DUWS-R-Team / DUWS-R

ArmA 3 Dynamic Universal War System - Rebirth
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Research the ability for DUWS-R to use units, vehicles, etc. from other mods easily (almost plug-in like) #15

Open fritogotlayed opened 9 years ago

fritogotlayed commented 9 years ago

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

CryptXor commented 9 years ago

If you are referring to usage of other mods in things like Zeus DUWS-R can. However there seems to be ongoing compatability issues using the RHS "addons" with Zeus in DUWS :smile:

ghost commented 8 years ago

Edit: Oh fuck, just realized this was posted January 2015, not 2016, fuck, I was a tired when I wrote this lol

Perhaps you could write a class table from which to substitute classes from other addons in place of the stock ones. Each table could contain an reference class and defines them all per addon. for each addon pack someone could write a table plugin to load into the mission. For example, lets theoretically say you have a table for BLUFOR units:

Stock: Rifleman: NATORiflemanclass CP: 2 AutoRifleman:NATOAutoRiflemanclass CP: 3 MRAP: NATOHunterClass CP: 5 Battletank: NATOMerkavaclass CP: 10

RHS: Rifleman: RHSRifleman CP: 3 AutoRifleman:RHSAutoRifleman CP: 4 MRAP: RHSHummer CP: 4 Battletank: RHSM1 CP: 12

CUP: Rifleman: USMCRM CP: 1 Autorifleman: USMCAutoRM CP: 2 MRAP: USMCHummer CP: 4 Battletank: USMCHummer CP: 12

using a system like this, one could theoretically define a faction and it's contents, and then if this is exposed to the end-user, one could configure their own mod configuration with minimal effort :3

As I dont know my way around SQF, this is just highly theoretical and just an idea, I didnt even use actual classnames in these examples. We used to do something like this with a monsterspawner for Unreal Gold where the mutator would reference an .ini file to replace certain classes. Perhaps it is possible for SQF as well?