Arma 3
[SP\COOP]DUWS-R WW2 Eastern Front
131 Comments
LT.DANG  [author] Jul 5, 2021 @ 9:10pm 
Go to the DUWS_X World War 2 page its the most updated and you can play as any faction vs any faction, it supports around 20 or so players, not sure about this one but its less. I haven't worked on DUWS_R for ages, its all about DUWS_X now.
Green-Bread Jul 5, 2021 @ 8:37am 
How many players are supported in this mission?
LT.DANG  [author] Jun 9, 2021 @ 5:47am 
Oh and there's a couple of Geist factions in there to play as too.
LT.DANG  [author] Jun 9, 2021 @ 5:46am 
it isn't actually, just run it without it. Play the DUWS_X War 2 version, its much better, you can play as any faction vs any faction from IFA and FOW, plus all of the zone statics have been redone so they look more like WW2 bunkers etc. Its a much better version.
Sir Anthony Jun 9, 2021 @ 3:01am 
Can you perhaps make the music mod not required?
LT.DANG  [author] Feb 28, 2021 @ 9:02pm 
Mainly that you can play as any faction that we have put into the game in X, but we have done a lot of other things, play X its way better and runs a lot smoother. These will get converted to X at some stage after we finish DUWS_X vietnam.
Greg Feb 28, 2021 @ 6:05am 
what are main differences between duws-r and duws-x?
Snake Plissken Jan 25, 2021 @ 8:36pm 
Nice! Thank you sir!
LT.DANG  [author] Jan 25, 2021 @ 12:37am 
Vlad Dec 24, 2020 @ 3:18am 
Hit not a mission.
Marshmonster44 Dec 22, 2020 @ 12:05pm 
Hey LT.DANG, hurry up I want to play a DUWS-X version of the WW2 scenario :)
LT.DANG  [author] Oct 27, 2020 @ 9:38pm 
It plays really well so far, it is a fair bit harder as a lot more tanks spawn, you really need to get familiar with using high command tanks or play coop with someone in a tank. We are currently working on all of the objects that spawn in the centre of the zones to make it look more like world war 2. It works on dedicated servers as well, however you can't save on a dedicated server.
Brometheus Oct 27, 2020 @ 7:57pm 
Holy crap man, that sounds like it's gonna be a hell of a lot of fun. I'm definitely looking forward to that.
Snake Plissken Oct 27, 2020 @ 4:36am 
I will have to reinstall Arma if you are working on these again. Awesome.
LT.DANG  [author] Oct 27, 2020 @ 4:12am 
oh, according to the changelog, i have fixed them
LT.DANG  [author] Oct 27, 2020 @ 4:06am 
Noop,wait a couple of weeks. Killer Tomata and I are working on a collaboration to convert his DUWS-X into WW2. It will have all factions from (eventually) all WW2 mods and you can play as any faction you want against any faction. You could do US or Brits VS Russians if you want or Germans vs Japanese, any combination works. Then we are making an Unsung Vietnam version. At some stage I will update all of these to DUWS-X as I will be more able to use specific assets per each of my versions that fit the environment of each version a bit better than the Universal version that we are working on.
Brometheus Oct 27, 2020 @ 3:20am 
Hell yeah, awesome! Is this the only one you fixed the vehicles not spawning in?
LT.DANG  [author] Sep 3, 2020 @ 3:47pm 
Did an update for the time being that fixed the vehicles not spawning for both sides and changed the music script to DANG's DUWS-R music mod. Get my music mod if you want dynamic music, its on the right above in required mods list. Am trying to improve the music for this version.
LT.DANG  [author] Sep 3, 2020 @ 2:52pm 
So, gonna update this, you can thank Covid 19 for giving me time to do this as i'm in lockdown, finally covid has done something good! Currently working on the music script and am looking for any ideas from people for German ww2 music or good ww2 soundtracks to rip, preferably orchestral stuff. Post ideas here please.
Nathan the Dwarven Shark Jul 1, 2020 @ 1:41pm 
Yeah, Vcom allows AI to nick nearby empty vehicles. You can disable that in the Vcom addon settings though.
alfabit Jun 11, 2020 @ 12:06am 
Yes, I love ASR AI3 and it definitely helps alleviate the problem of psychotic drunk drivers plowing through lines of infantry patrolling around the HQ. Vcom might be the culprit with the thieves, but I think I'd rather work with it, than remove it because I've decided I can't live without its "backseat driver" functionality. We had Drongo's Command Enhancement installed for it's "unflip" feature, but that one is definitely not compatible with these mods as it completely messes with the High Command functionality. Thankfully we found VET_Unflipping which implements unflipping in a much more immersive manner. We run this mod now with Advanced Towing, VET_Unflipping, Enhanced Movement, HC Transport (from Armaholic), both ASR AI3 and Vcom, and Blastcore. Absolute magic combination. Anyway Sir, I hope you keep working on these mods. This IS Arma 3 for me. I'm looking forward to your Vietnam mod after I've gotten my fill of WW2.
LT.DANG  [author] Jun 10, 2020 @ 10:30pm 
I'd bet that it was Vcom, I used to use it but its very taxing on CPU, especially in a game mode with no AI limiter, where you need every extra bit of that 1 thread that arma 3 runs on. I switched to ASR-AI3 as it does similar things to Vcom but is "apparently" less taxing. The ai won't steal your vehicle either but they will get in gunner positions when enemies show up. I just remove them with zeus.
alfabit Jun 10, 2020 @ 9:02am 
Thanks. I have the Vcom AI mod installed though it's possible the units were part of my brother's High Command. He was logged off at the time of the incident, and without him in control we theorize that his HC units were going bonkers. It's something we'll have to keep an eye on anyway. Regards!
LT.DANG  [author] Jun 9, 2020 @ 9:20pm 
hahaha, hilarious. I only get AI's stealing vehicles problem if I use an AI mod like ASR-AI3, they shouldn't do it without an AI mod, however I think IFA3 have been messing with their AI behaviors, maybe its just the mod. I'm not sure if I could but a lock car function into the code as I'm not very good at coding. Use SSPCM which has a zeus function where you can add newly spawned things into zeus then activate zeus to find your car and steal it back from that little bastard. I have no idea about the fuel thing, the first time I've ever had to use one was the other day on my Vietnam version and I've played these a lot.
alfabit Jun 9, 2020 @ 8:25am 
Also need a way to keep the AI from stealing our parked vehicles. My Kubelwagon kept disappearing on me. I made backups of the saves and reloaded and watched carefully. Sure enough, this AI riflemean comes running outta nowhwere, jumps in.. and roars off into the sunset. I tried following him to see where he was going, but I suck at driving and couldn't keep up. On the 3rd reload I tried parking my butt in the driver seat and sure enough, Mr Itchy Fingers shows up again and hops into the rear seat, daring me to try to leaving. If this keeps up I'll have to buy spare crews to fill every seat of my parked vehicles.
alfabit Jun 9, 2020 @ 8:16am 
Got a question: Do the "Fuel Trucks" ever run out of fuel in their tank? I've got a 250/9 that ran out of fuel and it won't take fuel from the Fuel Truck currently although it did earlier in the same mission. I tried taking the Fuel Truck back to the main base and "Refit" it.. got the message indicated in was repaired/rearmed/refueled, took it back out to the field where my 250/9 was stranded, and it still wouldn't fuel. I tried adding the "Advanced Towing" mod to see if I could tow it back, but I'll be jiggered if I can figure out how to get that to work either. I don't think that mod works with the IFA3 vehicles I guess. Any suggestions? Thanks
LT.DANG  [author] Jun 7, 2020 @ 9:56pm 
yeah, it does need an update, IFA3 changed a bunch of class names stuff which broke a lot of this one, I'll get to it eventually, I'm currently working on the Vietnam version, I have too many versions for one person to keep up with sometimes. The rescue mission you were talking about was probably due to the fact that sometimes when a mission spawns in, either the terrain or a rock or tree or something slightly moves the things that need to spawn for that mission. What happened to your mission is extremely rare, I've never had a problem with it. There's not really anything I can do about that one I'm afraid, unless I gave the pilot the AIS revive system then you could shoot him till incapacitated and get your medic to revive him, but then it would be too easy to get him back to base, he needs to be weak to make it a challenge.
alfabit Jun 7, 2020 @ 8:26pm 
Love this mod.
But it does needs updating or something.
The "Steal Supply Truck" mission never works for me. I've tried to do it several times and the "Truck" is never anywhere to be found and as a result there doesn't seem to be a way to complete the mission. There's ammo crates on the ground in place of the truck.. but I can't figure out if or what we're supposed to do these. I've also had the "rescue pilot" mission a few times. Usually it's ok, but I just had one where the rescued pilot simply would not respond to any commands. Finally resorted to shooting him just to see if forcing the AI out of it's current state would help. I had planned to get a medic to treat him, but... Well.. I missed the leg and when he keeled over, so did his plane.. which was apparently balancing on his head.. which may be why he couldn't move in the first place. It was surreal.
Snake Plissken Apr 22, 2020 @ 9:51am 
I agree, this one is my fav.
Pneumothorx Apr 11, 2020 @ 10:05am 
You should update this version.
LT.DANG  [author] Nov 28, 2019 @ 9:44pm 
Just noticed that IFA3 changed some faction related stuff so for example they removed luftwaffe and panzerwaffe as a faction and put it all under the umbrella of wehrmacht and did the same with the red army so a fair bit of this will not be working properly, ie no planes or tanks spawning dynamically for either side. Before I MAYBE make a red army snow version though I MAY have finally cracked to the pressure of people asking for a Germans Vs Allies version, thinking about doing it for the Italy campaign where the Germans were defending against operation Husky. I'll try to fix these all soon, rather busy atm with work, red dead and jedi fallen order is next. Also I have my own music mod now for these missions so will be updating that too, so that will be added as a required mod when this updates. Oh and I am working on german voices, have managed to change some of them back to german, not quite sure how to do it for groups though.
LT.DANG  [author] Oct 29, 2019 @ 4:05pm 
The voices are set in the code to be German so it could be a conflict with faces of war, at least it has been in the past, there's not a whole lot I can do about it other than mention it to them on their discord. Thanks for the heads up.
Snake Plissken Oct 29, 2019 @ 5:45am 
I have noticed my AI squad mates are responding in English now. Probably some update messed it up. Maybe you know an easy fix? Enjoying the Dunkirk scenario as well. So I guess I'll be playing that until this is back to norm. Thanks for the baddass scenarios man.
LT.DANG  [author] Jul 4, 2019 @ 10:06pm 
How big are the zones you are trying to place? You have to pay attention to the bottom left messages that let you know when you can place the next zone. It will say something like choose an area for zone 1......generating zone 1..........some time will pass depending on how big the zones are that you are putting down, can be up to 1-2mins if they are 2km + then it will say choose an area for zone 2 etc, only then can you place the next zone. Suitable areas need to be relatively flat and free of trees, rocks, buildings etc, however I can usually get them to go in towns or forests with enough persistence.
LT.DANG  [author] Apr 15, 2019 @ 12:05am 
The dunkirk version would be more suitable for that map as all the troops are from the european theatre, however I'm not sure if that map is even finished, or how well it will work with DUWS-R as its full of buildings and clutter (hard for the code to find enemy zones and for side missions to find flat uncluttered areas). The name should not matter other than the eg .altis.pbo part, that part needs to be correct, not sure what berlin streets is actually called. Make sure to put it into the mp missions folder in the arma 3 root directory, not the my documents arma3 mp missions folder.
Shephard Apr 14, 2019 @ 4:41pm 
I'm having troubles switching the map. I'm trying to change it to the Berlin streets map and the custom scenario won't show. Do I need to add underscores to the name, do you know?
LT.DANG  [author] Apr 7, 2019 @ 11:16pm 
LT.DANG  [author] Apr 5, 2019 @ 3:53am 
New version coming out by monday for the IFA3 desert rats update, stay tuned!
LT.DANG  [author] Mar 27, 2019 @ 9:45pm 
Normal zeus wouldn't pick up newly spawned in units so its pretty useless anyway. SSPCM zeus is very useful for when your units get stuck in a building or a high command tank gets stuck on a tree. I also use it as an ai limiter as after a while too many units spawn in and start to stop the ai brains from working and also slow down fps, so I delete unnecessary friendly units that have spawned in at held zones.
LT.DANG  [author] Mar 27, 2019 @ 9:43pm 
I have tried but it messed with the saving for some reason. I use SSPCM (simple singleplayer cheat menu) from the workshop as the host. It has a zeus function in it and it also allows you to add in any newly spawned units to that zeus, so that you can move or edit them. SSPCM is activated by going to the map and you'll see a SSPCM button up on the top left, then a cheats tab will appear in the briefing, players, tasks list. Then click cheats, then zeus then add all objects to zeus, enable zeus the I click add all objects again as i'm not quite sure what order you have to do that sequence in. Every now and again go to the cheat menu in the map, go to the zeus section and press disable zeus then remove all objects form zeus editor, then add all objects to zeus, enable zeus then I click add all objects again as more units will have spawned into the game and won't be editable unless you add/update them to zeus.
[1CDO]Kristensen Mar 27, 2019 @ 1:11pm 
Any chance that you could allow Zeus-commands in your mod, or put a parameter for it? :) Not the edit part of putting on more units, but the control module of the HQ units in ZEUS. Thanks, amazing mod :)
LT.DANG  [author] Mar 11, 2019 @ 12:32am 
Update:
Added more options for special operatives type in the parameters tab in soldier select lobby for IFA3 Wehrmacht, IFA3 Fallschirmjagers, FoW SS Panzergrenadiers, Fow Fallschirmjagers and FoW Wehrmacht, default is IFA3 Sturmtroopers.
Added an IFA3 Halftrack to empty vehicle purchase options.
SCG_wtornado Dec 30, 2018 @ 5:47am 
Thank-you for your answer.
LT.DANG  [author] Dec 29, 2018 @ 6:04pm 
I'm not quite sure, I usually make friends join a different squad at the start as it messes with the AI's too much. There is something on the AI commander when you go up to him in the HQ that says something about change leader or something, I think its in blue text. I've never had to use it as I just go in a squad by myself but I can't really think what else it would be for unless its to change the person who can start side missions. I should know what it is for really but I only modded this code I didn't write it.
SCG_wtornado Dec 29, 2018 @ 5:48am 
Good gaming with this.Is there a way you can stop the host/commander from losing control of the troops and it being transfered to someone else in te game when the host/commander is killed?
Snake Plissken Oct 26, 2018 @ 7:28pm 
Still my favorite!
LT.DANG  [author] Oct 25, 2018 @ 12:43am 
Update:
Updated the dynamic music script to use SWU Immersion Sound Pack ***NEW MOD*** check required items up on the right. German and Soviet music from WW2 etc.
Fixed some high command tanks that weren't spawning.
LT.DANG  [author] Oct 16, 2018 @ 9:09pm 
Update:
Fixed an Error in the zones capture part of the code that did not allow for the enemy to recapture zones
Gave unlimited ammo to high command squads (not HC vehicles)
Removed Faces of War Compatability Patch as a requirement as it was sometimes creating issues when they update.
Removed the ability to play through Singleplayer Scenarios as this is meant to be played through multiplayer LAN (SP) or Internet game (coop)
Reduced the CP cost of planes as new Iron Front planes config made enemy planes way more deadly to ground units
LT.DANG  [author] Oct 11, 2018 @ 4:22am 
Cheers bloke