Page 4 of 142 FirstFirst 123456781454104 ... LastLast
Results 31 to 40 of 1415

  Click here to go to the first Developer post in this thread.  

Thread: UPSMON - Urban Patrol Script Mon

  1. #31
    Quote Originally Posted by Arkon2 View Post
    Hi Spicer

    Thanks for all the tips
    You are very welcome Arkon2!

    ...also not sure or not whether your .init file has to be .SQF - anyways its working now
    Yes, the init file is .sqf


    Let us know how things go with your mission - I should have mine ready in a couple of weeks or so.
    Will do! And look forward to seeing your mission!

    My best, Splicer.
    "We must either find a way or make one."
    - Hannibal

  2. #32
    Quote Originally Posted by CaptainBravo View Post
    Great Script! I have implmented in my latest mission (Camel Joe) where is it door to door fighting. Combined with Zues AI, the fighting in town is pretty tense indeed!

    Only clarification I have is aside from reinfrocment what other options are there?

    Looking forward to future updates.
    Hi all, I'm working in new version wich improves IA's one more time. This is an advance, IA will use formations depending on the situation, for example in close combats will remain together. I am working in a better system to find and use vehicles too, that allow IA to use empty vehicles in base or of citicen in towns. This system will allow me to use helis and paratrops if far far away.

    Answering questions.

    KRON_UPS_reinforcement allows IA to send reinforcements. How it works, u need a group of IAs that will be reinforcement, that groups must have atribute "reinforcement" in this init, like this:
    Code:
    nul=[this,"town", "nomove","reinforcement", "delete:",600] execVM "scripts\upsmon.sqf";

    Well, now only you need is to set KRON_UPS_reinforcement = true when u want to be reinforces called, for example when enemy is detected in the heart of a base or town, you create a trigger of detection and put in act:
    Code:
    KRON_UPS_reinforcement = true;
    If u put some empty trucks or cars near u could see that IA uses it to aproach the near war point.


    I have been testing with calling UPSMON with spawn, the only way to run as spawn is compiling the function in the init of each unit, but I have not noticed diference. If any one want to test it try this:

    Code:
    UPSMON = compile preprocessFile "scripts\UPSMON.sqf"; 
    nul=[this,"town", "move","reinforcement", "delete:",600] spawn Upsmon;
    Last edited by Monsada; Jan 29 2010 at 09:21.

  3. #33
    No one ever really answered my question my about where the functions file go?

  4. #34
    Quote Originally Posted by CIB2005RamadiIraq View Post
    No one ever really answered my question my about where the functions file go?
    I did answer you in an earlier post:

    Put the file (MON_functions.sqf) in the same place as all your other scripts - for your problem you need to edit the "Init_UPSMON.sqf" file to point to where you have put that file (MON_functions.sqf) - then you will not get the error - see below:

    The file "Init_UPSMON.sqf" also makes a call for the "MON_functions.sqf" file.
    Look for the line below in the "Init_UPSMON.sqf" file.
    Code:
    call compile preprocessFileLineNumbers "scripts\common\MON_functions.sqf";
    So you need to edit the above line to point to the correct location of your functions file.

    Hope this helps

    Arkon2

  5. #35
    New version available

    //Version: 4.2.2
    // Added
    // Se ha añadido ataque frontal
    // Formaciones de combate en función de la situación
    // La IA puede entrar en los edificios a tomar posiciones de defensa y en ataque puede patrullarlos en busca de enemigos o posiciones de fuego.
    // Modificaciones:
    // Mejorado el sistema para localizar, asignar y entrar en vehiculos,.
    // Optimizado el rendimiento. Se ha mejorado para que se pueda ejecutar cada 20s.
    // Modificada la parametrización, sharedist incrementado, react reducido, cycle aumentado.
    // Modificada la actitud e la IA en combate, se ha dado más especialización en función de la situación.
    // Corregido bug que al enviar refuerzos hacía que dejaran de patrullar si no tenian ningún target
    // Posiciones de flanqueo más dinámicas.
    // Las escuadras con rol "NOMOVE" tienden a asegurar la posición y a hacer mayor uso de los edificios del entorno.

    Vehicle getin improved:

    http://www.youtube.com/watch?v=J73DIfbyjhw

    Building patrol:

    http://www.youtube.com/watch?v=JIYvsckQcRA

    Download
    To install you must put folder scripts of rar in your mission.
    MON_functions updated too.
    Last edited by Monsada; Feb 2 2010 at 17:23.

  6. #36
    English translation for the above post please

  7. #37
    Yes .. ENGLISH Please
    Captain Bravo
    One of the serious problems in planning the fight against American doctrine, is that the Americans do not read their manuals, nor do they feel any obligation to follow their doctrine"
    From a Russian General's Notebook

    Join Bravo Company
    A highly trained unit run by an ex cook, a hooker and an old pensioner, so expect the best!
    http://forums.bistudio.com/showthread.php?t=80906

  8. #38
    Quote Originally Posted by Monsada View Post
    I have been implementing some functions in spawn mode to exploit the multithread of processors with very fast results.
    As far as I can tell different spawned "threads" don't actually run in paralel, the game engine basically acts as the "operating system" and chooses which one to run when so that all of them get sufficient running time, and doesn't actually run them on actual windows threads. Splitting your code into multiple spawned scripts/functions unfortunately will do nothing to help performance. Spawning code is only really any good if it actually makes sense logically.

  9. #39
    Quote Originally Posted by Monsada View Post
    New version available

    //Version: 4.2.2
    // Added
    // Se ha añadido ataque frontal
    // Formaciones de combate en función de la situación
    // La IA puede entrar en los edificios a tomar posiciones de defensa y en ataque puede patrullarlos en busca de enemigos o posiciones de fuego.
    // Modificaciones:
    // Mejorado el sistema para localizar, asignar y entrar en vehiculos,.
    // Optimizado el rendimiento. Se ha mejorado para que se pueda ejecutar cada 20s.
    // Modificada la parametrización, sharedist incrementado, react reducido, cycle aumentado.
    // Modificada la actitud e la IA en combate, se ha dado más especialización en función de la situación.
    // Corregido bug que al enviar refuerzos hacía que dejaran de patrullar si no tenian ningún target
    // Posiciones de flanqueo más dinámicas.
    // Las escuadras con rol "NOMOVE" tienden a asegurar la posición y a hacer mayor uso de los edificios del entorno.

    OK guys, here's the translation:

    //Version: 4.2.2
    // Added
    // Front attack.
    // Combat formation based on current situation.
    // AIs can get in buildings to defend, and when on patrol they can chase the enemy or take position to attack.
    // Modifications:
    // Improved system to locate, assign and get in vehicles.
    // Performance enhanced. It's been improved to be run every 20 secs.
    // Parametrization has been modified, sharedist increased, react shorterned, cycle increased.
    // AI's attitude has been modified when in combat, now they react in a more specialized way according to the situation.
    // Fixed bug that made reinforcements wandered without direction when called to assist.
    // More dynamic flanking attacks.
    // Squads assigned "NOMOVE" now secure positions and make better use of nearby buildings.


    I hope this helps.

    By the way MONSADA, what do you mean by "Optimizado el rendimiento. Se ha mejorado para que se pueda ejecutar cada 20s."? Send me a private message and I will translate this to reflect what you mean since it is not clear what "rendimiento" is (i.e., performance, stamina, shoot/kill ration)? And also, what do you mean by "Modificada la parametrización"

    MIL GRACIAS! -Splicer.
    Last edited by Splicer; Feb 2 2010 at 22:20.

  10. #40
    Thanks for the translation Splicer.

    Are you going to give the new version a try?

Page 4 of 142 FirstFirst 123456781454104 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •