Yup makes the ai more dynamic and takes less time to setup, but there is also, bis fnc taskpatrol does almost the same thing as UPS, i have a video on it.
Thank you for your contribution to the ARMA3 community I know this script from ARMA2, maybe you know another very interesting script to use in some "escape" style mission. that script is called: SARGE
Thanks for the video. Im a big fan of UPS. I'm also interested in how you displayed the map inside the main arma window. Is this in the video of the game ?
Welcome, ya all i did is go to the editor chose stratis and then chose a location, adjusted the camera and then exited the editor, when you do that then where you were at last in the editor will show on the background of the main menu. But it wont stay like that unless you do it again, it wont stay after you exit the game, so you will need to do it again if you like that, thing is it will change no matter what scene you go to. Either way its nice and all but imo i'd rather have a faster way and a more efficient editor loading along with opening files, and wider list for the missions i made.
Hello i have question do you have limit put trigger on map sometime, trigger take long time to activated me task ( if i use trigger activated Task 1 ) nice script BTW
@@Gunter_SeverlohNormal stuff i use trigger to activate whit this command Triggeractivated task1completed at task white success and trigger !alive, sometime i can wait 2 or 3 minutes for assign me task. but i put a lot on me map , i dont know is affect the trigger
@@even21 I would suggest this, create a test mission with only the tasks and triggers and 1 objective or thing your using to trigger the task, and if it works there, then either its mods, or something else in your mission inhibiting or preventing the tasks to be fired. So just create a test mission with nothing in it to make sure the tasks and triggers are working , then add it it. You need to know what is working first before you can have a clear picture of what makes it not work.
@@Gunter_Severloh I hadn't thought of that, I'm pretty sure it's the mobs, because it worked very well to have it, there is no way using a script to force it to activate.
@@even21 Mods you mean, ya try setting up a small test mission with only the vanilla game, no mods, and setup the tasks, and triggers your trying to use, and make them work, if they do work, then theres something else in your normal mission, maybe the mods, preventing things from working.
For some odd reason, it is not setting the AI to safe/limited by default - instead, they are on full/combat instantly after the mission starts. Any clue? Thank you for the video :)
Thanks, about the only things i can think of is if there is enemy in the area that they see, or the code your using is not the default without parameters, or your using a parameter/s in the code that changes that. In my download for the mission inside the mission folder is a readme along with the script, the readme has all kinds of details on the parameters, and what they do ect,. about all i can tell you, hope that helps at least.
@@Gunter_Severloh Hmm, I did change the parameters abit - but I thought it was fine to change them to anything. I'll see what I can do with the default, thanks for the quick reply. :)
A nice and simple script, i like it.. Thanks for the Video. But how do you put in the 3,4,5,6 parameter can't seem to find anything about it but i guess it has to be like this nul=[this,"town", "random","","",""] execVM "ups.sqf")
Thanks, put in the parameters like you have it, like this nul=[this,"markername","RANDOM"] execVM "ups.sqf" look at the readme in the mission folder i included it, it shows you how.
Still one of the best patrol scripts around.
Ya for sure, i use it in most of my missions.
Nice script i love that
Thank you, I think it's better to use this script in the mission instead of placing waypoints on the map for patrolling.
Yup makes the ai more dynamic and takes less time to setup, but there is also, bis fnc taskpatrol does almost the same thing as UPS, i have a video on it.
Very good! + video tutorial scripts.
Like!
Thank you for your contribution to the ARMA3 community
I know this script from ARMA2, maybe you know another very interesting script to use in some "escape" style mission.
that script is called: SARGE
Thanks! That does sound familiar im sure i have it somewhere maybe in one of my compilation lists.
Thanks for the video. Im a big fan of UPS. I'm also interested in how you displayed the map inside the main arma window. Is this in the video of the game ?
Welcome, ya all i did is go to the editor chose stratis and then chose a location, adjusted the
camera and then exited the editor, when you do that then where you were at last in the editor
will show on the background of the main menu.
But it wont stay like that unless you do it again, it wont stay after you exit the game, so you
will need to do it again if you like that, thing is it will change no matter what scene you go to.
Either way its nice and all but imo i'd rather have a faster way and a more efficient editor loading
along with opening files, and wider list for the missions i made.
GRAZIE SEMPRE GRANDE
Hello i have question do you have limit put trigger on map sometime, trigger take long time to activated me task ( if i use trigger activated Task 1 ) nice script BTW
Hi, What is triggering the trigger to activate the task?
What does this have to do with the UPS script here, as it uses no triggers?
@@Gunter_SeverlohNormal stuff i use trigger to activate whit this command Triggeractivated task1completed at task white success and trigger !alive, sometime i can wait 2 or 3 minutes for assign me task.
but i put a lot on me map , i dont know is affect the trigger
@@even21
I would suggest this, create a test mission with only the tasks and triggers and 1 objective or thing your
using to trigger the task, and if it works there, then either its mods, or something else in your
mission inhibiting or preventing the tasks to be fired.
So just create a test mission with nothing in it to make sure the tasks and triggers are working , then add it it.
You need to know what is working first before you can have a clear picture of what makes it not work.
@@Gunter_Severloh I hadn't thought of that, I'm pretty sure it's the mobs, because it worked very well to have it, there is no way using a script to force it to activate.
@@even21 Mods you mean, ya try setting up a small test mission with only the vanilla game, no mods, and setup the tasks, and triggers your trying to use, and make them work, if they do work, then theres something else in your normal mission, maybe the mods, preventing things from working.
For some odd reason, it is not setting the AI to safe/limited by default - instead, they are on full/combat instantly after the mission starts. Any clue?
Thank you for the video :)
Thanks, about the only things i can think of is if there is enemy in the area that they see, or
the code your using is not the default without parameters, or your using a parameter/s in
the code that changes that.
In my download for the mission inside the mission folder is a readme along with the script, the readme
has all kinds of details on the parameters, and what they do ect,. about all i can tell you, hope that
helps at least.
@@Gunter_Severloh Hmm, I did change the parameters abit - but I thought it was fine to change them to anything. I'll see what I can do with the default, thanks for the quick reply. :)
@@Dutchonidas Welcome, ya try the default and if that works then add a parameter and go from there.
A nice and simple script, i like it..
Thanks for the Video.
But how do you put in the 3,4,5,6 parameter can't seem to find anything about it but i guess it has to be like this nul=[this,"town", "random","","",""] execVM "ups.sqf")
Thanks, put in the parameters like you have it, like this
nul=[this,"markername","RANDOM"] execVM "ups.sqf"
look at the readme in the mission folder i included it, it shows you how.