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Rafalski

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Everything posted by Rafalski

  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.
  15. Note: respawn works if no enemy around. (if you killed the team you could be the enemy)
  16. UPSMON does not control team members, it's control Team Leader and the members just follow the leader.. so I you are TL USPMON has nothing to do in your team. BTW.UPSMON will run on teams when you are team member but the moment you become TL it basically stop working. (not tested much as it should work only with AI) PS. post written same time as Monsada :)
  17. @tod yes it's works. (I hope :) ) PS: default is KRON_UPS_Cycle in init_upsmon.sqf
  18. ZZEZ open ticket at DH and provide sample mission to reproduce your problem. (arma2co maps only)
  19. //Adding eventhandlers "KRON_UPS_EAST_SURRENDED" addPublicVariableEventHandler { if (_this select 1) then { nul=[east] execvm "scripts\UPSMON\MON_surrended.sqf";};}; "KRON_UPS_WEST_SURRENDED" addPublicVariableEventHandler { if (_this select 1) then { nul=[west] execvm "scripts\UPSMON\MON_surrended.sqf";};}; "KRON_UPS_GUER_SURRENDED" addPublicVariableEventHandler { if (_this select 1) then { nul=[resistance] execvm "scripts\UPSMON\MON_surrended.sqf";};}; "MON_LOCAL_EXEC" addPublicVariableEventHandler { if (local ((_this select 1)select 0)) then { call ( compile format[(_this select 1)select 1,(_this select 1)select 0] ); }; }; above stuff must be executed on clients or you got problem with surrender functions. What is does - I'm not sure but this way it's working :)
  20. @galzohar UPSMON.sqf runs only on server... but not init_upsmon.sqf, thats way make sure call compile preprocessFileLineNumbers "scripts\Init_UPSMON.sqf"; does not have conditions to make it runs only on server.
  21. since : 5.0.6 at least. look at the beginning of init_upsmon why you think so ? do not look only at mentioned line, look at whole condition: if ((!isServer) && (player != player)) then { waitUntil {player == player}; }; (if you are NOT server, wait here until your unit (slot) is player.) "unit = player = client (local to player)). as "unit != player = server" This is quite important condition, making sure that code after will be run on server and local PC. or I'm wrong ?
  22. @Demonized The best if you attach sample mission to reproduce your problem. It helps a lot. Thx
  23. I can not tell about zeus or GL4 as UPSMON is not tested with any others mod/scripts (apart from ACEs). @heli transport Maybe try do it this way: pack group 1 to the heli, heli fly (by waypoints) to LZ, land, group 1 disembark, heli fly away, group 1 wait 10 sec so the heli is far , and now initialize UPSMON to group 1.
  24. I would like to answer here as others will benefit (and check if I'm wrong :) ) checking about leader/unit and vehicles: look at the code part in your case if both leaders are in heli, two groups will think they are _inheli.. so now have a look in MON_functions and look for "paradrop", or "leader" you see in how many places there are functions to check, who or where is the leader, so set the leader is driver, gunner etc. a) speed is not given to the vehicle but to the group, .. and is changed in many places so look for "setSpeed" b) there is key words: "walk" and "fight" you will find the code parts where is checking state of the group Very important rule: UPSMON gives order only to the leader not to the individual units or vehicles. (i think only "get in" building or vehicles are given to the units, rest orders are always to the leader). eg: if you want vehicle be in combat but not very aggressive is movements and in front of the group: leader must by man and formation VEE. -> vehicle is in front but moves as quick as leader. If you make leader-vehicle , such vehicle could be aggressive in movements as the leader (Arma is steering the leader) wants to attack it will move very quickly (as it is the vehicle) and rest of the foot group just follow the leader.
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