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Every time i try to launch a side mission, i get myself stuck in infinite loading screen.
I'm bout to sit down and get it done right now, but thank you for the alternatives.
I also used Jarrad's to create other 'hotswap' files for myself that let me change factions around, but again... more time that it was worth, and they sometimes just stop working.
1) In any file labeled 'createpatrol' 'createoppatrol' 'createteam' 'createopteam' 'createwpteam' you'll need to swap individual classnames with what you want to be there. To make it tropical, for example, you need to exchange all occurrences of B_Soldier_F with B_T_Soldier_F. With every unit.
2) In WARCOM you'll need to go into basically ever file, learn the syntax for calling a specific team or unit, and recreate what you want. Too complicated to write here, but it's a pain.
3) Go through all files in the Missions folder and replace every instance of the old unit with new ones like in step 1
4) Same thing for InitHQ and InitZones, operatives, and the entire dialogue folder
You get the idea. It's awful, and I'm going to try and never do it again. It's easier, in every way, to download TPW mods and DUWS_X, and make a custom faction for that if you have to.
That sounds exciting, I started of with DUWS_X because of its simplicity and options but after i tried your DIWS edit I just can't go back again haha! I hope it gets released and thank you for your work. That must've taken some effort to successfully salvage. I'm trying to revert the units back to an updated version of the original right now for me and my buds, but I can barely pay attention to whats in front of me lol, just now figured out how easy it was to change civillian units, and that's about how far I've gotten.
I have since given them updated .pbos, and hope that they like what I've done. For two reasons, I won't be publishing it independently. 1) They did 99% of the actual programming work and it would be horribly shitty of me to take credit for it at all. 2) there are still problems with my version, namely that I can't figure out how to actually DISABLE the IEDs in the version that has them (hence two separate versions), and I can't figure out how to make the EOS spawns variable like OPFOR. SOooooo, a DUWS X-PANDED won't be forthcoming to the general public. However, like I said, I've given my project to Killa Tomato and LT Dang, and maybe they'll publish something even better than what I could cobble together in a cave WITH A BOX OF SCRAPS.
WELL GOOD AND BAD NEWS, FRIEND!
Okay, so I'm not going to publish the next generation of this DUWS Expanded, because I've taken it as far as I can go with it. I'm... not good at the programming part. But, the good people over at DUWS_X (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2034171894) have a lot of what I was already looking for in DUWS, namely flexibility. So, I suggest you start there.
That said, I have created, for my own personal use, two versions of what I'm calling DUWS X-Panded, merging much of the two projects. I have taken their version as a base, and implemented both the enemy occupation system and the native IEDs from Godis/this version. (and one with just the EOS because IEDs aren't for everyone.) I also included native AEGIS faction support and a few other 2035 goodies.
Running with your squad alongside some tanks, an attack heli giving support from above, while the enemy is giving you hell, it is just fantastic.
Thank you for creating you own take on DUWS!
That would be nice, but that's way beyond my abilities. Also completely unsupported by the DUWS framework. There are no variables within the coding; every spawn is written as a particular class.
I actually don't have Contact, but I might be picking it up soon. I'm toying with the idea of making a USvRU version, so I'll probably base that one in Livonia.
There's no real porting to do. You should be able to change the .pbo file to end with the terrain name and make it work.
Like I said, I can't do much about bridges. Sorry about that. Same with the 'Middle Eastern' flavor. I've learned to tune it out, but I know it's a personal failure on my part. I tried deleting the audio files but I kept getting loading errors and crashes because I couldn't figure out what files were 'calling' the audio and not finding it. And the ARMA engine does not handle errors well; everything is catastrophic.
But I appreciate the feedback!
GODIS -
You are incredible and if you made a new version I think we'd all love to see it.