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

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Unfortunately even in the release version of the game the scripts are still not initializing properly. I get no info in the map screen (such as briefing) and I never stop swimming in the corner of the map. Is there something I am just doing wrong, or what?

I have even tried downloading ArmA 3 from scratch again after deleting all profiles and game data.

Edited by JuggernautOfWar

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It's a good mission and the fun is guaranteed, congratulations.

As a suggestion, and to have more success the mission, I recommend that you perform a file stringtable.xml for all languages​​, most people do not know English and upon entering the mission without knowing what they say, stop playing.

I volunteer for the translation of the spanish mission.

Greetings.-

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For those of you who had been waited:

New patch: 1.02... didn't changed "AI don' shoot each other" issue........ I son't have words to describe my feelings!

Played for 4 hours on Altis - everything the same.

Does anyone not having this problem???

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Tried this on dev build 1.03....

Situation the same.

This is awful!!! This mission is awesome but I can't play it !!!

Is anyone don't having this issues? at all?

P.S.:

By the way I use old method to save the game - maybe this brake it?: I delete my savegame file and then game allows me to save.

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How to place manually the HQ and the enemy zones ?

See inside the init.sqf more info.

Instruction for this inside the init.sqf are cryptic, confusing and incomplete at the very best. Other than that, mission is a gem and all I have been playing in A3. If someone could please give more accurate and precise information about manual HQ placement, that would be incredibly helpful.

Thanks

---------- Post added at 07:03 ---------- Previous post was at 06:42 ----------

It's a good mission and the fun is guaranteed, congratulations.

As a suggestion, and to have more success the mission, I recommend that you perform a file stringtable.xml for all languages​​, most people do not know English and upon entering the mission without knowing what they say, stop playing.

I volunteer for the translation of the spanish mission.

Greetings.-

Seriously?

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Cro the init file isn't cryptic or incomplete, it may be confusing though, so I'm happy to help you.

In the init.sqf there are 2 changes you need to make.

If you are manually placing the hq change line 21 to read: hq_manually_placed = true;

If you are manually placing zones change line 22 to read: zones_manually_placed = true;

Note that you can manually place the hq and leave the zones to be random, but not vice versa. If you want the zones to be manually placed you need to also place the hq.

Now open up the mission in the editor. Add a new unit, change it to "Game Logic" and put the following code(s) in the init box:

For the hq: _null=[getpos this] execVM "initHQ\BluHQinit.sqf"

For an enemy zone: _null=["OP Xander",20,200,getpos this,true,false] execvm "initZones\createzone.sqf"

Note that the enemy zone listed above will be called "OP Xander" and reward the player with 20 cp for capturing it. It will also be a radius of 200. For the other variables refer to the init description. Make as many zones as you want, but only one HQ. Each new zone and HQ should be a separate game logic.

Save the file in the editor. Make sure it saved to the correct folder. My editor makes a duplicate folder and adds a % to the name so I have to copy the newly saved mission.sqm (which is what you just edited) to the folder I want.

Hope this helps, and feel free to ask questions if you get stuck.

Unfortunately I have not been able to get it to work for multiplayer because a second HQ is spawned for the second player. If ANYONE figures out how to make this work I would be greatly appreciative!

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Thank you Ethrendil for explaining that "Game Logic" part. That was the hangup and everything is working fine now.

- Cro

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just a few ideas:

- when rescuing someone, the target should sometimes need medical assistance, or should be unconscious (so medpack could help, only carrying).

- for destroying missions, there could be other targets than radio towers: Houses, stash boxes, vehicles, etc.

- randomising the side missions by mixing the already present types (sabotage+steal,target+rescue,destroy+rescue)

- add more side mission types (recon, transport, patrol)

- you could add TPW mods, for populating the island with civilians (http://forums.bistudio.com/showthread.php?164304-TPW-MODS-enhanced-realism-immersion-for-Arma-3-SP)

- You should definitely improve the MP side of the mission. I think it would be almost impossible to create a working/bufree/resource friendly dynamic mission like DUWS for dedicated servers (See the problems of WIT on ARMA2: http://forums.bistudio.com/showthread.php?111504-CO40-War-in-Takistan-Operation-Iron-rains-(WIT)). But for smaller groups, 4-6 players it could be perfect.

If you want to it useable for dedicated servers i think these steps wouldn't be to big:

- The commander role (starting/ending side missions, purchasing support, etc) should be transferable (by voting, by password use, or given by the current owner).

- The saved games should be password protected.

- the players could be part of teams/squads with their own AI team, and could be given orders to. (Like now with AI squads)

I think this is the most promising mission so far in arma3, and it can already compete with the arma 2 top dynamic missions. Kibot, you are our saviour. Keep up the good work!

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@Ethrendil: Try this. I added two lines to the Code in initHQ/BluHQinit.sqf.

_hqblu = _this select 0;
blu_hq_created = true;


PosOfBLUHQ = _hqblu;
publicVariable "PosOfBLUHQ";


If (!HQ_pos_found_generated) then {
// create the building
_hq = "Land_Cargo_HQ_V1_F" createVehicle _hqblu;

// create marker on HQ
_markername = format["%1%2",round (_hqblu select 0),round (_hqblu select 1)]; // Define marker name
blu_hq_markername = _markername;
//hint _markername;
_markerstr = createMarker [str(_markername), _hqblu];
_markerstr setMarkerShape "ICON";
str(_markername) setMarkerType "mil_flag";
str(_markername) setMarkerColor "ColorBlue";
str(_markername) setMarkerText "Main base";

// make HQ zone notification trigger
_trg5=createTrigger["EmptyDetector",_hqblu];
_trg5 triggerAttachVehicle [player1];
_trg5 setTriggerArea[100,100,0,false];
_trg5 setTriggerActivation["VEHICLE","PRESENT",true];
_trg5 setTriggerStatements["this", format["[""%1"",thislist] execvm 'enterlocation.sqf'",'Main Base'], ""];

// warning trigger when an enemy approaches the camp
_trgWarning=createTrigger["EmptyDetector",_hqblu];
_trgWarning setTriggerArea[300,300,0,false];
_trgWarning setTriggerActivation["EAST","PRESENT",true];
_trgWarning setTriggerStatements["this","PAPABEAR sidechat 'This is HQ, there are enemies near our main base!'", ""];





// CREATE THE OFFICER
_group = createGroup west;
_hq = _group createUnit ["b_officer_f",(getmarkerpos str(blu_hq_markername)), [], 0, "FORM"];
hq_blu1 = _hq;
publicVariable "hq_blu1";
_hq setpos [_hqblu select 0, _hqblu select 1, 0.59];
_hq disableAI "AUTOTARGET";
_hq setdir 0;
_handle = [hq_blu1] execVM "initHQ\HQaddactions.sqf";
removeallweapons _hq;
_hq switchMove "acts_StandingSpeakingUnarmed";
_handle = [_hq] execVM "sounds\radiochatter.sqf";

//GUARDS
_handle = [getpos hq_blu1] execVM "initHQ\guards.sqf";

//STATIC DEFENSES
_handle = [getpos hq_blu1] execVM "initHQ\fortify.sqf";

// IF THE OFFICER IS DEAD -- BEGIN OF "SPAWN"
[_hq] spawn {
_hq = _this select 0;
waitUntil {sleep 1;!alive _hq};
_hq switchMove "AidlPercMstpSnonWnonDnon01";
["TaskFailed",["","Your commanding officer has been killed"]] call bis_fnc_showNotification;
sleep 6;
["officerkilled",false,true] call BIS_fnc_endMission;
};
// IF THE OFFICER IS DEAD -- End OF "SPAWN"


// TELEPORT PLAYER
player setpos _hqblu;

//////// HQ GENERATED /////
"respawn_west" setMarkerPos _hqblu;
endLoadingScreen;
sleep 0.1;


// BROADCAST, TELL THE HQ POS IS FOUND
HQ_pos_found_generated = true;
publicVariable "HQ_pos_found_generated";


if (!zones_manually_placed) then {


// SHOW THE STARTUP MENU
if (!zones_created) then {
sleep 0.1;
_nill = [] execVM "dialog\startup\startup.sqf";
waitUntil {chosen_settings}; // WAIT UNTIL THE PLAYER HAS CHOSEN THE SETTINGS
};
player allowDamage true;

_weather_script = [] execVM "dialog\startup\weather.sqf";

// CALL ZONES GENERATION
waitUntil {!isNil {getsize_script}}; // WAIT UNTIL THE MAPSIZE SCRIPT IS DONE


if (!zones_created) then { // CHECK IF ZONES ARE PLACED, IF NOT EXECUTE locatorZonesV1.sqf
_zones_create = [50, 0.2] execVM "initZones\locatorZonesV1.sqf"; // CHECK IF ZONES HAVE ALREADY BEEN PLACED
};

};
if (debugmode) exitWith {};

_sitrep = [player1,"sitrep"] call BIS_fnc_addCommMenuItem;
};
[/Code]

Edited by Livedeath

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Livedeath, thank you so much for taking the time to help me out. Unfortunately the code you posted doesn't seem to work, it just leaves the player in the ocean and doesn't run the startup procedure. However, looking over your changes clued me in on what you were trying to do so I re-wrote it and got it to work! Thanks again because it is basically your fix with a minor edit! To anyone else who uses it, be aware that every player is invincible when starting so each player has to respawn before you want to play. Can't wait to build a base and play with a friend!

If (isNIL "HQ_pos_found_generated") then {


_hqblu = _this select 0;
blu_hq_created = true;


PosOfBLUHQ = _hqblu;
publicVariable "PosOfBLUHQ";


// create the building
_hq = "Land_Cargo_HQ_V1_F" createVehicle _hqblu;

// create marker on HQ
_markername = format["%1%2",round (_hqblu select 0),round (_hqblu select 1)]; // Define marker name
blu_hq_markername = _markername;
//hint _markername;
_markerstr = createMarker [str(_markername), _hqblu];
_markerstr setMarkerShape "ICON";
str(_markername) setMarkerType "mil_flag";
str(_markername) setMarkerColor "ColorBlue";
str(_markername) setMarkerText "Main base";

// make HQ zone notification trigger
_trg5=createTrigger["EmptyDetector",_hqblu];
_trg5 triggerAttachVehicle [player1];
_trg5 setTriggerArea[100,100,0,false];
_trg5 setTriggerActivation["VEHICLE","PRESENT",true];
_trg5 setTriggerStatements["this", format["[""%1"",thislist] execvm 'enterlocation.sqf'",'Main Base'], ""];

// warning trigger when an enemy approaches the camp
_trgWarning=createTrigger["EmptyDetector",_hqblu];
_trgWarning setTriggerArea[300,300,0,false];
_trgWarning setTriggerActivation["EAST","PRESENT",true];
_trgWarning setTriggerStatements["this","PAPABEAR sidechat 'This is HQ, there are enemies near our main base!'", ""];





// CREATE THE OFFICER
_group = createGroup west;
_hq = _group createUnit ["b_officer_f",(getmarkerpos str(blu_hq_markername)), [], 0, "FORM"];
hq_blu1 = _hq;
publicVariable "hq_blu1";
_hq setpos [_hqblu select 0, _hqblu select 1, 0.59]; 
_hq disableAI "AUTOTARGET";
_hq setdir 0;
_handle = [hq_blu1] execVM "initHQ\HQaddactions.sqf";
removeallweapons _hq;
_hq switchMove "acts_StandingSpeakingUnarmed";
_handle = [_hq] execVM "sounds\radiochatter.sqf";

//GUARDS
_handle = [getpos hq_blu1] execVM "initHQ\guards.sqf";

//STATIC DEFENSES
_handle = [getpos hq_blu1] execVM "initHQ\fortify.sqf";

// IF THE OFFICER IS DEAD -- BEGIN OF "SPAWN"
[_hq] spawn {
 _hq = _this select 0;
 waitUntil {sleep 1;!alive _hq};
 _hq switchMove "AidlPercMstpSnonWnonDnon01";
 ["TaskFailed",["","Your commanding officer has been killed"]] call bis_fnc_showNotification;
 sleep 6;
 ["officerkilled",false,true] call BIS_fnc_endMission;
 };
// IF THE OFFICER IS DEAD -- End OF "SPAWN"


// TELEPORT PLAYER
player setpos _hqblu;

//////// HQ GENERATED /////
"respawn_west" setMarkerPos _hqblu;
endLoadingScreen;  
sleep 0.1;


// BROADCAST, TELL THE HQ POS IS FOUND
HQ_pos_found_generated = true;
publicVariable "HQ_pos_found_generated";


if (!zones_manually_placed) then {


// SHOW THE STARTUP MENU
if (!zones_created) then {
sleep 0.1;
_nill = [] execVM "dialog\startup\startup.sqf";
waitUntil {chosen_settings};  // WAIT UNTIL THE PLAYER HAS CHOSEN THE SETTINGS
};
player allowDamage true;

_weather_script = [] execVM "dialog\startup\weather.sqf";

// CALL ZONES GENERATION
waitUntil {!isNil {getsize_script}};  // WAIT UNTIL THE MAPSIZE SCRIPT IS DONE


if (!zones_created) then {      // CHECK IF ZONES ARE PLACED, IF NOT EXECUTE locatorZonesV1.sqf
_zones_create = [50, 0.2] execVM "initZones\locatorZonesV1.sqf";   // CHECK IF ZONES HAVE ALREADY BEEN PLACED
};

};
if (debugmode) exitWith {};

_sitrep = [player1,"sitrep"] call BIS_fnc_addCommMenuItem;

};

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@Ethrendil, try this. It should set the Marker for all players, the action menu on the hq officer and make every player not invincible.

_hqblu = _this select 0;
blu_hq_created = true;

PosOfBLUHQ = _hqblu;
publicVariable "PosOfBLUHQ";

If (isNIL "HQ_pos_found_generated") then {
// create the building
_hq = "Land_Cargo_HQ_V1_F" createVehicle _hqblu;
};


// create marker on HQ
_markername = format["%1%2",round (_hqblu select 0),round (_hqblu select 1)]; // Define marker name
blu_hq_markername = _markername;
//hint _markername;
_markerstr = createMarker [str(_markername), _hqblu];
_markerstr setMarkerShape "ICON";
str(_markername) setMarkerType "mil_flag";
str(_markername) setMarkerColor "ColorBlue";
str(_markername) setMarkerText "Main base";

// make HQ zone notification trigger
_trg5=createTrigger["EmptyDetector",_hqblu];
_trg5 triggerAttachVehicle [player1];
_trg5 setTriggerArea[100,100,0,false];
_trg5 setTriggerActivation["VEHICLE","PRESENT",true];
_trg5 setTriggerStatements["this", format["[""%1"",thislist] execvm 'enterlocation.sqf'",'Main Base'], ""];

// warning trigger when an enemy approaches the camp
_trgWarning=createTrigger["EmptyDetector",_hqblu];
_trgWarning setTriggerArea[300,300,0,false];
_trgWarning setTriggerActivation["EAST","PRESENT",true];
_trgWarning setTriggerStatements["this","PAPABEAR sidechat 'This is HQ, there are enemies near our main base!'", ""];

If (isNIL "HQ_pos_found_generated") then {
// CREATE THE OFFICER
_group = createGroup west;
_hq = _group createUnit ["b_officer_f",(getmarkerpos str(blu_hq_markername)), [], 0, "FORM"];
hq_blu1 = _hq;
publicVariable "hq_blu1";
_hq setpos [_hqblu select 0, _hqblu select 1, 0.59];
_hq disableAI "AUTOTARGET";
_hq setdir 0;
};

_handle = [hq_blu1] execVM "initHQ\HQaddactions.sqf";

If (isNIL "HQ_pos_found_generated") then {
removeallweapons _hq;
_hq switchMove "acts_StandingSpeakingUnarmed";
_handle = [_hq] execVM "sounds\radiochatter.sqf";

//GUARDS
_handle = [getpos hq_blu1] execVM "initHQ\guards.sqf";

//STATIC DEFENSES
_handle = [getpos hq_blu1] execVM "initHQ\fortify.sqf";

// IF THE OFFICER IS DEAD -- BEGIN OF "SPAWN"
[_hq] spawn {
_hq = _this select 0;
waitUntil {sleep 1;!alive _hq};
_hq switchMove "AidlPercMstpSnonWnonDnon01";
["TaskFailed",["","Your commanding officer has been killed"]] call bis_fnc_showNotification;
sleep 6;
["officerkilled",false,true] call BIS_fnc_endMission;
};
// IF THE OFFICER IS DEAD -- End OF "SPAWN"
}

// TELEPORT PLAYER
player setpos _hqblu;

//////// HQ GENERATED /////
"respawn_west" setMarkerPos _hqblu;
endLoadingScreen;
sleep 0.1;


If (isNIL "HQ_pos_found_generated") then {
// BROADCAST, TELL THE HQ POS IS FOUND
HQ_pos_found_generated = true;
publicVariable "HQ_pos_found_generated";


if (!zones_manually_placed) then {


// SHOW THE STARTUP MENU
if (!zones_created) then {
sleep 0.1;
_nill = [] execVM "dialog\startup\startup.sqf";
waitUntil {chosen_settings}; // WAIT UNTIL THE PLAYER HAS CHOSEN THE SETTINGS
};

_weather_script = [] execVM "dialog\startup\weather.sqf";

// CALL ZONES GENERATION
waitUntil {!isNil {getsize_script}}; // WAIT UNTIL THE MAPSIZE SCRIPT IS DONE


if (!zones_created) then { // CHECK IF ZONES ARE PLACED, IF NOT EXECUTE locatorZonesV1.sqf
_zones_create = [50, 0.2] execVM "initZones\locatorZonesV1.sqf"; // CHECK IF ZONES HAVE ALREADY BEEN PLACED
};

};
if (debugmode) exitWith {};
};

player allowDamage true;

_sitrep = [player1,"sitrep"] call BIS_fnc_addCommMenuItem;
[/Code]

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Hi all, I was able to change weapon of my units when playing this mission before. However, today when download the version from Baleur (with the delete script) and try to place the HQ manually, I cannot change their weapons anymore (I placed a crate from of SF Nato/Speztna weapon mod)?!! Also when I ask a unit to go to the crate, there is no inventory option from menu 6??? (I use the AImenu mod to access their inventories). Could someone help please?

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Thanks Livedeath, you are awesome! I'll let you know if it works when I get a chance to test it.

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I cant play this as my squad dont want to shoot. I know its not the mods fault but im gonna wait till BI sort it out. Shame as was really enjoying it too :(

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I've updated the steam pages of the DUWS to ask the users to upvote the AI bug. I should also probably make a step by step tutorial for the manual placement of zone, I agree it's really unclear since I ported the mission to MP. I'll try to do that this week end.

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I was just wondering, is it possible to lose? I mean, can you let the enemy get too strong (AP) and they will actually destroy your base?

Awesome system btw!

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Is there an enemy HQ hidden on the map. Can you kill their CO and win the island.

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Fist of all: This thing is just awsome! Me and my buddies playing this for almost 35h now! I did some stuff to improove the bad performance after big battles. I added a damn good working delete-script and the propper working =BTC= revive script for multiplayer gaming.

If you want my version, pm me on the forum. I don't want to post it without your permission.

Btw: When you get this sweet little thing running on dedicated servers, i know some guys who would LOVE to test it out!

PM me or visit www.taskforce47.de

German ACE/ACRE Community with over 250 member.

When DUWS is ready it will be #1 on our Arma3 servers!!

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Been playing this a fair bit and really enjoying it. Who needs a SP campaign? Just wondering if anyone has had issues with addons initializing after loading from a save game? VTS Weapon Resting in particular works fine from a mission restart, but when I load a saved DUWS mission, it no longer works. Anyone have a workaround for this?

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doc....you might try respawning yourself after restarting the mission...sometimes that helps with things not initializing.

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Hey guys, thanks for the support and the feedbacks !

I just updated to 0.74b, with a few fixes and tweaks.

Regarding the dedicated server support, I will answer this here since people have already asked me in PM.

As I said a few posts back, I don't have much time to work on the mission anymore right now. And trying to make this compatible in a dedicated server environment could require a lot of time. However, let me remind you that the mission is open source, and as long as the license under wich this mission is released is respected, anyone can try to make it compatible on a dedicated server. If someone makes a version compatible with dedicated server, I will gladly incorporate his work into the "official" duws, with credits of course.

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Hey guys. Kibot, thanks for this great mission, it's awesome and I have spent many an hour playing it. I have a question for anyone willing to help. I would like to add custom weapons from mods into this mission for myself.

Now I would assume I would have to somehow put the weapons in a crate somewhere on the map?

Is there anyway I could add them to the Virtual Ammo Box System (Armory), at the base?

Also, I've noticed I can't open the mission in the editor.

Is there a program i need to unpack it so I can edit it? Thanks alot.

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Been playing this a fair bit and really enjoying it. Who needs a SP campaign?

Exactly ! Great work and thanks for the mission !

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Kibot, can I still use the delete script from Ethrendil's mission post here with the update (put the delete file inside the mission folder)? Or it already has its own?

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