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W0lle

Cold War Rearmed² : Demo³

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Do you guys happen to have a nice shortcut icon to decorate your CWR2 desktop shortcut? :rolleyes:

Edited by Variable

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Of course we do, check the first post which has a link to an icon courtesy of Clawhammer. :)

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Of course we do, check the first post which has a link to an icon courtesy of Clawhammer. :)

Damn, and I didn't understand why the search result gives me the first post hehe... Thanks W0lle and Clawhammer! :yay:

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Hi all,

Is there any interest here to see CWR2 supported by LEA ?

This would be more than welcome!

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Hi all,

Is there any interest here to see CWR2 supported by LEA ?

Yes please Major Shepard. That would be great. Was looking for that option today.:yay:

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Yep.

Will be good if LEA also was to get a filter that showed you items only from selected mods. To not dig through tons of ACE weapons to get to CWR2's ones f.e.

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@Major_Shepard Our configs for demo 3 are on the six browser :)

Edited by Max Power

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Yep.

Will be good if LEA also was to get a filter that showed you items only from selected mods. To not dig through tons of ACE weapons to get to CWR2's ones f.e.

You can already do this by selecting mods you want to deal with into the Addons Manager ;)

@Major_Shepard Our configs for demo 3 are on the six browser :)

Yeah thanks will get even faster to integrate ^^

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Yeah thanks will get even faster to integrate ^^

Yeah, have a look at those but before you get started, let's make sure w0lle has a chance to review this proposal :)

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Hi all,

Does someone had a problem to spawn vehicle like T80 or T72 ?

I use this script but they appear and 1 second later they disapear

West setFriend [East,0];

East setFriend [West,0];

EastGrp01c = Creategroup EAST;

_leader = EastGrp01c createUnit ["cwr2_T80", [(getMarkerPos "po15") select 0,(getMarkerPos "po15") select 1,0], [], 3, "FORM"];

_unit = EastGrp01c createUnit ["cwr2_T80", [(getMarkerPos "po15") select 0,(getMarkerPos "po15") select 1,0], [], 3, "FORM"];

_unit = EastGrp01c createUnit ["cwr2_T80", [(getMarkerPos "po15") select 0,(getMarkerPos "po15") select 1,0], [], 3, "FORM"];

_leader = leader EastGrp01c;

wp1 = EastGrp01c addwaypoint [position fire1, 0];

wp1 setwaypointtype "MOVE";

wp1 setWaypointCombatMode "RED";

wp1 setWaypointFormation "LINE";

wp1 setWaypointSpeed "NORMAL";

wp1 setWaypointBehaviour "COMBAT";

(I use the same script to spawn infantry that I don't have problem. I don't use other addon. The game is fully updated).

If someone have other solution his help'd be appreciated.

Thanks for answers.

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Try to spawn a vanilla T72 to see if its CWR2 or not. It would be very strange if it was.

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oooh strange I've got he same problem with vanilla too.

Solution found with createUnit & createVehicle. May be there is a simpliest way to do it ?

Edited by panda123

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I'm thinking of trying CWR2 when my new graphics card comes in, but knowing this is a demo, I'm curious; how close are you guys to a full release? I believe if the tracker is anything that the next release will be the final version, and I hope that's soon. Of all of the campaigns I played in ArmA1, CWR was the most compelling, even if there were a number of issues I had that soured the experience. There seems to be something special about those campaigns.

You guys would be overkill if you did something like this for every future ArmA release. :P

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I'm thinking of trying CWR2 when my new graphics card comes in, but knowing this is a demo, I'm curious; how close are you guys to a full release? I believe if the tracker is anything that the next release will be the final version, and I hope that's soon. Of all of the campaigns I played in ArmA1, CWR was the most compelling, even if there were a number of issues I had that soured the experience. There seems to be something special about those campaigns.

You guys would be overkill if you did something like this for every future ArmA release. :P

it's worth your trouble using the 'demo' right now. For the user, there wont be much difference between it and the final release. Under the covers of course we are continuing with improvements, adding final missing ofp vehicles, and some very nice mission packs. Since the majority effort in cwr2 now is in missions, it means we are happy with the structural content of the demo.

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Thanks to everyone who helped develop this mod, I have been playing the campaign with it and its 11/10 :).

Edited by Dirty Haz

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expansion_scud_sm.jpg

Today we release the first Expansion for the CWR² Demo³. :)

We are aware of the Poll made a while back in the discussion thread asking if parts of the Mod should be released one by one or not.

However since it's currently hard to say when the full Mod will be released, we decided to release material that has been finished long time so it can be used already.

This also gives us the chance that people can test the material so problems can be removed already instead after the full Mod release.

Please note that this is not a standalone Addon, you need the CWR² Demo³ to use it.

All expansions will be released exclusively at Six-Updater for easier maintenance. Please do not mirror them.

Sharing the file with people who can't/won't use Six-Updater is okay of course, just be sure you always share the latest version. :)

As always: Please report all issues you may encounter at our Community Bugtracker.

Direct link if you have Six-Updater installed already: CWR² Demo³ Expansion : SCUD

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quick question on SixUpdater. how do you just simply download a mod from it? I don't see a download button, and I dont want to press any sync buttons as i am afraid it will delete mods i have on my computer.

Thanks!

PS. I've read the help on it, but its a bit confusing. I dont play Multiplayer so I have very little experience with SixUpdater.

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quick question on SixUpdater. how do you just simply download a mod from it? I don't see a download button, and I dont want to press any sync buttons as i am afraid it will delete mods i have on my computer.

Thanks!

PS. I've read the help on it, but its a bit confusing. I dont play Multiplayer so I have very little experience with SixUpdater.

Heya.

Quickest to install a mod is go to Mods, right click the mod, at Updater Actions, pick "Install or Update, and Start Game".

But otherwise it is preset based - you can create presets, add mods to presets (right click mod, add to preset), and comfortably switch between them depending on what mod you wish to play etc.

The actions operating on presets can be accessed by right clicking any of the presets, or the big green "Run Updater" button left up, which has a sub menu for all the actions available.

Lastly, for Six Updater support please refer to http://www.six-updater.net/p/support.html

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quick question on SixUpdater. how do you just simply download a mod from it? I don't see a download button, and I dont want to press any sync buttons as i am afraid it will delete mods i have on my computer.

Thanks!

PS. I've read the help on it, but its a bit confusing. I dont play Multiplayer so I have very little experience with SixUpdater.

Right-click on the mod in the main window (it will be blue if not installed, yellow if installed but newer version available). Choose 'Updater Actions' and then 'Install/Update Mod'.

But - you first have to sync with the SU Portal (big green button at the top). This will not download anything - merely check your install against the SU database to see what is installed/not installed or needs updating.

Damn Ninjas!

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How do I download single pbo by SU when I have CWR downloaded from clasic http. Its a rubbish to see now while I'm typing that SU is dl'ing whole CWR again into .rsynch directory just to give me that SCUD. So when some mod is 10GB big you have to keep another 10GB in .rsynch directory just to keep SU happy.

That's a bit of laugh for me, sorry. It is so generous of you to provide us all with another toy to play, but please try to stay proffesional also in the way you release it. Thank you.

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How do I download single pbo by SU when I have CWR downloaded from clasic http. Its a rubbish to see now while I'm typing that SU is dl'ing whole CWR again into .rsynch directory just to give me that SCUD. So when some mod is 10GB big you have to keep another 10GB in .rsynch directory just to keep SU happy.

That's a bit of laugh for me, sorry. It is so generous of you to provide us all with another toy to play, but please try to stay proffesional also in the way you release it. Thank you.

It is not necessary to download the whole Mod again via Six-Updater, even though it seems to be necessary.

In order to maintain a Mod folder, Six-Updater must create a local repository (called .rsync in your Mod folder). If you have installed the Mod from some other source, this folder of course is not present.

To prevent that Six-Updater is downloading the whole Mod again do this:

In Six-Updater select the CWR2 Mod and right click on it. In the menu navigate to “Updater Options†and there select “Convert manually installed Modsâ€.

This takes quite some time, depending on the speed of your drive. Once done, you can update our Mod like any other Six-Updater maintained Mod.

It will then only download and add the Scud related files.

Besides that, I must say that we are quite annoyed by calling us "unprofessional" for using Six-Updater. It's also an insult to Sickboy and his team who put a lot of work into polishing and constantly adding new features to Six-Updater. In fact, using Six-Updater is by far the most convenient tool to keep your Mods up2date. Also for the creators it's way easier as they have to care only about one download source to update instead dozens.

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Silly question here. I know the name of the expansion is SCUD but...what does it add to CWR? Just ballistic missiles?

I just downloaded CWR2 off of SixUpdater, so I suppose I need to download that expansion and any of the missions released for it? Can those be downloaded off of SixUpdater too, and how many missions are there from the original game so far?

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It adds the Scud that was so intergral to the last OFP missions!

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