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

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Since it's not possible to search through forum discussions with short keywords such as ASR, I guess I have to shoot with a question then.


Is there someone playing DUWS (the original, by kibot) with ASR AI? I just started yesterday with those two and I'm not sure about results I saw while playing.


First I played without ASR AI and set the friendly and enemy skill to Elite from the menu after starting a new campaign. Result after few tries was a bit too much of the old Arma super AI (although I still have to give it that those enemy soldiers aren't some backwoods rebels :) ) with the superior precision and getting shot "out of nowhere"-experience.


So having had some good experience playing Arma 3 campaign with ASR AI I decided to give the mod a try.



But the question here is now: does the ASR AI take completely over any AI settings DUWS has to offer, so when starting a new campaign can I leave the AI difficulty settings untouched that DUWS has to offer? Or does setting AI difficulty in DUWS settings somehow affect AI settings of the ASR AI?


First impression yesterday with DUWS+ASR AI with (DUWS AI setting left as the default Trained) surely helped to increase my life expectancy, but then the firefights seemed to turn to AI taking shots at each other for a short eternity. So currently I can't tell apart if what I saw yesterday was the basic Arma AI with lousy precision kicking in or was there somewhere the possibility of ASR AI presence.

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Not sure if I can answer your question but I play DUWS-Rebirth with bCombat and ASR AI (dominance given to bCombat for its unique "seek cover" attributes, and ASR AI for its AI rearming and "radio backup" to other AI when attacked) and it works great.  I think what makes DUWS-R/DUWS cut down considerably on lag is using ZBE Caching.  The AI is not super accurate, nor all-knowing, and misses their shots at a realistic rate even up close.  Sometimes they will shock you and nail you dead on, but hey play with fire and get burnt eventually right?  But yeah, I also raise the enemy's skill level to Veteran at the set up prompt to make sure AI isn't exactly a horrible shot as well.  Seems to balance out.  I think that's it's really about finding the balance that works for you with mod user configs and AI skill values.

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When I set up a MP Mission with DUWS and leave the map I can´t proceed it.

I got the button to continue but nothing happens when I hit it.

I only can "restart" - I tried it with SP and MP and without any Mods enabled. 


Any fix for this known?


I really want to play it but if it isn´t persistent it makes not much sense to me personally.


I even tried to delete it and reload it from steam multiple times either. No fix by that...

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Hey man, great mission!


I have a couple of requests that I think would improve the overall flow of playing DUWS:


-Allow adding and removing of units from HC at any time from the scroll wheel menu(or otherwise) - When I get infantry units in HC and want to move them 10KM to the objective, my only option is to move them from HC into my squad to get them into the truck. Then once I'm at the objective area I can't put them back under HC.


-Make the helicopter transport spawn between the base and the LZ, or maybe even add an option to not do the fast travel thing at all and just fly regularly. I just had the helo transport fly from base to my LZ and when it faded out and faded back in, it had me directly over the enemy AO. We got almost immediately engaged by AA. I purposely chose the LZ to be behind cover from AA based on an area between the base and the enemy AO, but when the fast travel happened it popped us up on the other side of the LZ going N to S straight over the enemy position :o


-Make the transport helo either the merlin or the chinook. The Blackhawk only seats 8 and I prefer to run around with a squad of 10


Overall great game mode. Enjoying the hell out of it :D

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Question regarding save game (SP): it seems the save is made properly, but I'm unable to load it again. game just crashes... what do I do wrong there?

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this is great idea for mission but sorry its verry unplayable. 

after take a zone and put a fortify FOB, ennemies come from nowhere and even men on MK30 dont attack them ....

there are a way to fix that ?


sorry for my bad english...:)

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Hope I'm in the right place...

How do I manage CPU controlled squads. I would like my machine guns re-armed and manned that I have around my FOB's. How can I do this?

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@kibot - Have you planned anything for dedicated server support? 

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Nice mission, good SP sandbox is something I missed in Arma 3. Question: does CSAT have any vehicles spawned? Or all zones are with infantry only?

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Playing on Helvantis and getting the double-main-base issue.. Idk what the problem is or how to fix it. :/

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This MOD not work, Have alot error  :angry:


Maybe the fact that the mission hasn't been updated in ages has something to do with it?


Just a hunch.

  • Like 1

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I've been playing the workshop version of this without any major issues.

My only problem I've encountered is when I get to an enemy site, the vehicles that are there are quite often non-functional. I've tried running the map without any mods loaded and it still happens.

For example, the Vehicle Refit Station site spawns 3 vehicles. An unarmed Ifrit, and two Zamak transports, one covered, the other not covered. Most of the time the uncovered Zamak and Ifrit work fine, but the covered one will not work. 

The Camp Site spawns a Quad Bike and an Armed Offroad. The Offroad virtually never works, but the Quad seems to have a 50/50 chance.

For the extra weirdness, when I'm playing the mission co-op with my brother, he can always operate the vehicles. I find that extra odd since I'm hosting the game and he isn't.

One side note... when my brother is driving a "broken" vehicle, the vehicle is silent. No engine noises at all.

I looked at the script that spawns the vehicles and I'm not seeing any reason why they don't work, however I wonder if somehow they are spawning with a minuscule amount of terrain collision. I still don't understand why a client would be able to move the vehicles and I cannot even if collision was the cause.

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On 7/12/2016 at 11:14 AM, greengriffon said:


Maybe the fact that the mission hasn't been updated in ages has something to do with it?


Just a hunch.


Kibot hasn't been on the forums since Dec 2015, so stuff is bound to be broken.

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1 hour ago, kman_(kya) said:


Kibot hasn't been on the forums since Dec 2015, so stuff is bound to be broken.

Can you be the one to go in there and fix the broken stuff?

I think you\re the man for this special mission!.........lol

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1 hour ago, Mordacai said:

Can you be the one to go in there and fix the broken stuff?

I think you\re the man for this special mission!.........lol


I wish I could, but alas I'm not as talented as Kibot.  :(

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On 28.7.2013 at 5:45 PM, kibot said:



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Dynamic Universal War System (DUWS)





DUWS 0.8b

Armaholic mirror (0.8b)

You can also access the mission with the Steam Workshop.

Older versions:


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


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".


*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





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.


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.


  Reveal hidden contents


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

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

fixed variables names where a few players dindt got the AP bonus

fixed a bug where the FOB option would not reappear after being denied

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.

fixed a bug where --blank-- would appear on some mission names
achieving side missions would not give you CP anymore, just fixed that

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

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

QUICKFIX: vehicles would not be created anymore, just fixed that.

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

requesting a vehicle will not blow up the HQ anymore.

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.

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

quickfix: HC would not init in SP

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

quickfix: removed "TF derp" markers on opfor qrf...

holding control zones gives you CP

potentially fixed the issue where the AI would stop working properly

hopefuly fixed the freezes issues

Changed the weather script. Using "Arid" settings should not cause the crashes anymore.

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

MP: when a player is killed, only 2 cp are removed
BLUFOR patrols are now friendly

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

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,...)

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

the dialog not showing at startup *should* be fixed

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

quickfix: recruited special operatives should not get stuck inside the HQ

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

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

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"

fixed a bug where the player would suffer lag after 30 minutes (temporary disabled music_loop.sqf)
removed hq icon (temporary disabled)

removed the dynamic music (temporary)




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.


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.


Hey :D


A long time after this post I am writing to you regarding a serious problem I am currently experiencing.

Every time arma 3 crashes I have to start over and create everything new because the savefiles get lost / erased or whatever.

And yes there are 1000 tutorials on how to save the files BUT all those tutorials require me to download from armaholic (the download there doesn't work, I just get the "page.php" file) but there is no help if I subscribed it via steam.


Kibot, you are my last hope regarding this problem and I hope you read this and that you can help me because that mod is awesome :D



Mister GTX aka. Lt. Halliwell 


Sorry for english mistakes :)

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