Gunter Severloh 4067 Posted July 6, 2011 COWarMod An Arma2CO version of WarMod byGunter Severloh Description:COWarMod is a Massive addon and mod customizable compilation mod built for Arma2CO aka Combined Operations. The mod is a massive collection of the Arma2 addons & mods that work in OA, and all the Arma2CO (OA) mods. COWarMod is about AI enhancement, game fixes, gameplay features, effects, explosions, tracers, movement, realism, and many many other misc features not in the vanilla game. Quote Custom & Stock Compatible Missionshttp://forums.bistudio.com/showthread.php?121837-COWarMod-Release&p=2203161&viewfull=1#post2203161 DOWNLOAD - version 1.5Google Drive COWarMod Full v1.5 COWarMod Gunter's Custom build v1.5Requires CBA, & CBA_A2 https://drive.google.com/file/d/1pzdCHqh-FKaqKMerGZlOosrtlhsM4GzR/view?usp=sharingVideo Trailer made by JetlinerX Features: UI (user interface) change, the gamy indicators have been removed Player has the ability to perform many various of animations which allow him to climb walls, lob grenades,peak corners from many various positions,walk,run designed in mind for CQB but works in general play. Realistic Audio-visual awareness inside vehicles, and Armor Weapon control - (hit where you shoot!) Realistic Ballistics and muzzle velocity for bullet, rocket, & rates of fire for small arms. Fix for the simulation of bullets and missiles firing from the correct places on BIS vehicles. The ability to zero in sights for various infantry weapons. Many various AI enhancements making the AI a more strategic and tactical opponent AI variables that effect the stealth movement and recognition skills of the game AI able to use grenade launchers like the M203 and GP-25. AI units able to equip themselves with weapons and ammo AI use smoke and frag. Be aware of your enemy's ability to throw frags!. AI hearing ability is reduced to realistic levels, enabling a player to make stealthy close quarter approaches providing he can remain unseen. AI is able to be suppressed, and they will suppress you More realistic combat behavior from AI mechanized infantry squads User able to set the AI dispersion for all mounted MG's in the game, both static and on vehicles. Dynamic sound & Extended voices - AI will shout curses at the enemy, tell you when they're reloading, throwing a grenade,engaging, when they're hurt, fleeing or when they've scored a big kill! and say things based on the situation. Ability to Attach a Satchel to Vehicles, & Armor Ability to convert a satchel and make it throwable All Round Defense (ARD) a formation typically used by the British Army (and other fighting forces) after a firefight to 're-org' the squad, making sure everyone has ammunition, tending any wounds. can also be used defensively, providing 360 degree coverage. Players are able to customize a weapons with silencers for different calibers, optics and equipment like M203, Flashlight, IR-Laser via a WYSIWYG Weapon Modify Menu. Functional Iron Sight for M136 and RPG M136 and RPG-18 man-portable anti-tank launchers disposable as they are in real life Fighter Planes easier to fly AH-64D systems, which includes: IHADSS, MFD & TADS system Ability to select between two modes that are preset at 10 and 20 rnd bursts as seen in the Apache's 31mm M230 Cannon and is most often used in real life. Hellfire enhancement that provides an alternative system for engaging targets with the AGM-114 Hellfire Air to Ground Missile system. The system forces players to use laser designation to guide Hellfires, without interfering with AI controlled aircraft's ability to engage targets with Hellfires. Missile box includes several weapon systems also replacing the models of the default BIS weapons Improvement of all Air-to-Air,Ground-to-Air weapons which increases range and decreases speed of all respective weapons as BI's default settings were far away from being even closely realistic. Also adds the ability to avoiding enemy missiles relies now far more on pilot skills than just dropping flare/chaff. You can outmaneuver missiles if you're good enough. Zoom for all weapons without telescopic sight, includes mounted/static mgs Explosions effects for grenades, bombs, missiles, mortars, artillery, and general effects Integration of COSLX mod, with included light and plus versions adding many various gamplay, Ai and wound enhancement features to the game Upgraded grenadier -(enables all grenadier Bluefor units to have a realistic loadouts) Functional sights for Under-slung Grenade Launcher Modified grenades and grenade-launchers to increase carrying capacity. Added options to the player's action menu to spawn ladders =Non-blinding sun Easier reading of the map at close zoom, including determining the rise and fall of the land determining altitude. With a ruler, compass and line drawing tools you now can more easily triangulate your position and plot polar fire missions as well as gauge distance to targets while doing forward observation. Landscape textures more organic, coast lines have now more sandy beaches, correct land texture for islands that have only the seafloor texture Fire, smoke effects, fuel fires, and smoldering and pluming smoke from various wrecks, destroyed vehicles, and general destruction Increased dust effects for all bullet hit impacts, sparks and embers, ammo sparks explosion, Increased dust on bombs and artillery impacts Fireteam HUD that Provide situational awareness on where your fireteam members are and what their orientation is. Weapon collision with the environment is significantly toned down, meaning that you can now move sideways through doorways and generally find CQB more enjoyable HDR reducing effects by adjusting the aperture Tracers and tracer pattern modification for all weapons that use 556x45, 545x39, 762x51, and 762x54 rounds, Day and Night Tracer effects =100+ faces available to choose in your player profile, each with 6 camo variants, giving a total of over 700 faces to choose from clutter on Chernarus for a better view and a very small performance boost. Building system that lets you build nearly everything everywhere Simulation of AC-130 air support can be called or played to rain hell from the skies Play music from the game or custom music while driving any vehicle. Radio annoyances removed and shortened as well as other radio features. Soldiers will shout they are wounded, killed, kill the enemy or simply saw a grenade at his feet. Allows control of AI controlled helicopters. Capabilities of the Arma2 artillery module with more ordinances and custom sounds Adds DPICM and expandable jammers to the artillery arsenal and tweaks some of the other artillery modes too to create that battlefield atmosphere. adds a bit of realness to your combat missions. change the skills of a whole side, a whole group or a single unit on the fly. the possibility of fastroping for both AI and player units to Arma 2: OA. clockfacing target calling to the units, and gives you the possibility to ask for more information on the target. emulation of a persons senses outside of the players vision. weapon replacement for all vehicles using cannons / main guns, which let the AI use the correct ammo on the correct target. lights will automatically come on in enterable buildings around the player after dark. a module when placed on the map it allows players to order civilians to the ground, inside houses or out of the area in a second. many more! Changelog: August 21st, 2021 v1.5 - added Sky Sun & Lighting mod - added v1.5 features readme - updated credits readme - updated features list readme - updated features by subject readme - updated Credits readme - updated changelog readme February 4th, 2013 v1.4 - updated GDT Mod Under-slung Grenade Launcher sights to 1.04 - updated ShackTac Fireteam HUD (STHUD) to 121209 (now support all islands) - updated Ai Heli Control to 1.3 - updated Blake's PRADAR (Player Radar) to 1.2.0.3 - updated TPWCAS - TPWC AI Suppression System to 4.1 - updated WarMod_Loading screen with version number - updated several readmes, with the folder directories - added Choose one or the other but not both! readme - added How to enable Features ingame readme - added Dapman AI First Aid Support - added Blastcore VEP A2 - added Deadfast's Stance Indicator - added gdtmod_leader 1.00 - added gdtmod_misc 1.04 - added gdtmod_streetlamp 1.00 - added HETMAN - Artificial Commander - added JTK Weapon Suppressor Script - added ScopeFX - Dynamic scopes - including TrackIR support - added Smk Animation Pack Lite version - added Tactical Flashlight - removed tpw_ai_los_104 (out of date) - removed tpwc_ai_suppress_304 (out of date) - removed 2 folders from userconfig:TPWC_AI_SUP, TPW_AI_LOS (out of date) October 4th, 2012 v1.3 - added ShackTac Bunnyhop - added AIGunnerToUseAllWeapons_AI_C_PvPscene - added Rifle Collision Simulation addon for CQB - added Support Call - fixed Bd hellfire & made it compatible with GLT realAir weapons- hellfire before using top attack would miss its target - fixed slx_mod_man_armor - updated TPW_AI_Suppression to Version: 3.04 - updated TPW_AI_Los_104 - updated ASR AI to 1.16 - updated ShackTac Fireteam HUD (STHUD) to Version: 120906 - updated Blake's PRADAR (Player Radar) to Version: 1.2.0.2 - updated TGW Vehicle Fixes to Version: 1.56 - updated TGW Zeroing to Version: 1.33 - updated Non-blinding sun mod to Version: 4 - updated the Directory Readme - updated known bugs readme - updated Credits readme - updated Mod Links readme - updated Permissions readme - updated WarMod Disclaimer - updated All Features List - updated Features by Subjects readmes based on added mods July, 2012 - Mod Rebuilt v1.2 -added 23 readmes for Customization, and Documentation -added mod asr_throwablesatchel-1.2 -added mod Cannon/Main Gun Vehicle Replacement -added mod TroopMon2 -added mod CHN Arty+ -added mod TPWC AI suppression system -added mod versions COSLX Lite & Plus -added mod TPW Houselights - automatic house light addon - Singleplayer -added mod TPW Houselights - automatic house light addon - Multiplayer -added mod GAM_ClockfacingReport -added mod JED Enhanced Skill Slider -added mod Norrin's Compatible Fast Rope -added mod Blake's PRADAR (Player Radar) -added SLX Lite & Plus -added No Weapon dropping version of SLX_Wounds -added SLX readme "Whats not in COWarMod" -added Known Bugs readme listed in the readme where the locations of each file -reviewed and updated SLX in COWarMod readme -added and updated folder "Optional Features" -added and updated Problem Files folder -added Problem Files folder for SLX based on included Bug List -added Optional TWEAKS & MODS Directory readme -added PLEASE README FIRST! DIRECTORY -added PLEASE READ! WarMod Disclaimer readme -added new mod readmes to Mod readmes folder -added "Features by Subject" folder containing 12 readmes -added an "All features List" -added PLEASE READ! Player Movement Files readme -added Player Movement Files -added PvPscene Tweaks to player Movement Folder -added SMK Animations to player Movement Folder -added SLX to player Movement Folder -added Truemods to player Movement Folder -relocated DisabledFatigue_Gameplay_C_PvPscene -relocated DisabledWeaponSway_Gameplay_C_PvPscene -relocated DoubledInfantryArmor_by_Rg_Gameplay_C_PvPscene -relocated EnhancedWeaponSway_Gameplay_C_PvPscene -relocated FasterHandGrenadeThrowAnimation_Gameplay_C_PvPscen e -relocated FasterStepOverAnimation_Gameplay_C_PvPscene -relocated IncreasedSwimmingSpeed_Gameplay_C_PvPscene -relocated ReducedFatigue_Gameplay_C_PvPscene -relocated ReducedSwimmingFatigue_by_Rg_Gameplay_C_PvPscene -relocated ReducedWeaponWeight_Gameplay_C_PvPscene -relocated slx_Anim_HeadBob -relocated slx_Anim_HoldSprint -relocated slx_Anim_AT_Lying -relocated slx_Anim_SteepLying -relocated slx_Anim_Swim -relocated slx_Anim_Crawl -relocated slx_anim_grenadethrow -relocated slx_anim_jump -relocated slx_anim_movetransitions -relocated slx_anim_turnspeed -relocated slx_anim_weapontransitions -relocated truegameplay_animation_movementspeed -relocated truegameplay_animation_transitionspeed -relocated truegameplay_animation_turningspeed -relocated truegameplay_animation_swimfatigue -relocated smk_anims.pbo -relocated smk_anims.pbo.SMK.bisign -relocated smk_anims.pbo.v2ECL.bisign -relocated smk_anims_manager.pbo -relocated smk_anims_manager.pbo.SMK.bisign -removed Dynamic Shouts - (character and AI would spam yell "grenade") -removed Driving AI fix -(caused erratic Ai behavor in campaigns) -removed zp5_at_fix -(realisticly real enemy do use AT weapons (RPG) aginsted inf) -updated SLX Lite and SLX Plus -updated 38Readmes in general -updated Credits readme -updated Mod Links readme -updated mods in COWarMod readme -updated permissions readme with new additions & authors -updated several readmes with a alphabetical numerical system -updated Anti-tank Launcher vs. Infantry Fix to v .1.03 -updated RUG_DSAI 11.3.2012 -updated ASR AI addons v1.15 -updated AC-130 Simulation v.0.8 -updated sthud 120103 -updated TGW_Vehicle_Fixes_v1.551 -relocated CCP Path for SLX_ace_fixes,SLX_aiskill,SLX_anim_swim -relocated CCP Path for S_NVG as it required the hpp to be in a dta folder, game will use it from the userconfig folder, doing this elimated the dta folder.September 18th,2011 v1.1[Additions] - TroopMon2_V0.91[updates] - ASR AI addons updated to 1.10 - GLT_Missilebox_complete_v351 [Removed] - asr_weaponreplacements - asr_weaponreplacements.pbo.asr.bisign - asr_cfgweapons_fix_grenadiers - asr_cfgweapons_fix_grenadiers_oa - extended_eventhandlers - sam_handsignals - sam_handsignals.pbo.SAM.bisign - radio_streamlined_a2_only - radio_streamlined_identify_a2_only - tgw_strykerfix - tgw_strykerfix.pbo.TGW2.0.bisign - notepad file that is titled-->addon - DisabledInfantryWeaponDispersion (Gameplay) -DisabledInfantryWeaponDispersion_Gameplay_C_PvPsce ne.pbo.PvPsceneCO.bisign - gdtmod_steerable_parachute - gdtmod_steerable_parachute.pbo.gdtmod_steerable_pa rachute.bisignJuly 5th, 2011 v1.0 - Initial Release Permissions List: For COWarMod v1.2 & v1.3 (2012) - v1.4 (2013) - v1.5 (2021)Latest entries are at the bottom. In case anyone needs to know if I had asked or have permission. The following entries are the list of modders for whom WARMOD uses their mods. All asking of permissions were done on BIS Forums via PM, and through E-mail. ================================================== ====Note: The following addons/Mods after each Mod Author's name are new mods from those Authors combined with A2WarMod's Mods, that work in Arma2CO. Authors in this list are existing authors from A2WarMod, who have created new mods for Arma2CO, as well as new Authors added mods for Arma2CO. ================================================== =====Latest entries are at the bottom of the list. andersson - Permission Granted March 14th,2011 ActualModelsOfWeaponMagazinesVisibleOnTheGround by andersson (Visuals) (andy_mags used instead) Celery EasyFlyPlanes - (new version with his latest script added by me) HardLandingChoppers defunkt - Permission Granted March 14th,2011 MFDforAH1Z Inkompetent - Permission Granted March 14th,2011 INKO Disposable Myke - Permission Granted March 14th,2011 GLT Missilebox glt_realairweapons Opticalsnare -Permission Granted March 14th,2011 WarFX : Blastcore Big Dawg KS - Permission Granted March 15th,2011 BD Hellfire BD Tracer Lights BD MultiGunFix & BD TunguskaZeroing Clayman - Permission Granted March 15th,2011 Car Radio Das Attorney - Permission Granted March 15th,2011 All Round Defence PvPscene - Permission Granted March 15th,2011 PvPscene tweaks Xeno426 - Permission Granted March 15th,2011 TGW Fire Mode Fix TGW strykerfix TGW Vehicle Fixes TGW Zeroing Rg - Permission Granted March 16th,2011 -(My Birthday 🙂 ImprovedHelicopterSurvivability TweakedTurretRotationSpeeds TrueMods McHide - Permission Granted March 17th,2011 JavelinTweak [GLT] Legislator - Permission Granted March 17th,2011 GLT OPA Backpacks 4 All Lester / ASC Addon Team - Permission Granted March 18th,2011 ASC Weapon Pack Core Markers HeinBloed - Permission Granted March 19th,2011 gdtmod_m1014_flashlight gdtmod_mg_nest Dslyecxi - Permission Granted March 20th,2011 ShackTac Movement Fincuan - Permission Granted March 21th,2011 Ballistics Muzzevelocity Scopes Solus - Permissions granted based on Solus's statement on his SLX WIP release thread SLX Robalo_AS - Permission Granted April 14th,2011, June 20th,2012 ASR profile face unlocker - OA asr_ai asr_throwablesatchel Smookie- Permission Granted May 8th,2011 CG animation replacement/enhancement pack ddefinder- Permission Granted May 27th,2011 Streamlined Radio NouberNou- Permission Granted June 3rd,2011 Map Plus ==================================== All permission requests sent March 14, 2011 All Permissions granted by June 3rd, 201121/2121 Total Permissions13 Total New Mod Authors ===============================New Permissions for COWarMod v 1.2 Robalo_AS - Permission Granted June 20th,2012 asr_throwablesatchel defunkt - Permission Granted June 20th,2012 ANZINS Weapons & ANZINS Launchers fredkatz - Permission Granted June 20th,2012 Ai Heli Control Jedra - Permission Granted June 21,2012 Enhanced Skills Slider blakeace - Permission Granted June 21th,2012 Pradar gammadust - Permission Granted June 21th,2012 GAM Clockfacing Report CameronMcDonald - Permission Granted June 24th,2012 Cannon/Main Gun Vehicle Replacement Charon Productions - Permission Granted June 28th,2012 TroopMon2 CHN Arty+ tpw &-Coulum -fabrizio_T- Permission Granted June 28th,2012 TPWC AI suppression system TPW_AI_LOS TPW HOUSELIGHTS - automatic house light addon Nielsen - Permission Granted July 5th,2012 Civilian Interaction Module ==================================== All permission requests sent : June 18, 2012 All Permissions granted by June 28, 2012 10 Total Permissions 8 New Mod Authors ====================================New Permissions for COWarMod v 1.3 Dslyecxi - Permission Granted 09-29-2012 ShackTac Bunnyhop Kronzky - Permission Granted 09-29-2012 Support Call Norrin - Permission Granted 10-2-2012 Rifle Collision Simulation addon for CQB PvPscene - Permission Granted March 15th,2011 AIGunnerToUseAllWeapons AI C PvPscene ==================================== All permission requests sent : 09-28-2012 All Permissions granted by : 10-3-2012 4 Total Permissions 2 New Mod Authors ====================================New Permissions for COWarMod v 1.4 Das Attorney - Permission Granted 01-30-2013 ScopeFX - Dynamic scopes - including TrackIR support DAP - Permission Granted 02-03-2013 AI First Aid Support Deadfast - Permission Granted 01-30-2013 Stance indicator HeinBloed - Permission Granted 02-02-2013 gdtmod_leader gdtmod_misc gdtmod_streetlamp JW Custom - Permission Granted 01-30-2013 Tactical flashlight Kempco - Permission Granted 02-01-2013 JTK Weapon Suppressor Script Lao Fei Mao - Permission Granted 01-30-2013 Smookie Animation Pack Lite version Rydygier - Permission Granted 01-30-2013 HETMAN - Artificial Commander ========================== All permission requests sent : 1-29-2013 All Permissions granted by : 2-03-2013 8 Total Permissions 5 New Mod Authors ================= New Permissions for COWarMod v1.5 dalber24 - Permission Granted 08-17-2021 Sky Sun & Lighting ================================ All permission requests sent : 08-17-2021 All Permissions granted by : 08-17-2021 1 Total Permisions 1 New Mod Author ================ Credits & Thanks: anderson ANZACSAS Steve bravo 6 blakeace Big Dawg KS Celery Clayman CameronMcDonald Charon Productions -Coulum- dalber24 Das Attorney Dap Deadfast defunkt ddefinder Dr Eyeball DMarkwick Dslyecxi fredkatz [GLT] Legislator gammadust Helmut Jäeger HeinBloed Inkompetent Jedra JW Custom Kempco Lao Fei Mao Lamandus Lester / ASC Addon Team LurchiDerLurch Fincuan McHide Myke Mysteryman5150 Mondkalb Nordin OpticalSnare PvPscene Protegimus Pistolfied Rg Ricnunes Robalo_AS Rommel Rydygier Sakura-chan Smookie Solus sholio Sirex1 SARMAT Studio Sgt.Ace TangoRomeo tpw thebarricade VictorFarbau Wolfrug Xeno426 zGuba zyco (alias Picolly) ===============Testers & Feedback =============== Credits & Thanks to the following who gave their feedback, and helped to test the mod, without your support the mod would not be where it is today! =============== alpha-kilo doveman domokun ChrisB FillaFillason folgore_airborne Kyle_K_ski Orcinus SavageCDN Soldaten ======== Share this post Link to post Share on other sites
kremator 1065 Posted July 6, 2011 Good work mate. Will download it later. Share this post Link to post Share on other sites
Robalo 465 Posted July 6, 2011 Congrats, it must have been huge work putting all this together and making sure it works. CBA rulz :) Share this post Link to post Share on other sites
McLupo 118 Posted July 6, 2011 Hello Günther, a dream becomes true :D Thx a lot for making this great "AllInOne" Mod!! Just downloaded and now its time to play with it Awesome work and progress! I´ll give you a feedback, if I have the time to interrupt my game with COWarMod :D Best regards McLupo Share this post Link to post Share on other sites
pellejones 1 Posted July 6, 2011 The video is set as Private at youtube. We can not see it :( http://www.youtube.com/watch?v=uTri38BIU68 Share this post Link to post Share on other sites
icebreakr 3159 Posted July 6, 2011 Fighter Planes easier to fly <sarcasm>woo, I've been always having trouble with the super hardcore realism of the planes in A2</sarcasm> p.s. Strike Commander anyone? Share this post Link to post Share on other sites
otarius-big 16 Posted July 6, 2011 so many folders write it how it instal and wich of them or make it in one mod folder plzzzzzzzzzz ---------- Post added at 15:47 ---------- Previous post was at 15:45 ---------- is this in six updater ? write name plzz for it Share this post Link to post Share on other sites
chiefredcloud 10 Posted July 6, 2011 The video is set as Private at youtube. We can not see it :(http://www.youtube.com/watch?v=uTri38BIU68 Indeed ...... :cool: Share this post Link to post Share on other sites
ast65 10 Posted July 6, 2011 (edited) One question: Is it possible to switch off the handsignals? It´s most annoying when you´re looking down sights to shoot enemy and have to shift your position a little bit, everytime some obsolete, nonstopable gesture- animation kicks in before you can shoot again :j: It´s just ridiculous apart from the fact it makes proper fighting impossible :( Otherwise great collection, Günter ;) ps: the autozoom in sights- mode makes movement in CQB with your weapon raised way harder. Is this intended? Edited July 6, 2011 by @ST Share this post Link to post Share on other sites
McLupo 118 Posted July 6, 2011 (edited) Me once again, I´ll give you a feedback, if I have the time to interrupt my game with COWarMod Here it is; it seems to work propper, without any bug. I played three missions and enjoy it very much! But in one Mission i got this response: I pressed the bottom and everything was fine, i could end the mission! ;) Thx again!! Regards McLupo Edited July 6, 2011 by McLupo Share this post Link to post Share on other sites
campbell_corpse 10 Posted July 6, 2011 This mod is great, thank you for your time and effort. I just have one issue, when playing in a squad all of the soldiers with grenade launchers weapons turn into M16A2's after a few seconds, is anyone else having this issue? I'm using COWarMod in conjunction with ACE. Thanks in advance. One question:Is it possible to switch off the handsignals? You just remove the hand gesture .pbo files. Share this post Link to post Share on other sites
Kyle_K_ski 1 Posted July 6, 2011 (edited) Is this single-player compatible? That is, will it affect sp missions and campaigns as well as online matches? I'm hoping that the answer is "Yes," as this list of changes is pretty amazing. Edited July 6, 2011 by Kyle_K_ski Share this post Link to post Share on other sites
Archosaurusrev 12 Posted July 6, 2011 Is this single-player compatible? That is, while it affect sp missions and campaigns as well as online matches? I'm hoping that the answer is "Yes," as this list of changes is pretty amazing. When I use the COWarmod It's SP compatible. Share this post Link to post Share on other sites
kalel 10 Posted July 6, 2011 Hand signals Somebody please tell me how to switch it off it is pointless in the game apart from looking cool and gets me killed please can we take it out and it is a retarded feature in my opinion! Share this post Link to post Share on other sites
SEALVI 10 Posted July 6, 2011 (edited) Nice addon collection. Is this compatible with ACE? -edit- Never mind, just read the read me. Edited July 6, 2011 by SEALVI Share this post Link to post Share on other sites
ast65 10 Posted July 6, 2011 Hand signals Somebody please tell me how to switch it off it is pointless in the game apart from looking cool and gets me killed please can we take it out and it is a retarded feature in my opinion! delete 'sam_handsignals' from your @COWarMod/addons folder. (didn´t find them at first quick look, also) Share this post Link to post Share on other sites
Kyle_K_ski 1 Posted July 6, 2011 When I use the COWarmod It's SP compatible. Thanks for the info. :) Now I can go in and delete a lot of the mods that I have and just use this one instead. It sounds like Gunter optimized them to work with each other efficiently and without conflicts, something that I can't say is the case for all of the mods that I've got running at the same time. Share this post Link to post Share on other sites
ranger1979 10 Posted July 6, 2011 One question:Is it possible to switch off the handsignals? It´s most annoying when you´re looking down sights to shoot enemy and have to shift your position a little bit, everytime some obsolete, nonstopable gesture- animation kicks in before you can shoot again :j: It´s just ridiculous apart from the fact it makes proper fighting impossible :( Otherwise great collection, Günter ;) ps: the autozoom in sights- mode makes movement in CQB with your weapon raised way harder. Is this intended? Totally agree, need these turned off, very unplayable with the hand signals. Other than that great compiliation. Share this post Link to post Share on other sites
Archosaurusrev 12 Posted July 6, 2011 For fucksake, just go and delete the handsignals, everyone! Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted July 6, 2011 Thank you for the feedback, i will answer questions in the order posted: The video is set as Private at youtube. We can not see it http://www.youtube.com/watch?v=uTri38BIU68 Video is made public again, I made it private as there were a few ignorant comments that had no basis in fact. Keep in mind the vid is 32 clips edited all ingame recording, took me 14 hrs to record, edit, and another 6 to upload. Quality isnt that great, Im not a movie maker, and i made it on windows movie maker, some of the vids in the trailer I used a bullet time which means I had slowed time down to get an effect. If you guys are going to make a comment about the trailer then get the facts first, before commenting, i spent alot of time on the vid, and its not great, it is what it is, like it or not. If you guys can make a vid for COWarMod then i will be happy to post it on the thread here. Fighter Planes easier to fly<sarcasm>woo, I've been always having trouble with the super hardcore realism of the planes in A2</sarcasm> Celery's script was one of the addons in the mod, he gave me his latest script and I updated the addon, planes are easier to fly to me. so many folders write it how it instal and wich of them or make it in one mod folder plzzzzzzzzzz---------- Post added at 15:47 ---------- Previous post was at 15:45 ---------- is this in six updater ? write name plzz for it Open the folder COWarMod, then you see a folder inside that says INSTALL THESE FILES. Also there is a readme in the folder that says installtion readme, please read it. Pleases read things before trying to install, as sai in the installtion instructions, and even on the download page, Move the following folders: INSTALL THESE FILES - (folder) This folder contains the following files that need to be moved to your main Arma2 Directory: ============================ @COWarMod userconfig Keys Dta One question:Is it possible to switch off the handsignals? It´s most annoying when you´re looking down sights to shoot enemy and have to shift your position a little bit, everytime some obsolete, nonstopable gesture- animation kicks in before you can shoot again It´s just ridiculous apart from the fact it makes proper fighting impossible Otherwise great collection, Günter Thank you. In the readmes you will find a readme in the COWarMod readmes folder its located in the mod readmes the readme says this: [b]Sam Hand Signals[/b] Installation: 1. In game, give User Action 1-9 a keybinding in Options\Controls\Custom controls. *Do this before starting the mission otherwise the script will not work* 2. Start the mission, enjoy! Keybinding: User Action 1 = Halt User Action 2 = Go User Action 3 = Cover User Action 4 = Fire User Action 5 = Cease Fire User Action 6 = Follow User Action 7 = Up User Action 8 = Advance User Action 9 = Point This means that in your controls, under Custom controls in the game under options and controls is where you setup your controls for this mod. Sam Handsignals is mostly a coop type of mod. If you dont want that feature then remove the pbo. But please read the readmes, if you cant do that, I dotn see the need for me to reply, all the information is there for you to all be informed, if your still not sure then ask. ps: the autozoom in sights- mode makes movement in CQB with your weapon raised way harder. Is this intended? Harder? your kidding me right. Intended, the whole mod is intended, you can remove the file if you wish but then you will no longer have the autozoom, whatever makes your game fun, remove this pbo: gdtmod_rifle_zoom I´ll give you a feedback, if I have the time to interrupt my game with COWarModHere it is; it seems to work propper, without any bug. I played three missions and enjoy it very much! But in one Mission i got this response: I pressed the bottom and everything was fine, i could end the mission! Thx again!! Regards McLupo Mclupo, thank you. that screen shot is like a debug message, nothing i can really do about it, its a SLX error, it will come up some times but its not game breaking, if someone knows about the configs in terms of this then tell me how to fix it but as i said its not game breaking, if its crashing your game then id be concerned, why it comes up i have no idea, SLX isn't a completed mod, still has bugs, and I tried to get it to work as best as possible, and SLX seems to work way better then it does in Arma2. This mod is great, thank you for your time and effort. I just have one issue, when playing in a squad all of the soldiers with grenade launchers weapons turn into M16A2's after a few seconds, is anyone else having this issue? I'm using COWarMod in conjunction with ACE. Thanks in advance. Thank you, and much appreciated. to answer, thats an issue dealing with having run COWarMod with ACE, ACE may or may not be compatible, and in fact I know some things will not work. COWarMod was not made compatible, I can make it compatible if you guys want, but it will be another version for Ace alone. If you play COWarMod on its own then you should have no issues with that problem your having, at least I dont on my end. Is this single-player compatible?That is, will it affect sp missions and campaigns as well as online matches? I'm hoping that the answer is "Yes," as this list of changes is pretty amazing. Yes of course it is, works in SP, and MP, BUT some missions, and or campaigns might have issues if they use scripts, or things that are trying to do what COWarMod is already doing, in general you should se alot of influence in your game, but im just letting you know if some things are not working with certain missions then there may be conflicts, all depends. If you do indeed have a problem with a mission then post here and tell me what problems you are having and then maybe I can tell you how to fix it, unless the mission is buggy to begin with. Hand signals Somebody please tell me how to switch it off it is pointless in the game apart from looking cool and gets me killed please can we take it out and it is a retarded feature in my opinion! Its a feature meant for coop, I had already answer this above. If you dont like it remove the mod for it. If anyone can make some videos, even a trailer, I would apprecaite it, i will add them to the first page to showcase your video making skills, COWarMod needs your video skills to demonstrate, and or showcase this fine work. Thanks for the feedback, and much appreciated and thanks to for your support. Any other questions, thoughts, concerns, let me know. Share this post Link to post Share on other sites
SEALVI 10 Posted July 6, 2011 I know you said you need a lot of voices if you are going to make this ACE compatible, so count me in as a person who wants to play this with ACE. Again, awesome addon work. Share this post Link to post Share on other sites
huxfluxd-luxe 10 Posted July 6, 2011 Awesome. 223 Mods - holy Maria. Welcome to the road of devastation. Downloading right now. Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted July 6, 2011 I know you said you need a lot of voices if you are going to make this ACE compatible, so count me in as a person who wants to play this with ACE. Ok, think I should make a poll on my website asking this, as I wont build an ACE Compatible version if only 20 people want it, I say this as theres alot of work involved trying to make something as massive as COWarMod compatible for ACE, this would mean alot of research in ACE's features, as well as alot of testing to see what will work and what wont, i can already tell you there will be a few things that will not work, as I did try Ace with COWarMod like 3 months ago, of course 3 months ago COWarMod wasn't at where it is now. I'll add a poll on my website and put a link here, I need more then 20 votes if its going to happen. Awesome. 223 Mods - holy Maria. Welcome to the road of devastation. Dam Straight! was 234 but I had to remove one based on a bug i found. Welcome to the road of devastation. Haha Road to Devistation by kataklysm: Any Metal heads in the forums here? Question for you guys that know my previous version and have played them, and maybe for the new guys, after playing for a bit, I would like a rough list of which mods you would like to see removed from the mod, not like you cant remove them yourselves but if I were to update the mod.I also like to know which mods in COWarMod have you removed and this is totally a personal preference, Im just trying to get an idea of what you guys like. Share this post Link to post Share on other sites
The Hebrew Hammer 10 Posted July 7, 2011 So if I'm running WarFX and JTD fire and smoke already can I basically just not put those in my target line and just run COWarmod? Is it compatible with zeus ai? Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted July 7, 2011 WarFX and JTD fire and smoke already in COWarMod, you dont need them in your target line otherwise you'd be running them twice. Is it compatible with zeus ai? Zeus Ai is in COWarMod. Refer to the readme AI mods in COWarMod it will list all the AI enhancements in the mod. Share this post Link to post Share on other sites