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> WarMod Thread
Günter Severloh
post Dec 3 2009, 21:37
Post #1


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by Günter Severloh

QUOTE
DOWNLOAD WARMOD:

If you have WarMod version 1.3 then get the patch 1.4
PATCH Version 1.4
https://www.4shared.com/file/AtgCjxuT/WarMod_Patch_14.html

If your Downloading Warmod for the 1st time get this
FULL Version 1.3
PART 1
https://www.4shared.com/file/nIxVr1Lp/WarMo..._v13_Part1.html

PART 2
https://www.4shared.com/file/zfns7HoA/WarMo..._v13_Part2.html

Note: WarMod Full Version 1.3
has 2 parts, to download 1 part without the other
will make the parts in either one not work,
in other words you need both parts for the mod to work!
Armaholic Download
If you have WarMod Full 1.3 already then get this:
WarMod Patch 1.4
http://www.armaholic.com/page.php?id=8638

If you are downloading WarMod for the 1st time then get this:
WarMod Full 1.3
http://www.armaholic.com/page.php?id=8565


QUOTE
what is WarMod?

Warmod is a compilation mod that aims to fix,enhance, and alter many Effects and gameplay of Arma.

STORY
Warmod started out as an idea when i began browsing Armaholic download section to change a few aspects of my game, to fix various gameplay aspects i simply was getting tired of.
Along the route i came apon mods i had never seen before even though I had played Arma since it came out, it was like a new world of opportunity opened up to totally customize the game to how i wanted to play.

I created this mod to make the game more stable, more solid more in the player's control, as I felt the game had to much gun movement, to much recoil,unrealistic ballistics, to much dispersion of the shots,crappy FX, sound and AI.
Everytime i was playing, the gun was moving, it took me half a clip to kill a guy, and the rounds i shots weren't landing where I had my ironsights or scope.
Ai were retarded, the enemy could see you through bushes, I was like WTF is this crap, i cant see through the bushes and they can!?
The sound was drab, and i searched through many sound mods to find the one that sounded most realistic to me. (sound of course is a personal preference)
The mod was mainly designed for myself and a for the guys i play with in my WW2 Realism unit, we play WW2 based game as well as modern warfare.
I spent pretty much all of the last weeks of september and all of October,and most of Novemeber 2009 researching, downloading, and testing, testing, testing, testing, yes alot of testing!
I found a good combination of mods that really made a serious difference in the game.
Most of the mod is a compilation of many addons & mods, that play apon each others features.

The difference between a page that has a list of mods and addons that you can compile together or add to your game which ever one you want, is that i did that already, i basically did all the work for you, i did the research, the downloading, the testing, the troubleshooting in terms of compatability ect, but my mod isn't units, or vehicles, its effects, fixes and gameplay, and well a good portion of AI fix/change which Arma definately needed!

QUOTE
Features:
- Weapon control -(hit where you shoot!)
- Weapon dexterity and dispersion has been eliminated
- Realistic ballistics and rocket ballistics
- Major AI Overhaul -(WarMod has just about every addon & mod for AI)
- New explosions for grenades, bombs, missiles, and general effects
- Over 150 various Fixes for many aspects of the game
- Ability to hide in the bushes and not be seen by the AI
- Character movement and weapon Animation-Transitions fixed
and sped up for smoother making your character more in your control
- Extended voices -(hear the AI say things based on the situation)
- Spent Shell Casings- 8 cartridge models created by Mondkalb (reference photos by Freshman):
- 9x19 Luger
- .45 ACP (not used ATM)
- 5.56x45 NATO
- 7.62x51 NATO
- .50 BMG
- 20mm
- 40mm grenade
- Hand grenade safety pin
- Handgrenades will leave a pin on the ground.
- Grenadelaunchers will leave a 40mm cartridge.
- All other "unsupported" firearms will throw out a 556x45mm cartridge
- The Ah-1 will drop 20mm cartridges on the ground, the Ah6 and Uh-60 do the same with 762x51mm cartridges.
- Realistic Tank Loadouts, and Laser engagment systems
- Various blood effects such as 1st aid pack, blackouts, bleeding, ect..
- Upgraded grenadier -(enables all grenadier Bluefor units to have a realistic loadouts)
and many more!


MEDIA
various clips i put together during the testing phase of warmod
if anyone can make a great movie or clip of warmod that would be great, this was just done in windows movie maker.

UTUBE Videos

http://www.youtube.com/watch?v=qQn0t2pHbqc...player_embedded

For parts 2-5
http://www.youtube.com/watch?v=5Ba5uYg2y2k...feature=related

you might want to actually watch it on utube to be able to read the annotations on put on the video.
5 part video
this is a 5 part video all the same mission, it was from my testing mission.

[YOUTUBE]<object width="560" height="340"><param name="movie" value="http://www.youtube.com/v/74VQxM0ed9I&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/74VQxM0ed9I&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"></embed></object>[/YOUTUBE]

Videos using WarMod Version 1.4
WarMod Tank 1
http://www.youtube.com/watch?v=gPHJhw7-uRY...player_embedded

WarMod Tank 2
http://www.youtube.com/watch?v=hgXqWlVCNcQ...player_embedded

WarMod Hi-Cap Grenadier & Shell Casings
http://www.youtube.com/watch?v=-CyDz6lwOoM...player_embedded

WarMod Fields of Doom 1
http://www.youtube.com/watch?v=nUt3h0I3ocM...player_embedded

WarMod fields of Doom 2
http://www.youtube.com/watch?v=_Nfs0BAp4XM...player_embedded

I had some lag while recording with fraps as you might tell i was running into walls and wasn't fast enough to hit some guys.

Feature addons and Mods that are used in WARMOD!


QUOTE
-------------------------------------------
-= /// ProperMods \\\ =-
-------------------------------------------


PROPER UI Instant Map Object Zoom
Changed zoom duration of map objects to instant .

PROPER UI No Loading Anim
Design goal is the removal of the loading animation (radar) . We found it annoying and without real use.

PROPER UI No ActionIcons
complete removal of the console actionlike markers have been reworked for better realism

PROPER UI No LoadingPic
Design goal is the complete removal of the loading pictures (like this) . We found it annoying after a while and without real use. Black screen all the way.

PROPER UI No PeripheralVision
removes enemy / friendly / neutral peripheral vision indicator at the edge of the screen. It might be an experiment to simulate peripheral vision. However to us it seems more like a console feature.
People should learn to get a proper awareness of the game world without artificial tools for themselves.
In addition the console like blood splash at the center of the screen was removed as well.
Awareness should come from natural visuals and sounds, not from artificial tools.

Proper weapon collision shape
Fixes the annoying movement where if your in between doors, u cannot turn around, or when your on a stair or jump down you cannot turn,
you are like stuck for a few secs.

PROPER UI Speedup Gear
The addon is meant to speedup the gear dialog. The initial loading lag should be eliminated.

PROPER UI Speedup RscMapControl
The addon is meant to speedup the display of the map and map objects like the compass. The initial loading lag should be eliminated or significantly reduced
.
PROPER Gameplay No AT Use Vs Men By AI
Makes AI soldiers NOT use the AT launchers vs hostile infantry. Works only for infantry in your group in MP. Otherwise the server and all other players need to have it too.

PROPER Gameplay Object SupplyRadius Expanded
Tripled supplyRadius for all objects to make it more convenient (expanded supplyRadius demo video).

PROPER Gameplay RadioProtocol Fixed
Removes the xmit error in the ArmA.rpt.

PROPER Gameplay Vehicle InsideSoundCoef
It reduces sound volume inside vehicles significantly.
If you dislike the fact that the (engine sound in particular) sound is way too
loud if you are inside vehicles, you will love this one.
You will be happy to go easy on with your ears again and have a good voice chat
with your buddies while being in some vehicle.
Note that the volume is still good in order to hear all the things around you.

PROPER Gameplay Vehicle No Alarm Sound
Disables the annoying alarm sound when being hit as a vehicle.

PROPER Gameplay Vehicle OccludeAndObstructSounds
Improve audio-visual awareness inside vehicles significantly.
Well, did you ever felt lost in ArmA tanks - I am sure you did!
This is primarily due to the limited audio-visual awareness inside vehicles
(compared to OFP in particular).
BI tried to introduce a fancy realism effect... as a result inside vehicles
you are almost completely deaf. In other words unable to hear the surrounding
sound scenery properly, like immediate hostile fire or even direct impacts at
your vehicle.

PROPER Gameplay Vehicle StartEngine Disabled
Disables the effect that the vehicle engine is activated once you turn the turret (as gunner or commander).

PROPER Gameplay Weapon Disperion Disabled
Reduced and unified the infantry weapon dispersion for all weapons. It is now again: "where you aim, there you hit" principle. Very satisfying comparted to the high disperion in vanilla ArmA weapons.

PROPER Gameplay Weapon Dot Crosshair hedcrusha
Replaces the weapon cursor for rifles, pistols and machine guns with a dot .

PROPER Gameplay Weapon No Dexterity
Reduces vertical weapon sway for all infantry weapons besides launcher type weapons. Horizontal weapon sway does hardly exist (or not at all) for non launcher type weapons. So the delay is mainly / solely related to ones mouse sensitivity settings. Gives the player a lot more direct mouse control over the weapon.
In addition you are recommended to double the y axis sensitivity value
(mouseSensitivityY) based on your x axis value (mouseSensitivityX).
The values are to be found in your "YourUser.ArmAprofile" file.
The floatingZoneArea should be set to the very left (equals zero) too
floatingZoneArea=0.000000;
in order to get the best direct mouse control over the weapon.

PROPER Anims Fast Forward Transition
Sprint transitions are quite broken in ArmA. The idea is to replace sprint with run gameplay wise. This addon doubles the diagonal forward and straightforward run speed to make it equal to the sprint speed. In addition the diagonal forward and straightforward walk is accelerated by 150 percent to make it more useful.

PROPER World Desert Island Instant IntroAnims
The intro missions in the main menu for OFP Desert Island in ArmA by Solus are reworked.

PROPER World Sahrani Rahmadi Instant IntroAnims
The intro missions in the main menu from Sahrani and Rahmadi are reworked. With this addon the same second you exit the editor, you are back in the main menu. Without it can take several seconds .

PROPER Plants standard textures with lowplants
This addon replaces all ArmA vegetation (trees and bushes).

Features:
1. AI view is blocked by the tree/bush object!
unlike in vanilla Arma the trees and bushes do not block the Ai site of you.
Check Durg's (AI View) Vegetation Fix for details and screens.

2. Ability to hide in bushes

3. To run over trees without resistance with the heavy tanks
That makes mowing down loads of trees again.
Speed reduction still applied for smaller vehicles.


QUOTE
-------------------------------------------
-= /// TrueGameplayMods \\\ =-
-------------------------------------------

The following Truegameplaymods are used in WarMod

TrueGameplay-AI-Engagment v1.0
-------------------------------
- Increased engagement distance (AI will engage up to 600m for typical).
- Increased rate of fire (AI will engage at a faster pace and they will use burst/full-auto mode around and up to 300m).
- AI will fire handheld weapons at transport helicopters moving at medium to slow speed (AH6 included).
- AI will fire AT rounds at slow moving helicopters.
- AI tanks will fire Sabot rounds at slow moving helicopters and possibly HE rounds at infantry.
- AA units will now engage Jets. (AA soldiers now fire AA at fast moving Jets).

TrueGameplay-Animation-TransitionFixs v1.0
-------------------------------
- Fixed Run-Sprint-Run Transitions (Rifle&Pistol) (If using "FastForward" key rather then "EvasiveForward" for sprinting)
- Fixed L/R Run-Sprint Transition (Rifle)
- Fixed CrouchRun-Sprint Transition (Rifle&Pistol)
- Fixed CrouchRun-Dive Transition (Rifle)

TrueGameplay-Vehicle-OffroadSpeed v1.0
-------------------------------
- INCREASED driving speeds for various vehicles when driving offroad. ALL speeds are faster, but offroad vs. non-offroad vehicles differ.

* Rough Guidelines...
--------------------
- Full Speed = All vehicles driving on paved road (Default Speed).
- Fast Speed = Motorcycles
- Medium-Fast Speed = Larger vehicles (Trucks, HMMWV, UAZ, Ural, Stryker, BRDM, ect..)
- Slow-Medium Speed = Smaller civilian cars (Skoda, Sudan, Hatchback, ect..)

TrueGameplay-Vehicle-SteeringSensitivity v1.0
-------------------------------
- INCREASED steering sensitivity speeds for all cars, trucks, and light armor vehicles so that driving with a mouse is much easier due to the increased sensitivity.

TrueGameplay-Weapon-TurretRotationSpeed v1.0
-------------------------------
- CHANGED Turret rotation speeds for various guns/vehicles.

* Rough Guidelines...
--------------------
- Fast Speed = LightVehicleTurret/StandingStaticTurret
- Medium Speed = MiscArmorTurret/CommanderTurret
- Slow Speed = TankTurret/SittingTripodStaticTurret

TrueGameplay-Survivability-Helicopter v1.0
-------------------------------
- INCREASED armor values for all helicopters and they're components SLIGHTLY, but MOSTLY for the engine component.

Things you will notice...
=========================
- The main thing you will notice is that you can take some more damage before your engine fails. How many times have you had one enemy tracer hit your engine and you fall right out of the sky? I can't count the number of times. NOW The odds are much higher for a rear rotor failure, fuel leak, or being shot in the pilot seat, rather then one tracer destroying your engine, sending you plummeting to the ground. Now pilots will more then not emergency land and survive. Can you say rescue mission?


QUOTE
-------------------------------------------
-= /// Misc Addons & Mods \\\ =-
-------------------------------------------

AI sandbag fix
With this addon installed, the AI soldiers should be able to shoot when staying/kneeling behind sandbags.

Andy binoculars & laser designator
A very small simple addon which enable you to look around while using binoculars and laser designator.
It helps for a quick look around without putting your binoculars away.

Ammo Object Replacement
This addon will replace default bag you see on the ground when you drop ammo or a weapon with the correct model of the ammo/weapon type

Darker Ironsights
This pack contains weapons that are retextured to make the front sight darker
This addon will replace BIS' default textures with The Author's textures.

I was bored, and kind of let down by BIS' ironsights on the m16 and m4 rifles, I would have to strain my eyes to see them. So I decided to try retexturing them so I can see them easier. I just added a little spray to the front post area so it kind of looks like some one sprayed it with that sight black stuff.

All the m16 and m4 rifles, without aimpoints or acogs, are modified with darkened ironsights (just the front post section, not the rear peep hole.) This comes with a replacement mod so you can play with them online without having to add them to missions. Install it just like any other addon. Heres a list of the altered rifles:
M16A2
M16A2 with grenade launcher
M16A4
M16A4 with grenade launcher
M4
M4A1

Dynamic Sound AI
* Your 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 much more.
* Works in both SP, client-side MP and server-side MP
* Features English, Arab, Russian and Spanish voices by default
* Can assign voices to all sides (BLUFOR, OPFOR, Independent, Civilian, SideEnemy)
* Easily activated/deactived by mission makers, addon makers or server admins as required, using global variables and config entries (see below for more information)
* Auto-initialization using XEH (fully XEH compatible)

Extended Voice Addon
This Addon contains some of additional words and adds some variants in
AI radioprotocol. Basically, this is the reports on wounds, losses, targeting and attack.


Extended eventhandlers (xeh)
This addon allows a virtually infinite amount of event handlers to be used together from different addons.

Maddmatt Effects mod
This mod improves ArmA's particle effects, such as explosions and fires.
It contains many new effects, including:
* New effects for weapons and explosions
* Various weapon firing effects
* More smoke when buildings are destroyed
* New burning and smoke effects
* AT backblast effects
* Aircraft destroyed in the air now leave a flame/smoke trail
* Various other tweaks

mbg cartridges
This Addon creates automatically a cartridge of the right type of weapon that leaves a cartridge in real life.
Handgrenades will leave a pin on the ground.
Grenadelaunchers will leave a 40mm cartridge.
All other "unsupported" firearms will throw out a 556x45mm cartridge.
The Ah-1 will drop 20mm cartridges on the ground, the Ah6 and Uh-60 do the same with 762x51mm cartridges.

NWD_Ballistics
The supposed difference between the ArmA ballistics and the VBS2 ballistics is ArmA's lack of bullet-specific ballistic coefficients. With this mod, that difference is no longer. When poking around the data files, I found that the "airFriction" parameter can be set per bullet type. After a little research, a little ballistics calculator work, and a whole lot of tweaking, I've managed to create proper exterior ballistics for each small-arms bullet.

Rounds now drop much, much more, particularly 5.56 mm and 5.45 mm rifle bullets. Since damage is dependent on speed in ArmA, that also means that body armor has no problem stopping rounds past 500-600 meters. You'll still take damage, but not much.

In addition to increasing bullet drop, this mod will re-zero all small arms to fix a small issue in ArmA. The "distanceZoomMin/Max" values seemingly do not take sight height into account, and actually set the distance at which bullets will re-cross the plane of the barrel. This is not the same as zero, which is properly defined as the distance at which the bullets will touch or cross the plane of the sights. This ranged from a 3% error for .50 caliber rifles to a 47% error for M16s and M4s with ACOG scopes. In short, weapons should now be zeroed at the distances they were supposed to be zeroed at.

NWD_RocketBallistics
This pbo includes redone rocket and missile ballistics, including the AT4 and RPG-7.

The M136 AT4 ballistics should be fairly accurate as long as you fire within +/- 10 degrees of horizontal. The RPG-7 is hopeless, but it at least has a realistic muzzle velocity and flight range. The other rockets and missiles have (mostly) realistic thrust times, impulses, and maneuverability.

Javelin missiles will fly my best approximation of the direct-attack profile, climbing out to 25 meters before diving down. Without any script to do this, I had to decrease the missile maneuverability. Unfortunately, this means you will not hit any target closer than 350 m away from you. Javelin launchers aren't present by default in ArmA, so this isn't so terrible.

This mod does not completely fix SACLOS ATGMs. ArmA guides these by placing an invisible target 1500 m in front of your sights and guiding the missile to that. This is a terrible method. You will never hit a moving target at ranges less than 1500 m, and you will never hit any target at ranges greater than 1500 m. At 1500m, the missile just starts to fly in circles around the invisible target.

NWD_ScopeFix v2.2
This mod replaces all small arms optics with accurate versions, with reticles redrawn from scratch. Version 2 reticles also feature brand new optics models done from scratch, enabling reticle illumination and widescreen support. Reticles will be illuminated between dusk and dawn, whenever lights are on as decided by ArmA. Specific information about each reticle can be found under "extended information" at the image pages linked above. In short, all rangefinders, windage lines, mil dots, and BDC ticks are now at least 95% accurate, and the scope reticles now look (mostly) like they do in real life.

Sharper Recoil
Q11_Recoils
As many of you may have noticed BIS recoils are a bit weird. Apart from being slow (BIS recoil starts after the shot) there is also some strange movement of the gun after the recoil itself. It quickly moves down and then up again, probably trying to simulate rezeroing. What I did was 1)Start the recoil the moment the shot starts, 2)Get rid of the barrel dive (almost to zero) and 3) Make the overall recoil cycle shorter. I liked the result and decided to share the stuff with the community. I would appreciate any constructive feedback to further improve this little mod.

Q11_RealROF:
Realistic rates of fire for small arms.
From the moment the user decides to fire, it takes roughly 0,2 seconds before the triggerfinger follows the "order" to do so given by the brain. The firing-pin strikes the primer roughly 0,005 seconds after later. The propellant then ignites inside the bulletcase in roughly 0,0004 seconds, for a total of 0,2054 seconds. Because of the ignition of the primer the propellant is ignited and gas pressure begins to build. This chemical reaction continues even after the bullet has left the barrel. After about 0,004 seconds the bullet is free of the bulettcase and starts it's way through the barrel. The bullet exists the barrel at an approximate speed of 1000 meters per second (assault rifle), after it has been pushed though the barrel in about 0,0012 seconds. The total time it takes to hit a target at 100 meters from the signal the brain sends to the bullet actually hitting the target is about 0,3606 seconds. It is interesting to note that the shooter doesn't feel the recoil until roughly 0,2 seconds after the bullet has exited the barrel.

Fire while running animation
This will enable you to fire your weapon from the hip while running, whereas vanilla Arma you cannot.

6thSense Tracers
- Enables Tracers for small arms,MG's, & Vehicle Weapons

AI Grenadier Fix
This addon corrects for an Arma bug that seems to have been present since grenade launcher sights were introduced. AI Grenadiers aim about 10 degrees too high when firing their grenade launchers. It seems as if their AI code raises their arms too high, probably having something to do with the memory points on the weapon. It was pointed out to me that "GL look" and "GL_Eye" are about 11 degrees offset from the direction of the barrel.

This addon adds an 'fired' eventhandler to every unit that changes the flight path of AI fired grenades to be 10 (or so) degrees lower than their original flight path, allowing grenadiers to hit their target almost every time.

Sprint and Animation fixer
Fixes all missing transitions between standing, kneeling, sprinting, running and walking.
- Unarmed players can now sprint diagonally. <- I don't consider this a cheat as it was broken by BIS accidentally and not intentional.
- Fixes BOTH sprint modes. Double tap 'w' sprint or turbo key sprint

Fixed range nightvision
The purpose of this addon is to disable the disliked nightvision HDR effect.

Gameplay notes:
-The NV sensivity is set by default to 1.5, which is good for most nights of the year.
-You can adjust the sensivity by PageUp and PageDown keys.
-You can switch the game's stock automatic nightvision adjustment on and off from your action menu. It is disabled by default.

QUOTE
-------------------------------------------
-= /// Enhancement Mods \\\ =-
-------------------------------------------

HiFi Novus Aevum / HiFi v2.0
A Realistic Sound Conversion mod

=========================================================
QUOTE
-------------------------------------------
-= /// AI and Misc Effects Mods \\\ =-
-------------------------------------------

Group Link 3 - The Ultimate AI Enhancement
Group Link 3 Info
Group Link 3 is a AddOn based AI Enhancement script, which is doing a lot of configuration's and setting's by it's own.
So it's not necessary to inizialize every group by putting "ge1=group this", "ge2=group this" and so on in the inizializing field of each group.
Group Link 3 is detecting every unit, group, object, which is used in a mission by it self.

Group Link 3 AI and Player Features:• AI may do call in Reinforcement.
• AI may do call in Artillery support.
• AI do unmount vehicles and helicopters at the conflict point.
• AI in helicopters may do para drop or unmount the helicopter at the conflict point.
• AI may do drop smoke for cover while unmounting.
• AI on feet may drop smoke for cover if they had spotted a enemy.
• AI do react to gunfire.
• AI do react to suppressed fire.
• AI do perform house searche at the conflict point.
• AI may will try to find cover if they are under fire.
• AI with no or less ammo will try to rearme by dead units.
• AI groups with more then 3 units may will split up into several smaller groups to advance from several directions.
• AI which was called in as Reinforcement and more then 300m away from the conflict point will look for empty vehicles,
which they could use to get faster to the conflict point.
AI Suppressed Fire: The Suppressed fire script was heavy enhanced, so now groups only can be suppressed,
if the suppressed fire was directed in the direction of the enemy group.
AI and Player D.S.A.I. ( Completly New )
D.S.A.I. Player: Reloading, Incoming, Grenade, Move, Combat
D.S.A.I. Enemy AI: Grenade, Advance, Move, Suppressed, Combat
Difficult: Set the difficult level of enemys also includes Skill Array Types: Spot Distance, Spot Time, Courage, Aiming Accuracy a.s.o.
Body Remove: Body's of dead enemy units will be removed from time to time,
if a specific amount of dead body's is reached or if the players are in a specific range to the dead body.
In huge battles ( Like i prefer them ) it can happend, that ArmA start's lagging, if to many dead units are in a specific range to the player.
Added support for AI in Boat's ( Ship's ) ( Still under W.I.P. and Beta Stage )
Anti Water: The Anti Water feature let units which are in water check if any empty Boat's/Ship's are in a specific range.
If they find some empty Boat's/Ship's then they will use them to get, where they was ordered to go to.
This means if a part of a mission is on a island and groups which can be called in as Reinforcements are on the dry land and/or another island,
then it would be good to place some empty Boat's/Ship's at the border of the dry land,
so the groups which was called in as Reinforcements can use the Boat's/Ship's to go to the island.

Group Link 3 FX Features:
• Church Chor. ( Sound )
• Church Light. ( FX )
• Random Weather
• Bullet Whiz By. ( Sound )
• Shell Fly By. ( Sound )
• Grenade impact Simulation. ( FX )
• Explosion FX. ( Debris, Dust Wave, Hot Ground )
• Fire, Ashes and Sparks


QUOTE
--------------------------------------------------
-= /// AI and Misc Effects Mods cont..\\\ =-
---------------------------------------------------


The Enhanced Configuration System (ECS)
The Enhanced Configuration System (ECS) is a privately developed addon for Armed Assault by the ECS team.

all features of the ECS system are fully dynamic; that is the environment auto-adjusts the conditions, animations and behavior of this addon to suit the current realtime conditions in-game.

ECS features:

* On the client side alone there are a multitude of environment animations, sounds, smoke effects, lights, ground effects, environmental triggers, and many more.

* There is a fully dynamic speaker system, capable of reacting to actual combat conditions. The speach is multi-lingual capable, and extensible; it is possible to add more language speech paks to extend the already existing soldier support to include speech sets for other nationals, such as when creating Viet Cong or Arab Insurgent missions by assigning a speech set to a soldier type and hearing the results in-game.

* There is a cursory, limited use first-aid system, to heal small wounds, patch a gimp leg or prevent bleading to death.

* The parachute system allows you to manually deploy from higher altitudes, including an altimeter to simplify HALO operations, complete with adjusted soldier animations, which places the user prone when landing to avoid getting shot at while retrieveing the weapon.

* A fully dynamic weather system now mimics a simplified real-world seasonal climate change, based on the date and an assumed tropical lattitude.
* ECS takes over skill control and behavior modification of the AI, adjusting thier visual range to compensate for weather and day/night conditions, use of evasion, increasing aggresiveness and tactical prowess in full combat, including house to house search, flanking manuevers, suppressive fire on players and more agressive targeting, even if the player is attempting to take cover.
* Weather in ECS can take many forms. Much of it can be set by the mission, or left to run automatically per the Engines design. Winter brings large thunderstorms, Spring light rains, Summer mostly dry skies, and Fall mostly fog and wind. Set the mission season and use the weather to your advantage.
Special functions and commands built into the ECS_Server may be easily added into missions with minimal scripting to facilitate waypoint generation, perhaps for creating taxi services like air and sea transport to the battlefield.

* Think you're smarter than some game AI? Throw a grenade at a soldier and he will probably run away, fired at they will seek cover, try to run and they will hunt you down - using much of the games own built-in abilities ECS makes quick work of each AI's puppet strings.

* Environmental sounds in ECS go so far as to include the winds of the highlands, rubble or rodents in crumbling structures, the sounds of nature in the outdoors like the passing birds or insects you can see, and even flies near refuse cans - not just a sound track, the sounds animate the life thats there. Listen and you may hear sounds from the local bistro, hotel, gas station, including radios playing, a telephone or bell, monks chanting in the church, power transformers and generating stations; its all there.
Look over a large city and you will see the smoke from the chimney of the local processing plant, working fountains complete with the sound of running water and night illumination. Maybe a dust cloud over a sandy beach or some patches of fog across ground in the early morning dawn.

* The armory sounds in ECS consist of a completely reworked sound set for all weapons and weapons systems in ArmA, from hand guns and pistols to cannons and vehicle weapons. This also embodies a sophisticated bullet wiz and crack generator, that will have you ducking for cover everytime.

As of July 9th,2010
UPDATED version 1.4

QUOTE
Final Version 1.4 changelog:

Updated:
- Updated Readme
- Updated credits (added more)
- Updated Permissions list
- Updated features readme
- integrated GL3 and ECS into WarMod
- Preinstalled EEH (you just have to add it to your target line)

Whats new in version 1.4
The following features listed are the latest features that have been added to Warmod.
- HiFi Sound FX 1.5r2 @ HiFi Warfare
- Better Kamov (v 1.0)
- Environment Mod
- Group Link 3 - The Ultimate AI Enhancement
- The Enhanced Configuration System (ECS)
- GDTModAV8 (v 1.00)
- Functional Iron Sight for M136 and RPG
- GDTModHelicopter
- GDT Mod HDR
- ArmA Artillery Fix (v 1.0)
- Arma OFPEC Blood Effects
- @S63_GrenadierPack
- Red's Fix (144 fixes total)
- TrueMods
- EasyFly planesChanges:


As of December 21st 2009
UPDATED version 1.3

QUOTE
Updated:
- Installation Readmes has been updated
- Feature readme has been updated
- Whats new readme has been updated
- Permissions list has been updated

Whats new in version 1.3
The following features listed are the latest features that have been added to Warmod.

Deadfast's Cartridges (v 0.2.0)
6thSense.eu Pack 1 (v 0.4)
6thSense.eu Pack 2 (v 0.1)
Real Dispersion
GDTModTracked
GDT Mod Satchel
Compact Fix for ArmA (v 1.16A)
zTanks Merge (v 0.9)
PROPER ToughChopperRotor

Get all the details to this update at the end of this thread!
(the forum thread wont let me add anymore characters to many details and I exceded them for this first post.)


As of December 10th 2009
QUOTE
UPDATED version 1.2

Changes:
- Installation Readme has been updated
- Feature readme has been updated

Additions
-ECP & GL3 Tweaks readme has been addded

SDP Vehicles with multiple guns
by
Sudden Death


Description:
The addon brings you fully working twin mguns to the AH6 chopper and BIS Camel and fully working AA-Gun to the ZSU "Shilka".
The models and textures are all BIS original stuff, only added the scripts.
If you want to use those scripts with your own addon, please ask for permission and give me credits.

Features:

AH6:
- working 2nd M134-MG

AH6 (RACS):
- working 2nd M134-MG

ZSU "Shilka":
- fully working AA_Gun

BIS Camel:
- working Twin-Gun


QUOTE
VFAI - AI Extension
by
Victor Farbau


Description:
VFAI will allow units to scan their immediate environment for bodys and their equipment. If a unit goes below certain ammo levels it will try to snitch a magazine, a grenade or smokebomb here and there. If the unit looses its weapon or does not find ammo in a given time the unit will focus on getting a new weapon as quick as possible. In that case the unit will drop the empty weapon. As of version 2 VFAI should automatically detect and handle all weapons types including 3rd party addon weapons. However I noticed some difficulties if addon creators used mixed upper/lower case
class numbers in their addons.

VFAI consists of 3 independent addons
1. VFAI_Equipment
enables units to independently equip themselves with weapons and ammo from dead bodys. Further information and details included in the readme file. I advise you to read the readme file - it might explain some behaviour you wonder about. Installation: read the readme file (it is easy).

2. VFAI_Smokeshell
will cause units to throw smokeshells whenever they're hit. They will try to throw smoke into the direction of the gunner to block his view. More details in the included readme file. All units will then be equipped with 1 smokeshell and will know when to use it.
Attention ACE Mod users: ACE uses additional "Hit" event handlers to simulate gunshot wounds. It might interfere when both addons try to process the hit event at the same time. I got stuck only once in a seemingly endless animation loop due to that; but it can happen. If you experience this too often, simply turn off Smokeshell.AI through the control panel or don't install SmokeshellAI.pbo at all.

3. VFAI Control Panel
Using this control panel addon you will be able to switch VFAI addons on and off in the middle of the game. The control panel is moveable (finally) and will indicate which relevant addons are being found (Equipment, Smoke, ACE Mod), hence some options will or will not be selectable.


QUOTE
TrueRangeAI - (also known as truegamplaymods)
by
rg7621


TrueGameplay-AI-Spotting v1.0
- Increased AI spotting distance (AI will spot a "Man" or "Vehicle" far away and specify the specific unit when the two get closer or one uses optics).
- Adjusted visibility so that movement speed and stance play a more important role in AI spotting.
= Most > Least Visible (Sprint/Run/Walk - Stand/Crouch/Prone)
- Decreased visibility significantly while crouched and prone for a greater stealth aspect.
= Most > Least Visible (CrouchWalk/CrouchStop/ProneFastMove/ProneSlowMove/ProneStop)
All of these aspects affect AI spotting ability...
- The units skill setting (Low-High). Can be the difference of ~200m spotting distance.
- ViewDistance (Below 1200mVD shortens spotting distance and above 1200mVD increases spotting distance).
- UnitType (Grunt, SF, sniper) = Most > Least Visible (Civilian/AverageSoldier/SF/Sniper).
- Speed at which you move (Stationary, Crawl, CrouchWalk, Walk, Run, Sprint). Can be the difference of 100's of meters spotting distance. Slow and stealthy approach is guaranteed the safest.

TrueGameplay-AI-Hearing v1.0
- Increased auditory awareness distance (AI will hear gunfire and vehicle engines at greater distances).

TrueGameplay-AI-Radar v1.0
- AI should not fire past the ViewDistance line ("beyond the fog"). The only time which they might, may be because they are still tracking a target for 5 more seconds, because of the AI 5-second cycle or AA.
- Static Weapons (StaticM2, D30, ect..) don't show or give off radar signals.
- Using fog and vehicles with radar is still dangerous, but they're visibility is greatly reduced if you do use fog. The safest way would be to match the VD with the fog line (Ex. If fog cuts visibility down too 500m, then setViewDistance should be 500m).

TrueGameplay-AI-Engagment v1.0 (Already in warmod v 1.1)
- Increased engagement distance (AI will engage up to 600m for typical).
- Increased rate of fire (AI will engage at a faster pace and they will use burst/full-auto mode around and up to 300m).
- AI will fire handheld weapons at transport helicopters moving at medium to slow speed (AH6 included).
- AI will fire AT rounds at slow moving helicopters.
- AI tanks will fire Sabot rounds at slow moving helicopters and possibly HE rounds at infantry.
- AA units will now engage Jets. (AA soldiers now fire AA at fast moving Jets).

what was added to warmod:
- TrueGameplay-AI-Spotting-(added)
- TrueGameplay-AI-Hearing-(added)
- TrueGameplay-AI-Radar-(added)
- TrueGameplay-AI-Engagement-(already in warmod v1.1)


As of December 5th 2009
QUOTE
UPDATED version 1.1
For those that already have warmod when they were pack 1 and 2:

take your @Wareffects and@WarGameplay folders
and put them together and rename 1 folder @Warmod

then adjust your shortcut to this
-nosplash -mod=@ECS;@WarMod;@GL3

Download the latest update:
Version 1.1
http://www.filefront.com/15067411/WARMOD%2...e%20v%201.1.rar

for those that are going to download warmod for the 1st time then use
the first download link on this page as the patch is applied alread and the 1.1 here is not needed.

Changes and Fixes:

- Warmod has been repacked to be one download

- ECS mod and GL3 mod have seperate download

-readme updated

- features readme updated

- Data folder had files in it that weren't needed, they have been removed.

- Keys folder had files in it that weren't needed, they have been removed.

Additions

- Dynamic Sound AI
* Your 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 much more.
* Works in both SP, client-side MP and server-side MP
* Features English, Arab, Russian and Spanish voices by default
* Can assign voices to all sides (BLUFOR, OPFOR, Independent, Civilian, SideEnemy)
* Easily activated/deactived by mission makers, addon makers or server admins as required, using global variables and config entries (see below for more information)
* Auto-initialization using XEH (fully XEH compatible)

- Extended Voice Addon
This Addon contains some of additional words and adds some variants in
AI radioprotocol. Basically, this is the reports on wounds, losses, targeting and attack.
=====================================================================

QUOTE
-= /// CREDITS \\\ =-
The following individuals I give all credit to, the makers of all the mods listed above,
without their great mods this compilation mod would not be possible!
I have to say when i found your mods and put them together it made
Arma so much more enjoyable and fun, its guys like you that make this
game & community what it is, great!!

================================================
Andy--------------( binocs, & Ammo Object Replacement)
ANZACSAS Steve------(Environment Mod)
Celery, i0n0s and Q --------(EasyFlychoppers & Planes)
Deadfast -------------(Cartridges)
HeinBloed -----------(GDT ModTracked & Satchel,Functional Iron Sight for M136 and RPG)
Helmut Jäeger--------------- (icons)
Inkompetent-----------------(Better Kamov v 1.0)
Kju & team------------------( Propermods )
KKB -------------(ArmA Artillery Fix (v 1.0)
Mazza & team--------- ( ECS )
Madmatt -------------------(madmatts effects)
Mark XIII ------(HiFi Novus Aevum / HiFi v2.0/HiFi Sound FX 1.5r2 @ HiFi Warfare)
Milkduster-------------(Darker Ironsights)
Mondkalb-------------------(cartridge mod)
nikita320106---------------(Extended Voice Addon)
NonWonderDog----(NWD_Ballistics,NWD_RocketBallistics
NWD_ScopeFix v2.2 )
Q1184-----------------(Sharper Recoil)
raedor --------------- ( Ai sandbag fix)
The_Captain---------(AI Grenadier Fix)
Red---------------- (Red's Fix)
rg----------------------(Truegamplay mods)
s_Hole------------------(fixed range night vision)
Sakura-chan-----------------(Sprint and Animation fixer)
sickboy & 6thSense team--------(6thSense.eu Pack1,2,3)
SNKMAN-------------------( GL3,OFPEC BLOOD EFFECTS )
Sudden Death-----------------(SDP Vehicles with multiple guns)
Spectre-63-------------------- (@S63_GrenadierPack)
Udaloy-mod------------------(fire while running)
VictorFarbau ------------(VFAI - AI Extension)
Wolfrug ---------------------- (RUG DSAI)
zGuba ---------------------- (Compact fix)
======================================

A few people that are in the credits
were unavailiable to ask for permission.

Thanks to Wolle for helping me make the right decisions for
getting this mod out.


This post has been edited by Günter Severloh: Jul 31 2010, 19:27


--------------------
 
Quote Post
Günter Severloh
post Dec 5 2009, 02:04
Post #2


Junior Member
**

Group: Members
Posts: 23
Joined: 26-September 09
From: Illinois
Member No.: 6,575



WARMOD is being updated to version 1.1.

Any questions, thoughts, any one try it?


--------------------
 
Quote Post
Günter Severloh
post Dec 5 2009, 23:57
Post #3


Junior Member
**

Group: Members
Posts: 23
Joined: 26-September 09
From: Illinois
Member No.: 6,575



UPDATED version 1.1

Changes and Fixes:

-Warmod has been repacked to be one download
http://www.filefront.com/15066895/WARMOD.rar/
(first post has been updated with new link)

-ECS mod and GL3 mod have seperate download

-readme updated

-features readme updated

-the Data folder had files that weren't needed, so they have been removed.

-Keys folder had a few files in it that weren't needed, they have been removed.

Additions

- Dynamic Sound AI
* Your 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 much more.
* Works in both SP, client-side MP and server-side MP
* Features English, Arab, Russian and Spanish voices by default
* Can assign voices to all sides (BLUFOR, OPFOR, Independent, Civilian, SideEnemy)
* Easily activated/deactived by mission makers, addon makers or server admins as required, using global variables and config entries (see below for more information)
* Auto-initialization using XEH (fully XEH compatible)

- Extended Voice Addon
This Addon contains some of additional words and adds some variants in
AI radioprotocol. Basically, this is the reports on wounds, losses, targeting and attack.
=============================================================
media:
the following are a 5 part video of a mission i used during testing
I captured alot of interesting stuff:
http://www.youtube.com/watch?v=74VQxM0ed9I

for parts 2-5
http://www.youtube.com/watch?v=5Ba5uYg2y2k
=============================================

This post has been edited by Günter Severloh: Dec 6 2009, 22:12


--------------------
 
Quote Post
Old Bear
post Dec 6 2009, 15:48
Post #4


Forum Addict
Group Icon

Group: Administrators
Posts: 875
Joined: 6-November 06
From: Provence, France
Member No.: 20



Well, that's looking great ... but ATM, I have hosted the Mod on our Armed Assault.info .ftp, but I need to know which ECS version Warmod is using in order to release a new and show the Mod in our Addons section.

Direct link to .ftp :
WARMOD.rar

I have already updated the link to "Group Link 3 v1.4" :

ArmA Group Link 3 (v 1.4)
http://www.armedassault.info/index.php?gam...ities&id=49

But I need to know what's the ECS version and if there are other components than the core ECS in use.
The version already available on Armed Assault.info .ftp is :

ARMA: Enhanced Configuration System (v 10150)
http://www.armedassault.info/index.php?gam...dons&id=384

But we are also hosting HD version and some other ECS components and patches ...


--------------------
 
Quote Post
Günter Severloh
post Dec 6 2009, 21:13
Post #5


Junior Member
**

Group: Members
Posts: 23
Joined: 26-September 09
From: Illinois
Member No.: 6,575



ok,heres what they are:

ARMA: Enhanced Configuration System (v 10150)
http://www.armedassault.info/index.php?gam...dons&id=384

ECS Client Patch (v 10151)
http://www.armedassault.info/index.php?gam...dons&id=396

ECS ArmA Themis compatibility component (v 1.0.1.02)
http://www.armedassault.info/index.php?gam...dons&id=600


thank you very much for hosting!


--------------------
 
Quote Post
Günter Severloh
post Dec 8 2009, 04:42
Post #6


Junior Member
**

Group: Members
Posts: 23
Joined: 26-September 09
From: Illinois
Member No.: 6,575



Warmod is also hosted on Armaholic
under Arma/Downloads/modules/

page 4


--------------------
 
Quote Post
Günter Severloh
post Dec 11 2009, 06:10
Post #7


Junior Member
**

Group: Members
Posts: 23
Joined: 26-September 09
From: Illinois
Member No.: 6,575



QUOTE
DOWNLOAD WARMOD:

If your Downloading Warmod for the 1st time get this
FULL Version 1.2
Filefront
http://www.filefront.com/15107447/WARMOD--v-1.2.rar/

If you have Warmod v 1.1 already then get this:
Patch Version 1.2
Filefront
http://www.filefront.com/15107273/WARMOD-Patch--v-1.2.rar/


If your Downloading Warmod for the 1st time you will need this:
QUOTE
Required Mods:
- ECS mod
http://www.armaholic.com/page.php?id=2910
- ECS Client patch
http://www.armaholic.com/page.php?id=2954
- ECS Themis compatibility component
http://www.armaholic.com/page.php?id=2956
- Group Link 3 - The Ultimate AI Enhancement
http://www.armaholic.com/page.php?id=4576


As of December 10th 2009
QUOTE
UPDATED version 1.2

Changes:
- Installation Readme has been updated
- Feature readme has been updated

Additions
-ECP & GL3 Tweaks readme has been addded

SDP Vehicles with multiple guns
by
Sudden Death


Description:
The addon brings you fully working twin mguns to the AH6 chopper and BIS Camel and fully working AA-Gun to the ZSU "Shilka".
The models and textures are all BIS original stuff, only added the scripts.
If you want to use those scripts with your own addon, please ask for permission and give me credits.

Features:

AH6:
- working 2nd M134-MG

AH6 (RACS):
- working 2nd M134-MG

ZSU "Shilka":
- fully working AA_Gun

BIS Camel:
- working Twin-Gun


QUOTE
VFAI - AI Extension
by
Victor Farbau


Description:
VFAI will allow units to scan their immediate environment for bodys and their equipment. If a unit goes below certain ammo levels it will try to snitch a magazine, a grenade or smokebomb here and there. If the unit looses its weapon or does not find ammo in a given time the unit will focus on getting a new weapon as quick as possible. In that case the unit will drop the empty weapon. As of version 2 VFAI should automatically detect and handle all weapons types including 3rd party addon weapons. However I noticed some difficulties if addon creators used mixed upper/lower case
class numbers in their addons.

VFAI consists of 3 independent addons
1. VFAI_Equipment
enables units to independently equip themselves with weapons and ammo from dead bodys. Further information and details included in the readme file. I advise you to read the readme file - it might explain some behaviour you wonder about. Installation: read the readme file (it is easy).

2. VFAI_Smokeshell
will cause units to throw smokeshells whenever they're hit. They will try to throw smoke into the direction of the gunner to block his view. More details in the included readme file. All units will then be equipped with 1 smokeshell and will know when to use it.
Attention ACE Mod users: ACE uses additional "Hit" event handlers to simulate gunshot wounds. It might interfere when both addons try to process the hit event at the same time. I got stuck only once in a seemingly endless animation loop due to that; but it can happen. If you experience this too often, simply turn off Smokeshell.AI through the control panel or don't install SmokeshellAI.pbo at all.

3. VFAI Control Panel
Using this control panel addon you will be able to switch VFAI addons on and off in the middle of the game. The control panel is moveable (finally) and will indicate which relevant addons are being found (Equipment, Smoke, ACE Mod), hence some options will or will not be selectable.


QUOTE
TrueRangeAI - (also known as truegamplaymods)
by
rg7621


TrueGameplay-AI-Spotting v1.0
- Increased AI spotting distance (AI will spot a "Man" or "Vehicle" far away and specify the specific unit when the two get closer or one uses optics).
- Adjusted visibility so that movement speed and stance play a more important role in AI spotting.
= Most > Least Visible (Sprint/Run/Walk - Stand/Crouch/Prone)
- Decreased visibility significantly while crouched and prone for a greater stealth aspect.
= Most > Least Visible (CrouchWalk/CrouchStop/ProneFastMove/ProneSlowMove/ProneStop)
All of these aspects affect AI spotting ability...
- The units skill setting (Low-High). Can be the difference of ~200m spotting distance.
- ViewDistance (Below 1200mVD shortens spotting distance and above 1200mVD increases spotting distance).
- UnitType (Grunt, SF, sniper) = Most > Least Visible (Civilian/AverageSoldier/SF/Sniper).
- Speed at which you move (Stationary, Crawl, CrouchWalk, Walk, Run, Sprint). Can be the difference of 100's of meters spotting distance. Slow and stealthy approach is guaranteed the safest.

TrueGameplay-AI-Hearing v1.0
- Increased auditory awareness distance (AI will hear gunfire and vehicle engines at greater distances).

TrueGameplay-AI-Radar v1.0
- AI should not fire past the ViewDistance line ("beyond the fog"). The only time which they might, may be because they are still tracking a target for 5 more seconds, because of the AI 5-second cycle or AA.
- Static Weapons (StaticM2, D30, ect..) don't show or give off radar signals.
- Using fog and vehicles with radar is still dangerous, but they're visibility is greatly reduced if you do use fog. The safest way would be to match the VD with the fog line (Ex. If fog cuts visibility down too 500m, then setViewDistance should be 500m).

TrueGameplay-AI-Engagment v1.0 (Already in warmod v 1.1)
- Increased engagement distance (AI will engage up to 600m for typical).
- Increased rate of fire (AI will engage at a faster pace and they will use burst/full-auto mode around and up to 300m).
- AI will fire handheld weapons at transport helicopters moving at medium to slow speed (AH6 included).
- AI will fire AT rounds at slow moving helicopters.
- AI tanks will fire Sabot rounds at slow moving helicopters and possibly HE rounds at infantry.
- AA units will now engage Jets. (AA soldiers now fire AA at fast moving Jets).

what was added to warmod:
- TrueGameplay-AI-Spotting-(added)
- TrueGameplay-AI-Hearing-(added)
- TrueGameplay-AI-Radar-(added)
- TrueGameplay-AI-Engagement-(already in warmod v1.1)


--------------------
 
Quote Post
womanlyboy
post Dec 15 2009, 13:11
Post #8


New Member
*

Group: Members
Posts: 7
Joined: 10-December 09
Member No.: 6,891



I've unzip the warmod v1.2, there're 5 folders below the folder "@WarMod". When I move it into the Main ARMA directory Folder, should I at first move the "Dta" folder and the "keys" folder out of the "@WarMod" folder, and combine this two folders with the two original folders of ArmA, then move the remaining part of the "@WarMod" folder(contains "addons" folder) to the Main ARMA directory Folder?

This post has been edited by womanlyboy: Dec 15 2009, 13:22
 
Quote Post
Günter Severloh
post Dec 15 2009, 23:06
Post #9


Junior Member
**

Group: Members
Posts: 23
Joined: 26-September 09
From: Illinois
Member No.: 6,575



yes remove the data and keys folder and leave the rest.

read the readme that says readme first.
It tells you what to do.

from the readme:

Installing @WarMod Full v1.2

-Readme First!!!-------> (your reading it)
-Dta----------> (Put into your Main ARMA directory Folder)
-Keys--------> (Put into your Main ARMA directory Folder)
-@WarMod--------> (Put into your Main ARMA directory Folder)

@WarMod will have an addons folder in it, leave it there!

Required Mods:
- Group Link 3 - The Ultimate AI Enhancement
http://www.armaholic.com/page.php?id=4576
- ECS Mod CLient 10150
http://www.armedassault.info/index.php?gam...hors&id=295
- ECS CLient Patch 10151
http://www.armaholic.com/page.php?id=2954
- ECS ArmA Themis compatibility component (v 1.0.1.02)
http://www.armedassault.info/index.php?gam...dons&id=600
(dont forget this or ECS wont be compatible with EEH which is needed to run other mods)
====================================================================
ECS/Disabled AddOns:
Remove these addons from the addons folder
and place them into the disabled addons folder
ECS_Armory.pbo
ECS_Quiet.pbo
ECS_Tracers.pbo

note: these are in your @ECS addons folder
================================================================
SHORTCUT :
1. Right click your ArmA shortcut and create a new shortcut.
2. Name the new shortcut @Warmod
3. change the icon to the warmod icon----- (warmod icons located in the warmod icons folder)

3 icons are included in the warmod
in a folder that says warmod icons

Target Line setup:

-nosplash -mod=@ECS;@WarMod;@GL3

Note:
Be sure to have your target line setup exactly as you see above or @ECS mod will not initalize, and
the @GL3 menu will not show up.
Also note that @GL3 must be last always in your shortcut or @GL3 menu
will not show up at the beginning of a mission ingame.
===========================================================
Useing other mods with WARMOD:
any other mod that you want to use with Warmod put the mod after
@ECS and before @GL3 in your target line.

For example:
you play with ace mod so add the ace mod like so:

-nosplash -mod=@ECS;ACE;@WarMod;@GL3
=============================================

If you have warmod already version 1.1 then install the patch
Patch contains 2 folders :

-Keys--------> (Put into your Main ARMA directory Folder)
-@WarMod--------> (Put into your Main ARMA directory Folder)
============================================


Always read the readmes for mods unless your a veteretn of Arma
and have seen it all before and know what to do, like me wink.gif

This post has been edited by Günter Severloh: Dec 15 2009, 23:13


--------------------
 
Quote Post
Günter Severloh
post Dec 22 2009, 15:26
Post #10


Junior Member
**

Group: Members
Posts: 23
Joined: 26-September 09
From: Illinois
Member No.: 6,575



After a lot of research and testing, and updating I am proud to Announce
WarMod has been updated to version 1.3

QUOTE
DOWNLOAD WARMOD:

If your Downloading Warmod for the 1st time get this
FULL Version 1.3
Filefront
http://www.filefront.com/15182243/WarMod-Full-v-1.3.rar/

If you have Warmod v 1.1 or v1.2 already then get this:
Patch Version 1.3
Filefront
http://www.filefront.com/15181619/WarMod-Patch-1.3.rar/


If your Downloading Warmod for the 1st time you will need this:
QUOTE
Required Mods:
- ECS mod
http://www.armaholic.com/page.php?id=2910
- ECS Client patch
http://www.armaholic.com/page.php?id=2954
- ECS Themis compatibility component
http://www.armaholic.com/page.php?id=2956
- Group Link 3 - The Ultimate AI Enhancement
http://www.armaholic.com/page.php?id=4576


As of December 21st 2009
UPDATED version 1.3

changes:
- Installation Readmes has been updated
- Feature readme has been updated
- Whats new readme has been updated
- Permissions list has been updated

WarMod Additions
QUOTE
Deadfast's Cartridges (v 0.2.0)
by
Deadfast

Description
Allows cartridges to stay on the ground and simulating ejected ones from mounted weapons on vehicles it brings the atmosphere to a new level!
Nothing better then walking through all that brass at the end of a mission smile.gif

Scripts are pre-compilled and cartridge models do not display in distance to ensure maximal possible performance.

Features:

8 cartridge models created by Mondkalb (reference photos by Freshman):
- 9x19 Luger
- .45 ACP (not used ATM)
- 5.56x45 NATO
- 7.62x51 NATO
- .50 BMG
- 20mm
- 40mm grenade
- Hand grenade safety pin
* Automatic removal system based on time and/or cartridge limit.
* Simulation of ejected cartridges for some vehicles

QUOTE
6thSense.eu Pack 1 (v 0.4)
by
6thSense (sickboy)

Included *.pbo files
SIX_Blood.pbo
SIX_CRDS.pbo
SIX_Editorupdate.pbo
SIX_Misc.pbo

Description:
* 6thSense.eu Misc - Contains functions, scripts and settings used by other 6thSense.eu Addons, and More!
* 6thSense.eu Blood - Enables Unit Dammage (Bleeding etc) and Special Blood Squirt Effects
* 6thSense.eu CRDS - Enables Unit Dammage (Bleeding etc) and Special Player Hit FX
* 6thSense.eu EditorUpdate - Enables otherwise hidden classes inside the editor so you can place them

QUOTE
6thSense.eu Pack 2 (v 0.1)
by
6thSense (sickboy)

Included *.pbo files
SIX_Repl_Reloadtime.pbo

Description:
* 6thSense.eu Reloadtime - Updated reloadtimes of rifles with values that are closer to reallife

QUOTE
Real Dispersion
by
NonWonderDog

Description:
This fixes something that annoyed me to no end: in the stock game, the accuracy of single shots depended on your fire mode! With this mod, that particular bit of insanity only applies to the AI, and single shots with your rifle set to automatic fire will be exactly as accurate as single shots with your rifle set to single fire.
Sniper rifle dispersion is also increased to realistic values, and MP5 and handgun dispersion is reduced to realistic values. (Small arms dispersions might still be twice what they should be, but that's the way it was before. I think the value might be halved for player weapons.) Gatling cannon and machine gun dispersions are also reduced to their published values, being 1.5-3 mil for mounted machine guns and 5-8 mil for gatling cannon.

QUOTE
GDTModTracked
by
HeinBloed

Description:
This Addon is monitoring each tank's up vector, vertically speed vector, and vertically position.
If the limits are exceeded the tank will be placed on ground and it's Speed will be halved.

This Addon is primarily running server side. On client side it is only necessarily for tanks which are created on the client machine.

QUOTE
GDT Mod Satchel
by
HeinBloed

Description:
This Addon enables you to attach Satchels to Vehicles.
This Addon is client side only.

Usage:

Action Menu:

Attach Satchel to Vehicle
Attach satchel to a vehicle. (Only one satchel per vehicle)

Set timer +1 minute
Timer for this satchel increased by 1 minute. (If you don't start the timer befor you set the timer on another vehicle the timer on the first vehicle will be reset to 1 minute)

Start timer
Starts the countdown timer for this satchel.

Deactivate bomb
Deaktivates the satchel. Player will gets the satchel back.

Touch Off vehicle bomb(s)
Touches off all satchels

QUOTE
Compact Fix for ArmA (v 1.16A)
by
zGuba

- zgb_deathcam
Watch your death in this new camera view
(in the compact fix there were many included features, but Zguba told me
the mod was broke and when i tested it this and one other thing is what worked.)


QUOTE
zTanks Merge (v 0.9)
by
zGuba

Description:

- ZGB_TankBallistics.pbo
Based on NWD_TankBallistics. Contains ammo definitions and correct ballistics for shells.
Required by ZGB_TankLoadout.
Should be running on server.

- ZGB_TankFX.pbo
Main feature:
blown turret FX. Solution by Sebastian Mueller.
Requires ZGB_TankModels.
Can be running on server.

- ZGB_TankLoadout.pbo
Based on NWD_TankLoadout. Correct loadout settings for tanks.
Requires ZGB_TankBallistics.
Can be running on server.

- ZGB_TankModels.pbo
Contains models that merge features of NonWonderDog's tank optics and SmurfC T-72.
Required by NWD_TankFCS and ZGB_TankFX.
Due to custom model animations should be running on server.

QUOTE
PROPER ToughChopperRotor
by
PROPER (Kju)

Description:
This little addon makes it impossible that the main/back rotor can brake.
The chopper may still suffer from a fuel leak, out-of-control spinning or complete destruction.

This probably can be achieved via config tweaking as well, yet this works universally for all choppers out of the box.

- Armed Assault Download
- 187th website Ftp Download
both of these will become availiable in a day or so and the downloads links
on this page as well as the first will be updated then.

WarMod is also hosted on Armaholic
http://www.armaholic.com/page.php?id=8565


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Quote Post
Günter Severloh
post Jan 17 2010, 18:38
Post #11


Junior Member
**

Group: Members
Posts: 23
Joined: 26-September 09
From: Illinois
Member No.: 6,575



UPDATE
WarMod has new updated links, and has been reuploaded
a mod was removed as it was conflicitng with another that did the same thing

if you have Full 1.3 version of the mod already then
heres a fix:

1. go into WarMod folder
2. go in the addons folder and remove these 2 pbos

mbg_cartridges
mbg_cartridges.pbo.MBG.bisign


that will remove the error message that comes up when you or another
shoot their gun the first time while ingame.


WARMOD 1.3 Full version
https://www.4shared.com/file/197903892/1d13..._Full_v_13.html

Download this version if you are going to download for the first time.

WARMOD 1.3 Patch Version
https://dc173.4shared.com/download/19769716...od_Patch_13.rar

If you have an older version of warmod 1.2 and under then get this patch.
If you have warmod 1.3 then you dont need the patch.
--------------------------------------------------------------------------------

All Details can be found on these threads as well as

BIS WarMod Release thread:
http://forums.bistudio.com/showthread.php?...375#post1497375

ARMAHOLIC
http://www.armaholic.com/page.php?id=8565

any questions post your reply, or post on the BIS forums thread.



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Quote Post
womanlyboy
post Feb 2 2010, 11:30
Post #12


New Member
*

Group: Members
Posts: 7
Joined: 10-December 09
Member No.: 6,891



QUOTE(Günter Severloh @ Jan 18 2010, 01:38) *
UPDATE
WarMod has new updated links, and has been reuploaded
a mod was removed as it was conflicitng with another that did the same thing

if you have Full 1.3 version of the mod already then
heres a fix:

1. go into WarMod folder
2. go in the addons folder and remove these 2 pbos

mbg_cartridges
mbg_cartridges.pbo.MBG.bisign


that will remove the error message that comes up when you or another
shoot their gun the first time while ingame.

Hi Günter, I've noticed the latest update for warmod you offered in Jan 18. Dose it just remove the two pbos? Is there any other new compare with the old V1.3?
 
Quote Post
Günter Severloh
post Feb 21 2010, 06:06
Post #13


Junior Member
**

Group: Members
Posts: 23
Joined: 26-September 09
From: Illinois
Member No.: 6,575



QUOTE(womanlyboy @ Feb 2 2010, 04:30) *
Hi Günter, I've noticed the latest update for warmod you offered in Jan 18. Dose it just remove the two pbos? Is there any other new compare with the old V1.3?

Hey, sorry for real late reply but i never check this forum, but to answer your question:

there are alot of things that have been done that I had found but I only updated the BIS forum topic where i usually answer all and any questions at.

the latest update took those 2 pbos out and put warmod on 2 different ftps so players can download the mod and patch if needed faster.
hence what i said in my last update post.

But check out the BIS forum topic as I had posted information on other various things i found, like tweaks and other misc stuff.
If you ask a question here then dont expect a quick reply, I will reply only on BIS forum topic when i get to it, I have my hands rather ful with many things, so its best for me to just have one topic to repspond too.

best place for answers for WarMod 1.3
http://forums.bistudio.com/showthread.php?...375#post1497375

This post has been edited by Günter Severloh: Mar 8 2010, 21:10


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Quote Post
Günter Severloh
post Jul 31 2010, 19:35
Post #14


Junior Member
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Group: Members
Posts: 23
Joined: 26-September 09
From: Illinois
Member No.: 6,575



Hello everyone,
I just updated the first post of this WarMod topic, with all the latest information, downloads and media.

WarMod has its own Official website, Site has been around since June 2010, you can see it here:
WarMod official Website

The website has all information on Warmod.

Any questions about installation, errors, troubleshooting in general, or just general questions your best bet is to
either contact me on the website or post your reply on the WarMod release thread found here:

WarMod Bis Release thread

I am an active on the BIS forums and will answer most WarMod questions there.


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Quote Post
Günter Severloh
post Aug 4 2010, 16:28
Post #15


Junior Member
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Group: Members
Posts: 23
Joined: 26-September 09
From: Illinois
Member No.: 6,575



QUOTE
what is WarMod?

Warmod is a compilation mod with many months of research, and testing of various addons and mods
that fixes,enhances, and alters many effects and gameplay of Arma.

Features of WarMod:

- UI (user interface) change, the gamy indicators have been removed

- Realistic Audio-visual awareness inside vehicles, and Armor

- Weapon control -(hit where you shoot!)

- Weapon dexterity and dispersion has been eliminated

- Realistic bullet, rocket ballistics, & rates of fire for small arms.

- Tank Ammo definitions and correct ballistics for shells

- Realistic Tank Loadouts, and Laser engagment systems

- Blown turret FX for tanks

- HiFi Novus Aevum / HiFi v2.0 Realistic Sound Conversion mod

- Major AI Overhaul (WarMod has just about every addon & mod for AI)

- AI Spotting, engagement distances, hearing, and radar upgraded

- 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.

- Fully working twin mguns for AH6 chopper,BIS Camel and ZSU Shilka

- Ability to Attach a Satchel to Vehicles, & Armor

- Realistic Kamov (Ka50)
- Functional Iron Sight for M136 and RPG

- Chopper and Fighter Plane easier to fly

- New explosions for grenades, bombs, missiles, and general effects

- Over 150 Fixes for many aspects of the game

- Arma Vegetation replaced so the AI view is blocked by trees and bushes

- Character movement, weapon animation, transition fixes are spedup for smoother character control

- Spent Shell Casings -(see bullet, grenadier shels,50 cal, and other shells

- Various blood effects such as 1st aid pack, blackouts, bleeding, ect..

- Upgraded grenadier -(enables all grenadier Bluefor units to have a realistic loadouts)
and many more!


Tried to update the first page with this list but I get a bad server request, so i put it here instead.

This post has been edited by Günter Severloh: Aug 4 2010, 16:28


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Quote Post
Günter Severloh
post Jul 11 2012, 15:57
Post #16


Junior Member
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Group: Members
Posts: 23
Joined: 26-September 09
From: Illinois
Member No.: 6,575



Gentlemen,
I will be releasing a new latest version of WarMod, v 1.5

This version will have SLX, ECP, GL3 integrated into the mod of almost 100 addons, mods and tweaks, i had figured out earlier this year (2012)
what i needed to do to get ecp and GL3 to work from the addons folder of WarMod.

So far what I been testing and playing with has been smooth, and seriously fun!

Don know if anyone plays Arma1 anymore but after figuring out some things, Im a regular player of Arma1 with WarMod.

Expecting a release hopefully by the weekend some time (July 14th,15, & 16th, 2012).


Any questions let me know.



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Quote Post
Günter Severloh
post Oct 3 2012, 01:43
Post #17


Junior Member
**

Group: Members
Posts: 23
Joined: 26-September 09
From: Illinois
Member No.: 6,575



WarMod v 1.5
http://www.armaholic.com/page.php?id=8565

Any questions use the WarMod release thread on Bis forums.
http://forums.bistudio.com/showthread.php?...-WARMOD-release


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