Rafalski
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Everything posted by Rafalski
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UPSMON - Urban Patrol Script Mon
Rafalski replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Uploaded UPSMON 5.0.8 R2 fix to some reported bugs only. -
UPSMON - Urban Patrol Script Mon
Rafalski replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks to Demonized I can say that I found a bug that concerns only No ACE players. http://dev-heaven.net/issues/18314 -
UPSMON - Urban Patrol Script Mon
Rafalski replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I understand you placed vehicle outside patrol area... and It uses limited speed to get there to do patrol in the area.this is tricky problem as: PS if it was not the problem - please create a ticket and do not forget attach simple sample mission -
UPSMON - Urban Patrol Script Mon
Rafalski replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@galzohar , u were right, end of post 943. @ all who complain about UPSMON 5.0.8 R1 1 ) UPSMON does not required ACE to run! (said it again! :)) 2) To do "if (ACEMOD) then {_sleepTimer = 1.3} else {_sleepTimer = 1};" I have to know where to use is. No one so far did any tests if it works under Vanilia or not. and Lonestar said that he'll stick with 5.0.7 until I test/confirm that UPSMON runs well with Vanilia (as I understand his problem). Ohh please , what else should I do to make you try UPSMON 5.0.8. in your mission on your server. 3) I do not have time / place / and willing do the Vanilia test myself. All servers I play use ACE, the community where new versions of UPSMON is ususaly tested use ACE. Please do not expect I will specially write/ or ask my colegues to write missions which do not use ACE, and force the community to stop using ACE because I want to check if UPSMON 5.0.8 + 30 people on server works as well on Vanilia as with ACE. 4) And ... to any one saying here that UPSMON should stay Vanilia compatible: What is the problem? What is wrong with UPSMON 5.0.8 R1 that is does not work with Vanilia ? Some of you keep talking: make is Vanilia compatible, do test... but no one of you check If it works or not....yet. And only because I said that I did not test it myself... and basically asked you guys to test it in your missions on Vanilia and let me know of any problems.. (Pls do not mention sample mission.sqm, taking about UPSMON script only). End of story....if you don't like 5.0.8 use 5.0.7. I'll not do any test on Vanilia myself. But I hope you do. -
UPSMON - Urban Patrol Script Mon
Rafalski replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That what I asking you (Lonestar), do test with missions (written under Vanilia) and let me know if it works. I do not expected many problems but you tell me, as I did not tested it with any mission writen for Vanilia. Mentioned sample mission does not work with Vanilia, because the mission required ACE. The Sample Mission required ACE not the script UPSMON itself! but you know it, you just what to force me do it my self the tests ! :) don't you? -
UPSMON - Urban Patrol Script Mon
Rafalski replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Why can't you? :) If you found a new bug, you know what to do... don't just anticipate that only because I didn't test it on Vanillia, It will not run on it. The code does not use any ACE function etc. Version specially for Vanilia tested , no problem......the person who help me do it is more then welcome. at the moment: I'll not do Vanillia tests myself (no time), but you do the tests and let me know what's wrong with it (Vanilia) and I'll try to fix it... ok ? PS. future sample missions will be free of ACE elements :) -
UPSMON - Urban Patrol Script Mon
Rafalski replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
First of all: this is not "hidden" dependency, it is optimization. (as I think that most of the community use ACE now) hypothetical example: without most resent ACE, should be use: "sleep 1;" with ACE need to be "sleep 1.3"; before code goes further. I will use "sleep 1.3", so without ACE: AI before does a move, will wait little bit longer, maybe the animation will not be smooth as it is with ACE etc. If I use "sleep 1;", under ACE the AI get stucked. wrrr I do not have time to test every UPSMON's function on clean Arma2 the same I don't do any tests how AI UPSMON runs when you use GL4, ZeusAI, FlexiAI, DAC or old ACE 1.3..... :) I could say since version 5.0.8 "Runs best with ACE" (as it is tested with) I noticed some problem with 5.0.7 (under ACE of course) so I did little fixes. Maybe in 5.0.7 without new ACE these problems do not exist. I don't know.? So if you do not want to run UPSMON 5.0.8 under Vanilia because of something, please stick with 5.0.7 as this version is not touched by me. -
UPSMON - Urban Patrol Script Mon
Rafalski replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
UPSMON does not have any dependency to other mods but the sample demo mission (5.0.8 R1) may contain ACE elements. pls note: Although UPSMON does not have any dependency to ACE, it is tested on machine that runs ACE. And the code is optimized to run with ACE. ex: maybe without ACE AI will not behave in some situation as expected. -
UPSMON - Urban Patrol Script Mon
Rafalski replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Uploaded: 5.0.8 R1 - CBA is no more required !!! - Fixed problem 99%: reinforcement AI after getting out of the combat vehicle, often the vehicle did not move. (reported by seba1976). If the problem still exists in your missions , provide me with a simple mission to reproduce it. -
UPSMON - Urban Patrol Script Mon
Rafalski replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you for your tip, but I wish It was so easy I started work on group of functions some time ago that should let me exchange in the code all calls for gunner (if gunner, assignAsGunner, emptyPositions "Gunner", moveInGunner etc) for call turrets. All things listed below (connected with gunners) in upsmon must be connected together and replaced with "turrets" * there is an animation of getting into vehicle (not just moveIn) workaround, one of the functions // makes _unit run into vehicle get in and take turret position. with Animation // [_unit, _vehicle, _turret] spawn R_SN_GetInTurret; R_SN_GetInTurret = { private ["_veh","_unit","_turret"]; _veh = _this select 0; _unit = _this select 1; _turret = _this select 2; // in format [i] _unit assignAsCargo _veh; // to start the run use: [_unit] orderGetIn true; while {_unit distance _veh > 2 && alive _unit && (damage _veh) <= 0.9} do { sleep 0.2; }; unassignVehicle _unit; sleep 0.5; if (alive _unit && (damage _veh) <= 0.9) then { _unit moveInTurret [_veh, _turret]; }; }; * if gunner dead, take one from the cargo * vehicle can not move but gunner ok, place gunner * gunner in static weapons ? and few more It's going to be done, but quite many parts of the code must be replaced :(. So it's going to take some time.... -
UPSMON - Urban Patrol Script Mon
Rafalski replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you seba1976 for you feedback. Could you open new tickets at http://dev-heaven.net/projects/upsmon/issues for each problem and attach simple missions to reproduce the problems. It would help me a lot, as I do not have to create mission myself to try reproduce mentioned problems. "everything seems a little more quiet now, " try lower R_knowsAboutEnemy = 1.49; to maybe 1.03 or 0.5.. to get target faster, and let me know if it works. BTW.. multi gunning.. it could be real challenge ... as UPSMON everywhere uses assignAs... but there is not something as assingnAsTurret ! :) -
UPSMON - Urban Patrol Script Mon
Rafalski replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
CBA will be removed from the UPSMON in future at the moment for those who really do not want CBA in 5.0.8 R_functions.sqf http://www.multiupload.com/1VK21SUXGO swap with \scripts\UPSMON\!R\R_functions.sqf Should work ! -
UPSMON - Urban Patrol Script Mon
Rafalski replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Instead of adding new functions to the UPSMON, used two from CBA. (create vector, add vector (in [X,Y,Z] format)). I needed them, but did not know how to write my owns. -
UPSMON - Urban Patrol Script Mon
Rafalski replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
UPSMON 5.0.8 http://dev-heaven.net/projects/upsmon/files -
Simple way to create Mortar muzzle - script
Rafalski posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello! Is the simple way to make effect of the mortar does a shot (I just need the effect: mortar shots - little muzzle coming out ). ? I would like to have a script/function , whenever I call it, _mortar does a shot(effect), I will create the shell later but this is no problem. PS. I do not want to use ARTY module! -
UPSMON - Urban Patrol Script Mon
Rafalski replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, thx for info. the link is fixed now. -
UPSMON - Urban Patrol Script Mon
Rafalski replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thats right assignAsTurret missing in arma2 http://dev-heaven.net/issues/2983, shame the ticket is so old. if anyone interested : I did some changes/improvements to the last 5.0.7 (some ideas taken from this thread). [EN] = 5.0.8 ================================================================ (1) FIXED: problem with "nowp" to generate target when no other groups around (2) CHANGED : detection of new target/(generate new target) is longer just a bit. In Init_UPSMON.sqf : R_knowsAboutEnemy = 1.49; (original 0.5) == 5.0.7 !R-8a ========================================================== (0) NEW: CBA is now required !!!. (1) IMPROVED: AI use smokes when s/o hit or KIA. In Init_UPSMON.sqf there are two variable which set in percentage possibility that team-mates use the smoke. Depend on hit (15%) or dead (40%) R_USE_SMOKE_wounded = 15; R_USE_SMOKE_killed = 40; (2) NEW: "nosmoke" - the group will not use the smoke at all. (3) NEW: UPSMON switches off "ACE wounds system for AI", as with this system UPSMON had sometimes problem to detect damages of the units. = 5.0.7 !R-7 =========================================================== (1) NEW: "onroad" - targetpos will be generated only on roads (unless unit in fight). (2) IMPROVED: new targetpos depend on the type of the unit (air, water, land) - > water unit only on water etc = 5.0.7 !R-6 =========================================================== (1) FIXED: AI reinforcement had problem to get into helicopters (by !R) (2) FIXED: AI had problem to paradrop around positions of the enemy (stuck problem) 99%(by !R) (3) CHANGED: Civilians (UPSMON) do not take vehicles and static weapons (no more stealing). (by !R) (4) IMPROVED: Helicopters fly on safe altitude note for MissionMakers : UPSMON patrol vehicle after some time used all fuel and stop. Use a script to refuel the vehicles. Download: UPSMON 5.0.8 CBA - is required. Pls. let me know about any main problems. -
UPSMON - Urban Patrol Script Mon
Rafalski replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
what should be assignedAS unit which I want to sit in the turret [1] eg. MH60 second gunner. ? BTW (to getIn UPSMON do not use all turrets only turret [0] position) -
rspawn - Multiplayer framework problem!
Rafalski replied to Rafalski's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you very much !! Works as always should ! -
rspawn - Multiplayer framework problem!
Rafalski posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
rspawn http://community.bistudio.com/wiki/Multiplayer_framework I can not to make it works (just example) I would like a function to be spawn'ed on all clients. PS. framework is activated, no problems with rglobalChat, rexecVM, rhint etc. -
"closed" ammoboxes after a parachute drop
Rafalski replied to zapat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
the swap works OK in MP, the note about SP is only about 'setVelocity'. (very nice animation of dropping object from the plane) in MP just drop strait down. -
"closed" ammoboxes after a parachute drop
Rafalski replied to zapat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
simple workaround: have somewhere far far away original ammo box created in the editor. _orginItem when created ammo landed _dropItem; swap it. to see: mission in the description. The drop animation works great only in SP because of this http://dev-heaven.net/issues/17949 -
UPSMON - Urban Patrol Script Mon
Rafalski replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for info. was looking more and what I found: for detection UPSMON uses something as "targetsQuery" ? no idea how to use it. http://forums.bistudio.com/showthread.php?t=115311 the process of detecting is in init_upsmon.sqf basically collect all enemies (knowsabout >0.5) in 1-4 scalle, and then decide what to do. ( 1 sniper vs 1 AI team) was playing with the parameter of detection but is quite useless: 1 shot (miss) - knowsabout 1.03 1 shot (hit or kill) - knowsabout 1.5 when is 1.49 (at least 1 miss shot do not add you to the knows targets array) 1.5 stays until you close as much as 200m... then start raising. BTW since 5.0.6: Realistic reaction of squads depending on distance to target If you are far AI strait away knows about you, but no move much until you close the distance. (it is cleaver) -
targetsQuery ? explanation ?
Rafalski posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
"Find all targets known to sender matching given query." but how to use it ? targetsQuery Syntax: speaker targetsQuery [receiver,side,unit,place,time] Parameters: speaker: Object - [receiver,side,unit,place,time]: Array - Return Value: Array speaker = sender but what are side, receiver, unit, place, time? -
targetsQuery ? explanation ?
Rafalski replied to Rafalski's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
_unit = soldier1 (sender) but _from ?, _enemySide ? _candidates (there is array of arrays ?) and rest /.... <- this is my questions, because I'm can not deduct from what is in the wiki ... meaning of these parameters. Sending me back where I just coming from is not helping at all. PvPscene if you know meaning of these parameters could you describe them ?