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Rafalski

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About Rafalski

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  1. @galzohar has been working on this more/less this way as your example. Lack of free time in RL makes it slower to introduce in new versions.
  2. as you said comment the line works ? PS. will be fixed to to comment not change to true or false...thanks for notice this problem
  3. Hello Jedra, thank you for the sample mission, have a look at: Init_UPSMON.sqf line 33 hope this is a solution ?
  4. Unfortunately there is no such function at the moment in UPSMON. at the moment ... "fortify" more less work like this: each unit is sent to the building position, and than moving stop, when enemy in contact the moving is allowed, so units can shoot but at the same time whole team try to make the formation (in Arma always units try to stay/keep the formation)... that's why they leave the positions.
  5. This mechanism is to help to avoid stucking of the units. Actually if you switch off the debug you will not notice it, as you do not know if the AI going to the old way-point or new one :)
  6. check 5.1.0 beta1 Ambush2: The best expected area (or road) of the enemy convoy is about 80% of KRON_UPS_ambushdist in front of the leader. Random (up to 3) units try to put mines on the road or area in front of the leader.
  7. blank-firing-adaptors adaptors would be good, when you play training with BAF it looks very realistic, but US army ... nothing like this. Generally not big deal, but would be useful.
  8. Looking for M16 or M4 blank-firing adaptor weapon addon Does any one know mod with M4 or M16 with blank-firing- adaptors plus blank ammunitions. Required for training-missions (similar as in UKF weapon pack, but US army) Thank you
  9. Does any one know mod with M4 or M16 with blank-firing- adaptors plus blank ammunitions. (similar as in UKF weapon pack, but US army) Thank you
  10. edit only variables in Init_UPSMON.sqf (read the descriptions inside to avoid errors)
  11. is not how far AI team1 is from AI team2 but how far team1 and team2 are from the known enemy. UPSMON only considers distance from team to the enemy, not team to team. 5) If you fight on the small area think about lowering the "KRON_UPS_sharedist". example: If the fight area is a town (600x600) and "KRON_UPS_sharedist = 700;", in the moment you are spotted at the edge of the town all AI units in the distance 700m from you gets info about your position, and if they are not busy you can expect attack of all units. So in urban fight good idea is set sharedist to 200 or less.
  12. in what area: sales, popularity, market area, trade mark hahahhaha
  13. @delta I don't know why/ sorry @dalia yes (if area0 is quite large, and no enemy around.. the heli will land pick up the soldiers and take them to the another point)
  14. ACE2 Wounding System optionally(be default) swithed off for AI (AI do not use ACE2 WS on each other). EH should not interfere with wounding system.
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