ya I think i will do that, instead of the store folder, along with the installation readme, so that when extracted you get and see the following files right away:It seems to me that it's easier to keep those three folders in the root of the archive, alongside @COWarMod,
as then they get put in the right place when the user extracts the archive to their ARMA II folder.
then in the @COWarMod folder i will have:-@COWarMod
Another concern is the readmes,Optional Player Movement Files
Optional TWEAKS & MODS
Optional AI Enhancement Mods
Optional AI Enhancement Tweaks
Optional AI Shouts & Voices addons/mods
Features by Subject (folder)
-PLEASE READ! WarMod Disclaimer
-PLEASE README FIRST! (COWarMod Directory)
I have atm a folder setup for all the readmes except, installation, disclaimer,a nd the directory one,
the one of concern is the features by subject, I want to make that one more visible, or direct, or available right away versus,
having to dig through the readme folder and then open another folder to view the readmes listed by subject, any thoughts on this?
I had it on my gameserver once in a mission, it was annoying as all hell, my own character was screaming it constantly, like one after another, my buddy and I were like WTF, and shut the f*ck up!I haven't noticed the "reloading" spamming yet
so this is another thing im looking into, but only in the sp game did I ever get the grenade thing and I narrowed it down to sar Krik, when i removed that I had no more issues with that, but again still needs more testing to make sure its for good, and not just some one time change that worked that time I tested it.
I'm thinking that def has to do with Ai path finding, so it could be either one of the major mods, make sure you test the same missionmy squad leader just kept telling us to go 50 yards west to that tree, then 100 yards east to that bush,
etc and never led us into the actual village we were meant to be assaulting
on vanilla with the latest 1.60 patch, and then do it again with current v 1.1 of CoWarMod and let me know what you figure out,
on another note it could be mission related scripting issue, but i doubt it.
Always test with and without the mod, that way you have something to compare too, and fall back on.
As if its not the vanilla game itself then we can narrow it down to a mod within the mod.