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
@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. -
UPSMON - Urban Patrol Script Mon
Rafalski replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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 -
UPSMON - Urban Patrol Script Mon
Rafalski replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello Jedra, thank you for the sample mission, have a look at: Init_UPSMON.sqf line 33 hope this is a solution ? -
UPSMON - Urban Patrol Script Mon
Rafalski replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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. -
UPSMON - Urban Patrol Script Mon
Rafalski replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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 :) -
UPSMON - Urban Patrol Script Mon
Rafalski replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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. -
Arma 2 Addon request thread
Rafalski replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
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. -
Arma 2 Addon request thread
Rafalski replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
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 -
Looking for M16 or M4 blank-firing adaptor weapon addon
Rafalski posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
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 -
UPSMON - Urban Patrol Script Mon
Rafalski replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
edit only variables in Init_UPSMON.sqf (read the descriptions inside to avoid errors) -
UPSMON - Urban Patrol Script Mon
Rafalski replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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. -
UPSMON - Urban Patrol Script Mon
Rafalski replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
init_UPSMON.sqf -
UPSMON - Urban Patrol Script Mon
Rafalski replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
in what area: sales, popularity, market area, trade mark hahahhaha -
UPSMON - Urban Patrol Script Mon
Rafalski replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@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) -
UPSMON - Urban Patrol Script Mon
Rafalski replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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. -
UPSMON - Urban Patrol Script Mon
Rafalski replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Note: respawn works if no enemy around. (if you killed the team you could be the enemy) -
UPSMON - Urban Patrol Script Mon
Rafalski replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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 :) -
UPSMON - Urban Patrol Script Mon
Rafalski replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@tod yes it's works. (I hope :) ) PS: default is KRON_UPS_Cycle in init_upsmon.sqf -
UPSMON - Urban Patrol Script Mon
Rafalski replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ZZEZ open ticket at DH and provide sample mission to reproduce your problem. (arma2co maps only) -
UPSMON - Urban Patrol Script Mon
Rafalski replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
//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 :) -
UPSMON - Urban Patrol Script Mon
Rafalski replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@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. -
UPSMON - Urban Patrol Script Mon
Rafalski replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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 ? -
UPSMON - Urban Patrol Script Mon
Rafalski replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@Demonized The best if you attach sample mission to reproduce your problem. It helps a lot. Thx -
UPSMON - Urban Patrol Script Mon
Rafalski replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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. -
UPSMON - Urban Patrol Script Mon
Rafalski replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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.