which is leader)

3) I have a t-72 platoon, but when setting it to move and random, the script seems to move only the personnel in the tank and then kill them in the process so I end up with 3 empty tanks and 12 dead bodies at a random location. Can't I use random with manned vehicles?

4) on dev-heaven in the FAQ, the how to install Q says to add the call compile line in init_upsmon.sqf but I assume they mean init.sqf?

Edited by Rekrul

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Few questions from a noob here to ARMA - I'm just about to install OA, later today -

1. Does this script work with OA? (UPDATE - I read the first 20 or so threds first in this...to learn about the script itself.....latest posts seem to suggest there are some problems with OA....got it).

2. I currently use Urban Patrol Script de Kronzky....It works rather well...but this one looks great.

3. Where exactly do I Download the newest / bug free version of this script?

4. From reading through the thred here...it seems this works in much the same fashion as Kronzky's, correct? Simply need to put a code within the "INT" field of EACH group leader I want to follow the script.

Thanks for all help

Edited by meade95

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is there a command to change unit speed? i'm using several group in vehicule forming a convoy but they are going at full speed

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Ok I love the way this thing has been working out its soooo very nice, now I have a question if I have a chopper patrolling with a squad of infantry AI inside of the chopper can I give it a reinforce command and have it work from within the chopper???

Also because It is a chopper can I associate that with more than 1 marker?

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In order to get UPSMON running..... and installed... It gives 4 steps. Setp 2 says

Edit your Init_UPSMON.sqf and add next lines:

//Init UPSMON scritp

call compile preprocessFileLineNumbers "scripts\Init_UPSMON.sqf";

Can someone explain this more to me? How do I edit it? With what program?

Thanks

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Ok basically you can add that line to your regular init.sqs file or the one that comes with the script Init_upsmon just make sure somewhere in there its typed in or the script doesnt activate, or turn on.

Im kind of a NOOB but thats how I understand it and it works for me

When you get to the area of the init line for the squad leaders Im pretty sure the path they give you does not have the script folder included so I forget what step that is but whatever your last file name is in that line right before add scripts\ and then the last filename if this confuses you look back a copuple of posts someone else explained it to me

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In order to get UPSMON running..... and installed... It gives 4 steps. Setp 2 says

Edit your Init_UPSMON.sqf and add next lines:

//Init UPSMON scritp

call compile preprocessFileLineNumbers "scripts\Init_UPSMON.sqf";

Can someone explain this more to me? How do I edit it? With what program?

Thanks

Open up notepad, paste the two lines in and save it in your missions folder (my documents, arma2 (other profiles if you're not using the standard user), name of the user, missions) as init.sqf. (Remember to change filetype in notepad from .txt files to all files, otherwise it will add .txt so it's named init.sqf.txt.)

I think it's an error that they tell you to put it in the Init_UPSMON.sqf as it doesn't make sense that the file should call itself.

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Hi all,

I will notify that I will retake project in future days.

By now I will answer some questions

is there a command to change unit speed? i'm using several group in vehicule forming a convoy but they are going at full speed

You can set default speed when no enemies known

using NOSLOW squad will run, if not specified limited speed will be set

---------- Post added at 11:52 AM ---------- Previous post was at 11:49 AM ----------

Hi, I love this script but in my mission, people can teleport but clicking on the map... How can I disable this? Thanks

EDIT: Just searched this thread and found the answer. Thanks

Hi Acelondoner,

to disabling teleport go to init.sqf in your mission folder, edit it.

You will see a line like this

onMapSingleClick "player setpos _pos";

Delete it

;)

---------- Post added at 11:57 AM ---------- Previous post was at 11:52 AM ----------

nul=[this,"airport","move","delete:",150,"reinforcement:",1,"template:",1,"respawn"] execvm "scripts\UPSMON.sqf";

Ok Im bit new to this so I looked at the example mission and I remember when this came out we just made markers and assigned them the way we do now however all of the additional parameters what do I need and what don't I need so question 11

Whats the delete function in this line that we are adding to AI??

you know where are the parameters and what do they do?"

Even the ones that say reinforce and ambush theres one squad on the marker so how are we doing either?

Do you guys have a pdf for this now I mean its huge to take in at first glance now,

Hi Breeze,

Delete lets units of squad being deleted when are dead, if you set time for example "DELETE:",300 bodies that are dead will be removed after 300 seconds.

for better knowing the parameters I recomend to see wiki

http://dev-heaven.net/projects/upsmon/wiki/UPSMONsqf

Sorry I don't understand last question

---------- Post added at 12:02 PM ---------- Previous post was at 11:57 AM ----------

Hi Monsada,

is your awesome mod fully compatible with OA or Combimed Arms?

Cheers

Hi Fideco,

Sorry but I don't know about that mods or scripts, UPSMOS try to give AI improved habilities to fight as an army, I recomend you to try it and report your experience.

---------- Post added at 12:07 PM ---------- Previous post was at 12:02 PM ----------

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.

To respawn a entire group when all men are dead is very simple, no triggers, no script, only add parameter RESPAWN or RESPAWN:x

nul=[this,"town","nomove","delete:",300,"respawn"] execVM "scripts\upsmon.sqf";
nul=[this,"town","nomove","delete:",300,"respawn:",5] execVM "scripts\upsmon.sqf";

second sample will respawn a maximus of 5 times this squad. For more explanation see:

http://dev-heaven.net/projects/upsmon/wiki/UPSMONsqf

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Hi all,

I will notify that I will retake project in future days.

That's very good to hear! :thumbsup:

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Ok. I'm going to give this a try - I have a more simple Korksky (sp?) patrol script that I use now in single player. I simply put that SQF file into whatever mission I created and then plug in a code into the squad leaders INT filed.....and it works...... This just seems to be an upgrade to that......

It is just, I've never had to open up any file there and input any lines (to a file itself).

Also, this is just provides and enhancement of enemy AI behavior.....not a boost to the AI itself (as in Zeus AI increase mod) corrrect?

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It only tells the AI what to do on a larger scale (go here, go there), while Zeus AI is mostly a "you should see this guy" or "you shouldn't use this weapon against this target" or "you should have so and so accuracy when firing that weapon at this range". They mostly work on quite different aspects of AI, and work great together too.

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Ok I love the way this thing has been working out its soooo very nice, now I have a question if I have a chopper patrolling with a squad of infantry AI inside of the chopper can I give it a reinforce command and have the infantry unload from a chopper and be effective using the reinforce command,

So what I am asking is set up a marker and have the chopper with infantry in the chopper patrol using the reinforce command and have the infantry within the chopper unload when responding to the reinforcement needed.

Will it work from within the chopper???

Also because It is a chopper can I associate that with more than 1 marker?

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yes is a trouble that, because during briefing upsmon not run yet.

I solve this puting setareamarkeralpha in init.sqf like this

"FUEL" setMarkerAlpha 0;

"TOWN" setMarkerAlpha 0;

"TOWNN" setMarkerAlpha 0;

"TOWNW" setMarkerAlpha 0;

"TOWNE" setMarkerAlpha 0;

"TOWNS" setMarkerAlpha 0;

Trying to figure this out. I added this to my init file with the marker name I use. But the marker still shows in the briefing. Am I missing something? I dont want the zone markers to show in briefing.

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Trying to figure this out. I added this to my init file with the marker name I use. But the marker still shows in the briefing. Am I missing something? I dont want the zone markers to show in briefing.

Well, that should work. Check for spelling and code errors. The name of the marker should be exactly the same. And make sure you do not have the showmarker parameter enabled (in the unit's init line).

Edited by Buzz_Fledderjohn

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