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Urban Patrol Script Mon [5.0.7]
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Datum: 23.04.10
Autor: Monsada
Grösse: 55 KB
Kein screenshot
Eine Script, welches auf Kronzkys UPS Script basiert. Dieses Script vereinfacht das Editing nochmals und sogar die KI arbeitet und kommuniziert mit anderen Patroullien.

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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.


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:
In init.sqf you need to load init_upsmon.sqf
//Init UPSMON scritp
call compile preprocessFileLineNumbers "scripts\Init_UPSMON.sqf";


In the mission editor run UPSMON script in the lider of each group exec UPSMON, sample:
nul=[this,"town", "move","reinforcement", "delete:",600] execVM "scripts\upsmon.sqf";


Global variables of Init_UPSMON.sqf:
//Habilita el estado de debug, el cual permite ver la posición de los grupos así como a donde se dirigen,
//en modo local tambien muestra mensajes del comportamiento de la IA
//Enables debug to check groups position and where they are going to
//it also shows AI behaviour messages in local mode
KRON_UPS_Debug = 1;

//Tiempo que tarda en calcular un nuevo movimiento, no le des poco tiempo o no hará más que moverse
//Time to calculate a new movement, if it's too low they won't do anything but keep moving
KRON_UPS_react = 90;

//Parámetro para patrullas (MOVE) Tiempo de espera máxima cerca del objetivo, transcurrido este tiempo las patrullas se moveran a otro punto
//Parameter for patrols (MOVE) Time waiting near the objective, after that time thye will move to another place
KRON_UPS_maxwaiting =-180;

//Tiempo que las unidades permanecen alerta, este parámetro debe ser siempre superior a KRON_UPS_maxwaiting
// how long AI units should be in alert mode after initially spotting an enemy, it must be greater than KRON_UPS_maxwaiting
KRON_UPS_alerttime=240;

// Distancia de seguridad, se usa para calcular la distancia de flanqueo al objetivo
// how far opfors should move away if they're under attack
KRON_UPS_safedist = 300;

// Se usa para determinar cuando es suficientemente cerca del objetivo, influye en la actitud de la IA
// how close unit has to be to target to generate a new one target or to enter stealth mode
KRON_UPS_closeenough = 250;

//Distancia a la que tiene que estar el grupo de un enemigo conocido para que se les comunique la posición del enemigo.
//Fuera de este radio la IA puede perder el rastro
//Las patrullas con rol "MOVE" tendrán un 1.5 de este valor
// how close units have to be to each other to share information, over this, will lose target
// Patrols with "MOVE" will have a value of 1.5
KRON_UPS_sharedist = 300;

//If enabled IA comunicating between them with radio defined sharedist distance,
//1 check if visible friends in range (sharedist) are injured, //Detecta cuando han herido a un compañero, menos óptimo
//2 check if enemy position is in range to atackt (sharedist) //Simula la comunicacion por radio entre la IA
KRON_UPS_comradio = 2;



//Distancia que debe haber de las unidades a los edificios para cosiderarlo una ciudad y poder entrar en modo combate urbano
//Distance from units to building to see it as a city and turn into urban combat mode
//KRON_UPS_intowndist = 60; //it's not avaialbe cause of problems with some objects - deshabilitado por comportamientos extraños con algunos objetos building


Habilita el envio de refuerzos cuando el enemigo es detectado, lo normal es que esté siempre a false
y se use un trigger para activar/desactivar esta opcción
Enables reinforcements when the enemy is detected, it is usually deactivated (false) and to use a trigger to activate/deactivate it
KRON_UPS_reinforcement = false;

Establece los bandos de enemigos que debe considerar la IAs de la resistencia
Establishes the enemy factions for the resistance
KRON_UPS_Res_enemy = [east];

Tiempo en segundos que tarda en volver a ejecutarse
Time (seconds) to be executed again
KRON_UPS_Cycle = 5;


Parameters of UPSMON.sqf:
The same as UPS of Kronzky, only new retinforcement for allowing a group to go where is called for.
// Required parameters:
unit = Unit to patrol area (1st argument)
markername = Name of marker that covers the active area. (2nd argument)
(e.g. nul=[this,"town"] execVM "ups.sqf")

Optional parameters:
random = Place unit at random start position.
randomdn = Only use random positions on ground level.
randomup = Only use random positions at top building positions.
min:n/max:n = Create a random number (between min and max) of 'clones'.
init:string = Custom init string for created clones.
nomove = Unit will stay at start position until enemy is spotted.
nofollow = Unit will only follow an enemy within the marker area.
delete:n = Delete dead units after 'n' seconds.
nowait = Do not wait at patrol end points.
noslow = Keep default behaviour of unit (don't change to "safe" and "limited").
noai = Don't use enhanced AI for evasive and flanking maneuvers.
showmarker = Display the area marker.
trigger = Display a message when no more units are left in sector.
empty:n = Consider area empty, even if 'n' units are left.
track = Display a position and destination marker for each unit.
reinforcement = Defines the unit as reinforcement. When the alarm is set KRON_UPS_reinforcement==true it will go to help.


Change log:
v5.0.7
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

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: 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

v5.0.5
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


Credits:
Kromzky for his script UPS.sqf that has inspired me for doing UPSMON.
Downloads: 184
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01.09.2010 11:18:38
Guten Tag... Danke für das Verlinken http://simgamers..
..
25.08.2010 11:38:33
Morgen Beerdigung und dann endlich 2 Wochen Urlaub! schlafen
15.08.2010 22:58:54
Streetparade war geil :-D
12.08.2010 20:10:47
Ich bin dann mal weg. bis sonntag und schönes WE Wink
09.08.2010 18:07:43
Oh je...
08.08.2010 22:25:47
Und wieder eine stressige Woche vor mir. Das wären dann schon 2 Wochen ohne ArmA2 weinen
01.08.2010 23:26:23
Wünsche auch allen eine angenehme Woche. Endlich geht der alltägliche Wahnsinn wieder los.^^ help
01.08.2010 22:59:58
Dir auch... sehr schön, neue Version der Kampagne draußen...
01.08.2010 22:35:05
Wünsche allen eine schöne erholsame Woche! Smile
29.07.2010 22:16:47
@obo : jupp. hat sich gelohnt.

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