COWarMod ACE Compatible
- Open beta Project -
Questions and Information
What is the COWarMod ACE Compatible - Open beta Project?
The Open beta project is to build a version of COWarMod that is compatible with ACE for OA.
Being an open project means the thread is being used to give feedback to the testers
from the testers or other ACE and COWarMod users/players to identify any errors, bugs,
and or problems in the testing.
What is the overall plan or future goal of this project?
The future goal of the project is to release a full downloadable version
of COWarMod that is ACE Compatible.
What Mods are being used in the project?
Advanced Combat Environment 2 OA - Core
For those beta testers to be involved in the project and anyone else
interested in giving their feedback,the following are the requirements I ask to be
used for the sake of all of us being on the same page basically
same results when we test.
COWarMod Version 1.2
Advanced Combat Environment 2 OA - Core Version 126.96.36.1997
Community Base Addons
The Plan of how we are to test
What were going to do is the following:
1st Test the mod overall COWarMod while
running ACE the point of this is to see if any errors, bugs, RPT listings for errors,
or anything that would basically prevent you from playing the game with these 2 mods.
When you test:
Be sure to have the following Command Line:
2nd Test specific features of ACE
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.
The following are the missions you can download.
Make a copy of the pbo, so that you have 2 copies, and then move the pbos to your missions
and mp missions folder in you Arma2 directory.
we will be testing in Sp and mp as the game changes a bit in both modes.
Information on the Missions
- 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.
ACE Features and the features that will give problems
in COWarMod (to be tested) & Confirmed
The following [B]bolded[/B] features are the ones in concern, once those have been tested and fixed if needed, and or stabilized then we will move on to other features. The choice of features may change as I am review the list as I test to make sure I am not missing any, or that ones that are to be tested have nothing in terms of features like those in COWarMod. [B][U][COLOR="Green"]ACE FEATURES LIST[/COLOR][/U][/B] Aerial Refuel Afterburners [B]AI Improvements AI Talk[/B] [B]Aircraft Multi Function Display (MFD)[/B] Artillery Autorotation Back Blast Ball Tracers [B]Blood Trails[/B] Cam Shake Cargo Chem Lights Combat Deafness Configuration Craters Crew Protection Crew Served Weapons DAGR Defense Advanced GPS Receiver (DAGR) Demo and Tutorial Missions Destruction Effects [B]Disposable Weapons[/B] Dog Tags EASA The Exchangeable Armament System for Aircraft (EASA) Eject & HALO System Explosives [B]Explosion Effects[/B] Fast Roping [B]Fast Switching[/B] Fire Propagation Flares Flashbangs Folding GL sights G-Forces Gas Goggles and Teargas [B]Grenade Throw Modes[/B] Ground Markers HuntIR IFAK (Improved/Individual First-Aid Kit) Ingame Help [B]Interaction[/B] Invisible Targets IR Strobes Load Master Magazines System Map System [B]Map Tools Set[/B] Missile Guidance Improvements Model Special round replacement Mouse Gestures [B]Muzzle Velocity NVG [/B] Overheating Overpressure Playerhud [B]Quick Weapon Selection [/B] Radio Silence Rangefinding Devices Recognize Recoil Dust Repair [B]Rocket Ballistics[/B] Rotor Effects Round Count Rucksacks RWR radar warning receiver (RWR) Sandbags Shotgun Ammunition Shtora [B]Sights Adjustment[/B] Sling Loading SMAW Spotting Rifle [B]Smoke Grenades[/B] Spectator [B]Stamina [/B] [B]Stepped zoom and optic modes in weapon stations[/B] Tank Fire Control System Towing Towing Tractor Tracking Vehicle AI Vehicle Damage System Vehicle Magazine Exchange Vehicle Radio Sounds Weapon Resting Weapons System White Phosphorous Wind Deflection Wind Synchronization Wirecutter [B]Wounding System[/B]
I will start testing with the first feature bolded and we can go from there.
Any questions let me know.
Edited by Gnter Severloh, 03 July 2012 - 21:11.