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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
Ok, I see that vehicles in not spawing too, Im implementing it for beta 2 -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
will not respawn if respawn point is 300 meters close to target, for avoiding see respawning -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
yes is a bug sorry I let this message uncontrolled, im solving it Solved both in beta 1 http://dev-heaven.net/attachments/download/5397/UPSMON5_0_7.utes_beta_1.rar -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks Galzohar, dostop really improves fortify squads, take a look at this, http://dev-heaven.net/issues/9979 Fixed in Beta1, I think it will like you -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
KRON_UPS_reinforcement1_pos = [0,0,0]; vector position is: [x,y,z] functions that returns a vector position: getpos position getmarkerpos http://dev-heaven.net/projects/upsmon/wiki/Reinforcement -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks Galzohar, Im doing it ;) -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
to call on it KRON_UPSMON_reinforcement1=TRUE ---------- Post added at 06:14 PM ---------- Previous post was at 06:11 PM ---------- and yes it will go to that waypoint and do nomove so you dont want that way point at the reinforcment point.. your not gonna beable to control exactly where its gonna reinforce, just now that it is last known enemy pos. ---------- Post added at 06:26 PM ---------- Previous post was at 06:14 PM ---------- probably a more reliable way to call on it would be the new spawn script.... so i guess you have have to create the tank squad somewhere in or out of the fight nul=[leader1, "PLA1", "track", "noslow", "template:",1] execVM "scripts\upsmon.sqf"; then the squad you want to be reinforced nul=[this,"airport","move","delete:",600,"reinforcement:",1,"respawn"] execvm "scripts\UPSMON.sqf"; this would spawn it though at pos of fallen squad you could really get fancy with it set a trigger with cond KRON_UPSMON_reinforcement1=TRUE act nul = [1,spawn pos,1,["patrol marker","respawn"]] EXECVM "SCRIPTS\UPSMON\MON_SPAWN.SQF"; that would still spawn your tank template but you could keep the spawn pos out of site... In 5.0.6 is implemented position to reinforce. So in this example you can put set a trigger with cond KRON_UPSMON_reinforcement1=TRUE KRON_UPSMON_reinforcement1_pos= vector position whenever you want reinforcement group 1 must go. ---------- Post added at 07:36 AM ---------- Previous post was at 07:28 AM ---------- Hi Galzohar, The leader stays where you put in editor, the reason is that moving leader makes all soldiers follow him. So take care when place squad on map. Positions they take is by enviroment they look if static weapons near available, then they get into buildings and take random positions in it. I m thinking that I could move leader too withot moving soldiers,mmm, let me test it, if I could do will be released in proper 5.0.7 beta1. -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is fully compatible, you can change UPSMON files on the mission and is over. I will see your mission, what I must check? -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Before question please read wiki before: http://dev-heaven.net/projects/upsmon/wiki -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You are welcome. I hope I can see links for all missions here http://dev-heaven.net/projects/upsmon/boards ;) ---------- Post added at 06:45 PM ---------- Previous post was at 06:40 PM ---------- With 0 they must not surrender, if does is a bug, let me check it. if value greter than 0 for testing respawn you will need 2 or more squads, if not 1 will always surrender. ---------- Post added at 06:47 PM ---------- Previous post was at 06:45 PM ---------- can you send me a litle sample plis? seems a bug and could help me. I can not reproduced it ---------- Post added at 06:51 PM ---------- Previous post was at 06:47 PM ---------- Seting this on init_upsmon.sqf do not surrender, you have changing in ? KRON_UPS_EAST_SURRENDER = 0; KRON_UPS_WEST_SURRENDER = 0; KRON_UPS_GUER_SURRENDER = 0; -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
UPSMON 5.0.6 relesed // ----------------------------------------------------------------------------- // Added: // Parameter "RESPAWN" for alowing respawn UPSMON squads when all are dead // "aware","combat","stealth" and "careless" added as a parameter so you can define default behaviour of squad // Added AI stuff for water // AI aware if find dead bodies // Added fixed positions for reinforcement squads, those squads that have a reinforcement ID can be set reinforcement position by seting KRON_UPS_reinforcement"x"_pos = position; sample // reinforcement: http://dev-heaven.net/projects/upsmo.../Reinforcement // Added Artillery module: http://dev-heaven.net/projects/upsmo...tillery_module // Added spawn module: http://dev-heaven.net/projects/upsmon/wiki/MON_spawn // Modified: // Solved bug in SPAWNED that not refreshed correctly army counters // If in walk mode and safe will land hely. // When Hely in squad column formation can not be used, last member assigned as driver // Detected bug with VEE formation, some times AI don't change vehaviour, changed to wedge // Folder estructure modified to gather upsmon scripts this will no affect already missions. // Improved AI response under Supress fire in combat situation // Avoid hurt soldiers than can not stand to get in vehicles and buildings // Avoid to patrol in damaged buildings // avoid bugged clases such as "BIS_alice_emptydoor"; // AI try to get in combat vehicles // Performance optimization. // Realistic reaction of squads depending on distance to target // ----------------------------------------------------------------------------- Updated first post Visit UPSMON project for more info http://dev-heaven.net/projects/upsmon/wiki -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You are using "nowp" parameter. With nowp no waypoints are created. Why do you put "nowp" on spawned squads? Quit "nowp" and all waypoints: _wp = _grp5 addWaypoint [position A_wp1_4, 0]; _wp setWaypointType "MOVE"; _wp setWaypointSpeed "FULL"; _wp setWaypointCombatMode "YELLOW"; _wp setWaypointBehaviour "CARELESS"; _wp setWaypointFormation "FILE"; _wp = _grp5 addWaypoint [position A_wp2_4, 0]; _wp setWaypointType "SAD"; _wp setWaypointSpeed "FULL"; _wp setWaypointCombatMode "RED"; _wp setWaypointBehaviour "COMBAT"; _wp setWaypointFormation "WEDGE"; -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
what do you espect the reinforcement must do and what is doing? -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I will check it ---------- Post added at 12:17 PM ---------- Previous post was at 12:15 PM ---------- Im working on wiki. so maybe it can be helpful. If you find there is something to add or change tell me. http://dev-heaven.net/projects/upsmon/wiki/Wiki -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Create a rectangular mark on the city named for example "city". Then put this in both squads: nul=[this,"city", "delete:",300] execVM "scripts\upsmon.sqf"; -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
beta 4, beta 5, beta 6 all of this have implemented artillery. Your problem is that your artillery is closeenough, 300 meters to target. -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
you have put this on your mortar? nul=[this] execvm "scripts\UPSMON\MON_artillery_add.sqf"; The mortar has gunner? if no gunner no fire There are known enemies? If no enemies no fire There are friendly forces near? If friendly forces near no fire. Are so close or so far? If closeenough or out of range no fire -
how to propagate event on a local machine
Monsada posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, I need to raise an event on server that does each local machine execute an script when event is raised. How can I do it without cba? -
how to propagate event on a local machine
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Fantastic!! thanks a lot -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
you can use querytargets or neartargets both returns an array with known positions -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Knowsabout tell if npc have seen target. UPSMON use radio, so when shared enemies only share known position. this means that when squad 1 see target tell squad 2 the position he has seen target and squad goes to that position. Squad has no real knowlegde of target until he arrives and see it -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
In upsmon.sqf is a litle description for using artillery. Is so symple, puts this on init of your virtual artillery (must have gunner seat) nul=[this] execvm "scripts\UPSMON\MON_artillery_add.sqf"; And thats it all, only you need is to use it when you want in your mission, how? such as reinforcement, putin the var to true, KRON_UPS_ARTILLERY_EAST_FIRE = true; for example to make east artilleries to fire. Where they fire? They will fire on known enemies if in range of artillery, by default is 800m. By this way you can add all artilleries you want to static.When gunner is dead or static weapon artillery will not fire. Artillery suppor implemented in BETA 5 http://dev-heaven.net/issues/9831 KRON_UPS_ARTILLERY_EAST_FIRE = false; "for doing Artilleries to fire on known targets position KRON_UPS_ARTILLERY_WEST_FIRE = false; "for doing Artilleries to fire on known targets position KRON_UPS_ARTILLERY_GUER_FIRE = false; "for doing Artilleries to fire on known targets position Created a function for adding an artillery to ARMY nul=[this] execvm "scripts\UPSMON\MON_artillery_add.sqf"; nul = [this,rounds,range,area,mincadence,maxcadence,bulle t] EXECVM "SCRIPTS\UPSMON\MON_artillery_add.SQF"; // <- _artillery: object to attach artillery script, must be an object with gunner. // <- (_rounds): rounds to fire each time, default 1 // <- (_range): range of artillery, default 800 // <- (_area): Dispersion area, 150m by default // <- (_maxcadence): Cadence of fire, is random between min, default 10s // <- (_mincadence): Minimum cadence, default 5s // <- (_bullet): class of bullet to fire, default ARTY_Sh_81_HE Artillery will check if known target position has a friendly squad near, if has will no fire. If no gunner or dead, artillery will stop of fire. How to use it: 1-Add nul=[this] execvm "scripts\UPSMON\MON_artillery_add.sqf"; to a static weapon. put with gunner or put a "fortify" squad near to take control of artillery. 2-Create a trigger for set artillery var to true KRON_UPS_ARTILLERY_EAST_FIRE = true; when you want to fire or set to false when you want to cease of fire. Download beta 5 with sample of artillery:http://dev-heaven.net/attachments/do...tes_Beta_5.rar ---------- Post added at 07:38 PM ---------- Previous post was at 07:34 PM ---------- :p is the message only, will do no respawn, I will correct it. yes if "respawn" takes 10000 by default. If "respawn:x" takes x respawns availables, if no "respawn" parameter will have no respawns -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Can you test Beta 8? I have been working on performance improvements, can you tell me if do you feel runs more smothly? I think this does. http://dev-heaven.net/attachments/download/5325/UPSMON5_6.utes_Beta_8.rar -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
mmm this could be well. If units of group to reinforce fells down they will put automatically in reinforcement and the reinforcemet position would be position of that squad. I will do it -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
do i have to set KRON_UPS_reinforcement = false; in the ups init to true to get reinforcements to work? You can do it, but the normal is to do a trigger of detection in the mision and put in KRON_UPS_reinforcement = true; If you want reinforcement troops go to reinforce a especific pont you need to do next: 1-do a group of reinforcements, in next example I create a reinforcement group 1: put "reinforcement:",1 in each esquad you want to be of reinforcement group 1. You can create all reinforcement groups as you want from 1 to n [leader1,"PLA1","reinforcement:",1] execVM "scripts\upsmon.sqf"; [leader2,"PLA1","reinforcement:",1] execVM "scripts\upsmon.sqf"; [leader3,"PLA1","reinforcement:",1] execVM "scripts\upsmon.sqf"; Each three leaders have the same reinforcement group ID=1 2-Instead of calling reinforcement with KRON_UPS_reinforcement = true use: KRON_UPS_reinforcement[color="Blue"][b]1[/b][/color]= true; With this method you can especify wich reinforcement group is activated. In the same point you can especify a desty of reinforcement, create a trigger of detection and put this code. KRON_UPS_reinforcement1 = true; KRON_UPS_reinforcement1_pos = getmarkerpos "rf1"; In this example all 3 squads will go to position of marker "rf1", you can put the vector position by other way, this is only a maner of doing.