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DUWS-R

ArmA 3 Dynamic Universal War System - Rebirth

New Team Members Welcome

What to fix something broken or add a new awesome feature to DUWS-R? Start by looking at the Developers guide located on the wiki! You can find all the information from how to get started through getting your code into the official builds. We appreciate all the help out there from the community and can't wait to have the next great release!

Copyright / License

Click here for License Info. You are free to release any modded/modified version of the DUWS-R, as long as you put a link pointing to the original DUWS-R.

Disclaimer

The team is not responsible if this mission destroys your computer, or if a ninja kills you with karate while doing a back flip while you are playing this mission. A big shout-out goes to the original DUWS for the great starting point! This project was forked from the work provided at http://forums.bistudio.com/showthread.php?160117-SP-Dynamic-Universal-War-System-(DUWS-alpha0-1)

Overview

DUWS-R randomly generates a campaign with enemy zones to capture. You can also choose to manually place your HQ and enemy zones to make your own unique campaign. The key of this mission is to have maximum replay-ability, where the player can setup their own campaign or let the DUWS-R create everything randomly for them. You can play with the DUWS-R on any island you want, you just have to rename the .pbo file.

Quick Start

Put the .pbo inside your Steam\SteamApps\common\Arma 3\Missions and/or Steam\SteamApps\common\Arma 3\MPMissions folder. When you are asked to choose the campaign settings, just use the default parameters until you are ready to start changing the settings.

Required Add-ons:

None! You can play ArmA III vanilla or use all the add-ons you want: islands, weapons, gear, etc... Note that the DUWS-R will not show add-ons that adds BLUFOR units/vehicle, since they are added by hand. However, add-ons that add OPFOR vehicles will be used, since OPFOR vehicles are taken directly from the cfgVehicles classes.

Using the mission on another island

Just rename the .pbo to the extension of the other island. That's it! Consideration should be taken when doing this as some islands cause more load when generating zones and other items due to the terrain being sloped. Most terrain is fine but islands such as diaoyu can me it difficult to play

  • Example: DWS.stratis.pbo >> DWS.chernarus.pbo

Manually placing zones

After a location for the HQ has been selected the player will be prompted with a dialog with various options. Two buttons will be available at that time. START-R and START-M allow you to place enemy zones randomly or manually respectively.

Features

  • Play the way you want:
    • Play as a lone wolf or as a special forces team, using support assets and gadgets and perform side missions
    • Control your personal squad of troopers and fight against the OPFOR
  • Pretty much every location is randomly generated on the map, from the HQ to enemy zones and side missions.
  • Random side missions, with randomly generated names
  • Play the DUWS-R on any island you want to.
  • VAS by Tonic (Armory)
  • Several support options to unlock (UAV, Arty, Personal FLIR, VAS, ...)
  • You can define the HQ location yourself and the enemy zones, or just the HQ and let the DUWS-R generate the zones automatically. You can also let the DUWS-R create everything by itself. Basically you decide the level of randomization.

Known issues

See our issue list on GitHub for issue we currenty know about.

Credits / Thanks

  • Thanks to all the members of the DUWS-R Team for your hard work and contributions!
  • DUWS Mission made by kibot.
  • VAS script and TAW view distance by Tonic.
  • Thanks to Kempco for the map size script.
  • Thanks to FrankHH for correcting the typos.
  • Thanks to FunkDooBiesT for his help and his time.
  • Thanks to WolfFlight[TZW] and Amarak[TZW] for their help.
  • Thanks to Aeroson for repetitive clean up and SET/GET loadout scripts.
  • Thanks to timsk.

duws-r's People

Contributors

bolbies avatar freddo3000 avatar fritogotlayed avatar naitp avatar phr0gz avatar rlex avatar ultranoobian avatar

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Watchers

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duws-r's Issues

Checkpoints, additional or respawning security at HQ

As the mission continues over time if Opfor patrols are strong enough they can eliminate infantry at the HQ. It may be worth creating checkpoints along routes that the enemy patrols take to the Blufor HQ. Another possibility is having a way to purchase HQ controlled reinforcements or having the existing reinforcements re-spawn after a certain time limit.

Reference

http://forums.bistudio.com/showthread.php?187877-SP-MP-Dynamic-Universal-War-System-Rebirth&p=2862555&viewfull=1#post2862555

Waiting for the host to find HQ when using dedicated server

I cant chose anything when I start the mission on a dedicated server, I just have "waiting for the host to find HQ" but there is no menu...

ServerLog:

15:16:15 Error in expression <ignedItems player find "ItemGPS";
if (_number != -1 && !_player_has_gps) then >
15:16:15   Error position: <_number != -1 && !_player_has_gps) then >
15:16:15   Error Undefined variable in expression: _number
15:16:15 File mpmissions\__cur_mp.Stratis\misc\gps_marker.sqf, line 8

Pull README.txt out of the source folder.

The README.txt should not be in the source folder. Instead it should be merged with the README.md that is at the root of the git project. This will allow the final PBO to be smaller and display the readme contents on the main page of the git project.

Create a new side quest type - Intercept Convoy

Create a new side quest where the goal is to ambush a convoy traveling through a location within a certain time limit. The CP reward will need to be greater for these side quests as time and munitions are constraints here. This also has the option to become a branching reward system. For example, X reward could be given for destroying a critical vehicle in the convoy where Y reward could be given for capturing the critical vehicle and returning it to the HQ.

EXPECTED OUTCOME
A new mission type "Intercept Convoy" with some or all features listed above.

Pull the todo.txt out of source code

Pull the todo.TXT out of the source code. This is no longer needed since the project is now on GitHub and issues can be used. When removing this, the todo items should be created as issues on GitHub so they may be tracked. These items may not necessarily be done but should be tracked elsewhere.

Request Units - Command Points doesn't update

After opening the "Recruit special operatives" menu and 'hiring' a soldier, returning to the "Request Units" still shows the command points you had when you entered the menu. This is incorrect.

EXPECTED OUTCOME
Returning to the screen shows the correct amount of CP.

Research the ability for DUWS-R to use units, vehicles, etc. from other mods easily (almost plug-in like)

It would be nice if DUWS-R could support using units from other mods. I'm sure this opens up a whole can of worms where equipment and personnel are concerned. A good first step may be making Opfor either pick up the default faction or pick up another mod faction.

Reference

http://forums.bistudio.com/showthread.php?187877-SP-MP-Dynamic-Universal-War-System-Rebirth&p=2862555&viewfull=1#post2862555

Allow for garbage collection to be adjusted by the player

We've had report of the game getting sluggish for players after an hour or so of gameplay. In an effort to help players fine-tune the mission to stay performing well on their system it may be worth while to expose the options for the cleanup routine to players. We will most likely need some design around this but currently I am thinking a new menu screen under the "settings" area to help with this.

The understood trade-off here is that looting from fallen opfor may suffer since the routine may clean items up based on the players settings

EXPECTED OUTCOME
A new dialog is displayed after the user clicks the "settings" option from the radial menu. This would allow you to either drop into the new dialog that allows tweaking of the settings to garbage collection or the existing menu that lets the user configure the grass draw distance and excreta.

User setting for distance at which AI spawn in zone

Below is a snip from the todo.TXT that was located in the DUWS source. The ramifications of this change needs to be discussed since I could see less threat when flying helo's around and the such. This issue may become moot once DUWS-R supports running on a dedicated server.

Tim_Fragmagnet: Optimization idea for DUWS, add a user changable setting for a distance at which the AI in a zone starts up, instead of every zone being simulated and tanking the FPS.
Tim_Fragmagnet: and still have a choice to diable it
Tim_Fragmagnet: big old block of text right here

Allow for manual placement of enemy zones

Some players wish to have a more custom experience. Allowing loose zone placement give a slightly less random experience but the zone type is still random.

EXPECTED OUTCOME
New avenue is given to players for manual placement of enemy zones.

HEAL function have unlimited range

Heal function in DUWS Modified have unlimited range. Technically, you can play leader and send your troops all over the map, while sitting at base and spamming HEAL (2CP) support. Probably should only handle troops within ~100m radius.

Randomize enemy patrols based on geographic location

Below is a snip from the todo.TXT that was located in the DUWS source.

For random enemy AI patrols, if there are multiple zones that have ocean water within them have boat patrols. If a zone is in a very mountainous area maybe helicopter patrols.

Error message shows when first requesting units

When starting on Altis, looking at the commander and selecting "Request Units" a dialog displays with the message: "No entry 'missions__cur_sp.altis\description.ext /ressourceheader/controls/unitlistbox.ComboScrollBar". Fix the error causing this dialog to show up.

EXPECTED OUTCOME:
Selecting "Request Units" no longer causes dialog to show.

New stealth based side mission for assassination

Below is a snip from the todo.TXT that was located in the DUWS source.

For the assassination side missions, make it so that if you get detected in the area before the target is dead, you fail.

Player respawns in skydiving position and is stuck

If a player presses the respawn key while "bounced" in the air the player will respawn in the skydive position and can become stuck. Respawning again causes the loss of a CP so this is an issue.

EXPECTED OUTCOME
Fix it so player doesn't get stuck in skydive position after respawning

Update VAS, TAW and pFLIR

DUWS relies on VAS, TAW and pFLIR. These items should be updated if newer versions are available.

Add alternate skill for XP 15 in multiplayer

When playing DUWS in multiplayer, players do not get a skill perk as they did in single player when having 15 XP. Give the player a skill a skill at 15 XP.

EXPECTED OUTCOME
Players in multiplayer have a skill at 15 XP.

Items go missing from radio mission after save and reload

It was reported by users on the DUWS forum that after saving the mission then re-loading there are some radio functions that are missing. Examples include the JDAM and Helicopter Taxi. Please confirm these issues exist in DUWS-R. If the issue is confirmed please resolve

EXPECTED OUTCOME
After a save / load items unlocked by players stay unlocked.

Add more starting CP options

Pappy from Steam commented that he needs more starting CP to play the way he was used to with other modified versions of DUWS. The full discussion can be found here.

60 command points is not enough to purchase all the men/equipment needed to play the way I am used too...

Additional options for zone creation

Below is a snip from the todo.TXT that was located in the DUWS source. To me it sounds like the intent was to have different methods for how zone creation is performed. If action on this issue is taken it should be to set up the framework to enable various zone selection 'engines' to be used.

There could also be zone creation choices

Simultaneous

what happens now

  • Close - zones spawn close the HQ
  • Far - zones spawn far from the HQ

Sequential

One zone spawns, another spawns after that one is captured or have a version of the previous with a timer instead of capture based

  • Close - same as sequential but close to the HQ
  • Far - you get the idea.
  • Progressive - Zones keep spawning farther away from the HQ.

Cluster

Like sequential but they spawn multiple at a time from a user defined number and/or can have a timer version

  • Cluster: Close
  • Cluster: Far
  • Cluster: Progressive

Pack Spawn

This one seems like a neato idea, zones spawn like in cluster, however, they spawn very close to each other and all act as if they were one big zone with AI explicitly patrolling between them and such, and when you capture one, AI from the others goes to provide reinforcements

  • Close
  • Far
  • Progressive

Format code so it is C-like

Currently there is a bunch of white space and 'weird' formatting in the source. This can lead to difficulty to read and understand what is going on. Update the code to have a consistent c-like (java / c#) formatting style. Also, removing unused files and large license / comment blocks can cause the pbo to be larger than cloud be. Reducing this would let the download run faster and use less bandwidth on the CDN.

EXPECTED OUTCOME
Format code to something sane
Remove bloat from source

Ability to re-arm drones

Per Nick on Steam Workshop, the ability to re-arm drones is missing. I'm not 100% sure if this is from the original DUWS from Kibot or from the mod version produced by BigShot. Since we are slowly pulling in the changes from BigShots pbo once we can verify them, this issue may need to be addressed after that.

Does this version feature a fix for the problem where u couldnt re-arm drones? Because right not
its impossible to re-arm drones using "vehicle-refit" because u cant actually sit in it and it 
wont recognize it. (Section omitted). Good work on this mod so far!!

New assault side mission

Below is a snip from the todo.TXT that was located in the DUWS source.

Have another side mission type called assault, where there's a group blufor waiting to attack a position and they go once you get there. It would be fun to have it as a large force with tanks and such. After the assault is completed the remaining force de-spawn after the players left the area.

Add a mechanism that allows players to see the values with which the mission was configured with

I'm thinking here of a screen that shows what values were selected when the mission starts. This would be the screen where the enemy AI and starting CP are selected. This doesn't have to contain all the information from that screen as it's not very useful to see what the starting CP was in my opinion. This might be more useful after more features are added to DUWS-R.

At the time of this issue being created, shortly after v0.1.0 was released, there isn't an action item for this issue. I mainly wanted to create the issue so I did not forget about it in the future.

Create a mechanism that reverts the changes made by deployLocalBuild.ps1

Currently deployLocalBuild.ps1 will rename any official release of DUWS-R so that it doesn't get loaded by Arma. This was done so that way you only have one DUWS-R mission when you are testing. Create a mechanism that restores any pbo's modified by the current deployLocalBuild.ps1.

EXPECTED OUTCOME
Developers have an easy way to revert the local development build without having to manually rename/delete/move files.

Side mission for high AP blufor armies

Below is a snip from the todo.TXT that was located in the DUWS source.

When the blufor army power gets high enough add a side mission to laser target stuff for a airstrike (Helo or airplane).

Implement enemy multiplier

Implement enemy multiplier which multiplies amount of enemies in each team created by create*.sqf scripts. Implemented in my version, so can be ported pretty easily.

Make CP reward configurable

Make the CP reward for the missions configurable in the main screen. These don't have to be configurable on a per-mission basis but being able to have a multiplier applied to them all would be useful.

Initial thoughts are having these options:
0.5
1.0 (default)
2.0
5.0

EXPECTED OUTCOME:
When starting a new DUWS user is asked for a CP Reward multiplier.

Do we want Zeus support in DUWS-R?

@phr0gz @bolbies @naitp

I have a PM from Rallye on the BIStudio forums stating that he/she has added Zeus support to DUWS-R. Is this a feature we want to include in core DUWS-R? I don't want to sway any votes one way or the other so I'm going to refrain from comment right now.

Figure out what is needed between requestBackup.hpp, backup.hpp and request.hpp

I have a feeling that one or two of these three files are "old" and not used. Upon basing from this code there were many ".bak" and the such files. While cleaning up some of this these three files seemed very familiar. The task here is to figure out if any of these files can safely be removed from source control to reduce the confusion for future maintainers.

EXPECTED OUTCOME
Clean up the trash (if any)

Persistent player stats

Persistent player stats throughout the campaigns, allowing the player to play a multi island driven campaign

Change Branding

As this is a fork on an existing project, this work must be re-branded. Please re-brand the below items.

  • kibot --> DUWS Rebirth Team
  • Dynamic Universal WAR System --> Dynamic Universal WAR System - Rebirth
  • DUWS --> DUWS-R

EXPECTED OUTCOME
Areas are re-branded.

Wiki - Create git primer page

Create a git primer page to assist people 100% new with git. The goal of this page is to provide a "workflow" of what steps should be taken to contribute in the most basic way.

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