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

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That's strange, i've got the latest TPW package. Are the saves tied to older versions?

Windwalking i have no clue, just sometimes in this mission, if i order someone to do the resupply their inventory flickers into existance for a split second before them aborting it.

It might have something to do with the issue reported above about them being put in different groups. I also have seen many squadmates saying "All Join Group 2" etc.

The bug u mentioned about grouping is a known bug in Arma. Your team mates think u are busy and won't follow u. To get around that open the radio commands and choose the done command. That way u will relay to your squad that u are done and they can follow u.

The bug happens when u select the whole squad and tell them to move to a way point when they are in a vehicle. U an get around that by only giving the move command to the drivers or use my set way point command.

Hope that helps.

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Hi,

Firstly thank you a lot for this awesome work! I spent many hours playing this map with a friend and I'm trying to edit the position of the HQ and enemy zones like it's explained in INIT.sqf. All works good in SP, but when I create in MP and some of my friends joins the game, the HQ is suddenly duplicated (and I think that the enemy zones too, because I have a hard fps drop). Some person tried to do this? Maybe could be a compatibility problem with the final release?

Thanks in advance!

Edited by deserthawk10

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Hi, had a blast capturing the first two zones but moving on to zone 3........

......enemy no longer attacks, including infantry and armor. I don't know why.

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Hey thanks for this mission dude its great idea but i have same problem as Kommiekat above.

I did a side mission and took one zone then called in a helicoptor to take me back to base and their was 20 opfor guys just prone and standing around next to the bluefor guys they wouldn't even shoot at me.

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Hey thanks for this mission dude its great idea but i have same problem as Kommiekat above.

I did a side mission and took one zone then called in a helicoptor to take me back to base and their was 20 opfor guys just prone and standing around next to the bluefor guys they wouldn't even shoot at me.

Play the Stratis version. BIS hasn't addressed the AI issues with Altis.

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Play the Stratis version. BIS hasn't addressed the AI issues with Altis.

Would that include my problem as well?

I re-started the mission again, got to zone 4, then noticed again that BLUFOR and OPFOR no longer engage eachother.

If I start shooting at Opfor, they go into panic mode, lay prone and check out where the shots are coming from.

I can literally walk right up to them with my whole AI team and nothing happens, No recognition, like we are invisible...........

Using Latest DEV build and Vanilla, no MODS.

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Would that include my problem as well?

I re-started the mission again, got to zone 4, then noticed again that BLUFOR and OPFOR no longer engage eachother.

If I start shooting at Opfor, they go into panic mode, lay prone and check out where the shots are coming from.

I can literally walk right up to them with my whole AI team and nothing happens, No recognition, like we are invisible...........

Using Latest DEV build and Vanilla, no MODS.

Pretty much. The AI issue is well documented in this thread. Kibot tried to address it, but it doesn't seem to be a scripting issue. I wouldn't expect BIS to fix it until they start campaign work on Altis and come across it - or it's accidentally fixed with another issue.

Bummer too, as Altis is perfect for this mod. The flat lands make it easy to deploy FOBs and such. Stratis has all sorts of issues because of the hilly terrain. I know for me, some zones couldn't have FOBs because of it.

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How do I change the amount of starting CP in the beginning? I edited the startup.sqf within the pbo, and the new value I selected is available in game, but I don't actually get that number of CP once I start. It always defaults back to 20.

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Pretty much. The AI issue is well documented in this thread. Kibot tried to address it, but it doesn't seem to be a scripting issue. I wouldn't expect BIS to fix it until they start campaign work on Altis and come across it - or it's accidentally fixed with another issue.

Bummer too, as Altis is perfect for this mod. The flat lands make it easy to deploy FOBs and such. Stratis has all sorts of issues because of the hilly terrain. I know for me, some zones couldn't have FOBs because of it.

Thanks for that reply.

It seems between this mission and SaOK's mission (Whole Lotta Atlis), better to wait until mission makers seem satisfied their work is finished and fairly bug free.

Back into the editor for me!

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Okay, after playing this a bit more, I have a request!

Supply drops contain ammo for the "most common equipment", but the problem here is when your team is not using the most common equipment, they have no means of reloading or rearming themselves. In particular, I had an AT soldier complaining in my ear every three minutes that he doesn't have any ammo for his Titan launcher (after a particularly scary "wait, what?!" moment when one of my AI team members suddenly shouted out "enemy tank, 200 metres, due north", I ordered the AT guy to take it out, and he spammed rockets like mad to finally take it out, several missing or splashing against the armour uselessly). The default supply drops do nothing to help since they only contain PCML ammo. The only way to solve this problem and get him the Titan AT rockets he needed was to unlock Armory support and then acquire free AT missiles using the virtual ammobox, create a stockpile of rockets on the ground (two agonising rockets at a time), and then order the AT soldier to rearm at the location using WW_AIMenu. This is needlessly painful for something that should be simple, particularly because it's not like I equipped the soldier with the Titan Launcher manually -- I simply recruited the AT soldier directly through the base officer. So even though the soldier is a part of the mission and not something I snuck in through Canadian subterfuge, he has no way of rearming as part of the mission and therefore, by a certain interpretation, is "broken".

To solve this problem, it might also be interesting to go for 1-CP Mercenaries-style drop crates where you can custom-order a drop of a single specialised "kit" in the field that would have everything you need to outfit yourself as a given soldier class -- so there would be an AT Soldier Kit, a Team Leader Kit, a Squad Leader Kit, a Sniper Kit, a Spotter Kit, etc. This would correspond nicely with special 1-CP drops of ammunition of a certain type -- e.g., a "Titan Rocket Pack" would drop a kitbag containing 2 Titan AT rockets, an "MX Ammo Pack" would drop a kitbag loaded with 6.5mm STANAG magazines, etc.

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I can't wait for updates to this, especially to more evenly space out the zones.

Any word on progress? Or is it halted until BIS patches the game some more?

Cheers!

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It appears that AT Soldiers are not trained in firing the Titan. They do the best they can with the PCML. Use an AT Specialist for the Titan. He carries 2 rockets which should hit every time. If you are expecting a busy

afternoon, carry a backpack with 2 extra rockets. He can reload from you.

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This is likely related to the AI issues. For some of us (I have a somewhat beefy system), the AI just stops working after a few hours. For you, it shows up via framerates. Play on Stratis, it'll probably work fine. Altis is not optimized from what I can tell and/or there may be a memory leak.

In testing the issue, I noticed my RAM usage for AIII went up to 1.9Gb (slowly climbed to that number from 1.2Gb) after an hour or so. Then, right around the AI not working issue, it dropped to 1.1Gb.

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What makes it worse is when i checked the tracker for the AI issue it only had 6 votes :(

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This mission is OUTSTANDING. Honestly it's the only thing so far that has made buying ARMA 3 worthwhile.

Edited by Replicant
Stupidity

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So, I've been trying to edit this mission for my own personal use, but I can't seem to make it work. All I want to do is make an A-2 Darter available for request, like you would a quad bike or other vehicle (because the darter is classified as a vehicle if I'm reading info correctly). I download the non PBO file set, put it into the editor, open up the requestvehicle.sqf, add in the new line of script, open up the editor, export to single player, and.... nothing. No change at all. I've tried to do this for several hours. If there's something simple I'm missing could someone please point it out? Or direct me to a good place to go to learn more about adding just this one vehicle request?

Update 1 hour later: So, I figured out you have to open up the request.sqf also and add in another line under the related request type, and I can now spawn a Darter UAV, however, it's not spawning under autonomous )however you spell it) and I cannot connect to it via a uav terminal. Tried picking it up and unpacking it, no luck. Any further help on this? I tried spawning it via unit request but it wont spawn from that, my guess is because it's a vehicle.

Update 2: So, after messing about in the editor with multiple missions, I decided to just go ahead and play DUWS, well, turns out, that if you go to backpacks, there's a UAV bag.... Guess what it does... Unpacks into a Darter. :Facepalm:

Edited by FrankieP
Update

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@ Kibot looks great!!! I can't help to ask would you ever think about porting this to ARMA2. Avibird

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Okay, after playing this a bit more, I have a request!

In particular, I had an AT soldier complaining in my ear every three minutes that he doesn't have any ammo for his Titan launcher (after a particularly scary "wait, what?!" moment when one of my AI team members suddenly shouted out "enemy tank, 200 metres, due north", I ordered the AT guy to take it out, and he spammed rockets like mad to finally take it out, several missing or splashing against the armour uselessly). The default supply drops do nothing to help since they only contain PCML ammo.

Not sure, but I think this is a BIS bug. I've noticed that as well and also, me as the player will whine and cry about NO AMMO when I've already loaded up from a dead body or crate.

Seems especially with AT weaponry but seen it with common rifle ammo as well after depletion and restocking........in other missions as well, not just DUW.

Lastly, nobody but me experienced the same problems I had in post #381?

Seems you people are bug free! I'm jealous.

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I'm loving this mission more and more each day. I've had to do a bit of novice editing and script pasting to fix a few things, and there are a few things I can't seem to figure out, so with that said I have a few comments/suggestions.

* My framerate would drop significantly after a few hours. Even at the best times on Stratis with 3 zones around 1000m I can only manage 30-40 fps on my old computer, so dropping to 20 fps is very unpleasant. I noticed that dead bodies and destroyed vehicles on the map weren't getting deleted, at least not for long periods of time. I added a script that deletes destroyed vehicles and dead bodies after 2 minutes and I noticed much more consistent framerates. After 5-6 hours I'm still getting the framerates I got in the first 20 minutes.

* I added countermeasures to the Hummingbird and Pawnee. This changed them from being useless to very useful in missions. Without the flares any misslelock was an immediate game over.

* I'd love to see the addition of vehicle transporting. Getting Ai to take control of vehicles and move them far distances is a huge problem in Arma, so if I could airlift a tank into a battle, that would be amazing. I haven't been able to find a script that will do that and still work well with DUWS yet.

* One of my new favorite features in this mod is the ability to SEND and RETRIEVE units from high command. It provides a workaround to a LOT of my Arma problems. I like to transport troops via chopper all over the battlefield, and unless they are spawned as "cargo" of a particular helicopter, transporting them via high command is IMPOSSIBLE. Now I purchase units as a squad, load them in the chopper, drop them off at a desired area, return to base or FOB, send that squad to high command, and suddenly moving my units around the map actually works. If I need to transfer them somewhere else, I just put them back in my squad and pick them up.

That's it. Can't wait for future improvements from kibot. Also thank you. You have made my Arma 3 playtime a very enjoyable experience thus far!

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Edit: i did it myself too :)

Simply added the same kind of destroyed vehicle / dead body removal script.

Will remove any bodies or vehicle wrecks (or disabled) outside 1km from the player every 5 minutes.

Everything else is identical to the latest version of this mission.

https://www.dropbox.com/s/639703rhq7r36h9/SPMP_DUWS074.altis.pbo

Edited by Baleur

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Interesting. Have you had any issues with the AI not responding while using this?

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I will give my version to anyone who wants it, but I'm sure my changes are sloppy and I certainly take no credit for anything I did. Honestly I'm such an amateur that I just copied and pasted other people's scripts into the request unit sqf and the mission init files. I personally never had major problems with the Ai not responding. Ocassionally my squad would freeze and no longer respond to orders, and that has happened once since I made the changes, but when I transfer them to high command they are responsive again.

Changes that have been made are as follows:

Bodies disappear after 3 minutes, vehicles after 1 minute (only destroyed vehicles, if you want to get rid of a vehicle make sure you blow it up). All of these settings can be modified in the delete.sqf file.

Hummingbird and Pawnee both spawn with flares and can have them re-armed. They don't deploy as nicely as the other choppers. Instead they are all bunched up, but they still work.

The Orca, Kajman, and Mohawk choppers from Opfor/Independent are available to purchase as vehicles. Not fully tested and you may get shot down by allies, though I had no problems flying around in an Orca.

Someone let me know if they get vehicle transporting to work!

The delete script I used was created by Anjan

https://www.dropbox.com/s/pto6e10u2b5lwu5/DUW0.74_cleanup.stratis.pbo

Edited by Ethrendil

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Has anyone else solved the problem of having a second HQ spawn in a multiplayer game that has preset zones? Everything works perfectly in single player, but when a second person joins it drops a second HQ and breaks the game. Also both players seem to be invulnerable until they respawn.

On another note, I got the vehicle lifting and cargo transporting to work by using BTC's scripts. Each small addition makes this mission shine even brighter and I can't imagine having half as much fun playing any other missions in Arma 3. It's a lot of fun dropping a supply crate from the sky, then driving or flying over and dragging it to the vehicle to load it up. I'm going to try and make a side mission that incorporates crates or cargo next.

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