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I have Arma 2 and Arma2OA on steam do i need to install both of them for this mod to work or can i just install Arma2OA ?

Edited by -==XR==-

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Awesome, been waiting for this for a while now. Can't wait to try it out! Thanks for all the work you put into this.

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I'm about to go back and remove all of the stuff I don't like from this, but real quick before I run the game again, is there a way to remove the debug entirely?

Also I think this may interfere with anyone using UPSMON scripts in their mission, can someone else confirm if they've had problems? It seems that they patrol fine but don't react to nearby battles like they usually do. I'm going to test it out on different islands to make sure it wasn't just the 3rd party island that was making things weird.

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I have Arma 2 and Arma2OA on steam do i need to install both of them for this mod to work or can i just install Arma2OA ?

CoWarMod is both Arma2 and OA, but inorder for the oa stuff to work you need to be running OA. Run both as in Arma2CO.

Awesome, been waiting for this for a while now. Can't wait to try it out! Thanks for all the work you put into this.

Your welcome, any questions then let me know.

but real quick before I run the game again, is there a way to remove the debug entirely?

And you are referring to what?

Also I think this may interfere with anyone using UPSMON scripts in their mission, can someone else confirm if they've had problems? It seems that they patrol fine but don't react to nearby battles like they usually do. I'm going to test it out on different islands to make sure it wasn't just the 3rd party island that was making things weird.

Woeks fine with UPS so it should work jsut as fine with Upsom.

I'll be back on the forums in the morning, so any questions, ask, got to leave for work.

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Guest dDefinder

I'm liking the mod so far and using mods that I never knew existed.

One thing though, the following files should be removed in the next version:

radio_discipline.pbo

radio_discipline_extr.pbo

radio_streamlined_a2_only.pbo

radio_streamlined_identify_a2_only.pbo

These should not be used with Operation Arrowhead. They will override the new radio voices from AO and use the old ones from A2. This may also cause missing lines for units placed in the AO maps. Radio Discipline has not been updated to be used with AO.

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No, "Q" and "E" are default keys for triggering All Round Defence. You have to either change it in userconfig or delete the ard.pbo.

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hmmm so far so good, I'm noticing that the AI is almost too good, one they're popping me from like 500 yards away instantly. Anytime I put down a support unit like an LAV or AC-130 it instantly wrecks the entire enemy force in a matter of seconds.

Maybe I need to manually change that... this is zeus AI so I don't know whats up with that, usually zeus sustains the length of firefights.

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dDefinder! hey buddy, i will remove those particular files for the next version, thanks for the headsup.

The Hebrew Hammer look review the readme in the CoWarMod readme's folder and look for a readme that says "AI Mods in COWarmod" and go from there.

Alos you had asked earlier:

is there a way to remove the debug entirely?

What were you referring to here?

Yea i have the same problem as him. What he's trying to say is that any blufor faction grenadier unit has

his weapon switched out with an M16A2 w/203 instead of the normal weapon the soldier would have. But this problem

does not happen when you play as a grenadier soldier. When you play as a gl soldier you get the normal weapon the

grenadier would use instead of the M16A2 the ai get switched to.

Go into the userconfig,a nd under the folder fnc_muzzlevelocity

remove these 2 lines in the fnc_muzzlevelocity_weapons.hpp(bolded)

//Add non-stock weapons here. These entries will be included in config.cpp

/*

class MyWeapon: M16A2

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dDefinder! hey buddy, i will remove those particular files for the next version, thanks for the headsup.

The Hebrew Hammer look review the readme in the CoWarMod readme's folder and look for a readme that says "AI Mods in COWarmod" and go from there.

Alos you had asked earlier:

What were you referring to here?

Go into the userconfig,a nd under the folder fnc_muzzlevelocity

remove these 2 lines in the fnc_muzzlevelocity_weapons.hpp(bolded)

//Add non-stock weapons here. These entries will be included in config.cpp

/*

class MyWeapon: M16A2

Thanks for the reply Gunter and thanks for taking the time to figure out what was causing that to happen.

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I think the messages I get are actually from the shacktack HUD, whenever I play an island that it's not familiar with it gives me a "didn't recognize zoom levels" message in my radio messages.

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Ya if your on an island that the shacktack hud does not support youll get that debug message, but it wont crash your game or anything,

and the hud still works, I wouldn't worry about it, the message will only come up the first time you start a mission.

The islands supported by ShackTac Fireteam HUD (STHUD) so far are:

* Afghan Village

* Afghanistan

* Aiaktalik

* Capraia

* Celle

* Chernarus

* Desert_E

* Everon

* Fallujah

* GNT_Sands

* I44 Omaha

* Isla Duala

* Japahto

* Kellu

* Lingor

* MBG Nam

* Namalsk

* Panthera

* Plr Mana

* Podagorsk

* Porto

* Proving Grounds

* Quesh Kibrul

* Rahmadi

* Razani

* Razorniya

* Sahrani / United Sahrani / South Sahrani

* Sbrodj

* Schmafelden

* Shapur

* Takistan

* Thirsk / ThirskW

* Unsung's Lowlands

* Utes

* Vostok / Vostok Winter

* Zargabad

If you wanted more islands that are not on that list to be supported

your going to need to contact Dslyecxi.

Any other questions please feel free to ask.

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Günter Severloh smk_anims really cool mod but unfortunately it is of little use (use only a few points: a leap over the high wall, switch on the gun, lying on its side) in other cases, management is not comfortable and the location of the camera makes it impossible to keep accurate fire. The problem with this mod is that it's only animation with no real interaction with the surrounding objects

I forgot to say that when you press the Q reproduced audio signal, text message, handsignals, and the soldier shakes his head?

In my opinion AI MOD is a diamond in this collection but problemma this supernatural accuracy ai. It is possible to reduce the accuracy of ai?

Last question: what mod gives the largest load-work computer?

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Then remove it, CoWarMod is customizable so you can remove the mods you dont wish to use, only reason some mods

are in there that I myself dont personally use such as the SMK anim are because some folks do like them.

Keep in mind for the SMK anim, and the sam handsignals you have to setup your controls for same for a few other mods.

Its all in the readmes, i had included with the download, please read them. Nothing in the game is written in stone where

the controls you use are the only way to play.

COWarMod is about customization, and options, if you dont like something simply remove it. Your questions have already been

answered previously in this thread, as for your last question I really dont know, the whole mod works fine for me and I have a

single core CPU 2.6, unless you have a single core 2.0 and a crap GPU then you need to worry.

For AI accuracy adjust your difficulty profile, I did mine and the AI are not as accurate.

Any questions feel free to ask, Im on BIS forums here regularly.

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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?

I removed sam_handsignals.pbo and it worked for me ;)

---------- Post added at 07:48 PM ---------- Previous post was at 07:46 PM ----------

I would like to remove the smoke grenade throwing ,i think this is from Victor Furbau but couldnt find from where to set it.Also i am getting a big mixture of languages ,when i use BAF the British are shouting in American.Any help please?

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Hi Günther,

very nice Mod. Thank you for this incredible mod compilation.

I played some actual missions and got one real problem using COWarMod:

After I died and get respawned I always see my persion with 3rd person view in spectator mode. I have no possibility to change it. Only way is to cancel the connection to the server and reenter the mission which is not nice !

Is there any problem with an actual revive/respawn script or something else or have I overseen something ?

Greetings

Redlock

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I couldn`t see my last msg on this thread, To remove handsignals just remove sam_handsignals from co warmod, I removed slx shout and all rug dsai pbo`s but i`m still getting a mixture of languages ,when i use BAF some soldiers shout in American and last i would like to remove throwing of smoke grenades please ,i have read much of the read me`s but cannot find from where to set this.

Edited by SopmodJack
mistake

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To remove handsignals just remove sam_handsignals from co warmod

Yes for the hand signals remove Sam_Handsignals from the addons folder.

I removed slx shout and all rug dsai pbo`s but i`m still getting a mixture of languages ,when i use

BAF some soldiers shout in American

Also remove the following pbos:

sar_krik.pbo

sar_krik_start.pbo

extended_eventhandlers.pbo

report back to me and see if that solved your voice trouble

i would like to remove throwing of smoke grenades please ,i have read much of the read me`s but cannot

find from where to set this.

For the smoke grenade throwing, this might be a tricky one but try these:

Go into your userconfig

ARD

// Allows your troops to throw a smoke grenade when they are wounded. 1 for enabled, 0 for disabled


		ARD_smoke_on_hit = 0;  // << EDIT THIS NUMBER

make sure that is 0 like it says in the code above.

// Changes the chance of a unit throwing a smoke grenade when they are wounded.  100 = maximum chance >> 0 = no chance


		ARD_smoke_chance = 25;  // << EDIT THIS NUMBER

Either make the chance =0 or disable this by removing the //

// Allows vehicle gunners to launch smoke in All Round Defence.  1 = enabled, 0 = disabled


		ARD_vehicle_smoke = 1;  // << EDIT THIS NUMBER

make the number 0 if you dont want smoke from vehicles

JTD

//Smoke_lifetime_Particle - The multiplier for particle lifetime, affects how long each particle hangs around.
//1 = default, less = shorter, more = longer. (1 = 100%, 0.5 = 50%, 2 = 200%)

#define JTD_Smoke_Lifetime_Particle[b] 0.25[/b]



//Smoke_lifetime_Source - The multiplier for smoke source lifetime, affects how long vehicles burn.
//1 = default, less = shorter, more = longer. (1 = 100%, 0.5 = 50%, 2 = 200%)

#define JTD_Smoke_Lifetime_Source [b]0.25[/b]

This is for fire and smoke overall, you can reduce those numbers I bolded

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

General and AI mods

Zues AI

This mod improves the ability of AI soldiers in a number of key areas:

- Improves AI's ability to spot and engage enemy, extending engagement ranges

out to 500m and beyond

- Changes the speed at which an AI can get a bead on a target

- The AI now reacts to effective enemy fire, before taking casualties

- Accuracy is changed to ensure sustained firefights take place, allowing

movement under contact with good use of cover

- Improved CQB

- 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

- Vehicle gunners now react to enemy fire

- Careful movement and correct use of formation is now an important factor in

improving a soldiers survivability, as are planned ingress and egress routes

- AI react more aggressively under contact and don't give up as easily

- Injuries occur more frequently in firefights. Good drills and wise medics are

now an essential part of the game

It has greatly increased the immersion and challenge of coop play for Zeus,

hope you enjoy it!

From the mod readme.

So if you wish remove Zeus Ai and the AI should stop popping smoke, or contact India KiloAuthor and have him

make a userconfig to make alot of features optional, as in it would give you the option to turn things on and off.

I played some actual missions and got one real problem using COWarMod:

After I died and get respawned I always see my persion with 3rd person view in spectator mode. I have no possibility to change it.

Only way is to cancel the connection to the server and reenter the mission which is not nice !

Is there any problem with an actual revive/respawn script or something else or have I overseen something ?

Hi redlock,

Thanks for the compliments, what missions were you playing when this problem occured were they yours or official, or someone elses?

As far as it has been in the missions I have buitl that have respawn, even with respawn with menus, i ahve not had any issues with

respawn, revive on the other hand might have issues as there is a camera that goes with it, dont know for sure, i personally dont care for revive so i dont use it.

Im leaning towards that there something wrong with scripting in the missions relation with the mod, it could be alot of things.

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

For those that feel the Ai is to accurate then, and AI are to good, then make some adjustments.

This is from the Zues AI mod readme:

Player and server profile skill levels significantly affect gameplay. Empirical

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

skillFriendly=0.98500001;

skillEnemy=0.99500001;

Recommended precision settings for the player/server profile are:

precisionFriendly=0.5;

precisionEnemy=0.48999981;

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

immersion. These are recommended values borne out of extensive

testing.

Note the value for precisionEnemy is considerably higher than Zeus AI for

ArmA II.

You can of course vary them as you wish to make enemy more lethal, but the

window for adjustment is very small.

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

appear to unbalance gameplay when commanding AI squads.

Additional Options:

To disable Zeus AI dynamic behaviour for a specific combat unit, place the

following code in the init line:

this setVariable ["zeu_AIBypass", true];

This will be useful if you are hand placing an AI in a mission and do not want

them to move of their own accord in reaction to enemy.

To disable the default civilian behaviour of stop and dismount vehicles when in

danger, place the following code in the init line of the civilian unit, for the

driver:

driver vehicle this setVariable ["zeu_CivStayInVehicle", true];

or for a passenger (driver stops and gets out, passenger stays in the vehicle):

this setVariable ["zeu_CivStayInVehicle", true];

The civis will follow this behaviour unless the vehicle is disabled by shooting

out a tyre or disabling the engine (if this is possible).

Typical use may be for the driver of a VBIED.

It is recommended that enemy tags are disabled for all difficulty levels by

setting the server profile entries to:

EnemyTag=0;

UltraAI should also be disabled - enabling it makes AI into AK snipers, ruining

any chance of movement under fire:

UltraAI=0;

// Server Admins Installation Guide ///////////////////////////////////////////

Server installation steps are the same as above.

Server profile settings for skill & precision are very important and should be

configured to the values listed above.

If a server admin decides addon signatures should be verified, he should add

the following line to the server.cfg file:

verifySignatures=1

A server admin can decide which addon makers' keys he considers trustworthy by

placing their public keys in the "keys" directory. Usually (vanilla

installation) there's only Bohemia Interactive's signature, called bi.bikey,

in this directory.

You can find the Public Key for ZEU in this package under the following path:

"@zeu_OA\Server Key"

// Tips for mission makers ////////////////////////////////////////////////////

- Vary the skill level of enemy you put in a mission.

Setting the skill slider to 100% in the editor for every enemy you place may

seem like a good idea, but it can be counterproductive to make the AI into a

bunch of terminators... Zeus AI reactions are improved over stock AI and they

will spot and engage you to a more realistic level.

- Use forward spotters.

A spotter set to not engage, forward of the main body of enemy can give the

AI a useful extension to their combat range or awareness - they will inform

the other units in their group when they spot enemy (ref. commandWatch,

commandTarget, doWatch, doTarget)

The spotter doesn't have to be covert, dickers on motorcycles or walls/roofs

of buildings (unarmed with combat behaviour disabled) can lend authenticity

to OA scenarios.

- Emulate enemy tactics in rural OA scenarios.

Enemy tend to concentrate in the green zones, simply because of the cover

available. The AI are pretty vulnerable on open terrain against humans, so

choose ground with relief/features they can use.

They are infamous for 'encirclement' tactics, so make sure you have a

distraction group plus groups ready to move to the flank and rear - it will

provide much greater interest and a challenge to the human commanders.

Zeus AI can make more intelligent use of weapons systems - give some RPG

gunners OG-7 rounds if you want them to engage infantry and soft targets.

Equip PG-7 rounds if you want them to engage armour.

Place random 'groups' on routes that the enemy might use for movement.

Use column or compact column formation - insurgents in perfect wedge

formation just don't look the part. Vary the group sizes and regularity.

Bumping or being bumped by such a group can add a lot to an infantry mission.

Hope that helps.

Any questions feel free to ask and let me help you customize your game to how you wish to play!

Edited by Gnter Severloh

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When launching the game with target line

"C:\Program Files (x86)\Steam\steamapps\common\arma 2 operation arrowhead\ArmA2OA.exe" -nosplash -mod=@CBA;@COWarMod;@CBA_OA

i get "addedtankmovementorderdirectionmarkers_visuals_c_pvpscene"requires addon 'a_crane_02" than i hit ok and in game screen i get

no entry 'bin\config.bin/cfgworlds/utes.ilsposition'.

Any idea whats going on ? I only have the standalone arma2 OA installed.

Edited by -==XR==-

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Hello,

Install OA into Arma2 directory to get Arma2CO. As COWarMod is for Arma2Co or Combined Operations,

as your just playing standalone OA.

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Hello,

Install OA into Arma2 directory to get Arma2CO. As COWarMod is for Arma2Co or Combined Operations,

as your just playing standalone OA.

Well i have both games on steam and i think steam installs them in separate folders , can i just drag OA into arma 2 folder, will this work is is there a better way?

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Thank you so much Gunter ,you have been of great help ,i did exectaly as you said and it worked ,(ARD)no more smokeshell ;) About the voices it is fixed too Thanks to you ,i forgot to remove sar krik and the other sar pbo ,now i have the default voices and my BAF soldiers got their British accent back lol ;p

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Well i have both games on steam and i think steam installs them in separate folders , can i just drag OA into arma 2 folder,

will this work is is there a better way?

TBH I really am not sure, Ideally i think so but dont take my word for it, what i suggest doing is make sure your doing it right is refer to this thread:

ARMA 2: CO (how to combine ARMA 2 into ARMA 2:OA and use together)

http://forums.bistudio.com/showthread.php?t=101214&page=71 and read post 709

Even go to the first page of that thread and read through it.

Outside of that any questions about the mod then let me know.

Thank you so much Gunter ,you have been of great help ,i did exectaly as you said and it worked ,(ARD)no more smokeshell

About the voices it is fixed too Thanks to you ,i forgot to remove sar krik and the other sar pbo ,now i have the default voices and my

BAF soldiers got their British accent back lol ;p

Excellent, glad it worked out for you.

I will soon have an update a v1.1 Full version, and patch some time this week.

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TBH I really am not sure, Ideally i think so but dont take my word for it, what i suggest doing is make sure your doing it right is refer to this thread:

ARMA 2: CO (how to combine ARMA 2 into ARMA 2:OA and use together)

http://forums.bistudio.com/showthread.php?t=101214&page=71 and read post 709

Even go to the first page of that thread and read through it.

Outside of that any questions about the mod then let me know.

Excellent, glad it worked out for you.

I will soon have an update a v1.1 Full version, and patch some time this week.

No need for that thread for steam users. All you have to do is download arma 2 run it once to register in your registry , than dl OA and if you right click on you OA on steam it will give u a menu to launch arma 2 combined operations. My question now is on what folder should i put the mod in ? The arma 2 or the OA one?:confused:

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My question now is on what folder should i put the mod in ? The arma 2 or the OA one?

@COWarMod

keys

Userconfig

dta

All go into the Arma2 Directory.

Then run your game off of the Arma2OA.exe

like so:

E:\Games\Arma2\arma2oa.exe -nosplash -mod=@CBA;@COWarMod

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Hi Günter,

I don't know exactly the mission I've played because I played on an other server than on my own server. But it was a modificated domination mission.

So I downlaoded the actual version of xeno's domination 2.60e an played the C030 Domi OA! West [2.60e]. I started the game one time with @COWarMod + @CBA and the second time with only @CBA mod on.

With @COWarMod on I have the problem I described already, after dying and respawning (clicking the green respawn circle, f.e. in the base) I respawn to base and then I get the third person view of my soldier and I can't do anything (only the button of the new respawn version of domi you can see (Show Players, Nightvision on/off, and show map on/off ..... at the top of the screen there is my name standing and in red letters "Specating".

I cannot exit third person view by pressing ENTER-button or something else?

This problem only exists when starting your COWarMod .... without it, the respawn has no problems.

Any idea what happens here? Or someone else?

Another Question to Günter: When you play a mp-mission on a dedicated server is it recommended to start the server with cowarmod too? Or is it only clientside?

Greetings

Redlock

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