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Everything posted by Monsada
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UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
// how far opfors should move away if they're under attack KRON_UPS_safedist = 300; // how close unit has to be to target to generate a new one target or to enter stealth mode KRON_UPS_closeenough = 300; Are used in several calculations. KRON_UPS_closeenough tells AI when is close enough to enemy, KRON_UPS_safedist is for doing flank movements, is the base of distance of security to target, is used combined with KRON_UPS_closeenough. ---------- Post added at 02:46 PM ---------- Previous post was at 02:44 PM ---------- if you set "AWARE" as parameter AI set AWARE as default behavieour, only changed to safe when far far away from enemy or target position of movement. -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If I want to share vehicles I can not control where are going. I choosed sharing vehicles because in a truck or in a transport hely can enter 2 or more squads. Is work of editor to provide suficient transports for squads with diferent destinations. -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The problem is that you have KRON_UPS_searchVehicledist = 0; You were telling squads take a vehicle in any case. You must have a value acording to your patrol areas. In your case you will need to put at least 800 KRON_UPS_searchVehicledist = 800; Maybe I will put a parameter "FOOT" so squad always will go by foot but I feel a litle sick, I need rest for a time. NOTE1: Download another time 5.0.7 you have a missed version wher I left a bug to correct. NOTE2: If you set KRON_UPS_sharedist = 6000; whenever AI spot enemy will report to each squad and they will engage if his rol is move, I don't know if it is what you want, maybe will be more simple using "reinforcement" in those squads you want to have 6000 m of sharedist or more and set KRON_UPS_reinforcement = true; on init or when you want. ---------- Post added at 06:02 PM ---------- Previous post was at 05:59 PM ---------- Mission of ambush and captiveness released: http://dev-heaven.net/boards/86/topics/2350 -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes Galzohar, Rafalski are right, try to increase it instead of decreasing. Is the distance squad needs a vehicle, if target position is less of that they go by feet. -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
because their patrol area is outside? check where they go, may be in reinforcement? ---------- Post added at 01:29 AM ---------- Previous post was at 12:10 AM ---------- I can not reproduce it, can you make me a litle mision to see it? -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Guys I must to reupload 5.0.7 file, I left a bug unsolved in heli fly control. Take a look what wants rafalsky. I like it very much. http://dev-heaven.net/issues/10124 -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
is used for setting when squad is too close to target, used in several calcutations such as flanking and for geting out of vehicles for example. -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
// Added: // nowp = No waypoints will be created for this squad UNTIL ENEMY DETECTED // nowp2 = No waypoints will be created for this squad UNTIL ENEMY DETECTED AND DAMAGED // nowp3 = No waypoints will be created for this squad in any way. // Ambush2 Same as ambush but without using mines // Added spawn support for vehicles in squad // Modified: // FORTIFY moves leader too and prevents from moving when hurt // Solved bug in targetting of resistance // Solved bug when respawning a template squad were creating a new template // Solved bug that did exiting AI form vehicle when upsmon begins // Solved bug of squads loosing group and gets stucked // Avoid to take same position on buildings http://dev-heaven.net/projects/upsmon/files -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
you can use rol nomove or use nowp2 that do not move squad until damaged. ---------- Post added at 09:48 PM ---------- Previous post was at 09:44 PM ---------- Yes, B must be near to target to engage, what is near? KRON_UPS_sharedist to the enemy. Because of this seting KRON_UPS_sharedist below than 400 is like disabling UPSMON. If you want not to heavy atack set squads as nowp2 or nowp3 or nomove. nowp2 only will engage when damaged nowp3 will no engage nomove tends to hold position. -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
sharing enemies is share knowlegde of targets. Supose KRON_UPS_sharedist = 1000, and 3 squads A, B and C far away. Squad A contacts with enemy, comunicate this to general commander. Target is 800 m from B and 2000 m from C so General comunicate its position to B and B began engage, to C do not comunicate nothing because is too far, more than KRON_UPS_sharedist. If you set KRON_UPS_comradio = 0, all will comunicate targets to general but general will no call anybody. If you set KRON_UPS_sharedist = 0 general will no comunicate targets to anybody too because all will be too far from target. The settings must do the same, but doing this you will be disabling UPSMON at all, I do not understand why you want to put UPSMON and disable? any special reason? -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
KRON_UPS_sharedist = 800; is the distance from squad to known position of target for geting knowlege of that target. KRON_UPS_comradio = 2; if diferent value will not get shared enemies. If you set KRON_UPS_sharedist = 0; you were disabling sharing enemies, AI never engage until squad had contact with target -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
it looks like "ambush2" does not work Yes, there is a bug on it, Im solving it. Defensive role means that move less. NOSLOW sets initial and default speed to FULL is used in patrol only ---------- Post added at 04:04 PM ---------- Previous post was at 04:02 PM ---------- Im glad to listen this, thanks but is done by BIS only change is using waypoints instead of move command. Thants to you for advising it. -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
NOMOVE rol tends to hold position, I explained better in info. http://dev-heaven.net/projects/upsmon/wiki/UPSMONsqf "NOSLOW" sets initial speed to full, do not change behaviour, they will run on their patrols. I will check it. nowp = No waypoints will be created for this squad UNTIL ENEMY DETECTED, this squad will comunicate enemies but will not be moved by UPSMON until enemy detected, after that upsmon takes control of squad. NOWP do not avoid to set initial behabiour -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I reworked waypoints way for moving, try last beta and tell me. http://dev-heaven.net/attachments/download/5473/UPSMON5_0_7.utes_beta_4.rar -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
hi fideco, Maybe is because using move instead of waypoints as did before, Let me check it -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You are right, I controlled it now. In artillery I do not use firemission, I only spawn artillery butllet, is the easy way to simulate artillery, is simbolic you could add an artillery in other object as you wish like a ship, only requirement is had a gunner seat. The only porpuse I had with artillery module was simulate it for doing an easy way to create a better war enviroment in mission. -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
mmm maybe UPSMON, because leader orders AI to do things maybe this is colisioning with vanilla I will check it. Respect marker UPSMON hides it, uf you want not to hide put parameter SHOWMARKER. -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi cremator, One question you runs it on test mission or on dedicated server? in any case enabling KRON_UPS_Debug = 1; on init_upsmon.sqf is suficient, but only in test mission or in local server you could see the messages of debugging. Can you see messages? Check you currently loads init_upsmon on int.sqf of your mission, take a loot at arma.rpt and see log, if UPSMON is loading correctly you will see a line "UPSMON started", if you see it then be sure KRON_UPS_Debug = 1 and there is no other line of code that puts KRON_UPS_Debug = 0; -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I dont know what you are doing, but in sample mission artillery is runing fine. Explosions of artillery were done when enemy enters range of artilley and are known. Is so symple that i can not understand your problem. spawn an enemy in midle about 600 and you will see explosions of artillery, wher artillery fires a message is shown "artillery doing fire on" and 3 explosions will be done -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
artillery module and sample http://dev-heaven.net/projects/upsmon/wiki/Artillery_module -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
there are no alive members I will check it, I see it some times when firing them while respawning. Issue created: http://dev-heaven.net/issues/10031 Check beta 3, I think I had solved or almost minimiced. http://dev-heaven.net/attachments/download/5421/UPSMON5_0_7.utes_beta_3.rar -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
sorry but at last moment I detect a problem and must redo. http://dev-heaven.net/attachments/download/5415/UPSMON5_0_7.utes_beta_2.rar Now you can get it. -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
5.0.7 Beta2 // ----------------------------------------------------------------------------- // Added: // nowp = No waypoints will be created for this squad UNTIL ENEMY DETECTED // nowp2 = No waypoints will be created for this squad UNTIL ENEMY DETECTED AND DAMAGED // nowp3 = No waypoints will be created for this squad in any way. // Ambush2 Same as ambush but without using mines // Added spawn support for vehicles in squad // Modified: // FORTIFY moves leader too and prevents from moving when hurt // Solved bug in targetting of resistance // Solved bug when respawning a template squad were creating a new template // Solved bug that did exiting AI form vehicle when upsmon begins // Solved bug of squads loosing group and gets stucked // ----------------------------------------------------------------------------- http://dev-heaven.net/attachments/download/5415/UPSMON5_0_7.utes_beta_2.rar -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Sorry I dont understand, do you mean more info? actually in chat is doing info of what is doing each squad if KRON_UPS_DEBUG = 1 -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
is a bug in targeting, thanks for reporting galzohar