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Thread: COWarMod ACE Compatible - Open beta Project

  1. #61
    To much work for the testers I take it.
    thats what modding is, time and effort.

    Guess I'll be doing this myself as usual.

    No COWarMod does not work 100% with ACE2,
    so far what we have done in this thread we have got it to work with the mod.

    Just because a mod dont crash or freeze on you, dont mean its working a 100%, there are and will be features that are
    conflicting with other addons and mods in COWarMod, that I know of.

    I'm going to release the mod as is, and if people have a problem then report it as i got other things that need my attention.
    Last edited by Günter Severloh; Oct 24 2011 at 15:17.

    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

  2. #62
    Quote Originally Posted by Günter Severloh View Post
    To much work for the testers I take it.
    thats what modding is, time and effort.

    Guess I'll be doing this myself as usual.
    Hi Günter

    Apologies for the delay in beginning testing, RL crap - I was ill for a couple of weeks then had to go away for work (can't/won't run non-work software on the portable).

    I'm testing the Javelin at present - will post results this evening. One point - in vanilla CO (1.59/1.1) the Javelin refuses to switch from DIR to TOP mode.

    NB if anyone else is planning to test, you'll need to make a test mission with the current ACE loaded. The ammo boxes in non-ACE missions (and at least some missions designed using old versions of ACE) lack the CLU, & all you get is the tube without the optics unit (CLU).

    BR

    Orcinus

  3. #63
    Hi Orcinus,
    Ya I had an idea you were busy with RL stuff, Im in the same boat but have time here and there. Anyways if you can still help then great.

    I had posted about the javelin as I know back when i was building and testing stuff for COWarMod I tested it with ACE and had the same issue your getting.

    The thing is when to test to do a few things.

    -test with CoWarMod alone to see what it does
    -test with Ace alone to see what it does
    -test both together to see what the results are and compare notes.
    then
    -test without the javelin in CoWarMod and see if the ACE version works with the rest of CoWarMod.

    as for tests use the mission I had posted on the first page:

    Question: How will we test ingame?
    Quote:
    I have 3 missions I built and have used in the past to test COWarMod before its release,
    one of which I did not use but can be used to test overall game play for at least the infantry aspect.

    Download Missions
    The following are the missions you can download.

    Weapons_Testing.Desert
    http://dl.dropbox.com/u/42601124/Wea...g.Desert_E.zip

    Weapons_Testing.Takistan
    http://dl.dropbox.com/u/42601124/Wea...g.Takistan.zip

    Quote:
    Weapons_Testing.Desert
    Weapons_Testing.Takistan


    Features:
    - both playable in sp, and mp, mp you can respawn, sp 1 life
    - all vehicles, planes ect,. are respawnable
    vehicles for testing respawn in 100secs, vehicles to destroy as targets respawn in 200secs
    - if you respawn, or get killed somehow you will respawn with the last weapons you had (mp)
    - all destroyed vehicles being used and as targets will delete after 100secs once destroyed I have a cleanup script implemented in the missions.
    - There is 1 ammo box with many weapons, box runs off of a an ammo/weapons script i put together,
    if you wish to add other types of weapons then get their class names and add to the script, currently updating this script with adding new weapons.

  4. #64
    Quote Originally Posted by Günter Severloh View Post

    as for tests use the mission I had posted on the first page:
    Hi Günter

    Thanks, I'm doing the tests the way you suggest. However testers can't run ACE Javelin tests with your weapons testing missions - there is no CLU in the ammo boxes. You can only get a CLU from an ACE-created ammo box. Sickboy posted in the ACE v1.12 thread that there was, or will be, a fix for missions created before the CLU was split off as a separate component, but I haven't found it (yet).

    Simple enough even for me - I just fired up CO with ACE & put a unit on the Utes runway along with some ACE launcher boxes.

    I think my mistake re thermal imaging was that the tanks & BMPs I added as targets were all empty, I'll add some crewed vehicles this evening. Another advantage of a simple mission running in the editor is that it's easy to switch between day & night, ofc.

    BR

    Orcinus

  5. #65
    Hi Orcinus.
    With CoWarMod as seen in the vids, the Javelin can switch between top and direct by hitting
    the tab key same key in vanilla controls to lock on targets.

    Also

    Hit your night vision key (N key) to switch between night vision, and thermal views.

    The mod in CoWarMod that has these features is GDT Mod Javelin
    http://www.armaholic.com/page.php?id=7426

    Javelin can lock onto empty vehicles, as well as infantry!
    as for empty vehicles see here:

    Here's a vid I did demonstrating the direct feature, using bullet time
    (bullet time is time slowed down to see the missile).
    I locked onto an empty Bmp and positioned an Ai solder near the bmp which I had setup so
    I can switch to him and watch the missile I shot hit the bmp.


    I never used the ACE version javelin but back when i tested COWarMod with ACE the ACE
    overrode or disabled the top attack feature in CoWarMod.

  6. #66
    Quote Originally Posted by Günter Severloh View Post
    Hi Orcinus.

    With CoWarMod as seen in the vids, the Javelin can switch between top and direct by hitting
    the tab key same key in vanilla controls to lock on targets.
    Thanks, Günter.

    OK - ran a simple test with some targets on the Utes airstrip with:

    vanilla OA;

    OA + CBA + COWarmod

    OA + CBA + COWarmodAce [a copy of COWarmmod with files removed as per your earlier posts]

    OA + CBA + COWarmodAce + ACE

    Missiles all hit targets OK in both TOP & DIR modes (except vanilla where I can't get it to switch from DIR to TOP with the TAB or any other key).

    I also tested the last configuration after temporarily removing gdtmod_Javelin.pbo / .bisign - no change.

    AFAIAC, there's no problem with gdtmod_Javelin.

    What's next, boss?

    BR

    Orcinus

  7. #67
    vanilla OA;
    ?
    You mean Arma2CO (Arma2 + OA) CoWarmod wont run on vanilla OA, i mean good portion of mods will but then all the stuff for Arma2 wont work.

    plus best to test with Arma2CO not vanilla, as alot of folks dont play with just vanilla OA, I sure dont and dont see the point of doing so when you can have the best of both worlds.

    As for CBA thats required no matter what for both mods so its not neccessary to add to as to what you tested with.

    All you need to do is test with Arma2CO.

    COWarMod alone
    ACE2 alone,
    then both together.

    I have 2 missions here:

    for testing by the way I have 2 missions you can download to test on:

    Question: How will we test ingame?

    I have 3 missions I built and have used in the past to test COWarMod before its release,
    one of which I did not use but can be used to test overall game play for at least the infantry aspect.

    Download Missions
    The following are the missions you can download.

    Weapons_Testing.Desert
    http://dl.dropbox.com/u/42601124/Wea...g.Desert_E.zip

    Weapons_Testing.Takistan
    http://dl.dropbox.com/u/42601124/Wea...g.Takistan.zip

    Weapons_Testing.Desert
    Weapons_Testing.Takistan

    Features:
    - both playable in sp, and mp mp you can respawn, sp 1 life
    - all vehicles, planes ect,. are respawnable
    vehicles for testing respawn in 100secs, vehicles to destroy as targets respawn in 200secs
    - if you respawn, or get killed somehow you will respawn with the last weapons you had
    - all destroyed vehicles being used and as targets will delete after 100secs once destroyed I have
    a cleanup script implemented int he missions.
    - There is 1 ammo box with many weapons, box runs off of a an ammo/weapons script i put together,
    if you wish to add other types of weapons then get their class names and add to the script,
    as laid out.
    I recently updated the missions but have yet to update the downloadable versions.
    Missiles all hit targets OK in both TOP & DIR modes (except vanilla where I can't get it to switch from DIR to TOP with the TAB or any other key).
    this was using:
    OA + CBA + COWarmodAce [a copy of COWarmmod with files removed as per your earlier posts]
    ?

  8. #68
    Quote Originally Posted by Günter Severloh View Post
    ?
    You mean Arma2CO (Arma2 + OA) CoWarmod wont run on vanilla OA, i mean good portion of mods will but then all the stuff for Arma2 wont work.
    Duh! - Sorry, brain must have been in neutral. using CO (1.59/1.10) of course.

    I look forward to the updated missions (I assume there will be ACE versions also). As I noted before, one cannot test the Javelin in any of your test missions when ACE is loaded as there is no CLU in the player inventory, nor in the (non-ACE) ammo boxes. What you have is an empty launcher tube, which you can't load let alone fire. So I simply made an ACE mission with ACE weapons boxes, a player AT soldier, & dotted some armour along the Utes Airfield. The Javelin worked exactly the same with ACE + COWarmodACE as for ACE alone. (The only difference I noted was an useful change in gameplay - with ACE + COWarmod loaded, and a crewed OPFOR tank, within a second or two after the missile launch the tank opens up on you with its MG; presumably the AI enhancements kicking in - good stuff!)

    IMHO there need to be ACE-built missions or we won't be able to test whether all of the ACE features work properly alongside COWarmodACE. For example, do the ACE optics & other weapon mods work properly in combination with the various weapons mods - ASC*, gdt*, etc., in COWarmodACE? (I have no idea as yet).

    this was using:
    ?
    Apologies if what I wrote wasn't clear. See your post - #46 in this thread - "Files to be removed from COWarmod to make it compatible with ACE". This I followed exactly. So to be clear: I'm using CO with COWarmodACE.

    So, what to test next?

    BR

    Orcinus
    Last edited by Orcinus; Oct 30 2011 at 10:28. Reason: typo

  9. #69
    Thanks for your feedback.

    I had tested myself.

    COWarModAce works no different then if you just had ACE alone, the gt javelin had no influence,
    so my suggestion is remove it.

    Remove:
    gdtmod_javelin
    from CoWarModACE folder

    CoWarMod Ace being the new CoWarMod folder that we are tweaking and testing so this would be the folder to remove
    files from if we are to remove files to make compatible with ACE.

    Also lets not worry about the testing mission, if need be just edit the mission and add to it what you need to test things with,
    as that is what im doing, I had made 2 versions of it 1 for ace and 1 for COWarMod, and of course the original with stock game.

    Next feature to test
    As for the next feature since you subtly mentioned it , lets test the
    ASC_weapons
    &
    ASC_Ammoboxes


    so what you will need to do is put down the ASC_Ammoboxes in the game, and then test the weapons with the following:

    COWarMod alone to see how the weapons work and see how the attachments work with the weapons
    COWarModACE this being -mod=@CBA;@COWarModACE;@ACE

    as ACE doesn't have these ammo boxes or weapons, we just want to see that since they are in CoWarMod, we want to see if
    theres any issues or things preventing the weapons from being able to use the attachments,a nd basically functioning as they would without ace.

    I'll will test this in a few hours as i have some RL life things to do atm.
    Last edited by Günter Severloh; Oct 30 2011 at 11:31.

  10. #70
    Hey, I have tested it with the ASC weapons a couple of weeks ago and couldn't find any problems with the attachments etc. but the weapons didn't have any ACE features e.g. CQB sights and bipod resting. I'll give it another test soon and then write up my results properly. If I remember correctly though, they function fine except for the ACE features

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