Very usfull guide to adding Sky Settings, Fog, Weather Conditions, Sound and Water! Very nicely explained and right to the point! Your maps will for sure turn out better if you read this!
Advanced Warfare is a JOINT OPERATIONS - Modification. The theme for AW is not so much only War Scenarios and Jungle, like in JO and some of the other Mods like IC etc. but to offer also a more civilian side of the whole thing. You´re not necessarely are forced to make Jungle or Military based Maps, you can also make a little more city like and even funny things that you can use. AW is proud to not be so serious about itself, thats why we have a few funny, not so serious things in our Mod. But we prefer that because there should be also alternatives to other, more serious Mods. Our current development is ADVANCED WARFARE v2. Our previous Version 1.0 is NOT supported anymore with us. We changed quite some things in Version 2, especially the compatiblity with other Maps from JO:Typhoon Rising, JO: Escalations and even Delta Force Xtreme. So there are quite a lot classic JO Maps that you can choose from to play and of course Mappers are working on new ones.
FV Master Addon 1.3 BATA 2.2
Removed the 50 Player Patch Code Since Nova Now Supports it.
Removed Max Player By Pass Code
Removed Current Player ByPass Code
Removed Put Current and Max Player into Time of day Code
Removed Medic Mod For now..
Added Stat Server Options
Added Put Current map Name in Level Section.
Updates to Support Game Version 1.3.0.37 Only
FV Master Addon 1.2 BATA 2.1
Added In A Time Of Day Replacer To Put Max and Current Players Instead
Changed MaxPlayer Patch to the same as Condas SM
FV Master Addon 1.2 BATA 2.0
Added Nova 16 Current Player Bypass
FV Master Addon 1.2 BATA 1.9
Added Nova 16 Max Player Bypass
FV Master Addon 1.2 BATA 1.8
Corrected Installer to now work on Win9x Based OS
Added New Weapons For the Medic to Use
Weapon Stats are:
Modded M21:
Clip Size = 5
Round Size = 40
Accuracy Up to = 100m
Zoom = x8 Good Sight up to 200m
Random Accuracy Added
Modded MP5:
Clip Size = 15
Round Size = 120
Those are the only changes.
FV Master Addon 1.2 BATA 1.7
Added in support to AutoStart BHD when ran
Removed Menu's added In Buttons instead
Added in Turn Off Old Ban Option that was added in Last Version
Added in Support To Run Master Addon more then once on the Same Machine
FV Master Addon 1.2 BATA 1.6
Changes to Current BAN by CD KEY to NWBAN in command line
Unlocks the old ban just like the old days and its command is BAN now.
FV Master Addon 1.2 BATE 1.5
Added a Text Field into Multiplayer screen so you can change your team password
FV Master Addon 1.2 BETA 1.4
Corrected Max Play Problem with last release
FV Master Addon 1.2 BETA 1.3
Updates to Support Game Version 1.2.1.1 Only
FV Master Addon 1.1 BETA 1.3
Fixes Some Join By IP Stuff
FV Master Addon 1.1 BETA 1.2
Updates to Support Game Version 1.2.0.4 Only
FV Master Addon 1.0 BETA 1.2
Makes it so that if NovaLogic’s Server Goes down and is not even there at all. You can still start up a host.
Adds in Server side support to allow Join By IP
Adds in Client Side Join By IP Support.
FV Master Addon 1.0 BETA 1.0:
Adds 2 text fields to the host option password section
Adds 2 new teams to be selected in Multiplayer Screen
Adds in a Max Team Button to select between 2 and 4 teams
Adds in 2 New Game Types CO-OP and KOTH
Adds support to host up to 50 players
For Game Version 1.1.0.10 Only
New Stuff
We did not add as many new objects this time around. Search in NILE for IC4: to find them. Here are some highlights:
-Tiger helicopter: Comes in several versions. One allows the pilot to fire stingers while still having a gunner on a cannon.
-Wiesel: Mobile platform for stingers, TOW missiles, or a 20mm cannon
-DF2 Manor and ware house
-New Bull & R8Bob terrains
-Added 2 missing BHD buildings
-A few more desert/snow/jungle options to some stock vehicles
-Barb wire fence which causes player damage if you come into contact with it
Skin Changes
-Quite a few changes on both sides.
Howitzer / Nuke Howitzer Changes
-Both howitzer types now drive properly (won't flip over so easy)
-Both types cannot be fired level directly at a target. There is no longer a "skip point" on either howitzer's gun.
-Both types drive like tanks and have moving treads.
-Turrets are allowed to rotate freely
-The nuke round now fires with the trajectory of a standard howitzer shot. You get to use the mortar aimpoint on the map.
-The destructiveness of the nuke has been increased and has a big flash of light when it goes off
-The standard howitzer destructive radius has been reduced slightly
-The standard howitzer fires at the rate of 1 round per 6 seconds for the first three rounds (same rate as v3) but thereafter it can only fire at a rate of 1 round per 12 seconds.
Mortar Changes
-Mortars now have 5 types which can be fired. Press your mortar key repeatedly to cycle thru the types:
--Fragmentation round: large blast radius but low effectiveness (1 hit not lethal). Multiple people must fire together to get a kill zone.
--High explosive round: high damage level (1 shot kill on APC) but small radius, need a spotter to use well
--Flash bang round: 20 meter radius with same black out time as the hand nade
--Illumination round: lights stuff up, duh
--White Phosphorus round: smoke 'em if you got 'em
Other Changes / Fixes
-A number of weapon sights updated. Check out RPG in particular.
-Semi auto shotgun added
-Thermite effects changed to look like it is burning for several seconds before causing damage.
-Effectiveness of minigun rounds returned to v2 specs (they were made very ineffective in v3)
-Effectiveness of stingers returned to v2 specs
-Skip point on gunboat turret fixed
-Hit box on OH-58 rotors fixed
-Some weapon sounds changed
Known Issues
-If you rotate the howitzer to the side and use max angle, the gunner's feet are visible and can be shot with small arms from outside the vehicle.
New Stuff
We did not add as many new objects this time around. Search in NILE for IC4: to find them. Here are some highlights:
-Tiger helicopter: Comes in several versions. One allows the pilot to fire stingers while still having a gunner on a cannon.
-Wiesel: Mobile platform for stingers, TOW missiles, or a 20mm cannon
-DF2 Manor and ware house
-New Bull & R8Bob terrains
-Added 2 missing BHD buildings
-A few more desert/snow/jungle options to some stock vehicles
-Barb wire fence which causes player damage if you come into contact with it
Skin Changes
-Quite a few changes on both sides.
Howitzer / Nuke Howitzer Changes
-Both howitzer types now drive properly (won't flip over so easy)
-Both types cannot be fired level directly at a target. There is no longer a "skip point" on either howitzer's gun.
-Both types drive like tanks and have moving treads.
-Turrets are allowed to rotate freely
-The nuke round now fires with the trajectory of a standard howitzer shot. You get to use the mortar aimpoint on the map.
-The destructiveness of the nuke has been increased and has a big flash of light when it goes off
-The standard howitzer destructive radius has been reduced slightly
-The standard howitzer fires at the rate of 1 round per 6 seconds for the first three rounds (same rate as v3) but thereafter it can only fire at a rate of 1 round per 12 seconds.
Mortar Changes
-Mortars now have 5 types which can be fired. Press your mortar key repeatedly to cycle thru the types:
--Fragmentation round: large blast radius but low effectiveness (1 hit not lethal). Multiple people must fire together to get a kill zone.
--High explosive round: high damage level (1 shot kill on APC) but small radius, need a spotter to use well
--Flash bang round: 20 meter radius with same black out time as the hand nade
--Illumination round: lights stuff up, duh
--White Phosphorus round: smoke 'em if you got 'em
Other Changes / Fixes
-A number of weapon sights updated. Check out RPG in particular.
-Semi auto shotgun added
-Thermite effects changed to look like it is burning for several seconds before causing damage.
-Effectiveness of minigun rounds returned to v2 specs (they were made very ineffective in v3)
-Effectiveness of stingers returned to v2 specs
-Skip point on gunboat turret fixed
-Hit box on OH-58 rotors fixed
-Some weapon sounds changed
Known Issues
-If you rotate the howitzer to the side and use max angle, the gunner's feet are visible and can be shot with small arms from outside the vehicle.
Allows for the IC Mod to work with Joint Operations Combined Arms
New Stuff
We did not add as many new objects this time around. Search in NILE for IC4: to find them. Here are some highlights:
-Tiger helicopter: Comes in several versions. One allows the pilot to fire stingers while still having a gunner on a cannon.
-Wiesel: Mobile platform for stingers, TOW missiles, or a 20mm cannon
-DF2 Manor and ware house
-New Bull & R8Bob terrains
-Added 2 missing BHD buildings
-A few more desert/snow/jungle options to some stock vehicles
-Barb wire fence which causes player damage if you come into contact with it
Skin Changes
-Quite a few changes on both sides.
Howitzer / Nuke Howitzer Changes
-Both howitzer types now drive properly (won't flip over so easy)
-Both types cannot be fired level directly at a target. There is no longer a "skip point" on either howitzer's gun.
-Both types drive like tanks and have moving treads.
-Turrets are allowed to rotate freely
-The nuke round now fires with the trajectory of a standard howitzer shot. You get to use the mortar aimpoint on the map.
-The destructiveness of the nuke has been increased and has a big flash of light when it goes off
-The standard howitzer destructive radius has been reduced slightly
-The standard howitzer fires at the rate of 1 round per 6 seconds for the first three rounds (same rate as v3) but thereafter it can only fire at a rate of 1 round per 12 seconds.
Mortar Changes
-Mortars now have 5 types which can be fired. Press your mortar key repeatedly to cycle thru the types:
--Fragmentation round: large blast radius but low effectiveness (1 hit not lethal). Multiple people must fire together to get a kill zone.
--High explosive round: high damage level (1 shot kill on APC) but small radius, need a spotter to use well
--Flash bang round: 20 meter radius with same black out time as the hand nade
--Illumination round: lights stuff up, duh
--White Phosphorus round: smoke 'em if you got 'em
Other Changes / Fixes
-A number of weapon sights updated. Check out RPG in particular.
-Semi auto shotgun added
-Thermite effects changed to look like it is burning for several seconds before causing damage.
-Effectiveness of minigun rounds returned to v2 specs (they were made very ineffective in v3)
-Effectiveness of stingers returned to v2 specs
-Skip point on gunboat turret fixed
-Hit box on OH-58 rotors fixed
-Some weapon sounds changed
Known Issues
-If you rotate the howitzer to the side and use max angle, the gunner's feet are visible and can be shot with small arms from outside the vehicle.