choose various guns and see if making adjustments work with the guns and then make sure the ANZINs work,
so we want to make sure both ANZINS and ASC features work.
Tests in general
When testing anything be sure to test a mod with other features that would do the same thing, and be sure to watch
out for odd behavior ingame, errors popping up, and rpt errors if any.
RPT
I'd like to see any RPT 's you guys may have after testing, as I look for certain things.
=====================
TPWC AI suppression system
Worked great for me in SP. It did wonders on getting the AI to get their heads down, but I wish that it had more of an impact on the player.
Good deal, keep in mind that COSLX has a file called SLX_supression which does that, when you get shot at enough your hands shake,
your screen blurs slightly, rather changes tint, and you breath a little heavier.
COWarMod+ASR_AI+Group Link 4 Special FX Edition
Sounds like a good combination, just to bad I never was granted permission to included GL4, but ASRAI is in the mod so that will be good.
BTW, I'll be using the latest release of asr_ai (1.15.1).
Thas fine, I have that version in the mod already.
Would you like a cleaned-up version of my hack of SLX_wounds that removed weapon-dropping?
Yes Orcinus I would, that would def give players a nice option if they wanted.
Speaking of SLX, Domokun if you guys remember created an SLX lite and plus versions for COSLX which i will also add to the mod.
The SLX part of COWarModCL is about the only thing left for me to do, other then add the new entries into readmes for completed
tests you guys have done so far.
Gunter - if you are thinking of releasing COWar update very soon I would hesitate to include TPWC or at least make it an SP-only addon for now.
That's not to say it isn't freakin' awesome but just that it needs more MP testing and tweaking
Yes defiantly I will have the SP versions, and update accordingly.
Ok heres the list again based on your reports, and feedback:
Other COWarMod v 1.2 Notes/Plans
-I will be tomorrow (Saturday) going through most of the tests not completed yet with a close friend of mine,
he will be doing some of the tests, and possibly we should have the testing complete Saturday.
-Another update will be the COWarMod Loading screen
for: COWarModCL I will have my buddy do the update as he does all my graphics work, but CoWarMod CL for the loading page will have CL added to the name,
and then at the bottom right of the loading screen v 1.2 will be added so folks know what version of the mod they are playing with.
-Regular full version of CWM v 1.2 will jsut have an update of the loading screen and then the v number at the bottom right,
little misc thing but it will add to the atmosphere of the mod rather for more feedback to the player.
-Again I will be building the full version CoWarMod v 1.2 when the COWarModCL version is complete, as it will be a template, all I need to do is update a few readmes,
and then move some files, the full version will have a customizable version like the CL version but all AI files and voice mod files, as well as player movement files will be in the mod.
all for now, lets get this testing and such wrapped up this weekend, if you guys test 1-2 mods thats fine, but lets get this done so i can get this released
before the weekend is out folks haev been waiting long as it is for this update!
=============== Whats after COWarMod v 1.2 Update?
- COWarModACE (ACE Compatible version using the COWarMod v 1.2 as a base to work with) will be started, and again I will need testers for this,
but i will first setup the mod and provide a list of whats been covered so far, and then look at the current setup (v 1.2) and review the files and g from there,
we will be using the COWarModACE Compatible Open beta Project thread for this version.
=======================
Any questions let me know.
Post your test results and lets get this done!
Thanks again for all your feedback and reports, and support, your efforts are very much appreciated, and I will be definitely including you guys in the credits,
now I got to update the front page again cuz of you guys dammit, lol
All for now.
Last edited by Günter Severloh; Jun 30 2012 at 00:05.
Hosting Missions for Invasion-1944, Iron Front: Liberation 1944, & Hell in the Pacific
Tested ANZINS Weapons (I'm still trying to regain my confidence level to fool around with launchers right now, even though I know that they're supposed to make mod-launching easier), and I found that the SCAR+EGLM with the FLIR scope is not using the topmost sights as the other scopes are. With the other scopes, when one uses the Optics key to switch from the magnified aiming view to the non-magnified aiming view, the player's eye goes to the top center of the scope, but not with the FLIR.
It's tricky to describe: when one aims with with misaligned "iron sights" view, one is not on top of the scope, but rather looking at the left side of the weapon. Vertically, one is centered with mounting brackets of the FLIR scope and the rest of the weapon is below. When one shoots, the round seems to shoot high and to the left. It's weird, because one almost gets the impression that one could use the laser dot collameter for the EGLM that's mounted on the left side of the SCAR, but if one tries to use it as marker, the rounds miss the mark in a major way - as I said, high and to the left.
I'm not sure yet if all FLIR-mounted weapons do this or not.
I seem to recall a much earlier build of ANZINS weapons, and I was able to properly ook over the top of the scope, and utilize its barely-there "iron sights" for engaging targets that were close to me.
In regards to the SLX player suppression effects, I read about them in the documentation that came with your mod, but I was not able to find the actual PBO in the Optional folder of SLX mods. But I see that, as you just said, it is in your COSLX mod-are they compatible? If so, I won't hesitate to use it. I'm already enjoying the SLX birds, animals and pistol tracers mods that were included as optional with the COWarMod file. I just wish that the animals made more noise. They don't issue any sounds when injured, just when killed. The cattle, for sure, should be mooing a lot more when someone runs within 1.5 m. of them. I grew up working on my grandfather's farm in the summertime, and he raised cows - the cattle in ArmA are ninja-bovines, as they're so quiet. I better be careful around them, as they might throw shurikens at me. What I like about the pistol tracers mod is that I can have every third round be a tracer, and the last 3 or 5 be all tracers as well, so that one has a visual warning when one is getting low on ammo.
If I could adjust one more thing on the GL4SFX mod, it would be to turn down the frequency at which buildings, particularly homes, catch on fire from explosives, particularly 40 mm grenades. Well, in any case, it sadly doesn't sound like you got permission to integrate GL4SFX into your amazing collection, but that won't stop me from trying them together!
I still wish that I could find an AI mod that got the AI to REALLY use buildings a LOT better. I remember seeing footage of ASR's AI fighting in an urban area, and they were using fairly well 4-5 buildings... What frustrates me is that I've NEVER seen ASR's AI do those things in any of the missions I played - is that a feature that has to be scripted in for it to manifest in a mission, or...?
The two largest tank producers in Hitler's Germany were Opel, a wholly owned subsidiary of General Motors (controlled by the J.P. Morgan firm), and the Ford A. G. subsidiary of the Ford Motor Company of Detroit. The Nazis granted tax-exempt status to Opel in 1936, to enable General Motors to expand its production facilities. General Motors obligingly reinvested the resulting profits into German industry.
Considering how inferior American made tanks were compared to German ones, why didn't GM or Ford use their designs for their German tanks as a basis for America's military might? How many more lives could've been saved from needless slaughter had they done so?
Having some real problems with testing. Set up a fresh directory with the full COWarmod 1.1 (patched) but removed asr_ai as that's installed anyway.
Hundreds of 'listed twice' errors, but then I always get those with COWarmod & it doesn't seem to affect anything.
smk anims spammed the rpt with hundreds of errors when I entered the editor to check ASC vs Anzins, starting with placing an ASC All-inOne Ammo box, entering preview & taking a launcher:
Sample:
Spoiler:
Animation smk_anims\anims\launcher\smk_launcherlyingreload.r tm not found or empty
bin\config.bin/CfgMovesMaleSdr/States/AmovPercMstpSrasWrflDnon.ConnectTo: Bad move WeaponGLMagazineReloadStand
bin\config.bin/CfgMovesMaleSdr/States/AmovPknlMstpSrasWrflDnon.ConnectTo: Bad move WeaponGLMagazineReloadStand
bin\config.bin/CfgMovesMaleSdr/States/AmovPknlMstpSrasWrflDnon.ConnectTo: Bad move smk_SpecCrouchTaunt
bin\config.bin/CfgMovesMaleSdr/States/AmovPpneMstpSrasWrflDnon.InterpolateTo: Bad move AmovPpneMrunSlowWrflDr \\\\
bin\config.bin/CfgMovesMaleSdr/States/SLX_SteepLying_AmovPpneMstpSrasWrflDnon.Interpolat eTo: Bad move AmovPpneMrunSlowWrflDr \\\\
bin\config.bin/CfgMovesMaleSdr/States/SLX_LyingSuppressed.InterpolateTo: Bad move AmovPpneMrunSlowWrflDr \\\\
bin\config.bin/CfgMovesMaleSdr/States/SLX_CrouchSuppressedRifle.ConnectTo: Bad move WeaponGLMagazineReloadStand
bin\config.bin/CfgMovesMaleSdr/States/SLX_CrouchSuppressedRifle.ConnectTo: Bad move smk_SpecCrouchTaunt
bin\config.bin/CfgMovesMaleSdr/States/SLX_LyingSuppressedRifle.InterpolateTo: Bad move AmovPpneMrunSlowWrflDr \\\\
bin\config.bin/CfgMovesMaleSdr/States/smk_HandsBase.ConnectTo: Bad move WeaponGLMagazineReloadStand
bin\config.bin/CfgMovesMaleSdr/States/AmovPknlMstpSrasWrflDnon_Kneel_AmovPknlMstpSrasWrf lDnon.ConnectTo: Bad move AmovPercMstpSrasWrflDnon_Kneel
bin\config.bin/CfgMovesMaleSdr/States/AmovPknlMstpSrasWrflDnon_Kneel_AmovPknlMstpSrasWrf lDnon.InterpolateTo: Bad move AdthPknlMstpSrasWrflDnon_16
Warning: unset head bob mode in animation \Ca\Anims\Characters\data\Anim\sdr\cts\suicide\Act sPercMstpSnonWpstDnon_sebevrazda1A with strength 0.21393, changed to begin/end alignment
Warning: unset head bob mode in animation \Ca\Anims\Characters\data\Anim\sdr\cts\axe\ActsPer cMstpSnonWaxeDnon_sekaniIn with strength 0.21393, changed to begin/end alignment
Warning: unset head bob mode in animation \Ca\Anims\Characters\data\Anim\sdr\cts\axe\ActsPer cMstpSnonWaxeDnon_sekani2 with strength 0.21393, changed to begin/end alignment
Warning: unset head bob mode in animation \Ca\Anims\Characters\data\Anim\sdr\cts\axe\ActsPer cMstpSnonWaxeDnon_sekani2 with strength 0.21393, changed to begin/end alignment
Warning: unset head bob mode in animation \Ca\Anims\Characters\data\Anim\sdr\cts\axe\ActsPer cMstpSnonWaxeDnon_sekaniOut with strength 0.21393, changed to begin/end alignment
Warning: unset head bob mode in animation \ca\Anims\Characters\data\Anim\Sdr\crg\knl\stp\non \non\AcrgPknlMstpSnonWnonDnon_AmovPercMstpSnonWnon Dnon_GetOutLow with strength 0.21393, changed to begin/end alignment
Warning: unset head bob mode in animation \ca\Anims\Characters\data\Anim\Sdr\crg\knl\stp\non \non\AcrgPknlMstpSnonWnonDnon_AmovPercMstpSnonWnon Dnon_GetOutMedium with strength 0.21393, changed to begin/end alignment
Warning: unset head bob mode in animation \ca\Anims\Characters\data\Anim\Sdr\crg\knl\stp\non \non\AcrgPknlMstpSnonWnonDnon_AmovPercMstpSnonWnon Dnon_GetOutHigh with strength 0.21393, changed to begin/end alignment
Warning: unset head bob mode in animation \ca\Anims\Characters\data\anim\sdr\cts\idling\Amov PercMstpSnonWnonDnon_idleLoop with strength 0.21393, changed to begin/end alignment
Warning: unset head bob mode in animation \CA\Anims\CHARACTERS\data\Anim\sdr\cts\idling\posl ouchaniproslovgenerala_CsdrAidlPercMstpSnon_ercTOr uceVbok with strength 0.21393, changed to begin/end alignment
<snipped many lines>
arning: unset head bob mode in animation \ca\Anims\Characters\data\Anim\Sdr\wop\pne\stp\opt \bin\AwopPpneMstpSoptWbinDnon_non with strength 0.21393, changed to begin/end alignment
Warning: unset head bob mode in animation \ca\Anims\Characters\data\Anim\Sdr\wop\pne\stp\opt \bin\AwopPpneMstpSoptWbinDnon_non with strength 0.21393, changed to begin/end alignment
Warning: rightHandIKCurve, size is not n*2 in \smk_anims\anims\smk_JumpOverWall.rtm
(I don't normally use SMK, btw).
Than I found ASC was broken - the "modify rifle" box opens but all the accessory drop-downs were empty/defunct. Nothing in the RPT.
Exited, removed SMK, restarted - ASC is still broken. I fired up both my own edit of COWarmod and COWarmodACE (with which I definitely did test ASC at the beginning of last November; I think that might be the last time I used ASC) and had the same problem.
Several things have changed since last November - the 1.60 patch, plus a complete reinstall when I was given ArmA X. I've played a couple of missions with my edit of COWM since then but didn't use ASC.
Does anyone else have issues with ASC?
PS Another change is that I'm using the CBA CBA_v1.0.0pre2, Also I checked the rpt for the COWarmodAce run, that also has all the smk errors.
Hey guys, good Morning and happy weekend!
Glad to be home and the work week over. Well I will quote and give my feedback and response from what you guys posted.
Tested ANZINS Weapons
it seems to me that certain weapons will have certain results, I actually took a test myself to see how it worked, I worked fast, but I noticed
that anzins only seems to work best with certain weapons, this by itself and with v 1.1 with CWM.
I think what I will do is add this to the optional tweaks and mods folder as some folks like myself like their scopes,a dn what not, i think the
mod is ok, everyone ok with that decision?
In regards to the SLX player suppression effects, I read about them in the documentation that came with your mod,
but I was not able to find the actual PBO in the Optional folder of SLX mods.
Thats because its in the COWarMod addons folder, not all files are in the tweaks and mods folder, this is also another reason why i have readmes
there to tell you whats in the mod and what isn't.
in the readme titled "67 SLX Files in COWarMod" (v 1.1 of CWM) you'll find a listing of all the files (pbo's) in CWM, and the one your looking for is called" slx_suppression_effects
If I could adjust one more thing on the GL4SFX mod, it would be to turn down the frequency at which buildings, particularly homes, catch on fire
Look in the JTD Fire & Smoke userconfig, thats another mod that will cause stuff to catch on fire.
it sadly doesn't sound like you got permission to integrate GL4SFX
No I definitely did not, as I was told that he wanted to keep the mod for himself I guess as standalone and
not combined in some package like mine, well as you said it shouldnt stop you from adding it.
I still wish that I could find an AI mod that got the AI to REALLY use buildings a LOT better. I remember seeing footage of ASR's AI
fighting in an urban area, and they were using fairly well 4-5 buildings... What frustrates me is that I've NEVER seen ASR's AI do those
things in any of the missions I played - is that a feature that has to be scripted in for it to manifest in a mission, or...?
Hundreds of 'listed twice' errors, but then I always get those with COWarmod & it doesn't seem to affect anything.
Ya same here, I;'d like to know what causes that, surely its a mod or two that does that.
smk anims spammed the rpt with hundreds of errors
Yup, i could have posted ahead of you and said that, lol, but that mod is cool, but i dont use it.
Than I found ASC was broken - the "modify rifle" box opens but all the accessory drop-downs were empty/defunct. Nothing in the RPT.
Hmm funny as I had no issues with it, you did choose a weapon and then look at the info below it and then scroll to the bottom of the ammo
box and then choose the attachable equip for that weapon right then when you are out of the gear box you scroll your action menu, and it will say modify weapon.
Heres my target line when I test with COWarMod: E:\Games\Arma2\arma2oa.exe -nosplash -mod=@CBA;@CBA_A2;@CBA_OA;@COWarMod
CoWarModACEstill needs some work, and should be testing and built off of CWM v 1.2 as theres still bugs in v 1.1
Anyways heres my decision:
Anzins will go into optional tweaks and mods folder, heres the remaining list:
-test a mod with and without COWarMod v 1.1
-test a mod againsted a similar functioning mod in CWM
-test only with stock patch v 1.60
-use only @CBA;@CBA_A2;@CBA_OA as this is my instructions for those who are installing to set their mod up like this:
-nosplash -mod=@CBA;@CBA_A2;@CBA_OA;@COWarMod[/B]
=====
Orcinus pm me with a link to the slx file you got for the AI dropping weapons feature, so I can add it to the mod,
and then add a note to the readme.
====
Thoughts questions.
ideas, post ur reply, i'll be back in the mid afternoon, lets get this done today!
As a group we use many mods but ai is mainly controlled by SLX and GL4 combined, it’s a shame that GL4 could not be included in COSLX as it would work out perfect.
The use of buildings, rooftops etc and the unusual bits and bobs like playing dead, lobbing grenades while they are injured, surrendering, suppression, disarm and watch over etc, etc, you get with both SLX & GL4 makes A2 first class. Whole squads hold up in town in buildings, balconies and rooftops, fantastic. We have used this mix for quite a while.. one of our group members post pics here showing it at work, you will have to scroll towards the bottom of the page
Here's some notes re: testing with TPWC version 1.01
Note that since my tests (Wednesday) TPWC is up to version 1.04
Tested with 2 missions - SeizeZones and Flashpoint Zargabad both in SP mode
- Default init time - make sure this is set high enough to allow for other mods setting AI skills, etc. Configurable in the .hpp file (addon)
- script error when used with ASR_AI - this should be fixed soon in a new version - they are working to make it 100% compatible with ASR_AI
MP still has some issues however it looks like those will be fixed soon, based on the activity in the release thread for TPWC. In my opinion this mod MUST be included when it is ready (hell it should be integrated into the next Arma beta release!!)
so pro tem I've taken that out. Might be due to an overlap with Radio Discipline. I'll throw it back temporarily in when I've finished each test & check nothing breaks.
Tried ASC + latest ANZINS alone & with COWarmod in two editor missions; one your Weapons_Testing.Desert_E, & another a simple mission of some USMC vs RU on Utes. Worked fine, although of course ANZINS did not work with ASC weapons, only the vanilla kit.
Currently testing GAM, next will be ESS.
I'll upload a cleaned-up version of my SLX_wounds edit tomorrow.
JED_ES works fine with COWarmod (though I omitted JED_ESS_Config, as I had some CTDs running it with asr_ai & just a few other mods.
GAM seems fine as well. Adding both GAM & JED_ESS causes no problems. RPT clean (other than usual crap).
Might be worth mentioning in the read me file that JED_ESS does not act on units spawned after the sliders have been set (to avoid conflict with asr_ai). To affect the settings of those units, users need to re-open ESS, adjust the sliders once more, & exit.
w
Hey guys sorry for the late reply this hot weather and a busy night at work had me in bed most of the afternoon,
but thats a a good thing, im rested and ready to finish this mod up to release this weekend
Thank you for the reports once again, very much appreciated, I will be sure to include all you guys in the credits.
@ChrisB
Thank you for your report, COSLX is in COWarMod so thats good to know that it works good with GL4, Im sure many players use GL4,
I will make note of the compatibility in the SLX section in CWM.
I tried it with GL4 and saw no compatibility issues
Thanks for the report Soldaten, if GL4 were in CWM it would surely be great!
Firstly I tracked down the source of the RPT 'listed twice' spam which was driving me bananas -
so pro tem I've taken that out. Might be due to an overlap with Radio Discipline. I'll throw it back temporarily in when I've finished each test & check nothing breaks.
So Streamlined Radio then was causing the rpt spam then, interesting, ya get back to me asap how it turns out after that test and see if you still get that error/spam,
that addon is in the customization folder under AI shouts & voice mods.
So unless a player adds this the RPt wont be spammed, all depends.
I think the true test will be with the full version, once I release both the CL and full version of CWM v 1.2 then if you guys could test the whole mod as it is and
then provide any feedback, and if theres any errors, bugs, then what we can do is remove a file that would cause those error and I could re upload a fixed version.
So heres the current list so far from received reports:
I can test myself as well but very briefly like within 5-10min
I will be back with any reports and news of where we are at so far with the mod.
My plans atm
I'm planning on getting the CoWarModCL version done before midnight today and then working on the full version CWM v 1.2
throughout the morning 1am-8am, and then releasing on Sunday July 1st sometime before the end of the day.
---------- Post added at 09:43 PM ---------- Previous post was at 08:06 PM ----------
Here is my current To do list of whats left to do before finishing COWarModCL v 1.2
COWarMod To Do List need to update/add to the readmes for
-TPW_HOUSELIGHTS
-JED_ESS
-GAM_ClockfacingReport
-ANZINS_Upgrades
-add any notes from reported tests
-add and update credits readme for the modders and testers
-need to update loading screen
to test
-Blakes_PRADAR
-ai_heli_control
-norrn_dbo_fastrope
===============
What i have done today in the past 2 hours:
-added SLX lite & Plus
-built SLX readme "Whats not in COWarMod"
listed in the readme where the locations of each file
-reviewed and updated SLX in COWarMod readme
-added and updated folder "Optional Features"
-added and updated Problem Files folder
-added and updated SLX Lite and SLX Plus folder
============
SLX section under the Optional tweaks & Mods folder in the customization folder is complete (finally)
If i didn't list it I have added the addon: TPW Houselights - automatic house light addon - sp & Multiplayer http://www.armaholic.com/page.php?id...%2BHOUSELIGHTS
=============
Should have another report before midnight on whats been done.
if you guys have any more reports get them in asap, I want if possible the COWarModCL done tonight before midnight
so i can get working on the Full version of the mod when all you Jerries are sleeping, lol
====
This forum is 1 hour ahead of my time so 12 midnight here will be 1 am here.