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But all in all i liked this mod compilation more than i like ACE :-)

from me :-)

Forgot to respond to this, but I am currently working on an CoWarMod ACE compatible project, so that COWarMod

wont conflict with anything in ACE and that ACE's features will function but with the addition of COWarMod's features, so its really about compatibility.

You can follow the progress on the thread which the link is in my sig, I have 4 guys testing

as well as myself on this ver4sion of CoWarMod.

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Thanks Günter for the quick replies, looking forward for the ACE version :-)

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Hi so far enjoying this but 1 problem is that my AI went into sniper sit mode and I can't get them to budge. I'm guessing these are smookie's stuff but is there a way to fix or disable them for now?

Also, I'm working on mission with multiple High Command subordiantes and noticed that the interface has changed -I was able to get "1" under orders by pressing Spacebar, but what will happen when "2" and "3" are needed?

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Hi froggyluv,

my AI went into sniper sit mode and I can't get them to budge. I'm guessing these are smookie's stuff but is there a way to fix or disable them for now?

Ya thats smookie's mod, dont know how to change that other then maybe controls but if you want to remove that mod then find these files:

smk_anims_manager.pbo

smk_anims.pbo

in CoWarMod Addons folder.

I was able to get "1" under orders by pressing Spacebar, but what will happen when "2" and "3" are needed?

I never play with high command, only tried it once long ago in the tutorial for it.

So i really cannot answer you on how or what to do as i really dont know what is wrong, or how the high command system works,

all i can say is assuming based on how you command a reg squad by using the F keys but tbh idk.

any other questions let me know.

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As from previous discussions for COWarMod there was a bug that was in concern, the AI being to accurate which we have yet to solve,

or find out what is causing them to be to accurate.

From some of the testing I have been doing as well as the testers from my CoWarMod ACE Compatible project,

i want to ask those that have this AI accuracy issue if you get this issue if you change your profile difficulty settings to the below numbers:

Player and server profile skill levels significantly affect gameplay. Empirical

data provides the following recommended skill settings for the .ArmA2Profile:

skillFriendly=0.98500001;

skillEnemy=0.98500001;

With the above settings, AI provide good suppression levels, attempt flanking

manoeuvres on spotted enemy while maintaining close formation and also make use

of cover and concealment during movement. Attacks are slower, in larger force

and more deliberate. Spotting distance is slightly extended in comparison to

lower skill settings.

Reducing skill settings to:

skillFriendly=0.5;

skillEnemy=0.5;

With these settings AI tend attack individually or in loose formation with

little regard for use of cover. Frontal attacks are common.

Recommended precision settings for the player/server profile are:

precisionFriendly=0.5;

precisionEnemy=0.2;

Higher precision settings tend to make the AI too accurate, which destroys

some of the immersion. These are recommended values borne out of extensive

testing. You can of course vary them as you wish to make enemy more

lethal, but the window for adjustment is very small for precision: 0.2 - 0.245

Friendly precision is set higher to mitigate against friendly fire and does not

appear to unbalance gameplay when commanding AI squads.

Let me know what your results are, so we can solve this bug if there still is one.

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Just curious, I'm using P85 vehicles with this mod and I'v noticed there is no muzzle blast ect. with the tanks cannons now, it looks quite odd.

Only a very small amount of smoke, anyway I can fix this?.

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hello,

P85 vehicles?

No muzzle blast as in a muzzle flash?

Can you give me a link to the addon mod that these vehicles come from so I may look at them to give you a definite answer.

are you runnign CoWarMod v 1.1 with the latest version of CBA?

like this:

-mod=@CBA;@COWarMod

=======================

outside of your question

My website:

had a visitor search for an asnwer to a question he ahd posted on google which brought him to my website,

this is what he asked:

Does arma 2 Warmod combine with Cowarmod?

my answer

To answer the question, Yes and No A2WarMod does and does not combine with CoWarMod.

There are 38 Mods from A2WarMod that work in OA or Arma2CO.

the remaining mods in A2WarMod do not work in OA.

The 38 mods that do work in Arma2CO (OA) are in COWarMod.

So yes the addons and mods that work in A2WarMod are already in COWarMod.

Now i did not actually answer him as i am unable to get a hold of him, nor does he know that I had answered his question so

I had added his question to the FAQ for COWarMod so that others if needed may know the answer for themselves if the question were to arise.

That being said if anyone has questions regauding CoWarMod then refer to the FAQ on ym website seen here:

http://warmod.webs.com/apps/faq/faqs#anchor-1-27

If your question or answer you seek is not found in the FAQ then you can ask here.

Edited by Gnter Severloh

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hello,

P85 vehicles?

No muzzle blast as in a muzzle flash?

Can you give me a link to the addon mod that these vehicles come from so I may look at them to give you a definite answer.

are you runnign CoWarMod v 1.1 with the latest version of CBA?

like this:

-mod=@CBA;@COWarMod

=======================

outside of your question

My website:

had a visitor search for an asnwer to a question he ahd posted on google which brought him to my website,

this is what he asked:

Does arma 2 Warmod combine with Cowarmod?

my answer

Now i did not actually answer him as i am unable to get a hold of him, nor does he know that I had answered his question so

I had added his question to the FAQ for COWarMod so that others if needed may know the answer for themselves if the question were to arise.

That being said if anyone has questions regauding CoWarMod then refer to the FAQ on ym website seen here:

http://warmod.webs.com/apps/faq/faqs#anchor-1-27

If your question or answer you seek is not found in the FAQ then you can ask here.

Sorry about that, heres a link. Its Project 85 by Vilas. It has a bunch of Cold War era vehicles, infantry, ect.

Heres the Armaholic link:

http://www.armaholic.com/page.php?id=8316

It requires the config file as well which is linked to that webpage.

Edited by TristanYockell

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Ah, ok I remember this, its been a while since I've seen these.

one questions, have you payed with these without CoWarMod, and do you get a muzzle flash?

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Ah, ok I remember this, its been a while since I've seen these.

one questions, have you payed with these without CoWarMod, and do you get a muzzle flash?

Yes there is a very large muzzle flash with dust and debris cloud. Its strange, they mostly dissapear but only with this vehicle pack, oh well.

I think I'm just gunna jump into modding this again and try and fix it myself, still gotta finnish sound effects and weapon systems tweaks ect. anyway.

Don't waste your time worrying about it, you have better things to do.

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Hi, i was wondering if you knew which mod was the mod that gave you hand signals

? if you could tell me that would be great. Otherwise, great job!

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Hi Archer 6.

What version of CoWarMod do you have, the 1.0 (original released version), or the latest version 1.1?

The mod for the hand signals is called Sam hand Signals:

http://www.armaholic.com/page.php?id=11483&highlight=SAM%2BHANDSIGNALS

its really meant for coop, as the AI dont respond to hand signals.

Also if you lead a an AI squad you will already execute hand signals without the mod Sam Hand signals.

Lastly you have to configure your custom controls under controls in the menu to use the signals,

or you will have an issue where you will not be able to move.

Any other questions let me know.

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ok, first time i have tried to load the war mod, downloaded ver 1.1, moved the files as stated exactly, downloaded the CBA mod and now trying to play. I am now getting " .... are not signed by a key accepted by the server... seems to be working a-z, first the Added tank pbo. then every ASC and so on. I have the keys file in main ARMA2 folder as stated, even moved a copy into the userconfig folder to see if that would work.

Any ideas..??

Edited by SeekerII

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Hi SeekerII.

Are you trying to put CoWarMod on a server?

As the mod dont need to be on a server if your getting on a mission.

Only time a mod needs to be on a server is if the mission was built using components of the mod, or has units,

vehicles and what not from the mod which CoWarMod dos not have.

But for the public player to see the influence of the mod on the server then either they need the mod or you can put it on the server,

but just make sure in the cfg that you have it set so that it is not equalModRequired = 1; which means the player joining needs the same mod as the server.

For installation

- @COWarMod

- userconfig

- Keys

- Dta

these files only go into the Arma2 directory, no where else, and if your having a problem, then moving files from those

files you put into the Arma2 directory will not do anything.

lastly I need to know the exact error your getting.

I have the keys file in main ARMA2 folder as stated, even moved a copy into the userconfig folder to see if that would work.

keys wont do anything in the userconfig folder, as the files in the userconfig are for the mods in the

addons folder they are script specific to those mods.

Keys only need to be in the keys folder.

If you having issues with keys as i said i need to see the exact error, then it could be that a key needs to be updated,

which then of course I need to know which one so i can contact the modder for the mod that the key belongs to.

But overall what exactly are you trying to do?

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thank you for the quick reply. I'm trying to install war mod on my machine and play on one of our servers.

the error i'm getting is:

files "@COWarMod\addons\asc_ammoboxes.pbo" (and many more) .. are not signed by a key accepted by this server. To play on this server, remove the listed files or install additional accepted keys..

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Well what you need to do then is list here all the keys that give you the error, so i can contact the

modder for those mods and then they can update their keys.

Also make sure you have the latest CoWarMod version 1.1 as there was alot of files, bugs and problem things removed,

CoWarMod is to be updated again maybe this month, idk atm as im working on the SLX project right now.

Also for the ASC weapons mod, unless you have built a mission using the weapons in that mod then you should take

it out as it dont do nothing until you have those weapons ingame.

Do you build your own mp missions, or do you played downloaded missions?

also

Will your server be a public server for the public to join, or is it a server you are hosting to have your friends join?

If you are hosting to have your friends join then you dont need COWarMod on the server, run it client side not server side,j

ust have your friends have COWarMod and they will see the effects and or influence of the mod like yourself when in the mission,

this should save you alot of headache for the keys.

You follow what i'm saying?

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I'm only using it on my PC, not placing any on our server.

i only downloaded ver 1.1, and followed the installation instructions. also copied the shortkey properties like in the example ..ie: -mod=@CBA;@COWarMod

do you have a new set of keys?

i continue to remove files from the addons, and it continues to complain. It's working it's way down from files beginning with "A"'s, "B"'s, and "C"'s. I keep removing files and it keeps complaining about the keys..

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No I dont, as I said

what you need to do then is list here all the keys that give you the error, so i can contact the modder for those mods and then they can update their keys.

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I'm only using it on my PC, not placing any on our server.

i only downloaded ver 1.1, and followed the installation instructions. also copied the shortkey properties like in the example ..ie: -mod=@CBA;@COWarMod

do you have a new set of keys?

i continue to remove files from the addons, and it continues to complain. It's working it's way down from files beginning with "A"'s, "B"'s, and "C"'s. I keep removing files and it keeps complaining about the keys..

Belatedly reading this, I wonder if you've put the keys in the correct sub-directory? - I can see neither reason nor point in removing files from the addon folder if you have an error relating to a key. Nor do I think it likely that the keys are out-of-date since COWarmod contains a number of mods that are widely used for MP as well as SP. If the mods have out-of-date keys no-one at all would be able to log on to the server :eek:

The keys all have the extension ".bikey". They must all be located in the "Keys" directory in your main Arma II folder (that's where the server will look for them). Is that where you put the keys?

HTH

Orcinus

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Let me explain something

CoWarMod does not need to be on a server to see the effects or influence in your game run it client side and you wont have any issues with keys.

If doing it for the public, then get the clients to download CoWarMod and run it client as your intent to influence their game via the server may run into issues.

CoWarMod was not tested on a server as in the mod being on a server, so whatever issues you get please report them,

if you cannot find the time to report the instances then please dont bother posting and complaining about problems.

I will go out of my way to help those that are interested in solving their issues with my mod if they intend to follow through on their end.

Also as said if your having issues with keys then:

as I said

Quote:

what you need to do then is list here all the keys that give you the error, so i can contact the modder for those mods and then they can update their keys.

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Gentlemen,

I am back for less then a week, having some financial issues right now.

I had lost my internet as that is why I was gone.

Anyways Been working on the mod, and I am announcing a release of a:

COWarMod Full version update 1.5

&

COWarMod Patch version update 1.5

I may have time to release these updates before I disappear again cant say for sure.

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Nice to have you back on board mate ;)

Take your time, dont rush! Ah... its horrible to be cut from the outside world, heh? :)

Jarhead

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Thanks LordJarhead,

Good to be back, may be out in another week or so for some down time again, but anyways the projects are coming along and pretty much done,

just some tweaking and it will be released.

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Hello Günther,

I recently downloaded COWarMod but since you announced a new version I'll wait for that before I actually play.

Meanwhile i wonder how the different AI addons work together in COWarMod without conflict. I've seen not just .pbo's from SLX, but also from the famous ASR_AI, ZEUS AI and the inf_stealth_recognition.pbo.

Are they customized by you? Because I thought one has to set some sort of load order or priority to make them work together at all, and they are all in the same @COWarMod folder now.

Same goes for animation fixes: the files from (CO-)SLX are there and some which do the same from TrueMods. Don't they conflict or make each other redundant?

Sorry to sound like a nagging wife, but since I don't have that much time for gaming, I look for the "perfect" immersive game when I get to playingevery once in a while. Most important for me is AI, since I only play SP.

Thanks for your effort so far and good luck with version 1.5!

touristo

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Hi touristo,

I wouldn't wait to play as the next update isn't really anything special, it just updates all the readmes,

adds some folders for organization, and removes some files found to be redundant, and some other things.

plus you may be waiting another month or two as Im unable to pay my internet bill Im going through some

financial difficulties right now as Im trying to get rid of a couple of debts holding me back.

Actually it was my mistake about the version, i got it mixed up with A2WarMod, so its actually going to be version 1.2,

A2WarMod will be 1.5

As for the AI addons they work ok together, I haven't seen any real issues/conflicts since July's release,

i did however tweak the userconfig for inf stealth recognition, everything else seems to run good.

No load order needed.

I'm still debating whether or not to replace SLX with my new version, I have done it already but not satisfied with the results,

so i need to look at it again.

Same goes for animation fixes: the files from (CO-)SLX are there and some which do the same from TrueMods.

Don't they conflict or make each other redundant?

yes they do, part of the update will remove the redundancies, but what i did is create a optional player movement

folder as you either want to run SLX anim movement files, or truemod files, but not both.

Not really any conflicts, just you get a combination of movement.

only movement files in CoWarMod are from:

-CG animation replacement enhancement pack

-Trumods

-SLX

This next version will not be a final version, although im not planning anything beyond the 1.2 version for right now til i find something that needs updating.

As you all should understand CoWarMod, WarMod for that matter is a massive customizable compilation mod,

that being with all the addons and mods together in one mod theirs bound to be an issue somewhere in the mod

that I have yet to find, this next update (v 1.2) has found some issues, as well adds, and fixes somethings.

A2WarMod

My Arma2 version will be version 1.5 but ti will be a total rebuild of the mod, which atm is almost done,

Im currently updating readmes, and doing some small testing and research.

The SLX added in the previous version (v 1.4) has been completely removed and replaced with the new version

(A2SLX) which is a more optimized, fixed, and updated version of the original SLX.

Just from testing itself I found A2WarMod almost funner to play with then COWarMod,

but they are both great none the less.

any questions/problems, then please ask, feedback is important with a mod like this, if you find bugs, problems,

or things I missed then reporting them will allow me to fix or better the mod.

all for now.

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