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lromero95

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Posts posted by lromero95


  1. 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.


  2. I'm assuming your asking about the error message your getting at the bottem left of your screen ingame,

    and the message says something along the line of extended event handlers 3.0.6

    You dont need it if you already have CBA.

    Go into your COWarMod addons folder and find this file:

    extended_eventhandlers

    and delete it, and that message at the bottem left will go away.

    And what is normal? I really dont see what the issue is.

    What faction of Blufor are you playing with?

    I really dont have any ideas, there only one mod that adds weapons that are cutomizable in COWarMod but I know that

    doesn't do what your problem is, as I dont have that running and i get what your getting, but Im missing the point on whats wrong with it.

    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.


  3. Diving is really cool, but it seems like an awful lot of effort for something that's going to be used in one campaign mission and then a few usermade scenarios. When have scuba divers ever participated in combat outside of CoD Black Ops-type situations? Will the system work well with the boats and surface AI so we can do some infiltrations and escapes? Will the new marine dimension be available in rivers and swamps on Lemnos?

    I'm thinking SEALs? They're known for doing those kinds of operations.


  4. UK_Force;1898678']The light is at the end of the tunnel now' date=' I evaluted that the "Gameplay" is now sitting at 98% complete, and balanced very nicely indeed.

    So the "core" of the game - and the hard development process is just about done, we are just concentrating on replacing and finishing some of our current placeholders.

    A consolidated update will follow once I have a few more things in place.

    We are however on track to release June/July.

    .[/quote']

    OH YEAH :yay:

    Can't wait to play it. NIce work


  5. I have an issue witht the ace medic module. For some reason its not activated or something because everytime someone gets shot they always die no matter what. I've seen videos where you can go unconscious and then you have to apply morphine, etc.. but i don't even get those things in my inventory. I'm using units that came with ACE.

    Thanks for the help(I'm new to arma btw so take it easy :P)

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