I haven't thought that COSLX was compatible with ASR_AI, I was expecting there to be a lot of conflicts between them but I'll definitely run your suggested config now.
Thanks a lot for your detailed explanation and help.
Much appreciated.
I haven't thought that COSLX was compatible with ASR_AI, I was expecting there to be a lot of conflicts between them but I'll definitely run your suggested config now.
Thanks a lot for your detailed explanation and help.
Much appreciated.
Your welcome
there shouldn't be any conflicts, i personally dont play with that combo, or COSLX alone, I usually play with my other mod COWarMod which has COSLX and ASR_AI
in it as well as the suppression script, but that combo I suggested was reported to be a great combo from quite a few folks that have reported alot and have
tested quite a few things in relation to COSLX over the past year.
But any questions, bugs, problems, then dont hesitate to ask.
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One warning here - GL4 changes waypoints so it can actually break rather a lot of official & user missions/campaigns, at least in SP. It's a great mod, but is best designed into missions from the start.
I routinely use a subset of COSLX (ORC_slx_wounds, netcode, shout, cloud, dodge, findcover, noautoengage) with ASR_AI.
I'm currently also testing TPWC_AIS & TPW_LOS - getting the best gameplay I've ever had. If you want to try theat combo, you'll need too update asr_ai to v1.15.1_test5.
None of the above addons/mods change waypoints so will work with many missions without problems (except the AI are much tougher!)
I'm currently using ASR_AI, TPWC_AIS and all of COSLX and the AI is much much smarter and more responsive now.
Thanks for a great mod.
Günter Severloh, I'm having some issues with the mod, maybe you clear a few things up for me.
I'm using complete COSLX with SLX_Wounds and ACE (but without ACE Wounds). I have a problem where Medic AIs don't heal wounded teammates and I can't heal them either. Telling a Medic to Heal someone with Action menu makes Medic walk to the wounded teammate and follow him but he never heals them either.
SLX_Wounds is working because at the same time things like dismemberment are working and I can bandage myself when I'm hurt.
What am I doing wrong?
Its a compatibility issue, COSLX wounds is not completely compatible with ACE's wound system, nor is COSLX completely compatible with ACE,
you'll have to wait til I make an ace compatible version, which I'll be doing after i get the COWarModACE version out in the new week or so.
No guarantees I'll be able to get SLX_wounds to work with ACE's wounding system right now its either or.
If SLX_wounds dont work with ACE stuff then remove it.
The thing is that it doesn't even work when ACE Wounds are disabled in a mission and it's using standard wounding system. Are those modules still interfering with each other even when one of them isn't enabled?
Very possible, I haven't tested both COSLX and ACE together since the spring so I cant tell you.
If you want to test them both and report then that would be great, I do have a list of files I can post from my previous testing that conflict.
Hmm, I did some testing in the Editor.
ACE + COSLX, without ACE Wounds Module:
SLX_Wounds seems to work perfectly, without any problems.
ACE + COSLX, with ACE Wounds Module:
ACE Wounds overrides SLX Wounds but seems to work perfectly. There are still SLX Wounds actions available but they doesn't seem to do anything.
It seems like the problem I had was caused by some other module, specific to MSO missions only.
Let me know if there's any other combinations or anything specific you want to know, I'd be glad to help you out.
Heres the list i mentioned in my previous post:
COSLXACE
When I test with ACE I only use editor missions vanilla without any scripted additions, as basically that is what we are trying to make compatible,slx_actions
slx_actions.pbo.SLX_MOD_A2.bisign
slx_anim_grenadethrow
slx_anim_grenadethrow.pbo.SLX_MOD_A2.bisign
slx_anim_headbob
slx_anim_headbob.pbo.SLX_MOD_A2.bisign
slx_dialogue
slx_mod_veh_armor
slx_mod_veh_armor.pbo.SLX_MOD_A2.bisign
slx_modweapons_3d_optics
slx_modweapons_3d_optics.pbo.SLX_MOD_A2.bisign
slx_optics
slx_optics.pbo.SLX_MOD_A2.bisign
slx_optics_3d
slx_optics_3d.pbo.SLX_MOD_A2.bisign
slx_silentvehiclecommands
slx_silentvehiclecommands.pbo.SLX_MOD_A2.bisign
==================
Optional files to remove
==================
slx_modweapons_mgreload
slx_modweapons_mgreload.pbo.SLX_MOD_A2.bisign
slx_aiskill
slx_modweapons_sounds
slx_modweapons_sounds.pbo.SLX_MOD_A2.bisign
slx_modweapons_sounds_impact
slx_modweapons_sounds_impact.pbo.SLX_MOD_A2.bisign
not everyone will be playing the same missions, so the thing is to make COSLX compatible with ACE mod on the vanilla game, leave any scripted
missions out and stick with only editor based additions.
What you can also do and this is what i do, is review the features of ACE seen here:
http://wiki.ace-mod.net/wagn/Features
and go in the editor and create scenarios that would use a feature, thing is you need to look at the COSLX files and
then refer to the features of those files and then compare notes.
So a quick run down of this process is:
1. review the ACE features, and then at the same time review the files of COSLX, and read the descriptions for each file so you know what they do.
2. test files you see in COSLX you feel based on what the features on the ACE page says you think may conflict
(keep in mind here we are trying to make COSLX compatible with ACE not the other way around, with COSLX we need to remove files if they conflict,
with ACE we need to leave them as they are, let it be up to the user of ACE to remove any files on their end,
consider COSLX is my build, we remove files that conflict.)
Remove COSLX features that ACE already does thats the general premise of a compatibility version.
Some features however like SLX_Wounds has some features ACE dont but the thing is SLX_wounds would have to be adjusted in its configs,
and scripts to make compatible, if you know anyone who can do that then well thats what needs to be done, otherwise lose the file.