Author: Monsada
Author Website: http://www.simulacion-esp.com/

Requirements: No addons required

Version: 5.1.0

Short description: Project to enhance IA in combat and making easier mission edition

Date: 2012-03-07 19:51


Comments: (15)
Rating:



 





UPSMON-Urban Patrol Script
by
Monsada & Rafalski


Description:
This is a personal project to enhance IA in combat and making easier mission edition. I have used the version 2.0.3 of Urban Patrol Script de Kronzky. I have to congratulate Kromzky for his script UPS.sqf that has inspired me for doing UPSMON.


Features:
- Now groups of IA plays together, they communicates themselves by radio.
- There is a General commander of IA that organize the atack of all groups of IA.
- IA does flanking movements in group.
- IA does suppressing fire.
- IA can be suppressed by fire and cancel their movements
- IA has enhanced their actions and movements, now they can use smoke grenades, avoid moves, run down when near enemy or in fire, etc..
- IA now avoid snipers when fired by uknown enemy.
- IA can enter buildings and towers to surprise enemy.
- IA interacts with environment, if they had a vehicle near and are far of enemy they use it. Now you can put empty transport vehicles in bases and IA will use them.


Installation:
Copy content of rar into your folder mission.
It comes with a mission as a demo version. Extract the folder to your ArmA2\other Profiles\Yournick\Missions and load it in the editor.


Media:








Performance:
UPSMON Script runs 1 time every 5 seconds for every group of IA, new movements calculates every 90 s or less depending of under fire, enemy knowns...
I have been implementing some functions in spawn mode to exploit the multithread of processors with very fast results.

UPSMON has been tested in CHS comunity with more than 30 people and more than 25 groups of IA with UPSMON and the conclusion was perfect performance.


Usage:
Please read the comments in the script for info how to use these scripts in your own missions.


Known issues:
1) Pilots are very stupid if they have to land, sometimes they crash the helicopter (trees).


Change log:
v5.1.0
- Solved bug: parameter "random" does not work with vehicles. (r: by Lenestar)
- Fix small bug with "ambush". Sometimes AI do not react to nearest target.
- Small changes to the default numbers in Init_UPSMON.sqf

v5.0.9
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)
- 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.

v5.0.8R2
*Improved:
Change: armor 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;};
Respawn for vehicles not working. (r.by Demonized)
*Misc
HMMWV_M998A2_SOV_DES_EP1 added to bugged vehicles for NoACE players.

v5.0.8R1
- CBA is no more required !!!
- Fixed problem 99%: reinforcement AI after getting out of the combat vehicle, often the vehicle did not move. (reported by seba1976).

v5.0.8
(1) FIXED: problem with "nowp" to generate target when no other groups around
(2) CHANGED : detection of new target/(generate new target) is longer just a bit. In Init_UPSMON.sqf : R_knowsAboutEnemy = 1.49; (original 0.5)

v5.0.7 !R-8a
(0) NEW: CBA is now required !!!.
(1) IMPROVED: AI use smokes when s/o hit or KIA. In Init_UPSMON.sqf there are two variable which set in percentage possibility that team-mates use the smoke. Depend on hit (15%) or dead (40%)
R_USE_SMOKE_wounded = 15; R_USE_SMOKE_killed = 40;
(2) NEW: "nosmoke" - the group will not use the smoke at all.
(3) NEW: UPSMON switches off "ACE wounds system for AI", as with this system UPSMON had sometimes problem to detect damages of the units.

v5.0.7 !R-7
(1) NEW: "onroad" - targetpos will be generated only on roads (unless unit in fight).
(2) IMPROVED: new targetpos depend on the type of the unit (air, water, land) - > water unit only on water etc

v5.0.7 !R-6
(1) FIXED: AI reinforcement had problem to get into helicopters (by !R)
(2) FIXED: AI had problem to paradrop around positions of the enemy (stuck problem) 99%(by !R)
(3) CHANGED: Civilians (UPSMON) do not take vehicles and static weapons (no more stealing). (by !R)
(4) IMPROVED: Helicopters fly on safe altitude
note for MissionMakers : UPSMON patrol vehicle after some time used all fuel and stop. Use a script to refuel the vehicles.

v5.0.7
* Added:
- nowp = No waypoints will be created for this squad until enemy is detected
- nowp2 = No waypoints will be created for this squad until enemy is detected and wounded
- 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

v5.0.6
- 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:
- Added Artillery module:
- Added spawn module:
- 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



Credits & thanks:
Kromzky for his script UPS.sqf that has inspired me for doing UPSMON.


Forum topic:
- CHS forums
- Armaholic forums
- BI forums




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