Arma 3
[SP/MP]Dynamic Universal War System - Rebirth
Changing armies used.
HI,

Can someone help. I have the Unsung Vietnam mod and want to modify the DUWS mission to use the armies from that mod. Could someone point me to a guide or explain how I do it. I know how to change the map it uses. Cheers

Also I do have PBO editor
Last edited by KingBuzzo1505; 29 May, 2018 @ 5:50am
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Taco De Moist 6 Aug, 2018 @ 6:57am 
It's not really difficult. Having some coding knowlege "helps" in understanding what is going on and how things work together, but not really necessary for this task.

Tools needed: PBO manager (for extracting and repacking) and notepad++.

1. You will need to extract the files from the PBO.
2. It's pretty much a simple find and replace job. The reason you should use notepad++ is for the find and replace in all files function so you dont have to manually copy paste onto each individual instance in every file. i.e. if you select to find BIS rfileman and replace with an unsung rifleman and select replace in files it will automatically replace every single instance in a ll the files of the directory you searched.
3. There are two things you are looking for. groups and individual units/vehicles.

Group entries in dws will look like this:
(configFile >> "CfgGroups" >> "West" >> "rhs_faction_usarmy_d" >> "rhs_group_nato_usarmy_d_infantry" >> "rhs_group_nato_usarmy_d_infantry_team");

Basically what that is, is the path in the config file to the group (I editted my version of DWS-R to use CUP/RHS assets). You will need to use the config viewer in the mission editor to find the path to the group you want to use.
i.e. (this is pseudo code) in your case it would probably be something like:
(configFile >> "CfgGroups" >> "West" >> "unsung_mod_us_army" >> "unsung_mod_us_army_infantry" >> "unsung_mod_us_army_infantry_team");

replacing individual units is easier. All the units are directly under CfgVehicles so its just a direct replace. i.e. replace BIS_Rifleman with unsung_rifleman. (you can get the name of an individual unit from the mod you want to use by plopping it down in the editor and mouse hovering over it. Same thing applies to vehicles. You may also want to reference Bohemias class archive on their website so you know you are replacing default units with the right type of unit. i.e. you are replacing an AT guy with an AT guy, an AA guy with an AA guy etc.

When you finish making your edits you just need to repack the files into a PBO.

Thats pretty much all there is too it. The only thing I havent messed with yet is the OPFOR has a function to spawn armor and vehicles that will basically spawn any vehicle type under EAST, which means it could spawn any unit (vanilla or mods) under the EAST faction on your system. I havent messed with this yet to force it to spawn only vehicles in a specific mod.

KingBuzzo1505 6 Aug, 2018 @ 10:18am 
Thanks for the reply I shall have a crack at this over the weekend
Taco De Moist 13 Aug, 2018 @ 9:14am 
@KingBuzzo1505

I am working on an edit to make this process a little easier. Im currently testing it.

What it does is creates global variables for all the units/groups in ONE script. So all the mission files will reference the global variables instead of the hard coded unit/groups/vehicles.

The file is call init_units.sqf and here is some clips of what it looks like:

//BLUFOR GROUPS
//inf team
bluforftm = (configFile >> "CfgGroups" >> "West" >> "rhs_faction_usarmy_d" >> "rhs_group_nato_usarmy_d_infantry" >> "rhs_group_nato_usarmy_d_infantry_team");

//BLUFOR UNITS
//officer
bluforofficer = "rhsusf_socom_swcc_officer";

//BLUFOR STATIC
//aa pod
bluforaapod = "RHS_Stinger_AA_pod_D";

//BLUFOR VEHICLES
//quadbike
bluforquadbike = "B_Quadbike_01_F";

This simplifies the process in that you only have to edit init_units.sqf instead of doing find and replace throughout all the mission files, because all of the units/groups in the mission files have been replaced with the variables I defined.

So as an example if you wanted to change the officer unit I referenced above you would just go into init_units.sqf and change:

//officer
bluforofficer = "rhsusf_socom_swcc_officer";

to

//officer
bluforofficer = "your_custom_unit_name";

and then every instance of bluforofficer in the mission files would now reference the unit you defined.

It basically removes all the find and replace work since Ive already done that by replacing everything in the game files with the variables.

I would love to get it to a point where I can just add select faction menus to the mission, but that is a significant amount of rework to the core of DUWS-R. i.e. DUWS has specific situations where specific types of units/groups need to be spawned based on criteria. It would be fine for the player side as far as requesting units, vehicles, groups as you could just populate the lists from the faction.

When it comes to generating patrols, units and vehicles for the mission, they would be random which would cause balance issues. i.e. the assault and patrol groups spawned are based on Army power and the more army power a faction has the stronger the spawned group is supposed to be i.e. at low army power it spawns a fire team as a patrol, at high army power it spawns a mechanized squad. If the factions were dynamic, you cant code it to specifically spawn a specific type of group since the configuration entries are not standardized. It would just spawn a random group type for the faction, so army power would be irrelevant as to what gets spawned. Same goes for generating units and vehicles, it would just spawn a random unit and random vehicle from the faction.
Last edited by Taco De Moist; 13 Aug, 2018 @ 9:31am
Taco, by chance can you share the files when you finish the universal selection?
Lots of trial and error happening with a mate to get any of this stuff working with other units and vehicles.
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