COWarModACE v 1.0 is required before patch v 1.2
The Patch will update your COWarModACE v 1.0 to v 1.2
Please know that v 1.1 patch is not needed as it is included in the v 1.2 Patch,
just apply the v 1.2 patch and that is all you need to do.
COWarMod is a Massive customizable compilation mod built for Arma2CO aka Combined Operations.
The mod is a massive collection of the Arma2 mods that work in OA, and all the Arma2CO (OA) mods.
COWarMod is about AI enhancement, game fixes, gameplay features, effects, explosions, tracers, movement, realism,
and many many other misc features not in the vanilla game.
The size of the mod is 190 addons and mods already in the @COWarMod addons folder, and for the purpose of customization
you have an extra optional 150+ addon/mods and tweaks to add to the game.
COWarModACE is the Full version of COWarMod v 1.2 made compatible with ACE mod for Arma2CO, the mod still may have bugs,
or files in it that may conflict with ACE's features, but overall has has been tested the mod is stable and playable.
If there are any bugs or features in ACE that are not working as they should please report your findings on the
COWarModACE thread here to locate the file that is causing the conflicts.
Questions, Feedback, and any problems or bugs found
please report them in the COWarModACE Release thread here.
UI (user interface) change, the gamy indicators have been removed
Player has the ability to perform many various of animations which allow him to climb walls, lob grenades,peak corners from many various positions,walk,
run designed in mind for CQB but works in general play.
Realistic Audio-visual awareness inside vehicles, and Armor
Weapon control -(hit where you shoot!)
Realistic Ballistics and muzzle velocity for bullet, rocket, & rates of fire for small arms.
Fix for the simulation of bullets and missiles firing from the correct places on BIS vehicles.
The ability to zero in sights for various infantry weapons.
Many various AI enhancements making the AI a more strategic and tactical opponent
AI variables that effect the stealth movement and recognition skills of the game
AI able to use grenade launchers like the M203 and GP-25.
AI units able to equip themselves with weapons and ammo
AI use smoke and frag. Be aware of your enemy's ability to throw frags!
AI hearing ability is reduced to realistic levels, enabling a player to make stealthy close quarter approaches providing he can remain unseen.
More realistic combat behavior from AI mechanized infantry squads
User able to set the AI dispersion for all mounted MG's in the game, both static and on vehicles.
Dynamic sound & Extended voices - AI will shout curses at the enemy, tell you when they're reloading, throwing a grenade,
engaging, when they're hurt, fleeing or when they've scored a big kill! and say things based on the situation.
Ability to Attach a Satchel to Vehicles, & Armor
All Round Defense (ARD) a formation typically used by the British Army (and other fighting forces) after a firefight to 're-org' the squad, making sure
everyone has ammunition, tending any wounds. can also be used defensively, providing 360 degree coverage.
Players are able to customize a weapons with silencers for different calibers, optics and equipment like M203, Flashlight, IR-Laser via a WYSIWYG Weapon Modify Menu.
Functional Iron Sight for M136 and RPG
Fighter Planes easier to fly
AH-64D systems, which includes: IHADSS, MFD & TADS system
Ability to select between two modes that are preset at 10 and 20 rnd bursts as seen in the Apache's 31mm M230 Cannon and is most often used in real life.
Hellfire enhancement that provides an alternative system for engaging targets with the AGM-114 Hellfire Air to Ground Missile system. The system forces players
to use laser designation to guide Hellfires, without interfering with AI controlled aircraft's ability to engage targets with Hellfires.
Missilebox includes several weapon systems also replacing the models of the default BIS weapons
Improvement of all Air-to-Air,Ground-to-Air weapons which increases range and decreases speed of all respective weapons as BIS's default settings were far away
from being even closely realistic. Also adds the ability to avoiding enemy missiles relies now far more on pilot skills than just dropping flare/chaff. You can outmaneuver
missiles if you're good enough.
Zoom for all weapons without telescopic sight, includes mounted/static mgs
Explosions effects for grenades, bombs, missiles, mortars, artillery, and general effects
Integration of SLX mod adding many various gamplay,Ai and wound enhancement features to the game
Upgraded grenadier -(enables all grenadier Bluefor units to have a realistic loadouts)
Functional sights for Under-slung Grenade Launcher
Modified grenades and grenade-launchers to increase carrying capacity.
Added options to the player's action menu to spawn ladders
Easier reading of the map at close zoom, including determining the rise and fall of the land determining altitude. With a ruler, compass and line drawing tools
you now can more easily triangulate your position and plot polar fire missions as well as gauge distance to targets while doing forward observation.
Landscape textures more organic, coast lines have now more sandy beaches,
correct land texture for islands that have only the seafloor texture
Fire, smoke effects, fuel fires, and smoldering and pluming smoke from various wrecks, destroyed vehicles, and general destruction
Increased dust effects for all bullet hit impacts, sparks and embers, ammo sparks explosion,
Increased dust on bombs and artillery impacts
Fireteam HUD that Provide situational awareness on where your fireteam members are and what their orientation is.
Weapon collision with the environment is significantly toned down, meaning that you can now move sideways through doorways and generally find CQB more enjoyable
HDR reducing effects by adjusting the aperture
Tracers and tracer pattern modification for all weapons that use 556x45, 545x39, 762x51, and 762x54 rounds, Day and Night Tracer effects
100+ faces available to choose in your player profile, each with 6 camo variants,
giving a total of over 700 faces to choose from
clutter on Chernarus for a better view and a very small performance boost.
Weapon collision with the environment is significantly toned down, meaning that you can now move sideways through
doorways and generally find CQB to be more enjoyable
Building system that lets you build nearly everything everywhere
Simulation of AC-130 air support can be called or played to rain hell from the skies
Play music from the game or custom music while driving any vehicle.
Radio annoyances removed and shortened as well as other radio features.
and many more!
1. Move the folders below: @COWarModACE
to your Arma2 Directory where the arma2.exe is located
which can be found here:
If you have a userconfig already in your Arma2 directory, please make
a backup copy of it and then install the userconfig for COWarModACE
Change log: Spoiler:
v1.3 March 2013
- updated GDT Mod Under-slung Grenade Launcher sights to 1.04
- updated ShackTac Fireteam HUD (STHUD) to 121209 (now support all islands)
- updated Ai Heli Control to 1.3
- updated Blake's PRADAR (Player Radar) to 184.108.40.206
- updated TPWCAS - TPWC AI Suppression System to 4.5
- updated a few readmes
- added Loading screen
- added REMOVE THESE FILES readme
- added How to enable Features ingame readme
- added Dapman AI First Aid Support
- added Blastcore VEP A2
- added Deadfast's Stance Indicator
- added gdtmod_leader 1.00
- added gdtmod_misc 1.04
- added gdtmod_streetlamp 1.00
- added HETMAN - Artificial Commander
- added JTK Weapon Suppressor Script
- added ShackTac Interact
- added ScopeFX - Dynamic scopes - including TrackIR support
- added Smk Animation Pack Lite version
- added Tactical Flashlight
- added ShackTac Bunnyhop
- added AIGunnerToUseAllWeapons_AI_C_PvPscene
- added Rifle Collision Simulation addon for CQB
- added Support Call
- fixed Bd hellfire & made it compatible with GLT realAir weapons- hellfire before using top attack would miss its target
- fixed slx_mod_man_armor
- fix included from v 1.1 Patch
- updated TPW_AI_Suppression to Version: 3.04
- updated TPW_AI_Los_104
- updated ASR AI to 1.16
- updated ShackTac Fireteam HUD (STHUD) to Version: 120906
- updated Blake's PRADAR (Player Radar) to Version: 220.127.116.11
- updated TGW Vehicle Fixes to Version: 1.56
- updated TGW Zeroing to Version: 1.33
- updated Non-blinding sun mod to Version: 4
- updated the Directory Readme
- updated known bugs readme
- updated Credits readme
- updated Mod Links readme
- updated Permissions readme
- updated WarMod Disclaimer
- updated All Features List
- updated Features by Subjects readmes based on added mods
- Initial release
Credits & Thanks Spoiler:
Big Dawg KS
Lester / ASC Addon Team
zyco (alias Picolly)
============== Testers & Feedback
Credits & Thanks to the following who gave their feedback,
and helped to test the mod, without your support
the mod would not be where it is today!
Last edited by Günter Severloh; Mar 3 2013 at 09:17.
Reason: Update to v 1.3
Hosting Missions for Invasion-1944, Iron Front: Liberation 1944, & Hell in the Pacific
I would love to give your mod a try but when I load it I get this error message "Include file @COWarMod\addons\SLX.hpp not found"
I get the same error message when I tried to play, I checked the folder and the file is there, and both keys and userconfig folder are present. Does it make a difference if its in the operation arrowhead directory as that is where all my other mods are installed?
Heres what the issue is 3 files that require the Hpp are:
remove those 3 and the problem will stop.
The real issue is I forgot about this, again
so heres what happened in those 3 files theres a config, in the config there is this line: #include "\@COWarMod\addons\SLX.hpp"
see what the line says.
well when i update it and make it say :
Its not the hpp that matters, you all should have the hpp, but the configs in those 3 files are looking for the hpp in the
@CoWarMod addons folder and not the current folder which is @COWarModACE addons folder.
It really wouldn't make a difference as I had launched the game with: E:\Games\Arma2\arma2oa.exe -nosplash -mod=@CBA;@CBA_A2;@CBA_OA;@COWarModACE;@ACE
So Im maybe not getting how the error did not come up for me, same thing happened with CoWarMod Full v 1.2.
Whats dum is I had completely overlooked and really forgot about this small issue that i had just fixed in COWarMod Full v 1.2
seriously WTF must be the dam hot weather here, anyways either remove the 3 files or use the patch its a simple fix.
I'm still awaiting those reports of features not working correctly that I have not tested, and I test jsut about everything in the mod, but as i said in the WIP
thread I normally dont play with ACE and for those that do regularly, would know the mod better then me those are the players I am waiting for
to report something they find are conflicting.
The reports Im expecting probably will be an ingame feature not working or some gameplay anomaly as for me at least other then that error you
guys reported the hpp, there were no other errors popping up.
There are noted in the readme Known Bugs of conflicts, and or bugs I had listed that are in the COWarMod mod itself, so if apon viewing
that readme and you see those files listed in your addons folder then you should see the issues arise ingame and mostly in the RPT, so its up to
you if you want to use those files, just keep in mind as most of you already know that the mod is customizable.
---------- Post added at 05:33 PM ---------- Previous post was at 04:41 PM ----------
Heya, I am kinda new to this and I was wondering: Is there any way how to turn off the All-round defense? Everytime I peek left (the Q button), my character does the animation which is very distracting
Or can I just take out the ard.pbo?
Minsc will lead with blade and boot! Boo will take care of the details. - BG 2