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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
CALL or execvm is the same, best if you can call because do not need to compile another time the script. so you can use call upsmon instead execvm if run in script UPSMON is compiled on init in UPSMON var: [ _leader1, _SpawnPos, "fortify", "delete:", 600,"spawned"] call UPSMON; DO NOT FORGOT to add "spawned" in all squads created dinamically by script. -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
for runing upsmon you need to execute it on leader not in group. so first parameter must be the leader of group, not the object group, try to get first soldier of group call {[(units GroupInd5) select 0 , "PLA1","move","random","noslow","nowp","reinforcement","track"] execVM "scripts\upsmon.sqf"}; -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I executed your mission and I canot reproduce it, Upsmon is not executing. I need to do something to become executed UPSMON? -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Don't worry guys, is a beta work so mission test is... I would like to have a litle more time to do a wiki of all features, but by now is imposible. New Beta 7 Well I added RESPAWN:X so you can tell how many times squad can respawn. Added a control for avoiding respawn if targets near too. Improved a little performance and resolved some bugs detected. 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
yes, script assign another leader -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
player can play in group, but must not be leader, if player is the leader script ends -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Oh yes! now I understand you, corrected, thanks ;) -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
does the same, read first page, is no puts by default create patrols with "MOVE" Ein? culo? what do you mean? ---------- Post added at 04:03 PM ---------- Previous post was at 04:02 PM ---------- NO, will go to nearest ENEMY KNOWN POSITION. if you want they go on especific position must tell. KRON_UPS_reinforcement"x"_pos I have explained up, see sample mission of BETA 6 if doubts. -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
take a look at this sample mission: http://dev-heaven.net/attachments/download/5271/UPSMON5_6.utes_Beta_6.rar -ARTILLERY support implemented -Trigguer with Reinforcement position. -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
BETA 6: http://dev-heaven.net/projects/upsmon/files Added posibility of assign reinforcement position. If no done this AI reinforcements will go to nearest known position of enemy. Lider: nul=[this,"town", "move","reinforcement:",1, "delete:",600] execVM "scripts\upsmon.sqf"; Trigger: KRON_UPS_reinforcement1 = true; KRON_UPS_reinforcement1_pos = getmarkerpos "town2"; This will send squad "reinforcement:",1 to position of mark "town2". -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
you can do it puting this on init of leader if ((random 100) > 10) then { { deletevehicle _x; }foreach units this; }else{ NUL=EXECVM "UPSMON..." }; -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Negative. 1-Artillery stops fire when his side orders to stop: ej:KRON_UPS_ARTILLERY_EAST_FIRE = false; 2-When Artillery or gunner dies 3-When known positions of targets are out of range of artillery, default 800m 4-When no known targets or all dead -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Negative, only you do is to stress AI and down performance. You can try it and set as you wish, but I do not recomend to reduce ---------- Post added at 10:14 PM ---------- Previous post was at 10:12 PM ---------- 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,bullet] 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/download/5263/UPSMON5_6.utes_Beta_5.rar -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I dont understand this question -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
-AI calculations will be done each 60 s more or less. -The leader gets in position to avoid soldiers follow him. -Lock the vehicle will result for avoiding AI getin ---------- Post added at 03:22 PM ---------- Previous post was at 02:59 PM ---------- Im workin on artillery support, in wich situations would be nice to be implemented and how? I think: KRON_UPS_ARTILLERY_EAST=0 //Number of artilleries for doing fire, 0 for disable. KRON_UPS_ARTILLERY_EAST_FIRE = false; "for doing Artilleries to fire on known when in range. Create a function for adding an artillery to ARMY nul = [this,range,rounds,dispersion,mincadence,maxcadence,bullet] EXECVM "SCRIPTS\UPSMON\add_artillery.SQF"; // <- _object: artillery object, will fire if gunner is alive and KRON_UPS_ARTILLERY_x_FIRE where x is his side. // <- _range: range of artillery // <- _rounds: rounds to fire each time // <- _dispersion: Dispersion area, 150m by default // <- _maxcadence: Cadence of fire, is random between min // <- _mincadence: Minimum cadence // <- _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. You can enable or disable artillery in your mission by changing KRON_UPS_ARTILLERY_EAST_FIRE and only will fire this artillery which has gunner and known targets in his range. What do you mean? -
Artillery question but not the normal kind
Monsada replied to commander jao's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
what is Smoke1? runs perfect!! -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
mmm there is a parameter "NOFOLLOW", can you try it? Created issue for this: http://dev-heaven.net/issues/9824 ---------- Post added at 09:31 AM ---------- Previous post was at 09:27 AM ---------- When I got time I must do Wiki of UPSMON. I need someone with good english for doing it. Any volunteers? ---------- Post added at 11:14 AM ---------- Previous post was at 09:31 AM ---------- solved, with NOFOLLOW AI will patrol always inside zone, when enemy detected and flanking spot is out of zone squad will rest holding position, so they will not exits from designated zone. Added Beta 4 to repository for testing 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
Created isue for this, you can see process http://dev-heaven.net/issues/9823 -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes, I will implement it. Will run as explain as follow. Ther will be a new parameter "ID:",1 this will set the Id of the squad. Upsmon will save its components. Example of who to use: First ,creates a squad in editor and puts on the init this "ID",x this will save composition of squad as template x: nul = [this,"town","ID:",1, "move","reinforcement", "delete:",600] execVM "scripts\upsmon.sqf"; Then you can use this ID when you want to create another group same as the template "ID:", x No matters if template squad dead, example of use in a trigger: nul = [1,[0,0,0],3,["town", "move","reinforcement", "delete:",600]] EXECVM "SCRIPTS\UPSMON\SPAWN.SQF"; Param1 = Id of the template. Param2 = Position to create new squad. Param3 = Nº of copys to create Param4 = Array of parameters of UPSMON, first must be name of marc to patrol optional parameters: "rf:"x = number of reinforcement squads to reposoriginal squads when dead "rfpos:"x = position to create reinfocement squads What do you think? -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I fixed it, excluding this class from classes to use -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The problem is a bugged clas "BIS_alice_emptydoor" http://forums.bistudio.com/showthread.php?p=1528889 I added control of these bugged class also controlled not using damaged buildings. 5.0.6 beta 3 released, must be final beta if no more bugs // 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 // 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 // Bug with VEE formation, some times AI don't change vehaviour // 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"; downloads: http://dev-heaven.net/projects/upsmon/files -
HOW to do AI in boat disenbark on beach?
Monsada posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
When I try to move to eart AI do not aproach to the beach, they get on water all time. Another question how to know beach is aproach? -
HOW to do AI in boat disenbark on beach?
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks snkman, I will try this trick -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This seems to be a bugged building submit sample mission so we can reproduce it, may be I can not solve bugged building but i can exclude his class from search. ---------- Post added at 04:27 PM ---------- Previous post was at 04:23 PM ---------- I use nearTargets that have same problems, but after, in those targets I exclude dead soldiers, and surrended soldiers and static weapons without gunner etc.. -
UPSMON - Urban Patrol Script Mon
Monsada replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I had no CDT, but I upload beta 2 for testing, with some bugs corrected, please report if troubles gone. http://dev-heaven.net/projects/upsmon/files