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Thread: UPSMON - Urban Patrol Script Mon

  1. #151
    Quote Originally Posted by mr.g-c View Post
    I think so.... Why shouldn't they? I don't think there is a general "need" to use the Six-Updater System, if you want to allude into that direction
    And neither would it makes sense, since its "only" a script...
    Yeah im thinkn that also, But had to ask cos im unable to use the updater

  2. #152
    HI Monsada,

    little issue:
    during game not all area markers disappear:
    I think only "first three" disappear, the fourth one remain visible on the map. (reproduce problem Arma1.05+ACE: you can notice it in your sample missions -> area marker over Streika.)

    and question:
    What are these blue red redcross circles on the map used for ?

    Regards, super stuff.

  3. #153
    hi Rafalski,

    area markers that not disapear does because they are not being used by upsmon squads. Make sure almost one squad uses that marker. If you talk about test missions I upload may be I do not use all markers in all test a have uploaded.

    About red and blue circles and cross are debug markers only, I use them to see where is the nearest known target an red and blue circles are the posibles flanking positions.
    IMPROVED AI PROJECT: UPSMON
    - Makes mision editing easy, you will not need to use waypoints anymore.
    - Squads of AI fights togheter flanking enemy.
    - They use empty vehicles like truks, cars, Helis, static weapons, does parachutes.
    - Can be suprissed by fire, uses smokes grenades, new animations, fortifies in buildings..

  4. #154
    Thats rights,

    second question:
    Area markers are always visible in the briefing just before you start the mission. Looking at them you know where expect patrols.

    How to make them not visible.

    Many thanks!

  5. #155
    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;

  6. #156
    Super, this hint should be add to the official faq about upsmon.

    Thanks a lot.

    Q:
    Do AI use static fortifications as small bunkers to hide there and shoot from there.
    Last edited by Rafalski; Feb 26 2010 at 10:16.

  7. #157
    I don't test all static weapons, If static must go well. With buildings im not sure, test it and tell me.

  8. #158
    with Static weapons AI work super

    but AI do not use fortification objects as small bunkers. Would be great to add this feature.
    Last edited by Rafalski; Mar 1 2010 at 00:00.

  9. #159
    I will see it, If posible I will add it.

  10. #160
    Gunnery Sergeant bardosy's Avatar
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    Aug 24 2005
    Location
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    Quote Originally Posted by Monsada View Post
    Hi bardosy, this seems you are not executing init_upsmon in init.sqf as I explain in main post.

    try to put this in init.sqf and only in init.sqf
    //Init UPSMON scritp
    call compile preprocessFileLineNumbers "scripts\Init_UPSMON.sqf";

    if it not solves the problem send me your mision by email to check it.

    Hey Mondasa,

    did you got my mission via e-mail? I sent you, because it not solved the problem.

    The main problem is, this errors don't occurse always, jut a few hour of gameplay later. So, the units (used your script) work well until a moment, when they drop that error message.

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