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Thread: COWarModACE Release thread

  1. #1

    Post COWarModACE Release thread


    COWarModACE
    by
    Günter Severloh

    Download
    DOWNLOAD COWarModACE Full v 1.0
    http://www.armaholic.com/page.php?id=17262

    DOWNLOAD the Patch v 1.3
    http://www.armaholic.com/page.php?id=18707
    DOWNLOAD the Patch v 1.2
    http://www.armaholic.com/page.php?id=17782

    Patch Notes:
    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.
    Description:
    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.

    Note:
    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.

    Features:
    • 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

    • Non-blinding sun

    • 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!
    Installation:
    1. Move the folders below:
    @COWarModACE
    userconfig
    Keys

    to your Arma2 Directory where the arma2.exe is located
    which can be found here:

    C:\Program Files\Atari\Bohemia Interactive Studios\Arma2
    ==========
    !!!WARNING!!!
    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:


    Credits & Thanks
    Spoiler:
    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

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

  2. #2
    Great news, great mod!

    My favorite 2 mods now together

  3. #3
    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"

  4. #4
    Quote Originally Posted by sarge4267 View Post
    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?

  5. #5
    I also get this error.

    checked the map files and it is really there.

  6. #6
    Hey guys, thanks for your replies and reports.

    Heres what the issue is 3 files that require the Hpp are:
    SLX_ace_fixes
    SLX_aiskill
    SLX_anim_swim

    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 :

    #include "\@COWarModACE\addons\SLX.hpp"

    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.
    Understand?

    Patch
    Heres a fix for the 3 files if you wish to keep them:
    http://dl.dropbox.com/u/42601124/COW...%20v%201.1.rar

    Sorry for the inconvenience guys, I did not get this error when i tested the mod.

    Any more reports, feedback ect,. please report.

    edit=============

    I had sent the patch to Armaholic as well so hopefully everyone that downloads the mod has enough sense
    to come to the thread here and see the discussion and report and link.
    Last edited by Günter Severloh; Jul 26 2012 at 21:31.

  7. #7
    Master Gunnery Sergeant MavericK96's Avatar
    Join Date
    Jul 3 2004
    Location
    Anacortes, WA, USA
    Posts
    1,390
    Quote Originally Posted by Günter Severloh View Post
    Sorry for the inconvenience guys, I did not get this error when i tested the mod.
    Well I imagine if you already have COWarMod installed in that directory, it would probably work fine.

    No big deal. Can't wait to try this!
    Core i7 920 @ 3.995 GHz, HT off
    12 GB OCZ DDR3-1600
    GTX 680
    2x Intel X25-M 80 GB SSD
    Windows 7 Pro x64

    ArmA2/OA Settings:
    1920x1080 w/ View Distance at ~3600
    Video Memory at Default
    MSAA Very High, AToC=0, SMAA Ultra
    Post Processing at Very Low
    All other settings at Very High

  8. #8
    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 ----------

    Ok guys patch on Armaholic:
    http://www.armaholic.com/page.php?id=17277

    Any issues with the patch let me know asap, and also anything with the mod please report so we can fix, or update where necessary

  9. #9
    Thanks for the patch.
    It now works

  10. #10
    Master Gunnery Sergeant Salvatore_Lee's Avatar
    Join Date
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    Location
    Kaedwen, Kaer Morhen
    Posts
    1,017
    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

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