Jump to content
Sign in to follow this  
Monsada

UPSMON - Urban Patrol Script Mon

Recommended Posts

I'm a bit late to this party, but I just wanted to say "thank you" for this awesome script.

Fortify + OA buildings = perfection. :thumbsup:

Share this post


Link to post
Share on other sites

Hi

First of all I like to say that this script is great, have used it a lot with Arma2. My problem is though that I recently bought OA, so now i have the Combined Operations package. I don't know what is wrong but the USPMON script doesnt work when im in the editor with OA, the units doesnt spawn or start patrolling, eventhough i made everything exactly the same like in Arma2 editor. I have the newest version of the script, anyone else having same kind of problems? If so, please help!

Share this post


Link to post
Share on other sites

Hard to say what you're doing wrong. Try finding what you didn't actually do the same as Arma 2, because the script should work exactly the same in both Arma 2 and OA.

Share this post


Link to post
Share on other sites

UPSMON is working fine in CA

A tip:

1) Load in editor the original demo mission (Utes Island) with comes with the last version of upsmon

2) Open the file "Init_UPSMON" under the folder Scripts

3) Turn on debug, setting "KRON_UPS_Debug = 1;" Default is 0

Preview the mission.

Now, if Upson was successfully initialized you should see some info flowing on the left side of screen.

Otherwise it means that for some strange reason it does not work.

Hope it will help.

Cheers

Edited by fideco

Share this post


Link to post
Share on other sites

Demo mission worked fine. I really cant see what is wrong, i have checked that everything is correct. The script just wont execute itself. I´m sure it is just a minor thing wrong somewhere but this is starting to really bother me because this script is a necessity to me when editing own missions..

Share this post


Link to post
Share on other sites

Did you start making the mission when you had combined arms, or did you start making it in A2, then upgraded to CA? I think I've read similar reports here where they had to delete and create some units again or something. Try searching this thread.

Share this post


Link to post
Share on other sites

Do you still execute init_upsmon.sqf (in demo done from init.sqf)? If you have copied an init.sqf from a non-UPSMON mission it would've overwritten the demo's init.sqf and thus the script would never initialize and units would never patrol.

Share this post


Link to post
Share on other sites

I cant figure out whats wrong. But its not that bad, i tried to make a new simple setup that uses the script and it worked. I guess the solution is to make complete new init.sqf, description.ext etc instead of copying them from your previous arma2 missions..

Share this post


Link to post
Share on other sites

Hello.

I purchased Operation Arrowhead today and am delighted at how in-depth and realistic this game is and I'm absolutely amazed at how large and passionate this community is.

Today I have learned how to use the editor to create basic missions, could someone please explain in layman's terms how to install and implement the UPSOM script. :)

Share this post


Link to post
Share on other sites

Welcome mate. You have embarked upon a great journey !

Download the demo mission and check out the code there.

Share this post


Link to post
Share on other sites

I've dowloaded the sample mission....looked at it, in the editor.... But can't see what exactly it is doing? Or what is the purpose? is it only show one type of patrol?

Or is there another sample mission? And I have DL the wrong one?

Edited by meade95

Share this post


Link to post
Share on other sites

I just started using UPSMON and have been trying to stop different groups from reinforcing each other.

I've used "nomove" and "fortify", I've used markers and even tried to Null=[this...to a named unit.

I just don't get it and I know that they are fortifying as I have seen them occupy building, but alas when I fire on the town I get many group coming from many hills away as reinforcements.

I did try DAC on the same mission and I am using ACE, would any of these upset my poor groups that much.

Thx in advance.

edit: when i added DAC to the mission, which it isn't in there now, I did get errors displayed.

Share this post


Link to post
Share on other sites

Does anyone know how to get tanks (specifically the M1A2) to drive at a reasonable speed? I have 2 Strykers that are escorted by 3 tanks, however the tanks drives at 20 km/t while the strykers blast away at 70 km/t. It's near impossible to time it so they reach the destination at the same time. If I don't use UPSMON, or group the strykers with the tanks, the tanks move at a reasonable speed, but then a tankcommander leads the strykers and I don't want that.

Share this post


Link to post
Share on other sites

Guys I can not get the ambush function to "ambush"...

I set up a Truck driving down a road. About 2min ingame time until it reaches the ambush point.

I put a marker on the piece of road I want "ambushed". It is about 4 by 10 meters (marker is covering a piece of road), called it "street1".

I set up a AT Section of Russians with the init:

nul=[this,"street1","nomove","delete:",300,"ambush"] execVM "scripts\upsmon.sqf";

They lay a mine and take position but!!!

As soon as the truck comes into sight, the AI says something but they dont engage! I just disembarked from the truck and ran up to an AI, he did not shoot me although I was 10m away.

Just like after I dunno... 20? 30? Seconds it says "UNIT DETECTED" "FIIIIIIRE" (since I was close) and I get shot.

Why does the ambush NOT happen instantly?

It is such a cool feature and I would LOVE it to be used in my missions.

Share this post


Link to post
Share on other sites

Yeah, Arma 2 doesn't work very well with convoys and a proper convoy requires some very careful scripting.

As for enemies being too aggressive, try the "NOFOLLOW" parameter (which makes them stay inside the zone, though group members may still engage enemies that are directly detected, but will not leave the zone to engage enemies that were detected by other groups on that side). "FORTIFY" also seems to pretty much keep them where they start though I'm not sure exactly what makes them decide to go/not go out of their positions and attack stuff, but it definitely makes them quite defensive as well.

Another thing you can try is reduce the sharedist in init_upsmon.sqf so that units share information over shorter distances, but of course you have to make sure that's actually what you want.

"NOMOVE" may cause some more defensive behavior but it doesn't limit them to staying inside their zone in any way.

Share this post


Link to post
Share on other sites
Guys I can not get the ambush function to "ambush"...

I set up a Truck driving down a road. About 2min ingame time until it reaches the ambush point.

I put a marker on the piece of road I want "ambushed". It is about 4 by 10 meters (marker is covering a piece of road), called it "street1".

I set up a AT Section of Russians with the init:

nul=[this,"street1","nomove","delete:",300,"ambush"] execVM "scripts\upsmon.sqf";

They lay a mine and take position but!!!

As soon as the truck comes into sight, the AI says something but they dont engage! I just disembarked from the truck and ran up to an AI, he did not shoot me although I was 10m away.

Just like after I dunno... 20? 30? Seconds it says "UNIT DETECTED" "FIIIIIIRE" (since I was close) and I get shot.

Why does the ambush NOT happen instantly?

It is such a cool feature and I would LOVE it to be used in my missions.

Please guys, if anyone knows this - post it, I cant work on my mission if this is not working. There are alternatives, but this is like... Totally dynamic!

Share this post


Link to post
Share on other sites
Has anyone seen any FPS lag when using UPSMon in MP?

The script is indeed laggy and not only in MP. For me it doesn't affect fps that much, but other scripts get a little out of steam.

Please guys, if anyone knows this - post it, I cant work on my mission if this is not working. There are alternatives, but this is like... Totally dynamic!

Try lowering the KRON_UPS_react and KRON_UPS_minreact values.

Share this post


Link to post
Share on other sites

If you have low FPS you may want to check how many AI you're running, and then you'll probably find out that if you would've just made them patrol with waypoints instead, you'd just get just as much FPS. Generally, scripts don't cause FPS drops by themselves.

Share this post


Link to post
Share on other sites
If you have low FPS you may want to check how many AI you're running, and then you'll probably find out that if you would've just made them patrol with waypoints instead, you'd just get just as much FPS. Generally, scripts don't cause FPS drops by themselves.

I have a mission where I use the UnitPlay function, and running UPSMON makes the flight path jittery. With waypoints there were no problems.

Share this post


Link to post
Share on other sites

What is UnitPlay?

And what do you mean "flight path jittery"? Keep in mind I was talking about FPS, not the actual quality of movement. Haven't used much UPSMON with much more than infantry (at most for vehicles) and when I did try it with airplanes it definitely behaved weird, but then again airplanes on waypoints don't exactly behave all that well either.

Share this post


Link to post
Share on other sites
What is UnitPlay?

And what do you mean "flight path jittery"? Keep in mind I was talking about FPS, not the actual quality of movement. Haven't used much UPSMON with much more than infantry (at most for vehicles) and when I did try it with airplanes it definitely behaved weird, but then again airplanes on waypoints don't exactly behave all that well either.

UnitPlay is the function that plays movement data recorded with UnitCapture. Useful for custom aircraft tricks.

Share this post


Link to post
Share on other sites

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? :)

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×