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Thread: COWarMod Release

  1. #341
    I think you already know my thoughts about this, so I'll let others give their opinions for you to consider.

  2. #342

    Video

    vid removed by author.
    disregard this post.
    Last edited by Günter Severloh; May 12 2012 at 22:18.

    Hosting Missions for Invasion-1944, Iron Front: Liberation 1944, & Hell in the Pacific

    WarMod Series - Massive Addon & Mod Customizable Compilation Mods for Arma1, Arma2, & Arma2CO
    WarMod | A2WarMod |A2WarModACE | COWarMod | COWarModACE | COWarModI44 |COSLX

  3. #343
    I was trying this out and noticed that sometimes, I've had enemies literally dead while standing up.

  4. #344
    Hi, Thanks for the feedback.
    This is an already known bug which I believe we have narrowed down to SLX issue, but not 100% sure yet if it is, I also
    believe it lies with having multiple AI mods running together at the same time.

    When and if you come across a standing dead soldier, walk up to them and try to drag them, and they should fall to the ground.

    COWarMod version 1.2 will be out sometime this month, the 1.2 version is a total rebuild with a few additions, several fixes, updates to existing mods,
    and a total revamp, reorganization of all folders, and readmes, this will allow new and veteran and alike players to find what their looking for and customize their game much easier.

    Currently Im idling on the readmes, and trying to find time and energy to work on the mod as I have 2 jobs.


    Anyways any questions, feedback, and or ideas then post em and I'll see it when i get on again.

  5. #345
    The "standing dead" issue seems to be rather dependent on what scripts are running in the mission; though other mods may influence it as well, heavily scripted missions seem the most affected. One can also get "standing wounded" even if they have enough damage to be immobilised, plus some other, rarer effects.

    It appears to be due to conflicts between some components of SLX and mission scripts. I have WiP (been on hold for a while, RL issues mainly) identifying a minimum set of files that allows SLX wounds to function without major anomalies using thomsonb's "Flashpoint" series as testbeds (v1.14 & later). There is some information already posted in the COSLX thread.

  6. #346
    Sergeant Major
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    I concur Orcinus' investigations. I have crafted a tiny version of SLX that I call "SLX lite". It is currently under test with Gunter. Once I have his green light I'll share it with you.

  7. #347
    SLX is in COWarMod I think all discussions pertaining to SLX should be on its own thread.

    The mod itself is being worked on not by me atm, Im more focused on COWarMod in general, nothing but readmes for me right now, but as I have been working
    all night on the mod and not getting much done btw I did have some ideas based off of what Domokun had mentioned about having SLX versions, also mentioned on the SLX thread previously.

    COWarMod Versions
    I was pondering the idea about having a few versions maybe just 2 of COWarMod.

    Full version
    This is a standard version like v 1.1 except it will be a major update, fix, addition, and reorganization/rebuild of the mod as in the works currently.

    Customizable Version
    a version that is specifically nothing but a total customizable mod where all AI addons and mods, and other mods are completely separated
    from the COWarMod addons folder, thus a player using this version would basically get a general setup of addon, mods,
    and tweaks in the mod, that covers a vast area of the game, but by default most of the game they play will be vanilla Arma2CO in terms of the following:
    -AI Enhancement
    -AI Shouts & Voices mods
    -Player Movement Files
    -Tweaks & Mods -(includes PvPscene Tweaks, SLX, TrueMods)
    maybe more.

    Right now Im really looking for ideas and feedback for the new version, as the 1.1 version is considered obsolete I wont support it anymore,
    as when 1.2 is released all 1.1 versions either on Armaholic or anywhere else will be asked to remove and delete.

    any questions or thoughts then please let me know.

  8. #348
    hey gun. downloading it now. mainly for the SLX features, but thought i would try this and maybe be suprised at what i find. just wondered though, did you keep the SLX_Find_cover addon in this? i think its great how the ai take cover underfire instead of having to tell them to. and by that time it can be too late.


    And also, can you still drag corpses into choppers. i like to evac the dead soldiers
    Last edited by A_Blunt_Rifle; May 15 2012 at 22:45.

  9. #349
    I never removed it, COWarMod is still currently 1.1

    The weekdays are tough for me now to work on the mod as I go from my night job to a day job, and then have maybe an hour possibly 2 hrs before my night job.
    I do have Sat and Sun off.
    I'm trying get myself more motivated to get the 1.2 version out and Im aiming for before end of May here, I'm still working on readmes, and there are ALOT of them.

    I may just do the customization version of the mod just give you guys something then release the other versions afterwards, or what version of 1.2 would you guys want first?

    The customization version, or the full version like I described in my previous post above?

    let me know so i can get on it.

  10. #350
    customizable version seems ok, do I'd vote for it!
    Corporal, Italian Army

    My Replacement Configs
    Stalker's British MTP | LAE's CDF Marines | Sabre's ACR Troops | Stagler's FSB | Stagler's Cechens

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