kibot 2 Posted July 28, 2013 (edited) Dynamic Universal War System (DUWS) Download: Latest: DUWS 0.8b Armaholic mirror (0.8b) You can also access the mission with the Steam Workshop. Older versions: DUWS 0.8a DUWS 0.8 DUWS 0.77a DUWS 0.77 DUWS 0.76a DUWS 0.76 DUWS 0.75c DUWS 0.75b DUWS 0.75a DUWS 0.75 DUWS 0.74b DUWS 0.74 DUWS 0.73e DUWS 0.73d DUWS 0.73c DUWS 0.73b DUWS 0.73a DUWS 0.73 DUWS 0.7a DUWS 0.7 DUWS 0.6 DUWS 0.5b DUWS 0.5a DUWS 0.5 DUWS 0.4b DUWS 0.4a DUWS 0.4a_dev_build DUWS 0.4 DUWS 0.4dev_build DUWS 0.3a DUWS 0.3 DUWS 0.2b DUWS 0.2a DUWS 0.2 DUWS 0.101a DUWS 0.1 alpha OVERVIEW: The DUWS generate randomly a mini campaign, with all the enemy zones to capture being randomly generated. Or you can also choose to manually place your HQ and the enemy and easily make your own unique "campaign". The key here is to have maximum replayability, where the player can setup his own campaign or let the DUWS create everything randomly for him. You can play with the DUWS on any island you want, you just have to rename the .pbo file. Example: DWS.stratis.pbo >> DWS.chernarus.pbo QUICKSTART: Put the .pbo inside your "Steam\SteamApps\common\Arma 3\Missions" folder. When you are asked to choose the campaign settings, just use the default parameters and click "start". FEATURES: *Play the way you want: -Play as a lone wolf or as a SF team, using support assets and gadgets and perform side missions -Control your personnal squad of troopers and fight against the OPFOR -Control several squads, vehicles and supports and try to retake the island from the enemy -...or a mix of all of them *Persistent player stats througout the campaigns/missions, allowing the player to play a multi island driven campaign *Unlock abilities throughout the campaigns as you gain experience (persistent) *Pretty much every location is randomly generated on the map, from the HQ to the enemy zones and side mission locations. *Side mission selection screen. Missions are generated randomly. *Play the DUWS on any island you want to. *VAS by Tonic (Armory) *Several support options to unlock (UAV, Arty, Personnal FLIR, VAS, ...) *You can define by yourself the HQ, the enemy zones, or just the HQ and let the DUWS generate the zones automatically. You can also let the DUWS create everything by itself. Basicly you decide the level of randomization there is. *WARCOM(War Commander) system. BLUFOR forces will try to capture the island, war escalates as the campaign progress. *Dynamic weather. At the start of the campaign, you may choose the type of weather (mediterranean, temperate, tropical, arid...). The weather will then be randomly generated according to these parameters. *Fully support the High Command module VIDEO REQUIRED ADDONS: None, you can play ArmA III vanilla or use all the addons you want: islands, weapons, gear. Note that the DUWS will not show addons that adds BLUFOR units/vehicle, since they are added by hand. However, addons that add OPFOR vehicles will be used, since OPFOR vehicles are taken directly from the cfgVehicles classes. MP NOTES: This mission can be played in coop. Regarding the nature of the DUWS, it must be run on a listen server. Does not work on a dedicated server. I suggest adding a password to your game, so only friends can join and no random guy will be able to trash your game. See the ingame manual for gameplay changes. Changelog: 0101a: Changed player stat menu Introduced persistent stats: -amount of zones captured -the islands you have captured -number of side mission accomplished Added reset stat button. You can reset your persistent stats Added new support "vehicle refit" Cost of personnal flir upped to 20 0.2 introduced a failsafe for the zone creation added a loading screen while searching for the HQ added a dynamic weather system, you can also chose your weather type at the beginning at the campaign added to possibility to establish FOBs after you have captured your first zone updated the DUWS ingame manual added ATV in the vehicle menu removed accidental parachute spawn removed the error that sometimes occurs when fetching into cfgVehicles Thanks to Das Attorney for the help fixed an issue where the player might die during the init of the missions (very rare) Added the WARCOM ai skills was broken in ancient DUWS version, now it's functionning properly and you can set the ai skill in the start menu player can chose starting army power lots of minor bug fixes 0.2a fixed variables names where a few players dindt got the AP bonus 0.2b fixed a bug where the FOB option would not reappear after being denied 0.3 updated name/adjectives pool for the name randomization introduced the xp system, based on persistent stats. That means XP is also persistent, if you have unlocked abilities during a campaign, you will keep them if you restart the mission. introduced the abilities, based on the xp and thus, abilities are persistents. added quick reflexes to abilities added advanced conditionning to abilities added field surgery to abilities added veteran instinct to abilities WARCOM: now the task forces will have a marker on their position player stats menu accomodated so the player can see his XP now. updated army power entry in the manual added experience section in the manual added a check to the script for the script fetching valid zones to make sure nothing is spawning inside a rock or something weird. Due to these changes, fetching a hq location should take a bit more longer. I also increased the authorized max Z(elevation) difference to make the side missions being generated more quickly. when the player was manually placing the HQ, the DUWS was broken. Added another step in the init.sqf zones manual placement was also broken, hopefuly fixed now. Check the init.sqf if you are placing the zones by hand. 0.3a fixed a bug where --blank-- would appear on some mission names achieving side missions would not give you CP anymore, just fixed that 0.4 switched to dev build of arma player can select the blufor ai skill range added high command module support with squads, meaning that the player can request squad at the hq now, basicly you can own and order a whole army now if you want to. added tooltips at the startup dialog divided by 3 the amount of CP you receive when a zone is captured player can request supply drops at fobs updated to vas 1.6 (meaning you can now change binoculars at armory. Also included localization in german for the VAS) added AT specialist and diver to unit list using BIS_fnc_findSafePos to generate the position for HQ and side mission. Now, HQ and side mission generation is instantaneous and much more efficient. Generated stuff should now not spawn anymore in odd places. tweaked mapsize.sqf to make BIS_fnc_findSafePos usable tweaked all the mission files to accomodate BIS_fnc_findSafePos tweaked locatorHQ.sqf to accomodate BIS_fnc_findSafePos added a check, generated side missions will never be on the same spot OPFOR AT and AA specialist are now patrolling the enemy zones. increased list of random names added helicopter taxi in supports changed the spawn location of BLU attack waves, hopefellu commander will not randomly die anymore 0.4a typo correction by FrankHH added new support Mk.20 Rockeye II cluster bomb using taxi would not cost you any CP being denied the LZ would prevent the taxi option to reappear 0.4b QUICKFIX: vehicles would not be created anymore, just fixed that. 0.5 Implemented OPFOR AP management changed the zone capture system, now the opfor can, and will try to recapture the zones under blufor control fixed bugs at the startup screen randomized the delay between assault waves Startup help hints are appearing only if it's your first time playing the mission (or this version) HQ spawn is now inside a bunker minor tweaks and fixes revamped the whole side mission generation system, now the player can chose through the strategic map wich mission to play. Missions are generated randomly. updated VAS to 1.7 0.5a (quickfix) player could not give SITREP anymore, fixed now 0.5b(quickfix) requesting a vehicle will not blow up the HQ anymore. 0.6 made the instructions inside the init.sqf more clear for when the player is placing manually stuff (hq & zones) balancing: when a zone is captured by blufor, both armies are getting equally stronger, thus giving a challenge for the player who wants to play only as capturing the zones the HQ will broadcast a message to all BLUFOR units if enemy units are within 300meters of the main base. added a new side mission: sabotage modified briefings entries bought infantry is spawning just outside the HQ. sometimes, a random music track is playing when being transported by taxi helo modified the request menu GUI helo taxi should not stop hovering when being called sometimes the player would spawn into the air at mission startup When requesting a FOB, the script put it automatically in a valid pos. If no pos are found, request is denied added marksman, sniper & spotter in the unit list switched to BIS_fnc_findSafePos for finding a zone. WARCOM will init even when zones are manually placed. added prefabs buildings when zones are created. No more "zone 1", "zone 2", "zone 3", ... added the squad manager interface, where you can disband/add units to HC/your own squad the game will autosave when a FOB is deployed increased the price of motorized scouts and mec. squad added new support: specialized infantry training HQ and FOBs now have guards added radio chatter to HQ BLUFOR skill affects single units now. 0.7 COOP SUPPORT (listen server only) typo corrections added a random delay before the first wave of OPFOR attack player is no longer able to use actions at the HQ and FOBs through AI squad members resting will now remove dead bodies OPFOR zones spawn further from base now player will now be notified when he enters a FOB location player will be notified when enemies are close to a FOB. player will have to wait more before the DUWS report an impossible zone generation error at startup 0.7a quickfix: HC would not init in SP 0.73 HC squads now have names (fireateam, rifle squad, etc..) instead of Alpha 1-1, etc... You can now rename your HC squads opfor assault waves spawn outside prefabs OPFOR and BLUFOR are now patrolling between the zones OPFOR leader will sometimes call for QRF on their position when attacked Added TAW viewdistance script (by Tonic) for MP added explosive specialist to the list of units FOB and HQ guards are equipped with AT and AA Added a little loop that should delete de empty groups, hopefully fixing the bug of AI not shooting each others 0.73a quickfix: removed "TF derp" markers on opfor qrf... 0.73b holding control zones gives you CP 0.73c potentially fixed the issue where the AI would stop working properly 0.73d hopefuly fixed the freezes issues 0.73e Changed the weather script. Using "Arid" settings should not cause the crashes anymore. 0.74 added new ability: field repair added new support: boat taxi added safeties regarding setFog to weather script player can now convert CP into AP added static defenses to HQ added sound effects when unlocking stuff player can now purchase static defenses at FOBs player can decide if he wants to fast travel with the helo taxi support or not tweaked the helo taxi script to avoid bugs added new vehicles (MBT and AA afv) tweaked the weather.sqf and added debug lines into the .rpt to hopefully fix the AI bug removed the OPFOR arty from the random vehicle spawn added smoke and chemlight to mark the helicopter lz for the helo taxi script 0.74a (steam workshop version only) added new names to the random names pool disabled the dynamic weather to avoid AI bugs 0.74b MP: when a player is killed, only 2 cp are removed BLUFOR patrols are now friendly 0.75 added the fob manager the player can manually reinforce each fobs the player can choose to fast travel between fobs and the main base (can be deactivated at startup) the HQ is telling you the AP and the CP when giving a SITREP Re-arranged playable units to allow squad-play and more variety. ([b]timsk[/b]) Players can now respawn at any FoB or main base. ([b]timsk[/b]) the blufor tracked apc really costs 35 now added the CRV-6e Bobcat to purchase added a new prefab: camp site ([b]DemolitionsTech[/b]) added a 3d icon for the officer at the main base updated to VAS 2.0 0.75a player is not locked anymore inside the taxi chopper modified the spawn position of the requested empty vehicles to avoid the rotor of a chopper bumping into the HQ destroyed vehicles, ragdolls, dropped weapons, smokes and chemlights will be deleted 1 hour after being far from the player (v1.7 "repetitive_cleanup.sqf" script by aeroson) fixed a bug where there was playable units in the water fixed the manual setting of HQ and zones (bugs, player being invincible,...) 0.75b at startup, player can now choose the maxium distance from the HQ when the zones are spawned dynamic weather is now enabled again, with the possibility to not enable it at startup added names and adjectives to the random name pool the player can now choose to place manually the HQ at the startup 0.75c the dialog not showing at startup *should* be fixed 0.76 the menu where the player select random on manual HQ placement should not reopen manual placement of HQ is less restrictive BLUFOR and OPFOR patrols between zones should be more common side mission placement radius is limited to the "zone maximum distance from the hq" set at the startup the player can now recruit special operative. They have their own skills, they have special equipment and they stay all the duration of the campaign, they get better as the campaign progresses upgraded to VAS 2.2 v0.76a quickfix: recruited special operatives should not get stuck inside the HQ v0.77 BIS_fnc_addStackedEventHandler is used instead of onEachFrame personnal FLIR display is synchronized with player stance radio towers need only 1 satchel charge to be destroyed now in mp, the host can now save even when he has not chosen the squad leader spot in the lobby in mp, the host can choose the CP penalty when a player dies in the game lobby player cannot save manually anymore (by pressing escape and then "save" in the menu). He must rest, create a FOB or spend 1 CP on a SITREP incorporated a revive script for MP (can be disabled in the lobby). (thanks to aeroson for get/set loadout script) increased the delay between OPFOR assaults reduced the flying altitude for the helo taxi the zone generation process has been modified, it takes a bit more time but it MAY prevent the "AI not engaging each other" bug v0.77a added a bottom right message when resting and when the campaign is generated made the weather sync in mp more efficent for fog values dynamic weather should act more according to chosen startup parameters if the player has a GPS in his gps slot in his inventory, his position will be shown on the map savegames should now be able to be resumed after closing ArmA3 v0.8 added a transparent black background to the dialog interfaces english operatives now have english voices special ability "field surgery" has an animation now removed debug console added a new ability: "logistic support" each time operators receive a skill bonus, deployed operators will get 10 skill points wich can be spent on any skill the player wants for the support "helo taxi", when the pilot leaves the chopper (meaning it's problably disabled), support will be available again removed 1 radio chatter file, to make the mission lighter added new ability: field commander tweaks to the gps marker system added dynamic ambient music minor fixes to "guards.sqf" v0.8a fixed a bug where the player would suffer lag after 30 minutes (temporary disabled music_loop.sqf) removed hq icon (temporary disabled) v0.8b removed the dynamic music (temporary) License: You can remix, tweak, and build upon my work non-commercially, as long as you credit me and license your creations under these same identical terms. Click here if you want to help me develop the DUWS by creating little prefabs wich are randomly picked when a zone is created. CREDITS: Mission made by kibot. VAS script by Tonic. Thanks to Kempco for the mapsize script. Armaholic for the mirrors Everyone who's giving feedbacks, thank you. Everyone who's supportive, thank you :). How to place manually the HQ and the enemy zones ? 1)Read the init.sqf more info. 2)Check this to see wich values you have to modify inside the init.sqf I just realized the name of the DUWS is a bit similar to the Dynamic War Sandbox. This mission has nothing to do with it, it's just a coincidence. Edited January 4, 2014 by kibot update to 0.8b 2 Share this post Link to post Share on other sites
katipo66 94 Posted July 28, 2013 Sounds great, is it for both sides or just Blufor. Share this post Link to post Share on other sites
kibot 2 Posted July 28, 2013 (edited) Sounds great, is it for both sides or just Blufor. It's just for BLUFOR. The level of work to make it independant/OPFOR compatible would just be crazy. Right now I'm focusing on adding more content (missions, bells & whistles) to the mission. I'll also have to start working on persistent stats that will affect the player's experience, like having bonuses if you already have captured an island. Edited July 28, 2013 by kibot typo Share this post Link to post Share on other sites
katipo66 94 Posted July 28, 2013 No problem, will download next opportunity and take her for a spin. Share this post Link to post Share on other sites
zapat 56 Posted July 28, 2013 (edited) Just a quick check so far: the things that are ready look fun and polished! Idea #1: Why don't you use startLoadingScreen with heavy calculations? Would make the wait a lot shorter and you need to wait anyways.... Idea #2: You should include some sort of cheapish taxi. I got my first side mission 2.3 kms away, which I won't walk. :( Maybe I should start with zones and build up an own helo, shouldn't I. Edited July 28, 2013 by zapat Share this post Link to post Share on other sites
kibot 2 Posted July 29, 2013 Just a quick check so far: the things that are ready look fun and polished!Idea #1: Why don't you use startLoadingScreen with heavy calculations? Would make the wait a lot shorter and you need to wait anyways.... Idea #2: You should include some sort of cheapish taxi. I got my first side mission 2.3 kms away, which I won't walk. :( Maybe I should start with zones and build up an own helo, shouldn't I. Idea #1: using startLoadingScreen is indeed a good idea, at least at the beginning where a position for the HQ is being fetched. Idea #2: I think I'll add ATV for something like 1 CP, or just 0 CP but you can request an ATV every X minutes. Thanks for the input :). I just updated the DUWS (check the 1st page), introducing the persistent player stats, right now it has no effects, just for show :). But in the future it will give bonuses, depending on number of mission accomplished and islands/zones captured. Also, I need help: I'm kind of new with fetching things from the config files. I've made a function checking randomly the entries of cfgVehicles until a vehicle type from a specific faction has been found. Problem is I'm getting this error sometimes: random_veh.sqf //faction = "OPF_F"; faction = "BLU_F"; faction = "IND_F"; faction = "CIV_F"; //vehicleClass = "Armored" "Car" "Ship" "Static" "Air" //hasDriver = 1; //canFloat = 0; _faction = _this select 0; _vehClass = _this select 1; _position = _this select 2; _radius = _this select 3; _cfgVehicles = configFile >> "CfgVehicles"; _totalentries = count _cfgVehicles; // GO INTO CFGVEHICLES AND CHECK NUMBER OF ENTRIES _realentries = _totalentries - 1; _found = false; _foundVeh = ""; while {!_found} do { _checked_veh = _cfgVehicles select round (random _realentries); // RANDOMLY SELECT AN ENTRY _classname = configName _checked_veh; //Silent format["%1",_classname]; sleep 0.005; _actual_vehclass = getText (_checked_veh >> "vehicleClass"); _actual_faction = getText (_checked_veh >> "faction"); _scope = getNumber (_checked_veh >> "scope"); if (_actual_vehclass == _vehClass && _actual_faction == _faction && _scope != 0) exitWith { // hint format["%1",_classname]; // _veh = createVehicle [_classname, position player, [], 0, "FLY"]; _foundVeh = _classname; }; }; // --- VEHICLE FOUND --> _foundVeh // DETERMINE LA FACTION _side = EAST; if(_faction=="BLU_F") then {_side=WEST}; if(_faction=="OPF_F") then {_side=EAST}; if(_faction=="IND_F") then {_side=RESISTANCE}; if(_faction=="CIV_F") then {_side=CIVILIAN}; _createdVehFnc = [_position,0,_foundVeh,_side] call bis_fnc_spawnvehicle; _vehGroup = _createdVehFnc select 2; _patrolRadius = round(_radius/2); //hint format["%1",_patrolRadius]; [_vehGroup, _position, _patrolradius] call bis_fnc_taskPatrol; //_crews = _createdVehFnc select 1; // //_driver = _crews select 0; //DEBUG //addSwitchableUnit _driver; // As I said, I'm pretty new at fetching classes from the config files, if you want to have some randomization element, that's the way to go :). Share this post Link to post Share on other sites
2fast 11 Posted July 29, 2013 always loved this kind of mission. but then somehow I always ending up writing my own script for it, cause no one knows my taste better. Thanks for the mission, will check it out after work! :cool: Share this post Link to post Share on other sites
chipper 0 Posted July 29, 2013 Any plans to have an MP version? Share this post Link to post Share on other sites
Furret 0 Posted July 29, 2013 A great proof of concept Kibot. I look forward to seeing it progress. Share this post Link to post Share on other sites
kibot 2 Posted July 29, 2013 Any plans to have an MP version? It's in my (very) late to do list, reasons: -I'm very novice with multiplayer scripting and debugging (thoses JIP problems and dedicated/listen differences, annoying...) -I don't own any dedicated server for testing & debugging, meaning that if I develop something for dedicated servers, I'll be doing it blind since I can't test if things work -I don't have any testers right now. But hey, since I'm not developing for MP yet it's not a big deal, I need to get the 2 things above right before asking for testers A great proof of concept Kibot. I look forward to seeing it progress. Thanks for you kind words, any feedback or suggestions are welcome if you have any :). Share this post Link to post Share on other sites
Furret 0 Posted July 29, 2013 (edited) A few ideas, prepare for a wall of text: Starting base: Grows in size automatically with area captures/missions completed UAV provided automatically after 10 missions complete, etc More padded out, make it feel more base-like with tents/H-blocks etc Enemy Bases: Random bases stay the same, perhaps add some prefab base objects to them Bases could have a 'theme': motorpool, barracks, airfield An objective to perform instead of just kill everyone, (See EOS below) Fixed bases: Could be chosen from landmarks (town/base etc) Large bases could be split into multiple ‘zones’ that need to be captured individually to take whole base. AI operations: Friendly AI will attempt to take areas: The attack could still occur without player, perhaps as an abstract computation to lower CPU load. AI strength improves with time and/or bases taken Enemy AI could perform counter attacks on friendly bases (side mission?), bonus points Player could join AI attack on a base (side mission perhaps?), bonus points Multiplayer: Might be easier to implement this when the mission is still relatively basic/small FOB: Some sort of item to allow fast-travel the the location the item was placed Etc: Implementation of BangaBobs EOS system. Edited July 29, 2013 by Furret Share this post Link to post Share on other sites
ericfr 0 Posted July 29, 2013 Is there spawn enemies ?, some appear on my back (100m), i hate, not realistic after cleaning the zone. Share this post Link to post Share on other sites
prykpryk 11 Posted July 29, 2013 Does skill setting in game options do anything in mission? I don't think so. Any chance of implementing that? Share this post Link to post Share on other sites
kibot 2 Posted July 29, 2013 (edited) Is there spawn enemies ?, some appear on my back (100m), i hate, not realistic after cleaning the zone. I'm also not a fan of making the enemies dynamicaly spawn/despawn near the player. The only time ennemies are spawned is when the zones are created and when side missions are given. I'm sorry, but it seems you got flanked ;). @Furret: -Adding stuff to the base when the player achieve something or advance in the campaign is a great idea, maybe now I have an idea to what to do with the Army power -Providing stuff to the player after X missions achieved is a great way to keep player on. Maybe even make these stuff persistent, will look on more support to unlock. -I've already thought about adding prefabs sets of building to BLUFOR base/OPFOR zones, terrains like zargabad or chernarus may be good for that, but the problem is that 99.9% of the terrain in Stratis is sloped, thus making it nearly impossible for my scripts to find a flat place (if you look the map of Altis you'll find it's just some kind of big mountain). And if I put a set of building on a sloped terrain, It will look weird :/. Maybe when ArmA 3 will be released Altis will have more viable terrains. -The idea of taking multiple zones to capture a major opfor point and get bonuses is a good idea -AI operations: I have some kind of basic AI director planned for that ;). It will indeed involve the BLUFOR launching attacks against enemy zones. Attacks strenght of the BLUFOR will depend on the missions the player has accomplished, so if the player wants it, he can capture the island without attacking a single zone but indirectly supporting the troops on the field by achieving side missions. -Give the player to establish a safe fast-travel zone is a good idea, I'll think about that -About the EOS, I'd prefer to use my own scripts for AI management since I know how they work and I want to keep control on how I spawn things. As I said, I'm not a fan of making enemies spawn/despawn. Thanks for the suggestions ! ---------- Post added at 20:43 ---------- Previous post was at 20:35 ---------- Does skill setting in game options do anything in mission? I don't think so. Any chance of implementing that? I'll be honest with you, I have not much idea on how AI skills work, if someone could point me to some clear documentation it would be nice. You can set a lot of skills settings, but in the end you don't know what overwrites what: -Skills settings in the options menu -Setskill command Right now, I'm spawning enemies with a skill of 0.3 (skill ranging from 0 to 1) using the function, wich I assume, use the setSkill command: BIS_fnc_spawnGroup I don't know how the setSkill command affects the skill settings in the game options nor IF it actually does. Edited July 29, 2013 by kibot Share this post Link to post Share on other sites
das attorney 858 Posted July 29, 2013 Also, I need help:I'm kind of new with fetching things from the config files. I've made a function checking randomly the entries of cfgVehicles until a vehicle type from a specific faction has been found. Problem is I'm getting this error sometimes: Hi mate, cool little mission. Look forward to get to playing it in a bit. :) Been looking at your script and think I've fixed it for you. All you need to do is: Make the variables private (not critical in this case I think, but just for good scripting practice) Add a filter in to check that the class isn't equal to "vehicleClass". if (_actual_vehclass == _vehClass && _actual_faction == _faction && _scope != 0) exitWith { becomes: if (_actual_vehclass == _vehClass && _actual_faction == _faction && _scope != 0 and _classname != "vehicleClass") exitWith { :) _____________________________________________________________________________________________________________ Working copy of script: //faction = "OPF_F"; faction = "BLU_F"; faction = "IND_F"; faction = "CIV_F"; //vehicleClass = "Armored" "Car" "Ship" "Static" "Air" //hasDriver = 1; //canFloat = 0; private ["_foundVeh","_checked_veh","_classname","_actual_vehclass","_actual_faction","_scope","_side","_faction","_vehClass","_position","_radius","_cfgVehicles","_totalentries","_realentries","_found","_createdVehFnc","_vehGroup","_patrolRadius"]; _faction = _this select 0; _vehClass = _this select 1; _position = _this select 2; _radius = _this select 3; _cfgVehicles = configFile >> "CfgVehicles"; // "CfgVehicles"; // hint format["%1",_cfgVehicles]; _totalentries = count _cfgVehicles; // GO INTO CFGVEHICLES AND CHECK NUMBER OF ENTRIES _realentries = _totalentries - 1; _found = false; _foundVeh = ""; while {!_found} do { _checked_veh = _cfgVehicles select round (random _realentries); // RANDOMLY SELECT AN ENTRY _classname = configName _checked_veh; //Silent format["%1",_classname]; sleep 0.005; _actual_vehclass = getText (_checked_veh >> "vehicleClass"); _actual_faction = getText (_checked_veh >> "faction"); _scope = getNumber (_checked_veh >> "scope"); if (_actual_vehclass == _vehClass && _actual_faction == _faction && _scope != 0 and _classname != "vehicleClass") exitWith { // hint format["%1",_classname]; // _veh = createVehicle [_classname, position player, [], 0, "FLY"]; _foundVeh = _classname; }; }; // --- VEHICLE FOUND --> _foundVeh // DETERMINE LA FACTION _side = EAST; if(_faction=="BLU_F") then {_side=WEST}; if(_faction=="OPF_F") then {_side=EAST}; if(_faction=="IND_F") then {_side=RESISTANCE}; if(_faction=="CIV_F") then {_side=CIVILIAN}; hint format["%1",_foundVeh]; _createdVehFnc = [_position,0,_foundVeh,_side] call bis_fnc_spawnvehicle; _vehGroup = _createdVehFnc select 2; _patrolRadius = round(_radius/2); //hint format["%1",_patrolRadius]; [_vehGroup, _position, _patrolradius] call bis_fnc_taskPatrol; //_crews = _createdVehFnc select 1; // //_driver = _crews select 0; //DEBUG //addSwitchableUnit _driver; // Nice little script by the way. Something I found is that when the class is "Air", it might spawn a parachute. You may need to put in an additional check to filter out the parachutes (if you don't want them obv). If you're into this config searching kind of thing, there's a really good thread here where the author wrote an amazing script that checks cfgWeapons. Share this post Link to post Share on other sites
kibot 2 Posted July 30, 2013 (edited) Das Attorney: Thank you so much !! Now I can have this script bug free :D. Also, thanks for pointing the parachute thing, just fixed that. :) Edit: Just had the error message with the fixed script, seems fix is not working yet Disregard that, it's just me being derpy. The script is actually working bug free. ---------- Post added at 00:04 ---------- Previous post was at 22:11 ---------- Just had the error message again, damn, I can't fix this. I'll keep looking into it. ---------- Post added at 00:49 ---------- Previous post was at 00:04 ---------- Just found the issue, it was really easy in fact. Just had to add the isClass command to it :) if (isClass _checked_veh) then { //faction = "OPF_F"; faction = "BLU_F"; faction = "IND_F"; faction = "CIV_F"; //vehicleClass = "Armored" "Car" "Ship" "Static" "Air" //hasDriver = 1; //canFloat = 0; _faction = _this select 0; _vehClass = _this select 1; _position = _this select 2; _radius = _this select 3; _cfgVehicles = configFile >> "CfgVehicles"; _totalentries = count _cfgVehicles; // GO INTO CFGVEHICLES AND CHECK NUMBER OF ENTRIES _realentries = _totalentries - 1; _found = false; _foundVeh = ""; while {!_found} do { _checked_veh = _cfgVehicles select round (random _realentries); // RANDOMLY SELECT AN ENTRY _classname = configName _checked_veh; if (isClass _checked_veh) then { // CHECK IF THE SELECTED ENTRY IS A CLASS //hintSilent format["%1",_classname]; sleep 0.005; _actual_vehclass = getText (_checked_veh >> "vehicleClass"); _actual_faction = getText (_checked_veh >> "faction"); _scope = getNumber (_checked_veh >> "scope"); // check if actually present in editor _simulation_paracheck = getText (_checked_veh >> "simulation"); // check if not a parachute if (_actual_vehclass == _vehClass && _actual_faction == _faction && _scope != 0 && _simulation_paracheck != "parachute") exitWith { // hintSilent format["%1",_classname]; // _veh = createVehicle [_classname, position player, [], 0, "FLY"]; _foundVeh = _classname; }; }; }; // --- VEHICLE FOUND --> _foundVeh // DETERMINE LA FACTION _side = EAST; if(_faction=="BLU_F") then {_side=WEST}; if(_faction=="OPF_F") then {_side=EAST}; if(_faction=="IND_F") then {_side=RESISTANCE}; if(_faction=="CIV_F") then {_side=CIVILIAN}; _createdVehFnc = [_position,0,_foundVeh,_side] call bis_fnc_spawnvehicle; _vehGroup = _createdVehFnc select 2; _patrolRadius = round(_radius/2); //hint format["%1",_patrolRadius]; [_vehGroup, _position, _patrolradius] call bis_fnc_taskPatrol; //_crews = _createdVehFnc select 1; // //_driver = _crews select 0; //DEBUG //addSwitchableUnit _driver; // This is the code with the parachute check and the isClass fix. Now it should be bug free. Edited July 30, 2013 by kibot Share this post Link to post Share on other sites
das attorney 858 Posted July 30, 2013 Awesome man; good find :) Share this post Link to post Share on other sites
kiberkiller 10 Posted July 30, 2013 This is my favorite type of missions in ARMA. Good job! I really like it so far. Share this post Link to post Share on other sites
NeuroFunker 11 Posted July 30, 2013 very ice indeed. Could you make it coopable perhaps? At least for 2 people. Share this post Link to post Share on other sites
Kommiekat 11 Posted July 30, 2013 Nice mission so far. Enjoying it. I hope SaOK can do something similar with his "Whole Lot Of Stratis": -Straight to the point. -Take over areas without enemies spawning to take it back -Enough enemies to make it interesting but not overbearing. GOOD JOB! Share this post Link to post Share on other sites
tortuosit 486 Posted July 30, 2013 Thanks for you mission, I like that kind of Missions and will happily play it... I'll be honest with you, I have not much idea on how AI skills work, if someone could point me to some clear documentation it would be nice.You can set a lot of skills settings, but in the end you don't know what overwrites what: -Skills settings in the options menu -Setskill command As I understand it: Clientside/Missions scripts OVERWRITE MPServerSettings OVERWRITE GameOptions (first postings in) http://forums.bistudio.com/showthread.php?150704-AI-Skill-Setting So you can dictate skill and that's what I expect. And yes, please make use of SetSkill, and use some randomization. Share this post Link to post Share on other sites
zorrobyte 30 Posted July 30, 2013 (edited) Wow, initial impressions of the mission are great! Keep up the good work! for [{_t=1}, {_t<=count _zones_array}, {_t=_t+1}] do // I HAVE NO IDEA OF WHAT I'VE DONE for [{_t=1}, {_t<=count _distance}, {_t=_t+1}] do // OH GAWD Bahaha Edited July 30, 2013 by zorrobyte Share this post Link to post Share on other sites
kibot 2 Posted July 30, 2013 @kiberkiller & Kommiekat: Thanks. Keep in mind I'll keep improving the mission, this is only the beginning ;). @tortuosit: Thanks for the tip ! I'll add a menu for the player being able to choose the level of AI skill at the start. @zorrobyte: Damn, I hoped no one would ever look into that ! :p Right now, I've added the possibility to create FOBs for 10 cp (with FOB name generated randomly like the side missions). Also a dynamic weather system, where the player can choose during the startup screen the type of weather (temperate, arid, tropical,...) for the island. Did a lot of bug fixing too. I'm also working on the WARCOM (War Commander). Sort of a simple AI director I've made, it simulate an escalating war with BLUFOR HQ sending waves of troops in order to capture the zones, with more and more troops as the player is helping by achieving side mission or assisting the assault waves trying to capture the island. No implemented yet, but it will simulate OPFOR responses from the player action (basicly as the war escalates). More info on the WARCOM with changelog, I'll try to post the new version of the mission tonight once I'm done with setting the basics of the WARCOM. I'll also try to look into making it "coopable", since a lot of people are asking for it, but it may take some time before having something bug free. Share this post Link to post Share on other sites
zorrobyte 30 Posted July 30, 2013 @WARCOM Look @ HETMAN for inspiration. A3 ver classnassnames can be fixed with a run thru classname changer. https://bitbucket.org/zorrobyte/hetman-artificial-commander Sidemissions, look at patrolops a2 port->a3 https://bitbucket.org/zorrobyte/patrolops-a3 Share this post Link to post Share on other sites
kibot 2 Posted July 30, 2013 I just updated the DUWS (version 0.2 now). Main new features: -Introduction of the WARCOM (War Commander). The WARCOM simulates an escalating war where BLUFOR try to take control of the island by capturing it. -WARCOM use the Army Power (only blufor right now). -Dynamic weather system. The player can select the type of weather on the island (Tropical, temperate, arid, mediterranean,...). The weather is also generated randomly, according to the settings the player has chosen. -The player can deploy FOBs.(he needs to unlock the ability first). FOBs name are generated randomly. -The player can choose the skill range of the AI at the startup menu. If you are still playing on a old version of the DUWS, I strongly recommend that you use the new version, the AI skill was broken. @zorrobyte: Thanks, I'll take a look into that. Share this post Link to post Share on other sites