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kibot

[SP]Dynamic Universal War System (DUWS alpha0.1)

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I've just added a quick fast travel system between FOBs (you can activate/deactivate it at the startup). I'm also working on a system where the player can send troops from his high command to reinforce a FOB.

I hope I can release the next version this next week.

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Ethrendil:

It already has a cleanup script in place. Whenever you save (rest/save at main base) it cleans everything up.

I remember that being mentioned. However, I don't think it cleans up destroyed vehicles (maybe it does), so saving at the base may help performance issues people have.

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I've just added a quick fast travel system between FOBs (you can activate/deactivate it at the startup). I'm also working on a system where the player can send troops from his high command to reinforce a FOB.

I hope I can release the next version this next week.

woo hoo, sounds great Kilbot!

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I remember that being mentioned. However, I don't think it cleans up destroyed vehicles (maybe it does), so saving at the base may help performance issues people have.

Well, crap. I just checked the code. Looks like vehicles aren't deleted!

Although, I highly doubt having a few vehicle wrecks lying around it going to cause a noticeable drop in performance, especially when they aren't even being rendered.

Edit:

On triple-checking the cleanup code, it can definitely be improved. I'll get it in the next version for you guys.

Just waiting for Kibot to finish his changes and I'll be merging mine and his additions in for testing.

I've added a new respawn system (respawn at any FoB or main base), improved starting unit choices and allowed players to play in the same squad.

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Keep the destroyed vehicles. They have become part of the battlefield.

Plus like mentioned, they have little effect on frame rates.

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Keep the destroyed vehicles. They have become part of the battlefield.

Plus like mentioned, they have little effect on frame rates.

I would say keep only a certain number of them. Ie. 30 max. Because everything adds up. Better yet let the player/admin choose it as a parameter.
On triple-checking the cleanup code, it can definitely be improved. I'll get it in the next version for you guys.

Just waiting for Kibot to finish his changes and I'll be merging mine and his additions in for testing.

I've added a new respawn system (respawn at any FoB or main base), improved starting unit choices and allowed players to play in the same squad.

Sweet, looking forward to it.

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I would say keep only a certain number of them. Ie. 30 max. Because everything adds up. Better yet let the player/admin choose it as a parameter.

I don't think anything less than a few hundred vehicles all being rendered on screen will make any noticeable change in performance, it's not like they have any AI routines running or anything.

Anyway, I found a really well optimized cleanup script on these forums, so I've put that in and should be going into the next version with the rest of the changes.

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I don't think anything less than a few hundred vehicles all being rendered on screen will make any noticeable change in performance, it's not like they have any AI routines running or anything.

Anyway, I found a really well optimized cleanup script on these forums, so I've put that in and should be going into the next version with the rest of the changes.

I really don't know but I just assumed more objects on the maps = more info (positions) the server has to transfer to the clients which can build up to more lag. But really I don't know much about performance friendly scripting or server client interaction. I trust your judgement, its most likely better than my own.

Good to hear you found a good clean up script. Its amazing how much good stuff this community creates and shares.

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My computer specs are pretty dated, but all I can say is the cleanup script made the game go from unplayable after 2-3 hours (15-20fps) to consistent framerates from beginning of the game for as long as I have played (about 4 hours). Can't wait to see some new versions, sounds like some really cool features are being implemented. Thank you to kibot and timsk!

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I've just added a quick fast travel system between FOBs (you can activate/deactivate it at the startup). I'm also working on a system where the player can send troops from his high command to reinforce a FOB.

I hope I can release the next version this next week.

Don't forget Kibot, enable the squad management for the player no matter where he is. It's very frustrating to come back to the main base just to shift units from High Command to personal control or vice versa. Also if possible,

1. A player should be able to recruit AI controlled/manned Gunships instead of just empty vehicles. They'd be nice for escorting my transport chopper or my motorized/mechanized convoy.

2. A battery of AI manned/controlled SP Guns and also a battery of AI MLRSs. Target assignment to this battery should be possible via the map and in 3d.

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1. A player should be able to recruit AI controlled/manned Gunships instead of just empty vehicles. They'd be nice for escorting my transport chopper or my motorized/mechanized convoy.

Read through the thread. I've already said I'm working on the high command stuff. My plan is to expose some different waypoints (get in, get out, S&D etc).

You can already buy and use off-map artillery. Making it a real squad of MLRS vehicles might be good, but that's definitely at the bottom of the list I think.

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Quick question. When placing zones by hand, I have noticed if I capture them all, it doesn't end the mission. How do I set it to complete once all zones are captured?

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Quick question. When placing zones by hand, I have noticed if I capture them all, it doesn't end the mission. How do I set it to complete once all zones are captured?

Could be a bug, I'll check it out tonight.

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I'm having a weird problem with this mod, I've noticed troops from opposing side just stroll past each other a lot, for example in my last game I had a rifleman squad move into a town and then I watched as they ran past within metres enemy units despite shouting they had spotted them also the enemy where ignoring them and me! This also just happened when I helicopted into a zone and despite hovering above a group of hostiles no gunners wanted to fire and despite a number of hostiles on the ground they didn't even fire or notice the big helicopter above them. Am I missing something? I installed via steam workshop.

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Hi Strider, this is a known bug that's been reported by a few people now.

I've put in a fix for something that may have been causing it, but I can't be sure as I haven't actually seen it happen myself.

We should have a new version up this weekend that will have my attempt at fixing it in.

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In addition to not being able to complete the in manually placed version of mission, I have noticed I have god mode on in the manually placed zones version as well.... I don't know why.

EDIT: An Init change setting for allowing player damage had to be set to true after messing about. Makes sense. Not sure what line of code will equal completion of mission on capture of all zones but I'll keep looking.

Edited by Corsa1r

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I posted this in troubleshooting but I have only had a problem with this in DUWS, I am stuck in a constant state of fatigue, I am at base camp, healed and rested, in a standing position and I will become out of breath with blurred vision every 5 seconds. I was on a mission earlier, on a hillside when the problem happened. Saving and reopening the mission does not help. Any ideas?

thanks

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I posted this in troubleshooting but I have only had a problem with this in DUWS, I am stuck in a constant state of fatigue, I am at base camp, healed and rested, in a standing position and I will become out of breath with blurred vision every 5 seconds. I was on a mission earlier, on a hillside when the problem happened. Saving and reopening the mission does not help. Any ideas?

thanks

I would be hesitant to say anything in DUWS is causing that. It sounds like you've been shot and bandaged yourself.

I just want to make a note for anyone who reads this thread. Make sure you are running the stable release version of Arma 3. I've noticed lots of problems in DUWS and in other missions on the dev branch (beta opt-in).

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This is really a great mission to play, i love it and thank you for your hard work.:D

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In addition to not being able to complete the in manually placed version of mission, I have noticed I have god mode on in the manually placed zones version as well.... I don't know why.

EDIT: An Init change setting for allowing player damage had to be set to true after messing about. Makes sense. Not sure what line of code will equal completion of mission on capture of all zones but I'll keep looking.

I've made a lot of changes in the mission init when porting the mission to MP, and the manual placement of zones has been a bit messed up since that I think. However, it should be really easy to fix, I'll take a look at it.

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I've made a lot of changes in the mission init when porting the mission to MP, and the manual placement of zones has been a bit messed up since that I think. However, it should be really easy to fix, I'll take a look at it.

Thanks kibot. I also noticed something else strange, maybe you can explain, I noticed that if i set the prefab assets to true when manually placing, if I preview it in editor, it randomly creates an Outpost or Barracks, etc., as it should in the zone but once exported, there are no prefab assets while playing the mission.

EDIT: It seems after several resets of the game, the prefabs are now appearing for some reason.

Edited by Corsa1r

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Hi Strider, this is a known bug that's been reported by a few people now.

I've put in a fix for something that may have been causing it, but I can't be sure as I haven't actually seen it happen myself.

Hey timsk, I've noticed in my own mission making that having a squad behaviour set to careless will make them ignore enemies even when shot at point blank range. Could this have something to do ai not engaging?

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I can't get the manual zones to work in the editor.

I place the game logic and in the init is

null = ["Zone 9", 20, 200, getpos this,true,false] execvm "createzone.sqf";

Nothing happens, I set manual to true in the init and the HQ works fine.

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Hey timsk, I've noticed in my own mission making that having a squad behaviour set to careless will make them ignore enemies even when shot at point blank range. Could this have something to do ai not engaging?

That's a good point. I'm gonna go through and tweak our waypoints to always explicitly set a behavior for the group. If they are somehow getting stuck on Careless, then explicitly setting them to Aware of Safe every time should solve it.

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