News

UPSMON 5.1.0 beta 1 (released for tests)

Added by Rafalsky over 3 years ago

Modified:    
      - Solved bug: parameter "random" does not work with vehicles. (r: by Lenestar)
      - Fix small bug with "ambush". Sometimes AI do not react to the nearest target. 
      - Small changes to the default numbers in Init_UPSMON.sqf


http://dev-heaven.net/projects/upsmon/files

UPSMON 5.0.9 Released

Added by Rafalsky almost 4 years ago

all changes since v5.0.8

Added:
      - "noveh" - the group will not search for vehicles (untill in fight and only for combat vehicles). (code improved by: Nordin)
      - Counter of civilians killed by players (array): KILLED_CIV_COUNTER [Total, by West, by East, by Resistance, the Killer] (works with civilians placed in editor or spawned by UPSMON)
      - When player kills a civilian display globalchat info WHO (Player) did it. In "Init_UPSMON.sqf" R_WHO_IS_CIV_KILLER_INFO = 1, Set O to disable this feature.                
      - Add UPSMON version info in DEBUG display.  

Modified:    
      - CBA is NOT required any more !
      - Turning off ACE Wounds is now optional. (see Init_UPSMON.sqf to set it ON or OFF)  
      - Solved bug: Self wounds or friendly fire is treated as damages made by the enemy forces. (NOTE: If the killer is not recognize, AI will use smoke)    
      - Solved bug: MON_HeliStuckcontrol runs too often as bad speed read.
      - Improved: Combat behaviour (now in close distance AI often in COMBAT mode) 
      - Improved: Stuck control for vehicles and units.
      - Improved: Respawn for vehicles (multiple times vehicle respawn allowed)      
      - First parameter coud be Unit or Group. (Make sure when the script starts such GROUP's leader or the UNIT is present 100%).  
      - Improved Artillery module (code improved by: shay_gman) http://dev-heaven.net/projects/upsmon/wiki/Artillery_module    
      - Change: armor vehicles using limited speed no matter range when placed directly from editor with default crew. Now the speed depends on the distance to the new targetpos (r.by Demonized)
      - Fixed small code bugs: ex: {exit=true;}; should be: {_exit=true;};
      - Solved bug: Respawn for vehicles not working. (r.by Demonized)
      - Solved bug 99%: reinforcement AI after getting out of the combat vehicle, often the vehicle did not move.    (r.by seba1976)

Misc:
      - HMMWV_M998A2_SOV_DES_EP1 added to bugged vehicles for Vanilia players. http://dev-heaven.net/issues/18314

http://dev-heaven.net/projects/upsmon/files

UPSMON 5.0.8-R3 Released for tests

Added by Rafalsky almost 4 years ago

Changes in version 5.0.8 R3
since 5.0.8 R2

CBA is NOT required any more !

Added:
      - Counter of civilians killed by players (array): KILLED_CIV_COUNTER [Total,by West,by East,by Resistance] (counts: civilians placed in editor or run by UPSMON)
            example: total_number_civilians_killed_by_any_players = KILLED_CIV_COUNTER select 0;
                     number_civilians_killed_by_any_east_players =    KILLED_CIV_COUNTER select 2;    
                    (Note: if the player becomes ENEMY to all is not side anymore. Kills by ENEMY are only counted in Total)        
      - When player kills a civilian display globalchat info WHO (Player) did it. In "Init_UPSMON.sqf" R_WHO_IS_CIV_KILLER_INFO = 1, Set O to disable this feature.                
      - Add UPSMON version info in DEBUG display.

Modified:
      - Turning off ACE Wounds is now optional. (see Init_UPSMON.sqf to set it ON or OFF)  
      - Solved bug: Self wounds or friendly fire is treated as damages made by the enemy forces. (NOTE: If the killer is not recognize, AI will use smoke)    
      - Solved bug: MON_HeliStuckcontrol runs too often as bad speed read.
      - Improved: Combat behaviour (now in short distance AI often in COMBAT mode) 
      - Improved: Stuck control for vehicles and units.
      - Improved: Respawn for vehicles (multiple times vehicle respawn allowed)      
      - First parameter could be Unit or Group. (Make sure when the script starts such GROUP's leader or the UNIT is present 100%). 

http://dev-heaven.net/projects/upsmon/files

UPSMON 5.0.8-R1 Released

Added by Rafalsky almost 4 years ago

Changes in version 5.0.8 R1
since 5.0.7

Added:
      CBA dependency removed.
      UPSMON switches off "ACE wounds system for AI".
      "nosmoke" - the group will not use the smoke at all.
      "onroad" - targetpos will be generated only on roads (unless unit in fight).
      Civilians do not take vehicles or static weapons (no more stealing).

Modified:
      New targetpos depend on the type of the unit (air, water, land) - (water unit only on water etc)
      Detection of new target/(generate new target) is longer just a bit. (R_knowsAboutEnemy)
      AI use smokes when s/o hit or KIA. (R_USE_SMOKE_wounded, R_USE_SMOKE_killed).
      Solved bug: AI reinforcement have problem to get into helicopters.
      Solved bug: group "nowp" have problem to generate target when no other groups around
      Solved bug: AI do not paradrop around positions of the enemy. (stuck)
      Solved bug: Helicopters paradrop and fly too low.       
      Solved bug 99%: reinforcement AI after getting out of the combat vehicle, often the vehicle did not move.

http://dev-heaven.net/projects/upsmon/files

Note:
UPSMON changes in some way behaviour of AI and is only tested on machine with CBA and newest ACE (ACE, ACEX...).
Using others mods as GL4 or ZeusAI together with UPSMON might (in some cases) result in unexpected behaviour of AI.
UPSMON does not have any dependency to other mods but the sample demo mission (5.0.8 R1) may contain ACE elements.

UPSMON 5.0.7 Released

Added by Monsada almost 5 years ago

Changes in version 5.0.7

//       Added:
//        nowp    = No waypoints will be created for this squad UNTIL ENEMY DETECTED
//        nowp2     = No waypoints will be created for this squad UNTIL ENEMY DETECTED AND DAMAGED
//        nowp3     = No waypoints will be created for this squad in any way.
//        Ambush2 Same as ambush but without using mines
//        Added spawn support for vehicles in squad
//     Modified:
//        FORTIFY moves leader too and prevents from moving when hurt
//        Solved bug in targetting of resistance
//        Solved bug when respawning a template squad were creating a new template
//        Solved bug that did exiting AI form vehicle when upsmon begins
//        Solved bug of squads loosing group and gets stucked
//        Avoid to take same position on buildings

http://dev-heaven.net/projects/upsmon/files

Wiki released

Added by Monsada almost 5 years ago

UPSMON Wiki documentation available http://dev-heaven.net/projects/upsmon/wiki

UPSMON 5.0.6 Released

Added by Monsada almost 5 years ago


//       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
//        AI aware if find dead bodies
//        Added fixed positions for reinforcement squads, those squads that have a reinforcement ID can be set reinforcement position by seting KRON_UPS_reinforcement"x"_pos = position; sample
//        reinforcement: http://dev-heaven.net/projects/upsmon/wiki/Reinforcement
//        Added Artillery module:  http://dev-heaven.net/projects/upsmon/wiki/Artillery_module
//        Added spawn module: http://dev-heaven.net/projects/upsmon/wiki/MON_spawn
//     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
//        Detected bug with VEE formation, some times AI don't change vehaviour, changed to wedge
//        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";
//        AI try to get in combat vehicles
//        Performance optimization.
//        Realistic reaction of squads depending on distance to target

http://dev-heaven.net/attachments/download/5380/UPSMON5_6.utes.rar

UPSMON 5.0.5 Released

Added by Monsada almost 5 years ago

// -----------------------------------------------------------------------------
//Version: 5.0.5
// -----------------------------------------------------------------------------
// Added
// Parameter "AMBUSH:",3000 you can set max time to wait for ambush
// Modified:
// Ambush squads exits if called for reinforcement so you can force exit creating a especific reinforcement group for this ex: setting "reinforcement:",100
// you can force exit ambush setting KRON_UPS_reinforcement100 = true
// you can put 0 seconds for putting mines and go away if combined with "move" for example
// Solved bug that sets reinforcement to false on init of scritp
// Improved getout and landheli algoritm
// Improved target debug console A=all units C=current alive units T=targets knonw by this side
// Improved movement with vehicles, now they go in safe until near known enemies
// adjusted flanking algorithm
// -----------------------------------------------------------------------------

http://dev-heaven.net/attachments/download/5185/UPSMON5_5.utes.rar

UPSMON 5.0.4 Released

Added by Monsada almost 5 years ago

// -----------------------------------------------------------------------------
//Version: 5.0.4
// -----------------------------------------------------------------------------
// Added
// Implemented: It also would be great if they use smoke-grenades when ai is under fire by targets they dont see well. One example: I lay on a moutain with my squad and shoot with sniperrifles from the hill down at the ai in a village. The ai should throw smoke and try to get cover. That would be great.
// Feature #9559: parameter "spawned" = use only with squads created in runtime, this feature will add squad to UPSMON correctly.
// Feature #9558 parameter "nowp" = No waypoints will be created for this squad, so this squad will comunicate enemies but will not be moved, so you can do what you want with them using waypoints.
// Feature #9503 parameter "ambush" = Ambush squad will not move until in combat, will wait for incoming enemies stealth and ambush when near or discovered.
// Parameter "RFLOCK", if especified when reinforcement is called, target position is locked until reached reinforcement point
// Added surrended client control so now is no necesary create any trigger in mission to launch surrended.sqf
// Added stuck control to avoid that helis stopping flying
// New target sistem control based in last known positions instead of real position of targets
// Modified:
// Bug #9666 fixed:AI Cheats with UPSMON - Groups always Flank Real Position instead of last known
// Bug #9662 fixed: Reinforcement Group returning home, does not get out of Vehicles (if used)
// Bug #9639 fixed: Reinforcement Group can get stuck if Transportvehicle back to Patrolmarker gets destroyed//
// Set DIAMOND formation when exiting vehicle
// bug with NOSLOW solved.
// solved other bugs such as no patrol without enemies.
// -----------------------------------------------------------------------------

Video of ambush: http://www.youtube.com/watch?v=3n9gPJvh7I0

Beta of 5.0.4

Added by Monsada almost 5 years ago

//Version: 5.0.4
// Added
// Implemented: It also would be great if they use smoke-grenades when ai is under fire by targets they dont see well. One example:
// I lay on a moutain with my squad and shoot with sniperrifles from the hill down at the ai in a village. The ai should throw smoke and try to get cover.
// That would be great.
// Feature #9559: parameter "spawned" = use only with squads created in runtime, this feature will add squad to UPSMON correctly.
// Feature #9558 parameter "nowp" = No waypoints will be created for this squad, so this squad will comunicate enemies but will not be moved,
// so you can do what you want with them using waypoints.
// Feature #9503 parameter "ambush" = Ambush squad will not move until in combat, will wait for incoming enemies stealth and ambush when near or discovered.
// Added surrended client control so now is no necesary create any trigger in mission to launch surrended.sqf
// Modified:
// Bug #9666 fixed:AI Cheats with UPSMON - Groups always Flank Real Position instead of last known
// Bug #9662 fixed: Reinforcement Group returning home, does not get out of Vehicles (if used)
// Bug #9639 fixed: Reinforcement Group can get stuck if Transportvehicle back to Patrolmarker gets destroyed
// Set DIAMOND formation when exiting vehicle
// bug with NOSLOW solved.
// solved minor bugs such as no patrol without enemies.

http://dev-heaven.net/attachments/download/5139/beta_UPSMON5_4.utes.rar

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