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Monsada

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Everything posted by Monsada

  1. Forum is no dead yet, is parallel working by now.
  2. Monsada

    Arma2TS

    is fantastic, but there is a little problem. When TS3 starts with pluggin activated consumes 50% of processor, if you deactivate plugin and activates again consume of ts3 falls to 2 or 3 % so there is a problem with initialization of plugin. I hop you could repair because is a great great tool. I love it
  3. I thought, if a 6 squad see 18 soldiers near, scale 1/3, they will comunicate enemy presence to comander, then they stealth and guard position, and give each unit a percentage of fleing, this may be will do AI to retreat to safe positions until they recover. Doing this will give AI intelligence for not engaging to much superior enemy and if too too much superior enemy they will retreat.
  4. Seems than many people don't read all instructions, well I put how to quit messages in the init of main post
  5. try this: private ["_obj","_caller","_id"]; _npc = _this select 0; _caller = _this select 1; _id = _this select 2; _npc removeAction _id; [_npc] joinSilent _caller;
  6. First tell u that "no-follow" is only for avoiding AI to exit mark but is a parameter from UPS of kromzik I think this is a bug now because I don't use it when enemy detected. The parameter of cover is no necesary, this is implicit on "fortify" and in a less mesure in "nomove". To solve AI engage you must find the balance between "nomove" or "fortify" squads and rest. Keep in mind that if you don't put any of these parameters default is "move" and "move" squads will almost always engage you. The problems of AI facing the door of buildings is a trouble when moving AI to some building pos, I need to find the manner of doing AI facing on I want, I tried dowath but only turns head, I tried setdir but does not the transition animation of turning and is very ugly, when a find the maner I will can do AI face on target and not facing the door.
  7. This would be a fine news to do!!! Good thinking!!that is the more realistic. when AI detect a forces greatest in a percentage X than them they will call for reinforcement and guard the position until reinforcement arrives.
  8. kju contacted me, at last, I have the space but I don't know how to enter. I would be pleased that you could teach me. Send me an email to chs.monsada@gmail.com and I will tell you my skipe. I hope my poor english don't be a problem. ---------- Post added at 08:53 AM ---------- Previous post was at 08:49 AM ---------- Thanks to you. Im happy to have solved it.
  9. In any case I must wait a little, if bugs on 5.0.3 or some other news.
  10. frecuncy would be variable and depending on situation, could be posible to add a variable KRON_UPS_SMOKEGRENADES = true; on init_upsmon. You cand disable it
  11. great!! is easy to implement, I have this circunstance in upsmon but I don't think about throwing a smoke grenade!!
  12. Not is the first time people demands it, maybe I must to create a parameter for that. Nowadays leader use smoke grenades only when supresed by fire, for covering and in a random situations. Maybe I would implement it in other situations too, as when moving with enemy in close range, or more probable when enemy near and in open range (no nearest building in 50 meters) . Any suggestion?
  13. Yes madmike, I thought that when leader orders a soldier to move or somthing arma2 in low level checked if it was posible, but I noticed that not always, because of this bug. In my case I found a dead soldier moving inside a static weapon, I solved it, don't ask me why, but in some situations a soldiers seems to be dead but asking for alive tell true, I supose that is inconscient or not buffered correctly the alive. I put then another control, canmove, with canmove no fails, maybe alive returns true but canmove returns false because is inconscient and seems dead. Try it and tell me if you see it again, you shouldn't.
  14. Is true. This delete all waypoints, not sure if not concluded waypoints will be deleted aswell, I think always mantain a waypoint. if Im ok, you can create a void waypoint or set move position leader unit, that creates a waypoint to currentpos, and then doing delete.
  15. Only init the leader with: this setbehaviour "CARELESS"; this setSpeedMode "LIMITED"; if the leader has waypoints you must set the same in each waypoint. If the leader has been runing another script, maybe that script changes that
  16. Monsada

    Static Vehicles?

    I think is no posible to desactivate fisics, an alternative I think is doing this: mantain_up = true; while {mantain_up} do { setposasl.... }; only you need is when mision stars or when you want set in a trigger mantain_up = false;
  17. New Version released 5.0.3 Sample mision with 3 sides, west allied with resistance versus east, all squads with UPSMON. Downloads: Link1 Link2
  18. I have reproduced error of image, is strange, I think I solved it. I noticed than alive do not get instant false when soldier died and this does troubles on doing orders to soldiers, solved too controlling it with canmove also. Im doing a total war for testing, I hope can release it soon. ---------- Post added at 08:19 PM ---------- Previous post was at 08:18 PM ---------- I sent a email to sickboy, mail from dev-heaven (sb@dev-heaven.net) but no answer. :( I don't know what to do ---------- Post added at 08:23 PM ---------- Previous post was at 08:19 PM ---------- Ok I see is a building, mmm, there are problems with some buildings, that soldiers do not get inside, I can do nothing with this. 1. I tell leader not to enter because then he can control all from outside. 2. depending on size of building enter more or less, less than 9 positions only 1 soldier, u may put 2 squads for double that number.
  19. where are these small bunkers? because I put bunker with M2 and runs ok. Tell how to finde the object in editor. ---------- Post added at 12:53 PM ---------- Previous post was at 12:50 PM ---------- Hi bardosy, I have got your mission. If the problem don't ocurs always I would need the report too, I will find the problem. ---------- Post added at 01:07 PM ---------- Previous post was at 12:53 PM ---------- These errors are because you were not executing Init_UPSMON.sqf in init.sqf. Init_UPSMON.sqf runs one time on mision start and exit so this errors aren't your problem of five hours later. I don't know the errors you get five hours of play. I don't understand rus, I will need the report arma.rpt to see the error and the code line. ---------- Post added at 01:11 PM ---------- Previous post was at 01:07 PM ---------- In your mission you have: KRON_UPS_comradio = 0; with 0 you have disabled radio between squads. For correct comunication of enemies between squads you must put this instead: KRON_UPS_comradio = 2;
  20. I will see it, If posible I will add it.
  21. I don't test all static weapons, If static must go well. With buildings im not sure, test it and tell me.
  22. yes is a trouble that, because during briefing upsmon not run yet. I solve this puting setareamarkeralpha in init.sqf like this "FUEL" setMarkerAlpha 0; "TOWN" setMarkerAlpha 0; "TOWNN" setMarkerAlpha 0; "TOWNW" setMarkerAlpha 0; "TOWNE" setMarkerAlpha 0; "TOWNS" setMarkerAlpha 0;
  23. I put code without testing it sorry, I will correct that bugs I will supose that my_condition_to_exit_var is a global variable. // TestExecute.sqf; //Only need if used with spawn genstuff = preprocessFileLineNumbers "genstuff.sqf"; //main of TestExecute.sqf private["_handle"]; //Initialice _handle to null _handle = 0 spawn {}; my_condition_to_exit_var = false; _handle = [] execvm "genstuff.sqf"; // or with spawn //_handle = spawn genstuff; //we wait until my_condition_to_exit_var or scritpdone. waitUntil {scriptDone _handle || my_condition_to_exit_var}; if (my_condition_to_exit_var && !scriptDone _handle) then { Terminate _handle; };
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