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UPSMON - Urban Patrol Script Mon

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Yeah you probably don't want to use UPSMON on a unit if you have other things controlling it (or use UPSMON with one of the "NOWP" parameters).

Or do you mean UPSMON causes script lag which makes UnitPlay not work smoothly?

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Wait, there's a function where you can "record" your flying and then "play" it in a mission? I didn't find any info on unitPlay or unitCapture in the Wiki.

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You're not trying to use UPS with UnitPlay'd units are you? You're just saying that UPS units appear to be causing lag which is affecting the unit that's using UnitPlay, right? :)

No, the UnitPlay unit is not included in the UPSMON script. The UPSMON script simply clogs up the playback script.

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Try lowering the KRON_UPS_react and KRON_UPS_minreact values.

I changed them to 1 and it still takes forever until they "notice" me... The units are calling me out "spetznasovez!" but the "FIREE" comes after like... I dunno, 20-30 real time sec. :-/

Do I have to put something into the "ambushed" unit's init line as well?

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Nope. I've never used the ambush thing, but are you running it in debug mode? It might be easier to see what's going on then. Have you tried running over the mine? I assume the script tells them to be stealthy so they dont attack before you have a chance to run over the mine. Or if you're not using mines, that might be the problem. ;)

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Is it possible to call the script without using markers? I'm using VTS by gonza and L'Etranger and they can create AI on the fly but would like to use UPSMON with it. AFAIK they don't use markers. Anyone know how I can do it?

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Create the marker then run the script? Otherwise you'd have to go in and edit UPSMON to work on "other means" of your choice to determine the patrol area, which may or may not be easier/harder than just making VTS create the marker.

Also, MCC uses UPSMON and creates markers for it.

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Will have a little look galzohar. I hope it will be possible to use UPSMON.

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You can always have markers but make them disappear as soon as the game starts.

Put this code:

"markername" setMarkerAlpha 0;

When the players join/on gamestart (init). It will make the markers go away. :) To minimize their visibility anyway - use the marker as a "border", since they stay on the map for like half a second until the script kicks in...

---------- Post added at 06:16 PM ---------- Previous post was at 05:58 PM ----------

Nope. I've never used the ambush thing, but are you running it in debug mode? It might be easier to see what's going on then. Have you tried running over the mine? I assume the script tells them to be stealthy so they dont attack before you have a chance to run over the mine. Or if you're not using mines, that might be the problem. ;)

DEBUG mode shows all the "teamchat" and the "ENEMY SPOTTED" comes about 20 secs after I hear them spot me in game.

I will try running over a mine now...

Wow, funny, the mine does not even work/explode, now what the...?!

Anyone - please upload a mission where it works for you, where you get ambushed instantly and the mine works...

I think something is buggy over there...

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The way VTS works is that everything can be created 'on the fly' and the gamemaster creates any mission very simply in real time.

I need to see if I can create markers in VTS and then it would be easy.

I'll have a dig, as I have used UPSMON before and it is very powerful. My other alternative is to use GL4 .... time will tell.

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VTS is by gonza and L'Etranger .... Virtual Training System.

Basically you act as GameMaster and can spawn anything, anywhere (then control it, move it, etc)

There are waypoint generators in it but I think UPSMON would just be better.

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@megagoth1702:

Try changing the "nomove" parameter to "move".

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I tried simple - "street1","ambush"] - thats it. Still does not work.

Ok guys, I need an alternative (with waypoints) how to create an ambush? Triggers?

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One question, did you move the mission from A2 to OA? If so, there's numerous examples of where you have to re-create the mission. Do you mind posting your mission here? I'll try to make an ambush example tomorrow when I'm not drunk. :)

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Sorry about the delay, but tested today and I see the same. I believe it's the AI in general though. They're not that good when you're close. Just remove the text in the init-field and you'll see that it'll take some time before they react (although not the same as with).

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I have a weird problem. I first have a marker in Bastam where BLUFOR and most OPFOR are set to attack/defend. When OPFOR surrenders, BLUFOR are heading to the airport. Now on the airport I have two markers and two OPFOR squads where each squad fortifies their marker. I then move the Bastam marker to one of those to get BLUFOR to attack.

Now all that works fine, but the problem is that once OPFOR surrenders in Bastam, the other OPFORs on the other markers surrenders as well. Is there any way around that (apart from using Independents)? And I need the OPFOR in Bastam to surrender so I can't tune the surrendering variable either.

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Maybe you gotta do it with waypoints and triggers instead? I dont think that UPSMON was designed for such advanced stuff. :-/

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Rgr - here is the simple mission. I walk past those dudes and they dont shoot me. :)

Download the mission

Hi.

In your mission - the UPS debug messages indicate that they are not even placing the ambush in the first place. There should be a message that says something like "placing mines for ambush".

1) you have "ambush2" in the init line, I think it should just be "ambush".

OR of course you can choose the option that tells them not to wait all day, but even that would be different. It would be somethinge like "ambush:",300

2) Also, you have the marker only covering the area where you want the mines to be placed. I think you need to have the marker covering the entire area... meaning the area the units are hiding, and the area they are to place the mine.

3) Then... one of the settings in Init_UPSMON is

//Efective distance for doing perfect ambush (max distance is this x2)

KRON_UPS_ambushdist = 50;

yet, you have the guys only a few feet from the road. Try moving them back, and then changing that value to something closer to your situation (I noticed for example, they can go back something like 20, and still be somewhat behind that building).

4) And... while it may not help much, I think you can add the "combat" value to their init line, in an effort to get them to be more aggressive with the attack.

5) Having said all that, my experience is that this ambush feature is not perfect. Many times after placing the mines, they will not run back and hide, but they will simply lay down beside the mines they just placed.

6) Example REDO

http://rapidshare.com/files/416092201/upsmon_ambush_testREDO.utes.7z

Hope this reply isn't too late. I'm glad to take the time to help (with my limited understanding and experience), because of all the help I've gotten off of this forums. Pay it forward.

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Surrender.

In my mission there are two sites (battlefields). The player starts in the first battlefield and later he's transported to the second one. The two sites are far enough.

In both site has enemy troops controlled by UPSMON.

For the better performance, only the first site is created by design time, the second one is created when player is transoprted. But when the new site is created, the old site is cleared: deleteVehicle all units there.

So when the player arrive to the new site, he found a lot of enemy surrended.

I know it's a normal mechanism of the UPSMON (because of heavy losses), but my question is: HOW CAN I TURN OFF surrender in the UPSMON?

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I don't have it here, but at the bottom of the variables you can change in UPSMON_Init.sqf there's a surrender variable. Change from 10(%) to 0(%).

I just went with insurgents to make my life easier. However, one thing I noticed when moving my marker is that the units are moving along with it. They're still running around in the old area so I think I have to "re-init" the units.

Basically I need help with three things;

1) I want to group all remaining playableUnits to one group

2) I want to pick a random guy that's alive and not in agony from the playableUnits list

3) I want to give the playableUnits a new Init line, so they move to the next marker

I think most, if not all, of these are trivial but I'm pretty green when it comes to this, so any help would be appreciated.

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Thanks, but I guess, that surrender probability is just a chance... If it is zero, the individual units will not surrender in battle time. But if the whole takistani army has 90% casualities, the UPSMON's Leader will order to surrender every remaining soldiers. I want to turn this off.

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1. Disable spawn by setting it from 10% to 0% in init_upsmon.sqf (and while you're there play with the other params to suit your needs).

2. When you spawn units, iirc you need to use the "SPAWNED" parameter when you start UPSMON on them so that the script counts them correctly, especially important to handle stuff like the problem you were having.

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I used the "ambush2" for the actual ambush, it's a special version without the mines. :)

I will use triggers and waypoints now instead of that script, too bad it wont work that well. :-/

To disable the surrender thing I just have to put the values to 0%?

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