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Charon Productions
Oct 18 2009, 21:22
Many people still know TroopMon1 from the Arma1 times.
Initially i just wanted to make it compatible with Arma2, but i decided to enhance its functionality and optimize the code.
It now contains tons of new helpful functions to effectively debug missions.
Hope it helps you guys design your missions.

http://img9.imageshack.us/img9/5666/troopmon2pic1.jpg


http://img10.imageshack.us/img10/861/troopmon2pic2.jpg

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For those who don`t know TroopMon yet:


Description:
TroopMon 2 is a GUI console for Arma2 that is designed to help mission makers to precisely monitor the combat behaviour of the placed units in their missions.
Lost, inactive or ineffective combatants are easily identified to raise the quality of a mission and achieve mission objectives with a minimal troopcount. Missions with uncertainty about the location of the involved units are a thing of the past.


Features:
- A camera with 8 View modes:
1. A fixed 3rd Person view
2. Free/fixed camera mode that can be positioned around the watch-unit
or independently moved around the whole scenario.
3. A gunner's view through the ironsights of the watch-unit's weapons.
4. A 1st person view to find out where the watch-unit is looking at.
5. A 3rd person view that cycles through a random selection of units.
primarily, units that are in combat are shown.
6. A top view onto the watch-unit suitable for CQB or urban scenarios.
7. A more cinematic camera motion view of randomly chosen units
8. A projectile-following camera that shows a slow motion of fired
projectiles of the currently watched unit. This is helpful to evaluate
the effectiveness of a firing position, the feasibility of the used weapon
or the skill of the shooter.
This can be combined with the view mode 3 to see what the unit is
Aiming at before making the shot.
To choose a different view mode just deselect the V8 button.
In case the projectile is experiencing ricochet or misses the target
the button ABORT PROJCAM can be used to discontinue tracking the projectile.

- Total overview of all mission relevant AI variables.
Crucial battle data is constantly updated such as:
- which enemy is targetting, firing at or wounding the watch unit
with the ability to switch the view to that enemy to evaluate it.
- which enemy is the assigned target of the unit and which enemy
is being fired upon by the watch unit.
- Troopmon 2 automatically recognizes the dimensions of custom island
addons and is compatible with all kinds of custom soldier/weapon/vehicle
etc. addons.
- The GUI console allows for very intuitive unit selection even in high
Unit-count battle situations, selections can be made with the mouse.
All status data can be shown or hidden by little toggle switches.
- New groups can be created and sent into the battle to try out new attack
strategies or enforce groups of insufficient strength without having to
edit/restart the mission.
- Waypoints for created or existing groups can be created
and groups can be combined. Existing waypoints can be edited at runtime.
- Infantry can be moved around with transports using TroopMon 2-created
waypoints.
- Favourites and camera positions can be saved/loaded for points of interest
of the battle theater.


Installation:
Install this in it own mod folder. If you don't know how to make and use modfolders have a look in our FAQ.


Included files:
CHN_TroopMon2.pbo


Usage:
Hit ESC during the mission to bring up the game menu.
Below the standard Arma2 buttons you find a new button
which starts TroopMon 2.

DOWNLOAD PAGES:

TroopMon2 V0.9 Download (Armaholic) (http://www.armaholic.com/page.php?id=7948)

TroopMon2 V0.9 Download (SWDepot) (http://www.swdepot.co.uk/download.php?view.105)

UPDATE V0.91 :

TroopMon2 V0.91 Download (assaultmissionstudio) (http://www.assaultmissionstudio.de/downloads.php?page_id=248)

http://www.sendspace.com/file/iwkrdb

DMarkwick
Oct 18 2009, 21:24
Ooh nice, yes I had Troopmon for ArmA1 and used it throughout the whole of ArmA1's life. Nice to see there's an update, thanks :)

SNKMAN
Oct 18 2009, 21:28
Nice. :)

Look's like a tool, which totally fits my needs.

Greate work.

Sneaker-78-
Oct 18 2009, 21:47
Ah , saw this in some movie`s and was thinking what it was m but now i know what :D

Tnks , gonna try this

dale0404
Oct 18 2009, 21:48
Mirror at SWDepot:

TroopMon2 (http://www.swdepot.co.uk/download.php?view.105)

KeyCat
Oct 19 2009, 09:56
Yay, welcome back mate! TroopMon1 was one of my "must haves" and a real helper when testing/scripting AI behaviour in missions among other things. Thanks for updating this awesome tool for ArmA II!

Downloading...

/KC

nikita320106
Oct 19 2009, 13:36
must have)
thanx

KeyCat
Oct 21 2009, 10:33
Charon,

Had a chance to briefly test TroopMon 2 last night and love it!

Noticed a few issues that I'm reporting here (along with some suggestions)...

- Maybe it's just here (I had a few other addons loaded) but when changing views with some of the V1-V8 buttons (sry I can't remember exacly which one) it also jumped to another unit automaticly, any one else experience this?

- After opening the Armament display down right some of the mags stayed visible on screen also when closing it again, minor annoyance but mention it anyway.

- After enabling NVS once by pressing th ebutton and then minimize the GUI the NVS button still shows on screen.

Wishes/suggestions if you plan for a future update...

1. I would prefer to have the NVS button always visible (tried CHN_NVSALWAYS but no go).

2. Would be nice to be able to toggle ON/OFF "trail markers" for selected units/groups on the map so you could track their movements over time. Different colors/dot patterns for different units/groups if possible. Would be usefull even if you only could enable it for a limited number (2-5) of units/groups at once.

3. Would be nice to be able to personalize the font colors and maybe also transparency on the background somehow, sometimes I had hard time seeing the text (lol probably getting to old) but maybe this is already planned for the OPTN screen?

Will let you know here if I find more issues... Again, thanks for a great tool and keep it up!

/KC

Charon Productions
Oct 21 2009, 13:12
@<hidden>:
Wow, you really have gotten deeply into it ;)


Charon,
- Maybe it's just here (I had a few other addons loaded) but when changing views with some of the V1-V8 buttons (sry I can't remember exacly which one) it also jumped to another unit automaticly, any one else experience this?

Well V5 and V7 are supposed to do this, but if you talk about any other view mode, then this is not intended. I have personally not experienced that, but will check it again.


- After opening the Armament display down right some of the mags stayed visible on screen also when closing it again, minor annoyance but mention it anyway.

I will fix that, the minimize function has to close like 100 GUI elements conditionally, so its rought to take track of those, when you add new ones.


Wishes/suggestions if you plan for a future update...

Always welcome ;)


1. I would prefer to have the NVS button always visible (tried CHN_NVSALWAYS but no go).

I will test and fix it, when i implemented the function it worked alright.
So you work on some kind of tunnel/subterranean mission?


2. Would be nice to be able to toggle ON/OFF "trail markers" for selected units/groups on the map so you could track their movements over time. Different colors/dot patterns for different units/groups if possible. Would be usefull even if you only could enable it for a limited number (2-5) of units/groups at once.

Good idea and good to know what application individual users do have for this.
I will defininitely look into that.

Do you talk about a route indicating the path to upcoming waypoint destinations or also a display of all previous routes beginning from the very first waypoint, so you can track back where a group was coming from?


3. Would be nice to be able to personalize the font colors and maybe also transparency on the background somehow, sometimes I had hard time seeing the text (lol probably getting to old) but maybe this is already planned for the OPTN screen?

Exactly right, that`s what was planned for the OPTN screen. Will be a major effort though, because i have not used text color homogenously and such a feature would have been best implemented at conception level hehe.


Will let you know here if I find more issues... Again, thanks for an great tool and keep it up!


I have stumbled myself over some minor issues too, so there will be a little update soon. The more feedback there is, the better TroopMon2 can be improved.
Thanks and regards,
Charon

KeyCat
Oct 21 2009, 14:05
Well V5 and V7 are supposed to do this, but if you talk about any other view mode, then this is not intended. I have personally not experienced that, but will check it again.


Hmm then I just may have misunderstood things, sry.



I will fix that, the minimize function has to close like 100 GUI elements conditionally, so its rought to take track of those, when you add new ones.


Same happens with NVS button. After enabling NVS once by pressing the button and then minimize the GUI the NVS button still shows on screen, again minor annoyance ;)



So you work on some kind of tunnel/subterranean mission?

Not really but due to the HDR system BIS implemented my screen are sometimes quite dark even before 1900 (and even darker if I start ArmA II in Windowed mode).


Do you talk about a route indicating the path to upcoming waypoint destinations or also a display of all previous routes beginning from the very first waypoint, so you can track back where a group was coming from?

I mean the second one. Kinda like a "GPS tracker" that shows there a unit/group have actually been during the test.


Exactly right, that`s what was planned for the OPTN screen. Will be a major effort though, because i have not used text color homogenously and such a feature would have been best implemented at conception level hehe.

Actually to keep things simpler for you I personally could live with just being able to edit my personal options in a commented config file like many other addons use. It seems like many addonmakers now use the following folder/file as an "standard" (used Pistols tracer addon in below example)...

<ArmA II path>\Userconfig\Pistolfied_Tracers\tracerSettings.hpp

I don't know all details about it but I'm sure someone in the know can chime in.

Of course having an in game option menu is nicer/easier for a beginner but I rather take more functionality over a fancy setup screen. I guess that like everyone else your gaming/scripting time is limited...


I have stumbled myself over some minor issues too, so there will be a little update soon. The more feedback there is, the better TroopMon2 can be improved.

Looking forward to any future updates but take your time and feel no need to rush it.

/KC

Gray1107
Oct 23 2009, 10:52
Firstly just want to say this is a great app, it's already highlighted a number of issues for me to look at :)

I don't know if this is because I'm in a particular view or mode but after a while sometimes the MAP1 & MAP2 buttons fail to work until I restart the mission.

Charon Productions
Oct 23 2009, 14:41
Firstly just want to say this is a great app, it's already highlighted a number of issues for me to look at :)

I don't know if this is because I'm in a particular view or mode but after a while sometimes the MAP1 & MAP2 buttons fail to work until I restart the mission.

Thanks for letting this be known. You don`t have to restart the mission, closing and restarting TroopMon2 should be enough to re-initialize it.
Without knowing in what viewmode you have been for the error to occur, i am afraid i can`t reconstruct the error situation myself.
Regards,
Charon

Gray1107
Oct 26 2009, 10:49
No problem, it hasn't happened for a while I'll take down some details if it occurs again and re-post. :)

Malick
Nov 1 2009, 19:05
Hello Charonos !

Thank you for porting this tool to ArmA2. it was already quite useful for A1, I'm sure I'll appreciate it for A2...

Malick

Charon Productions
Dec 6 2009, 00:45
I have worked a bit on a small update to V0.91. It adds a new window
that displays variables for the currently selected group and unit
that have been set with the setvariable-command and also global variables.
The variables to be checked are assigned by global variable
for example in your mission`s init.sqf.
Group variables:
CHN_TM_GRVAR1="VARIABLENAME";
CHN_TM_GRVAR2="VARIABLENAME";
CHN_TM_GRVAR3="VARIABLENAME";

Unit variables:
CHN_TM_UNVAR1="VARIABLENAME";
CHN_TM_UNVAR2="VARIABLENAME";
CHN_TM_UNVAR3="VARIABLENAME";

Global variables:
CHN_TM_GLVAR1="VARIABLENAME";
CHN_TM_GLVAR2="VARIABLENAME";
CHN_TM_GLVAR3="VARIABLENAME";

I had a hard time debugging the zombies that work a lot with variable space
and now the feature to display that variable for selected groups and individual units is invaluable. After it is cleaned up a bit, i will release the update

Kremator
Dec 6 2009, 08:44
Excellent work as usual !

Charon Productions
Dec 6 2009, 12:54
Okay here it is: http://www.sendspace.com/file/iwkrdb

Description of how to use the variable window is in the readme file.
Hope that it is useful to someone too.

KeyCat
Dec 6 2009, 16:21
Thanks for the update Charon, will check it out ASAP!

/KC

froggyluv
Dec 6 2009, 17:21
Yes, many thanks!

Troopmon is so valuable and should be in every mission builders library.

Kremator
Dec 23 2009, 23:19
Charon .... is there a fix for moving the Troopmon down below CONSOLE in the menu?

I can't access it now from the ESC menu.

Cheers mate.

EDIT : Woops didnt have the latest version installed correctly. Fine now.

Krieger
Dec 30 2009, 20:03
Hello!
Its an verry useful Tool, but..can i use it in a Multiplayer Mission?
I have a strange behavior in a CTI Mission with some AI's and tryed to use this tool, but i did not get it to work.

Thx for your work!
Cheers

alef
Mar 22 2010, 19:58
can i use it in a Multiplayer Mission?
Add this to config.cpp (borrowed from VFFPSS):


class RscShortcutButton;
class RscDisplayMPInterrupt: RscStandardDisplay {
class controls {
class CHN_TMStart : RscShortcutButton {
idc = -1;
text = "TroopMon2";
x = "0.005 + SafeZoneX";
y = "0.105 + SafeZoneY";
default = 0;
action = "[1] execVM ""\CHN_TroopMon2\scripts2\MonInit.sqf""";
};

};
};

Styxx42
Jul 1 2010, 23:25
Add this to config.cpp (borrowed from VFFPSS):


class RscShortcutButton;
class RscDisplayMPInterrupt: RscStandardDisplay {
class controls {
class CHN_TMStart : RscShortcutButton {
idc = -1;
text = "TroopMon2";
x = "0.005 + SafeZoneX";
y = "0.105 + SafeZoneY";
default = 0;
action = "[1] execVM ""\CHN_TroopMon2\scripts2\MonInit.sqf""";
};

};
};


Alef could you point me to where the config.hpp would be stored?
I found a bunch but none where just config. There are ACE, and JTD and GL5 in my userconfig folder but I can't find where I should paste this.

Thanks.

BTW this looks amazing and I do remember playing alittle with ARMA1 Trpmon so I am looking forward to getting this going.

Thanks

stk2008
Jul 19 2010, 16:30
Hi there I have a problem and I am sure its me being a noob.

I have created a folder in me ARMA2 directory called @<hidden> I have then added
@<hidden> to me start up so I can use as a mod but when I go into editor and place me and one enemy unit I press ESC but get no option?.

Im am all so running ACE2 and would like to use @<hidden> with ACE2 if poss.

Thanks in advance.

EDIT

NM I got it to work :P

seragavlg
Aug 4 2010, 16:38
Hi ! Where error? troopmon work incorrect in OA. He see West, Res, Civ, but takistani?

Charon Productions
Aug 6 2010, 02:31
Hi ! Where error? troopmon work incorrect in OA. He see West, Res, Civ, but takistani?

Incorrect?!

TroopMon2 was written years ago, at that time there was only Arma2 "sides" given. If OA introduced any new sides, then of course it does not work "correct". TroopMon2 is an Arma2-"only" tool.

Kremator
Aug 6 2010, 09:48
Hi ! Where error? troopmon work incorrect in OA. He see West, Res, Civ, but takistani?

Sounds like English is difficult for him. If Charon doesn't want to make it OA compatible then it is his call.

In the meantime just enjoy it as it is!

KeyCat
Jan 14 2012, 10:21
Just a heads up in case someone else are searching...

Been searching for a TroopMon 2 replacement and after setting up the options to my liking I'm happy to say that Gigans GCam 2.0 addon/script (http://www.armaholic.com/page.php?id=10390) works very well as such!

Maybe not every function TroopMon 2 had but at least it works OK with current A2:OA version and I like the minimalistic approach Gigan opted for.

Be sure to enable "Parameter Tracking Mode" in the hpp file if you wan't to see/grab full status/info about units.

In short - a great tool for debugging missions,scripts and checking out AI behavior etc.

/KC

twisted
Jul 29 2012, 00:34
Just a heads up in case someone else are searching...

Been searching for a TroopMon 2 replacement and after setting up the options to my liking I'm happy to say that Gigans GCam 2.0 addon/script (http://www.armaholic.com/page.php?id=10390) works very well as such!

Maybe not every function TroopMon 2 had but at least it works OK with current A2:OA version and I like the minimalistic approach Gigan opted for.

Be sure to enable "Parameter Tracking Mode" in the hpp file if you wan't to see/grab full status/info about units.

In short - a great tool for debugging missions,scripts and checking out AI behavior etc.

/KC

very useful. thank you! troopmon2 is very useful but i do need the oa compatibility as well occasionally

Snake Man
Jul 29 2012, 05:22
Troopmon2 works fine with ArmA 2 Operation Arrowhead, at least I haven't seen anything that is not working in it.

Charon Productions
Aug 2 2012, 07:16
Like Snakeman said, TroopMon2 works okay for OA considering the fact that it was written before OA was even made.
TroopMon3 will support OA better. It is slimmer than TroopMon2 but also offers more capabilities developed in regards to giving mission makers
even better possibilities to analyze their missions.
I assume most people don't use the waypoint and unit creation functionality anyway.
Since i use a lot of get/setvariable stuff on units, there is a window now to monitor
a unit's variablespace, so that dynamic changes of the variables throughout a mission can be precisely observed which is very helpful.
It now also supports factions as some people have missed in TroopMon2.
It is basically completely rewritten and code optimized.

nettrucker
Aug 2 2012, 18:09
Wow great news! Thanks for all your effort and hard work. Waiting patiently for the release date.
cheers

SP33Dkt
Aug 14 2012, 10:53
Could it be possible to do so I can open the TroopMod within the Action Menu instead of the In-Game Menu?
Then we can use this in a server for real-time.

Charon Productions
Aug 14 2012, 12:03
In TroopMon3 i will add 2 versions, one that has the interrupt launch option and one without it that can be launched by either just execVMing the initial script or doing it via action menu, even though that is something that the mission maker can easily assign to his action menu himself.
Overall the performance is greatly improved in the new version, much lighter on the engine and i am very happy with the improvements.
Many more things can be "monitored" than in version2.

SP33Dkt
Aug 14 2012, 13:00
Sounds good! :D
Any date set or some on TroopMon3?

And how can i put it to also be in the action menu?

Snake Man
Aug 14 2012, 18:33
If you need some testing help on TroopMon3, I'm happy to help. I still use the existing one if not daily, then every week when I monitor my random AI battle missions :)

BTW your private message inbox is full in this forum.

Charon Productions
Aug 14 2012, 20:29
@<hidden>: I think i'll fix some bugs for the next 3-4 weeks and then i should be able to come out with a version.
You would simply have to call the script:

[1] execVM "\CHN_TroopMon2\scripts2\MonInit.sqf"

@<hidden>:
Hey Snakeman, will let you know once i got a version ready for testing.

twisted
Sep 1 2012, 03:52
@<hidden>: I think i'll fix some bugs for the next 3-4 weeks and then i should be able to come out with a version.
You would simply have to call the script:

[1] execVM "\CHN_TroopMon2\scripts2\MonInit.sqf"

@<hidden>:
Hey Snakeman, will let you know once i got a version ready for testing.

incredible news. one of most useful tools for me.

SP33Dkt
Sep 1 2012, 11:54
@<hidden>: I think i'll fix some bugs for the next 3-4 weeks and then i should be able to come out with a version.
You would simply have to call the script:

[1] execVM "\CHN_TroopMon2\scripts2\MonInit.sqf"


Great to hear mate! Thank you, and thank you for using your time on creating this tool. :)

Delta99
Sep 7 2012, 04:54
Both links for v0.91 do not work.