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Rafalski

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Everything posted by Rafalski

  1. Some part of the code was changed, some bug holes fixed, so some third party scripts (which uses UPSMON) might stop working as they did so far - just they need to corrected. No! it won't work properly: generally when "UPSMON" leader is in a vehicle, this vehicle always assumed to be uses by UPSMON (now the script make sure it going to be used by UPSMON, doesn't mater the leader is in cargo or driver). This is the behaviour what should be to works the script properly. The problem that UPSMON loses commanding over vehicles was mentioned many times to me , especially after disembark cargo (inc. para drop) or the vehicle stuck in some cases. So if you placed two UPSMON groups in the same vehicle, the last activated will take over commanding over the vehicle. BTW. if you pack manually units in the cargo, UPSMON can lose knowing who is in the cargo. FYI: Boarding/Using any vehicle in UPSMON is not simple: assignAS and ordergetin(or moveInCargo etc). Same as spawning groups: such things should be done by UPSMON not by third party scripts. ... in the present version of UPSMON at least. Demonized and all you guys, If there is part of the UPSMON code that really is an obstacle for your script and you know how to change UPSMON, that it still works as it should be and the problem is gone. send me such changed version of UPSMON, describe where did you make changes.. and if it is OK with others functions, the changes will be in next update. :) If you need help to find out where in the code something is set up, or checked..etc. just ask and if I know I let you know, so make it easer for You to put correction into the UPSMON to make it works with your script well.
  2. @Demonized UPSMON 5.0.9 has quite a lot o changes in the behaviour of AI (group AI), some of the code was replaces so it could become incompatible with third party scripts. Example: 5.0.9 uses EvenHandlers (killed, hit, nearshoot), if you try to use own EH on UPSMON AI they will be erased and overwritten by UPSMON. Sorry I do not understand fully what case are you taking about. UPSMON when uses heli take it and make it part of the group. In no fight patrol when the heli reach patrol-pos could make para-drop or land, if there is no enemy around, the same heli probably will land and pick up the group to move to the next patrol-pos. Such situation should be only when group is not in fight. ? BTW As I remember UPSMON should not take/use/occupied any vehicles which belongs to other group? So If they do it them self, it is a bug. (need sample to reproduce) I do not know how your script works, probably it needs some changes to make it works with UPSMON 5.0.9 again.noveh - is only used if you do not what in no fight patrol that UPSMON AI search for transport vehicles. If there is problem with it provide sample mission to reproduce. PS. To all reporting problems: in most cases if the problem is "very odd, or rare" and I do not have sample mission to reproduce it - it's always is in the end of the q to be fixed.
  3. Rafalski

    Problem with sideradio

    use: nul = [[west,"HQ"], nil , rsideRadio, "RadioMsg3"] call RE; in init.sqf if (isNil "RE") then {[] execVM "\ca\Modules\MP\data\scripts\MPframework.sqf"};
  4. Rafalski

    Problem with sideradio

    OK there is your problem: use style: [WEST, "HQ"] sideRadio "RadioMsg3"; not S1 sideRadio "RadioMsg3"; and make sure that units have got radio :) because they do not have at the moment. PS. to do quick test , just place playable US unit, do not change any items, and start radio alfa.
  5. Rafalski

    Problem with sideradio

    try [WEST, "HQ"] sideRadio "RadioMsg3"; ? PS. be on WEST side to see effect. and just example of description.ext from my script, which works 100%
  6. Good news, had many comments about smokes and drop in FPSs... Uploaded UPSMON 5.0.9 5.0.9 include all changes since 5.0.8 plus "noveh" and improved Artillery module
  7. Rafalski

    Problem with sideradio

    maybe use player not logic (sideRadio, must be a side )
  8. first of all: what for you have placed 12 other vehicles nearby if you need a patrol go by food such large distance? :) solution lock the tractors !, unlock when you really need them and that's all. I think to make things easy "novehicle" will just block searching for vehicles. Checking if group has, or has not vehicle is not so easy to add in UPSMON (unless someone of you provide me ready working UPSMON code).
  9. ??? Guys could you give me an example in what situation you need a group who use only a vehicle which belongs to them? and you need "novehicle" cause you can not do it now ?
  10. I know that concern on specific group but in the script there are many cases that "the group" is looking for a vehicle. that's I'm asking what functions/when (in connection to vehicles) should be switched off. The group does not use vehicles only for patroling or does not use any vehicles in any situations at all ?
  11. @galzohar ... provide sample mission to reproduce this problem, or it was in some old version of UPSMON I would like a little more info: "novehicle" should it include static weapons, gunner if vehicle cannot move, what about combat situation, should AI do not use vehicles when it get into combat situation ? I do not want that we are going to finish with too many parameters which have to be set up. At the moment people have problem to use ex: search_vehicledistance
  12. means that they will try to find a transport if they have to go to any place in distance more then 0.0001 m (basically they will looking for cars non stop)
  13. @Demonized UPSMON never was intended to use any planes. They are too fast, fly too high, if they do paradrop what to to whith the pilot ? etc.. @Cool=Azroul13 using others script to do random respawn could cause this problem.. try to use UPSMON's respawn. If the problem still exist, open the ticket and attach sample mission. on DH
  14. maybe instead of speed, check if it position changed ? every 10 sec
  15. could be a little problem as CARELESS does not work so well http://forums.bistudio.com/showthread.php?t=88896&highlight=careless+stuck+helicopter
  16. Uploaded: UPSMON 5.0.8 R3 for tests. changelog
  17. OK, I though you find the way, the script will work if you put it in the init of unit which got possibility of present 0 ? :) heheh SO still to make every thing works if you init script in the unit always init in the unit with 100% present. Group or Unit; in R3 this feature is added !
  18. nul = [this] execVM "script.sqf"; I can not check it at the moment but got questions? 1. There is a group and the leader is set to 0 possibility a) what is _unit if script is initialized in INIT of the leader. b) what is _unit if script is initialized in INIT of not leader. BTW: if this is a unitName -> _unit must be unitName, not the leader of the group. So in case there is problem with the leader, script can be initialized in other unit. (as one of above posts with "possibility 0")
  19. to speed up the work pls give me <code>. ( used to be: _unit = _this select 0; ) nul = [_GroupName or _unitname] execVM "..... If I get it fast It will be added to the new !R3.
  20. try to not init upsmon to the enemy leader unit which 0 possibility. (init to any of civilians) NOTE: civilians in such group (leader is enemy) will be treated as enemy ! PS. basically in most cases doesn't matter in which unit is UPSMON inited, as the script itself looking for the leader, and gives order to the whole group. but apart from above case with civilians, set always init in the leader PS1: init only in one unit per group., Another solution: make script which check if the civilian CIV1 knowsabout opfor > 1.49 and set some UPSMON reinforcement to the position of this opfor etc.
  21. vehicle: helicopter MH60 _unit moveTo position MH60; the closest _unit move to the helicopter is ~13m and stops, will not move any close. How to force AI unit move close to the vehicle ex: 3m. I think AI tries to avoid collision with the object or something , is it possible to switch it off ?
  22. hmm... maybe it works for small vehicles but not for MH-60. Still 13m or more. I tried with animations but no effect of closing to the vehicle.
  23. I would like to have effect that works as this hypothetical code below: _unitOne assignAsTurret [[1],vehicleName]; [_unitOne] orderGetIn true; units runs into the MH60 and gets into second gunner (with animation). (I know moveInTurret but it moves the soldier into the vehicle's turret. (Immediately, without animation).
  24. finding how/where the assignAs.... commands saved the "assignment" would help a lot ! or vote http://dev-heaven.net/issues/show/2983
  25. in many cases will work, assignAsCargo, let them get in, unasign and moveInTurret. But there is a problem: If there is as many units to board vehicles as positions in the vehicle (driver+gunners(turrets)+commander+cargo). If cargo capacity is 4 I can not assignAsCargo 5 units. (I would have to wait when one of the cargo unit be in turret to assign the last one) Looks very complicated, much easer will be assign to turret and use ordergetin if assignedVehicleRole can return ["turret",path] so must be the way to assign to turret. I hope there is a way? as I do not see any movement here... PS. Does anyone knows how the assignAs... command works, maybe it set up some variables to the unit or vehicle, so we can find out the workaround.
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