View Full Version : SLX Mod WIP
SLX: A research based combat simulator meta mod.
Latest version:
http://www.armaholic.com/page.php?id=7045
http://www.armedassault.info/index.php?cat=addons&game=1&id=1043
http://arma2base.de/include.php?path=download&contentid=684
Thanks to Armaholic, ArmedAssault.info, and ArmA2Base.de for hosting!
Note: Requires the Community Base Addon. SLX should be compatible with virtually all other mods. SLX works with ACE and OA and has been tested for SP and MP. Install into \ArmA2\@<hidden>\
PBO descriptions and dependencies:
CBA extended event handers are essentially required by all PBOs. SLX_Cloud.pbo is a dependency for most pbos.
Animation PBOs:
SLX_Anim_AI_LowRifleMove: Makes AIs tactically lower their weapons slightly while walking for proper muzzle discipline.
Dependencies: None.
SLX_Anim_AT_Lying: Adds the prone posture while using launchers.
Dependencies: None.
SLX_Anim_BinocularMove: Adds more varied movement abilities to binocular stances.
Dependencies: None.
SLX_Anim_Crawl: Make the fast crawl mode faster. Based on real life personal experience of crawling.
Dependencies: None.
SLX_Anim_Death: Faster dying animations. Based on timings from real footage.
Dependencies: None.
SLX_Anim_GrenadeThrow: Faster grenade throw transitions and animations, and slower turn speed while throwing so AIs don't throw grenades in crazy directions. Based on real life personal experience of throwing objects.
Dependencies: None.
SLX_Anim_HeadBob: Adds immersive head movement to the get in/out animations.
Dependencies: None.
SLX_Anim_HoldSprint: Turns off continuous sprinting, so that the turbo key can be pressed to sprint and then released to drop back to running instead of stopping to go to jogging. Not sure if it's necessary after one of the patches.
Dependencies: None.
SLX_Anim_Idle: Fixed idle animations so they don't have to finish playing to transition to the dying animations. Made the idle animations take longer between new idle animations so they have time to play. Added more default idle animations.
Dependencies: None.
SLX_Anim_Injured: Makes injured animations not have weird warping.
Dependencies: None.
SLX_Anim_Jump: Faster jumping over things. Based on real life personal experience of jumping over obstacles, sometimes with over 100 lbs of gear.
Dependencies: None.
SLX_Anim_MoveTransitions: Faster stance changes. Based on real life footage and personal experience of changing stances, sometimes with over 100 lbs of gear.
Dependencies: None.
SLX_Anim_PistolCivil: Adds the safety weapon action and allows pistols to be holstered.
Dependencies: None.
SLX_Anim_Prone: Makes prone have a new collision shape so that rifles don't clip into walls as much, and makes AIs not clip through walls when prone.
Dependencies: None.
SLX_Anim_SteepLying: Adds the ability to lay down and move on steep surfaces.
Dependencies: None.
SLX_Anim_Swim: Adds slightly faster, slightly less tiring swimming.
Dependencies: None.
SLX_Anim_TurnSpeed: Slightly lower turning speed so AIs can't spin around too fast.
Dependencies: None.
SLX_Anim_WeaponTransitions: Faster weapon switching and stance changes. Based on real life footage and personal experience.
Dependencies: None.
Other PBOs:
SLX_A2_BackCompatibility: Fixes missing addons errors when using either only ArmA 2 or only OA.
Dependencies: None.
SLX_ACE_Fix: Makes UAV laser guided hellfires work when also using ACE mod.
Dependencies: None.
SLX_Actions: Changes action menu priorities.
Dependencies: None.
SLX_AI: Replaces A2 danger.fsm to improve AI reactions.
Dependencies: SLX_FindCover
SLX_AI_Diff_Armor_Balance: Make people armor not be affected by difficulty setting.
Dependencies: None.
SLX_AI_Difficulties: Make skill settings reset to 1 no matter what the precision is.
Dependencies: None.
SLX_AI_Dodge: Resource for SLX_AI and SLX_ShotEffects. Makes AIs do evasive moves towards cover.
Dependencies: None.
SLX_AI_Identify: Lets AI identify obvious object types better (Something in the air is probably an aircraft, etc.), changes AI hearing ranges for vehicles (can't hear someone sneaking up when inside a tank), changes default threat levels, helps AI spend less time firing on a target they can't hit, makes AI keep low in combat, shoot more than stay in formation, faster aiming in CQB, calling things by more proper names, special operations people are sneakier/harder to hear, AIs reach waypoints better in vehicles, changes the default spotability and audibility of vehicle types, makes AIs not attempt to shoot at plane pilots if they can't attack the plane.
Dependencies: None.
SLX_AI_NoAutoEngage: Make AI people not suicide engage/attack on their own. Intended for use with GL3 to make AIs attack only when they should, when they have the advantage so they don't suicide engage. Vehicles still attack on their own.
Dependencies: None.
SLX_AI_SpawnSkill: Sets the skill of AIs that are spawned using createUnit command depending on their loadout, such as in warfare mode. It appears to be an A2 bug that AIs are now created with full skill instead of .5 skill.
Dependencies: None.
SLX_AI_Steering: Makes AI drive/pilot cars/helicopters/planes better with much less crashing.
Dependencies: None.
SLX_AISkill: Changes AI skills for more variable accuracy and faster more aware AI.
Dependencies: None.
SLX_Alpha_Numbers: Makes team numbers in english be called by the phonetic alphabet. (1 is alpha, 2 is bravo, 3 is charlie, 4 is delta, etc)
Dependencies: None.
SLX_Alpha_Teams: Makes the color coded team names in english be called by the phonetic alphabet. (red is alpha, green is bravo, blue is charlie, yellow is delta, white is echo)
Dependencies: None.
SLX_Anim_*: See above.
Dependencies: None.
SLX_Animals: Sounds when animals die.
Dependencies: None.
SLX_Anims: Makes hand gesture animations not warp so much.
Dependencies: None.
SLX_Birds: Optional. Birds on the ground that fly away when disturbed when they hear a person or shot.
Dependencies: None.
SLX_BIS_BC_Fix: Replaces BIS Battlefield Clearance module to fix the .fsms that call the animations too much and slow A2 down.
Dependencies: None.
SLX_BIS_XEH: Fixes popup targets broken by XEH, extended event handlers.
Dependencies: None.
SLX_CannonSmoke: Lower cannon smoke according to real life footage.
Dependencies: None.
SLX_CarGunner: Allows a player to take over the AI gunner of a car while driving.
Dependencies: None.
SLX_Cartriges: Adds spent shell casings that fly out correctly, according to real life footage and personal experience.
Dependencies: None.
SLX_Cloud: Custom cloudlets that can be used for config or drop effects.
Dependencies: None.
SLX_Dialogue: Fixes missing words and adds larger voice pitch variations.
Dependencies: None.
SLX_Effects: Rocket engine and missile smoke effects.
Dependencies: None.
SLX_ExplosionDust: Makes explosion dust last longer based on the size of the explosion.
Dependencies: None.
SLX_FindCover: AI utility functions for finding cover and making AI's make a course diversion then continue on to their original destination.
Dependencies: None.
SLX_FOV: Extended and normalized fields of view. Zoom in, squint, focus on far object, concentration, tunnel vision, turns slower. Fit actual player field view of game world through monitor. Normal field of view, not focused on far object or peripheral vision. Binocular vision. Zoom out, focus on peripheral vision, can turn faster, especially useful for freelook. Peripheral vision.
Dependencies: None.
SLX_GL3: Group Link 3. Helps AIs share information between groups, enter nearby buildings for better cover if they are in combat or aware mode at mission start, lay down suppressive fire, panic when recieving suppressive fire, call other groups for help in combat, conduct basic tactical maneuvers based on the situation for attacking, defending, and retreating, allows AIs to surrender if they are defeated.
Dependencies: SLX_FindCover, SLX_NetCode, SLX_Shout.
SLX_GL3_GiveRadios: Gives SINCGARS radios to groups at mission start.
Dependencies: SLX_GL3.
SLX_GunSmoke: Gun smoke effects based on real life footage and personal experience.
Dependencies: None.
SLX_Helicopter_AI_Fix: Fixes an A2 bug. Makes helicopters that start out outside of the regular grid get moved into the grid so that the AI can work, or else the helicopter AI just sits there and never moves or follows waypoints.
Dependencies: None.
SLX_Impacts: Bullet impact effects based on real life footage and personal experience.
Dependencies: None.
SLX_Lights: Street lights and vehicle lights with more correct angles and fades. Won't replace sakulightfx if it's also installed.
Dependencies: None.
SLX_LoadingBlank: Optional blank loading screens for a less militaristic atmosphere.
Dependencies: None.
SLX_Melee: OKC3S bayonet knife and AK-74 bayonet knife.
Dependencies: SLX_NetCode.
SLX_Melee_Give: Gives knives to armed people at mission start, knife type depending on side.
Dependencies: None.
SLX_Mod_Man_Armor: Slightly changes person armor for more wounding and to work with SLX variable damage better.
Dependencies: None.
SLX_Mod_Veh_Armor: More vehicle armor so they aren't destroyed so easily, and suffer from part failure more often than being destroyed.
Dependencies: None.
SLX_Mod_Veh_Core: Many misc features: Turret speeds, plane gun smoke, no sound in UAV, changed human damage levels and armor based on real life footage and statistics (W. E. Fairbairn), vehicles should not explode by default when destroyed.
Dependencies: None.
SLX_ModWeapons_3D_Optics: Adds models with 3d optic scopes. So far only adds a red dot to the M8 3d model for use with 3d optics.
Dependencies: None.
SLX_ModWeapons_c: Many changes to ammo, magazines, and weapons based on real life footage, statistics, information, and characteristics. Bullet damage changed to have variable amounts of damage based on hit accuracy of the body part so that some bullet hits can be critical hits that do full damage and others can be grazing hits that do less damage. Many values based on CAVS the Common Armor Value System (http://203.96.151.15/ofpnz/ofsi_cavs.htm) which translates real life muitions statistics into game values, many of the sources and information are documented in the .cpp comments, most explsives values are based on actual explosives charge weight. AI settings changed to make AI use the weapons, ammunition, and fire modes effectively as humans would.
Dependencies: None.
Default bullet values and calculations:
hit = 7; // Diameter in millimerters rounded up + 1? Should be about + 1.5-2. 5.45 or 5.56->6+1=7
indirectHit=1; // Always 1. Indirect damage is applied to the hit points based on how far away they the hit is. The closer the hit is to the hit point the more indirect damage there is. This somewhat simulates the random damage effects that bullet hits seem to have. (See W.E. Fairbairn) Some hits will be close to the hit point and give more damage simulating hitting a vital area like hitting an artery. Some shots will hit far from any hit points and will have less damage simulating a flesh wound that doesn't hit anything vital like muscle or a grazing shot along the skin.
indirectHitRange=0.08; // .05 for pistol, .08 for boat tail, .9 for long boat tail, .1 for fragmenting bullet. Range to hit other hit points such as arms+torso, etc. Indirect damage is applied to all hit points within range. 2 indirect damage to arms + 2 indirect damage to torso + 2 indirect damage to head = 6 damage applied. Damage is scaled down for hit points further away.
Sources: http://homepages.solis.co.uk/~autogun/ballistics.htm
SLX_ModWeapons_MGReload: Make machine guns have a longer reloading time.
Dependencies: None.
SLX_ModWeapons_NoCrosshairs: Removes crosshairs from everything but grenades.
Dependencies: None.
SLX_ModWeapons_Sounds: Supersonic bullet sounds from real life footage.
Dependencies: None.
SLX_ModWeapons_Sounds_Impact: Bullet impact sounds thanks to Dyslecxi.
Dependencies: None.
SLX_NetCode: Simple network utility to execute code on all clients.
Dependencies: None.
SLX_Optics: Fixed and tweaked optics postprocessing.
Dependencies: None.
SLX_Optics_3D: Adds blurred screen edges when looking through zoomed 3d scopes.
Dependencies: None.
SLX_Radar: Removes magical radar from tanks.
Dependencies: None.
SLX_RagDoll: When a person in a building dies their body is affected by physics so they don't clip into a wall or float in the air.
Dependencies: None.
SLX_RemoveFirstAidAction: Removes First Aid action for people wounded with the BIS alternate injury system.
Dependencies: None.
SLX_RemoveHealAction: Removes "Heal x" action for medics. For use with SLX_Wounds.
Dependencies: None.
SLX_RPG7: Proper RPG7 iron sights.
Dependencies: None.
SLX_ShotEffects: People shout and throw close grenades away from themselves if they see the person who threw it, supersonic bullet "trace" vapor trail, RPG rocket and grenade launcher arming distance, rocket course deviation, vehicle weapons eject empty casings, AIs dodge away from bullet hits, tracers and explosives set things on fire. (Disabled: AIs shooting IEDs and mines to detonate them if they see them.)
Dependencies: SLX_AI_Dodge, SLX_NetCode, SLX_VehicleEffects (optional).
SLX_Shout: Makes people say stuff.
Dependencies: SLX_NetCode.
SLX_SilentVehicleCommands: No spoken commands in vehicles for faster responses.
Dependencies: None.
SLX_SINCGARS: Adds the AN/PRC-119 SINCGARS radio.
Dependencies: None.
SLX_Suppression_Effects: When people are shot at close enough a lot they duck lower, breathe quickly, and their hands shake a little.
Dependencies: SLX_NetCode.
SLX_Surrender: Allows the player to surrender and be taken captive by the enemy.
Dependencies: SLX_Wounds.
SLX_T72_Destroyed: Adds T72 destroyed effect replacing destroyed T72s with the more detailed models. Sometimes the turret explodes off and has a chance of catching on fire if SLX VehicleEffects is on.
Dependencies: None.
SLX_TankCommanderGun: Makes tank commanders turn out when firing external commander guns.
Dependencies: None.
SLX_TankHatches: Makes tank crews open the hatches when getting in or out of tanks.
Dependencies: None.
SLX_TankSmoke: Makes tank commanders fire the smoke grenades when the tank gets hit or there is an incoming missile. Also fixes smoke effect to not lag.
Dependencies: None.
SLX_UAV: Changes UAV to be more usable and less likely to crash. Press the marker key to set the laser designator on a target, and wait for the UAV to line up for targeting and firing. Click on the map to turn off the laser and set the UAV to fly somewhere else for observation.
Dependencies: None.
SLX_VehicleEffects: When a vehicle is damaged an effect will happen relevant to the amount and position of the damage. Vehicle damage effects include munitions malfunctions, fuel leaks, fire, tire blowouts, broken glass, main rotor damage, tail rotor failure, and temporary engine failure. If a vehicle is hit in the engine, fuel tank, or body, it has a chance of starting a fuel leak. If a vehicle is leaking fuel it is vulnerable to catching on fire if it gets damaged again. The extent of the fire is based on the amount of damage the vehicle has, starting out as a small fire and eventually consuming the entire vehicle, then burning back down before extinguishing. The fire does damage to the vehicle and nearby things, ammunition cooks off while burning, and sometimes nearby things get set on fire. Fire can be put out by repairing the vehicle, submerging it in water, going over 400 kph, or if the fire is small enough you can try using the "put out fire" action (which has a somewhat random chance of working) until the fire goes out. People disembarking from a burning vehicle have a chance of catching fire proportional to the damage of the vehicle. They can put the fire out by getting healed or by keeping moving. People on fire will automatically crawl forward prone to keep moving, you can also try rolling on the ground to put the fire out. People sometimes burn up into charred body parts after they die and SLX Wounds is active. Helicopters with main rotor damage become more unstable the more damaged they are, eventually tearing themselves apart and crashing if they are too damaged. When a helicopter with main rotor damage crashes it throws up lots of dirt and dust as the blades are smashed apart on the ground.
Dependencies: SLX_NetCode, SLX_Shout.
SLX_Wounds: Based on real life footage and statistics (W. E. Fairbairn, FBI, police, thehighroad.org, etc).
Dependencies: SLX_NetCode, SLX_Shout, SLX_VehicleEffects (optional).
Location based wound effects on people when they are hit.
Arms - Small chance of an accidental discharge of their primary weapon. Small chance of dropping primary and/or secondary weapon when arms are very damaged.
Legs - Good chance of falling down prone if legs are very damaged. No effect when already prone.
Torso - Good chance of getting knocked down and out of breath for a second if damage is over 50%. If the torso is over 80% damaged and overall health is less than 60% then the person is critically wounded.
Head - 30% chance of temporary deafness and a 40% chance of temporary deafness, disorientation, and falling down if head is less than 50% damaged, most likely caused by grenade blasts. 90% chance of temporary deafness and falling if head is over 50% damaged.
If the person is hit in the head, body, or legs and overall health is less than the "SLX_Wounded" value then they are critically wounded.
Critically wounded :
The person drops their primary weapon and lays on the ground writhing and screaming until either they are healed or die. They are unable to shoot any weapons, but can still throw hand grenades, so watch out. Killing wounded people that pose no threat at the moment(haven't thrown a hand grenade) will deduct 450 rating points. So if you have 0 rating points and killing a soldier gets +200 rating points and you kill a wounded soldier you end up with -250 rating points.
Dragging wounded/dead:
Wounded or dead people can be dragged to a safer location for giving first aid, corpse recovery, or item scavenging. Be careful of moving heavily wounded people though, moving them might kill them. Objects can also be dragged.
Giving first aid to wounded:
Giving first aid is based on the skill of the person giving first aid. If first aid is unsuccessful in stabilizing the wounded person's condition then you will have to wait for a while before trying again. Giving first aid gives you rating points proportional to the skill of the person first aid is being given to.
Taking captives:
If a wounded enemy is healed they will surrender. They can be taken captive and you can tell them to stay or follow you. If the captive is too far from you they will try to escape and continue fighting. Taking captives gives you rating points proportional to the skill of the person being taken captive. Killing captives suffers the same rating deduction as for killing wounded. For a zero skilled soldier you should get 200 points for giving them first aid and taking them captive, the same as if you had killed them, but if you kill them after giving first aid and taking them captive you still end up losing 50 rating points.
Moving people/objects in vehicles:
People/objects can be moved into vehicles by getting into the vehicle while dragging or by using the Drag or Follow action when in a vehicle to load more than one object. Make sure the action is in your action menu when entering the vehicle or you won't be able to use it. There must be free cargo space in the vehicle for the person to enter. Try moving the person to the other side of the vehicle from where you enter, then look at the person and the action should show up. An action is added to the vehicle to unload wounded and dead people.
Dropped weapons:
Dropped weapons can be destroyed by using the action menu close to them or by damaging(by shooting, etc) them to 50%. They can only be picked up by the action menu. They are affected by physics and can get thrown into the air from explosions.
AI's helping wounded/dead:
AI's will automatically try and help wounded or dead people. They will attempt to drag them into a safer position before giving first aid or scavenging weapons. AI's immediately go into alert mode when someone is wounded or killed.
AI's taking secondary weapons and machine guns:
If someone with a secondary weapon or a machine gun dies then another AI from their squad will attempt to come and pick up the weapon.
Dismemberment:
If a person is killed with a high explosive and their velocity is high enough then they will be torn apart. Can be disabled by setting number of gibs to zero.
SLX_Wounds_AIS: Replaces the BIS Alternative Injury System when enabled to fix wounded people taking too much damage before dying.
Dependencies: None.
Optional addons:
SLX_Birds: Adds birds on the ground that fly away to somewhere else when disturbed.
SLX_NoFirstAid: Disables giving first aid in SLX_Wounds.
SLX_NoGibs: Disables dismemberment in SLX_Wounds.
SLX_NoManeuver: Disables maneuvering in GL3. (Bounding overwatch to attack/withdraw, take cover to defend, traveling to provide backup.)
SLX_NoMoveObject: Disables moving objects in SLX_Wounds.
SLX_NoSurrender: Disables surrendering in GL3.
######### Installation #########
To install SLX Mod:
Copy the @<hidden> folder to your ArmA2 directory where your ARMA2.exe is located.
To edit the shortcut command line:
Find or make a shorcut to ArmA2 and right click it then select properties. Find the line that says "Target:" and has something like this:
"C:\ArmA2\ARMA2.EXE"
Then add -mod=@<hidden> on the end so it looks like this:
"C:\ArmA2\ARMA2.EXE" -mod=@<hidden>
Remember to keep the quotation marks in the same position. Then click apply and OK. You can also run other mods and disable the spash screen like this:
"C:\ArmA2\ARMA2.EXE" -nosplash -mod=@<hidden>;@<hidden>
Disclaimer and license:
USE AT YOUR OWN RISK. This is an unofficial addon, and is not connected with Bohemia Interactive. The maker of this software is not responsible for any harm that comes to anything resulting in the use of this software. All SLX releases are provided "as is" with no warranty or guarantee of support of any kind. All content in this addon made by SLX may be modified and used in any way with or without credit, except for parts that are under other licenses.
Credits and Thanks to:
Bohemia Interactive Studio for making Operation Flashpoint, the official tools, the Flashpoint1985 forums, the BIS wiki, all content from OFP and OFP: Resistance, ArmA, ArmA2, and all kinds of great stuff
Everyone involved with OFP SLX Mod, players and posters in forum threads
Everyone who has posted in the ArmA, ArmA2 forums and wiki
ParaGraphic L for art, testing, and feedback
Mondkalb for the starter sounds and testing
Annunaki for bug tracker hosting
Freshman, froggyluv, Scruffy, rheydrich, jackass888, Lakefather, Bravo 6, SNKMAN, sickboy, Kroky, and everyone who has helped with testing, sorry if I've forgotten anyone
bxbx and Synide for MLOD models
3d studio max for particle animation rendering
Photoshop for graphics editing and batch converting/renaming
PANtool for batch converting paa files
Dslyecxi for the bullet sounds
Kegetys for cpbo and unrap and many other things
mr.Flea and CrashDome for FSM Editors
Gaia and FDF for ArmA debug console
NonWonderDog for interesting addons and ballistics
Programs, teams, and people in no particular order: PBOX, ODOL Explorer, WRPtool, Irfanview, OFPanim, WinPBO, Suma, Visual C++, txtpathswap, cpbo, dxdll, ECP, Q, WGL, BergHoff, bn880, granQ, FFUR, General Barron, COC, KeyCat, thunderbird84, a-lone-wolf, vilas, BINView, SOBR, BuyArmA.com, Sanctuary, Indy, CrashDome, Kyle_K_ski, Big Dawg KS, ThePredator, hedcrusha, sa8gecko, Col. Faulkner, and many more
BIS wiki, FDF, Flashpoint1985 forums, OFPEC, OFP.info, CAVS, SOW, Rune, JAM, Dschulle, SnakeMan, PMC, wika_woo, many forums, GlobalSecurity.org, Mantis bug tracker, YouTube, Google, and all of the Flashpoint community
Forumites, mission makers, addon makers, island makers, texture makers, modelers, animators, innovators, mod teams, and OFP and ArmA players
Damonkey
Aug 26 2009, 07:18
Great work, can you please upload it to ofpec.com or armedassault.info
Here's a pack of the ArmA2 SLX Mod addons so far: http://www.filefront.com/14399363/SLX_Mod_ArmA2.rar
Test them out and give feedback if you want. They need the CBA addon for the extended eventhandlers. I tried to make them more separate so they can all be released individually. The AI settings might be off since I have to run on the lowest settings on the laptop I'm using and I can't see very far in the game.
BIS did a pretty good job implementing a lot of ArmA1 SLX Mod features but there always seem to be things that need more polishing and fixing. The most critical problem in ArmA 2 is the findcover and sethidebehind functions not working, leaving AI's usually trying to hide in front of things when using the default AI.
Take care.
Could you outline what exactly this mod does?
SASrecon
Aug 26 2009, 07:35
Solus or anybody else, could you post some screenies please, i like to see what im downloading before i do it ;-)
Hi Solus, :)
greate to see you working on ArmA 2. ;)
@<hidden>
Simply dl and try it by yourself. I bet you will not regret it.
.kju [PvPscene]
Aug 26 2009, 08:55
Welcome back Solus :)
Do you have Skype installed for a talk?
Kremator
Aug 26 2009, 09:57
Yeah welcome back Solus!
Downloading and testing them out !
Very nice Solus! :)
About screenshots: Can this addon even be seen with screens? Arent we talking about AI changes etc?
Alex
Just had a quick game with this mod. I was watching the AI shooting at me from behind cover at 370m, leaning from behind a wall, made it really hard to hit him! nice.
One of the bullet crack sounds is really loud, Im in the process of finding which pbo it is.
Would it be possible for brief explanation what each pbo does pls.
Foxhound
Aug 26 2009, 11:02
Great work, can you please upload it to ofpec.com or armedassault.info
Don't forget the best community website as voted by this community Armaholic.com, would be a waist if we dont cover it wouldn't you say?
Release frontpaged at the Armaholic homepage (http://www.armaholic.com/page.php?id=7046).
http://www.armaholic.com/datas/users/3-animation.png (http://www.armaholic.com/page.php?id=7045)
SLX mod for ArmA2 (http://www.armaholic.com/page.php?id=7045)
http://www.armaholic.com/skins/Blaster07/img/required_addons.png
Community Base addons (http://www.armaholic.com/page.php?id=6231)
ParaGraphic L
Aug 26 2009, 11:17
My jaw dropped when I saw the topic name and that you posted it yourself.
Welcome back Solus, don't you ever leave us like that again man! We need your
genius skills to bring magic into this game! :D
[ZSU]Preacher
Aug 26 2009, 11:25
Hi Solus - thanks for releasing this, I really love your work. I just tried running it with CBA and the -showScriptErrors command line argument and there are a whole bunch of script errors (undefined variables) when ArmA starts and loads the menu screen.
Great mod! but can we please have some detailed info whats in each PBO so we know what to disable if we dont wanna use something. Thanks again tho dude! great mod
Shadow NX
Aug 26 2009, 11:56
Indeed great to see someone back that entertained us since the OFP days :)
Didnt find the time to try the new version yet but also would like to say thanks for the addon.
Also would like to know what exactly is changed though to know what i need to test.
Damonkey
Aug 26 2009, 12:11
Don't forget the best community website as voted by this community Armaholic.com, would be a waist if we dont cover it wouldn't you say?
What wrong with it when i ask, can you upload it to ofpec.com or armedassault.info, and not mentioned your site??
Ofcourse it would be a waist. PS. You were voted in the year 2008??? so what are you talking about? You are admin WTF pretty arrogant there.
So ofpec.com may not have file mirrors?? It doesnt mean that you are owning this community even if you have won the awards.
Ps. Does anyone have picturesof this addon?:yay:
There isn't much to take pictures of really, it's mostly AI improvements, some animation fixes, different wouding system (different from the First Aid modules), and various little tweaks.
But I like what I see, good to have you back Solus :)
Lunatic
Aug 26 2009, 12:39
Cant get the M203 to work with this mod, maybe i'm missing something but the grenades just don't seem to be in the weapon.
Also you can't stop dragging someone once you've started using the original first aid module.
Some of the anims are very jerky, but don't know why.
A good start but that WIP for you.:yay:
Flarmapoint 2
Aug 26 2009, 12:39
YAAAAY awesome! :D The only problem i have id with the wounding part of the mod, i see erratic flickers of the blood on the ground when i shoot someone, and when an explosive goes off near asoldier the game pauses and lags for atleast 8 seconds, and then soldier goes flying to the sky lol
Really nice mod though, good to see you back with the best mod ever! :D
i have the same problem when i'am shooting at an enemy the wounding system kicks in (nice addon might i add) and blood drips on the floor but a milli second later an explosion sounds.
But everytime i shoot the same thing happens after every round hits the enemy,
i tried to remove the pbo for wounds and run the game which i did successfully but the explosions still happen.
P.S Outstanding Mod
thales100
Aug 26 2009, 13:25
Sound great, thanks Solus. :)
nullmorpheme
Aug 26 2009, 13:32
5urge I experienced the same problem.
1. The explosion sounds follow me everywhere, till oposing force operating.
explosions stop when I hide in a building or kill all enemy.
2. Shooting RPG at a Unit causes the game to freeze for at least 5 seconds
3. Dragging a wounded unit: Canceling the dragging by "TO BACK SEAT" the wounded unit keeps laying at a meter hight, so do the blood splats. "eject" and "get out" seem Ok. But the AI prefers "to back seat" command.
thats it :) still my favorite MOD in OFP,AA,AA2
twisted
Aug 26 2009, 13:36
awesome. great to see solus is back. he has always delivered some of the most innovative and feature pushing mods. certainly will downlaod this evening. :)
Inkompetent
Aug 26 2009, 13:51
Great to see you active again, Solus! Really looking forward to see what your magic fingers will manage to put together :)
DTM2801
Aug 26 2009, 13:53
Great addon, like the new wound/firstaid system. Hopefully the move in back action can be fixed. Also the sounds arent optimal yet (when firing a rifle it has a very loud repeatable clickingsound). In general a very nice addition, thank you very much.
Manzilla
Aug 26 2009, 13:59
Sweet, Solus is back! I look forward to checking this out. Like paragraphic l my jaw dropped when I saw the title and it hit the desk when I saw the link. What a great surprise.
Thanks again bud.
- (IMO) Speedy animations are complete nonsense and should be removed from the whole mod. They don't look realistic at all, BIS did a good job with the timing.
- Safety [weapon] - could this be optional in a completely standalone .pbo? It's probably hidden in WeaponTransitions, which (from what I've seen) contain some other fixes too. Experienced users don't need this and it clutters the action menu which is sometimes hard to navigate in in vanilla ArmA2.
- SLX_ReloadShout is dependant on something else, isn't it? Because if I take just that and load it without rest of the stuff, soldiers don't shout reloading anymore. Would be nice if this was completely standalone too.
- SLX_Wounds blood flickers ALOT when a few drops are on the same place.
Just some things I found while playing around with the mod. It's great, but fixing the above would make it even better :) keep it up!
Hi,
I've tested the mod and I've some problems with it.
Firstly, the game sometimes freezes (3-5sec). Secondly, there are explosions when I shoot someone (even a civilian). A 5v5 firefight seems to be a 70v70 with this bug :D
I used to play SLX with ArmA and I've never seen that.
Have you got these problems too ?
froggyluv
Aug 26 2009, 15:53
Nice!
-The animations might indeed be a little speedy edit: *retracted after further playing*
- My favorite part of SLX has always been the unpredictibility of the AI and I wasn't disappointed, right off the bat I was ambushed by unscripted AI from the windows of a house!
-Sometimes enemy AI when up close still have that 'freeze' moment and some were also aiming towards the sky although no aircraft were present.
All in all I'm siked as steamy SLX is what brought the magic back to me in OFP!
Wow. Now my game freezes everytime and crashes. I had to uninstall the mod and ignore these amazing gunfights and this ai :(
Can't wait for the future version :D
Manzilla
Aug 26 2009, 20:01
Wow. Now my game freezes everytime and crashes. I had to uninstall the mod and ignore these amazing gunfights and this ai :(
Can't wait for the future version :D
Were you using the CBA Mod as well?
It's gotta be something with your set up. If it was specific to SLX then this thread would explode with reports. I've been using it just fine with in all aspects of ArmA 2.
If it is a problwm with SLX then don't you think you should provide a better report of the error then simply "Wow. Now my game freezes everytime and crashes."? This info could help Solus iron out any problems if they exist. Besides, if you don't report your error, set up, system specs, etc. then it's possible it may not be fixed in future versions.
Solus,
This is great so far and I haven't seen any visible errors. Damn it's nice to have SLX so soon for A2, thank you.
My only gripe thus far is the reloading shout. It goes of constantly even when I'm fully loaded and so is my team. I haven't tried to remove the SLX_ReloadShout.pbo but I'm doing this now. Hopefully is doesn't screw up the Mod.
yes, I'm using CBA.
My specs :
- Quad Q9400
- Ati HD 4890 1Go
- 3 Gb ram
- Win7 64Bits
ArmA vanilla 1.03 (with VopSound and AT GUI) works perfectly.
As I said before, I have freezes while doing nothing particular (walking or not, firing or not) in SP and MP.
Also when I'm shooting at ennemies, there are grenade detonations (of course no grenades have been thrown).
I don't use mods modifying the gameplay, just the vopsound and the compass, like other people playing with me who have not these probs)
froggyluv
Aug 26 2009, 23:23
I know I always cry like a lil gherl about this but the bullet cracks still seem to much like a digital whip, and they're so loud and often that they lose their effect. I still love the ones from SLX/OFP days the best :don8:
Twas a cacophany of bass and bullets that sounded so sweet.
r3volution
Aug 27 2009, 00:13
I'm running vopsound plus a couple others and I'm getting the grenade explosion sound at random bug as well. Not sure exactly what is causing it though, but if I disable the sound mods folder all seems to be okay...
Thanks for the mirrors!
Flarmapoint 2: Could you please write what the exact situation was where the game paused and lagged.
Explosions when shooting? Bizzare. Try running SLX and CBA alone, with no other addons and see if it still happens.
r3volution: It could be vopsound adding an extra explosion sound to the grenades which the blood droplets inherit from, I'll get vopsound and find the config entry and make sure the blood droplets replace it with a null sound.
froggyluv: Yep, the OFP SLX bullet based sounds were the best, the sound was positional so you could hear them fly past into the distance just like in real life, unfortunately the sound mechanics for the bullets in ArmA are different so the bullet based sounds get really high pitched when flying at you.
For freezing, I don't know if I've experienced this specifically but my game sometimes freezes but I thought it was just my laptop video card overheating. Try removing one of these addons and testing to see if it freezes again, and if it does then remove the next addon and test, and repeat until they are all gone, try them in this order of probability: SLX_ReloadShout, SLX_GL3.pbo, SLX_AI_TurnMove, SLX_ShotEffects, SLX_Wounds, SLX_SmokeGrenades.
Remember to restart the mission after removing one of the addons because the save files contain a lot of the code.
Also screenshots and gameplay video from working graphics cards would be very appreciated for analysis of combat simulation.
To do: Get Vopsound and fix blood droplet sounds, fix move in back dragging bug, fix blood flickering, fix reloading shout with save games, eventually fix script errors, check grenade launchers. Thanks for feedback everyone!
Addon descriptions:
SLX_AI_TurnMove.pbo: Make AIs move directionally toward their expected destination for a moment, instead of the default rotate and move forward, rotate and move forward.
SLX_AISkill.pbo: Change the CfgAISkill settings to be more dynamic and try to make the AIs more human.
SLX_Anim_Crawl.pbo: Make the fast crawl mode faster. Based on real life personal experience of crawling.
SLX_Anim_Death.pbo: Faster dying animations. Based on timings from real footage.
SLX_Anim_GrenadeThrow.pbo: Faster grenade throw transitions and animations, and slower turn speed while throwing so AIs don't throw grenades in crazy directions. Based on real life personal experience of throwing objects.
SLX_Anim_HoldSprint.pbo: Turns off continuous sprinting, so that the turbo key can be pressed to sprint and then released to drop back to running instead of stopping to go to jogging. Not sure if it's necessary after one of the patches.
SLX_Anim_Idle.pbo: Fixed idle animations so they don't have to finish playing to transition to the dying animations. Made the idle animations take longer between new idle animations so they have time to play. Added more default idle animations.
SLX_Anim_Jump.pbo: Faster jumping over things. Based on real life personal experience of jumping over obstacles, sometimes with over 100 lbs of gear.
SLX_Anim_MoveTransitions.pbo: Faster stance changes. Based on real life footage and personal experience of changing stances, sometimes with over 100 lbs of gear.
SLX_Anim_WeaponTransitions.pbo: Faster weapon switching and stance changes. Based on real life footage and personal experience.
SLX_Anims.pbo: Currently no effect. Attempted to make women use all animations.
SLX_Anims_PistolCivil.pbo: Adds the safety weapon action and allows pistols to be holstered.
SLX_Cartriges.pbo: Adds spent shell casings that fly out correctly, according to real life footage and personal experience.
SLX_Cloud.pbo: Custom cloudlets that can be used for config or drop effects.
SLX_Dialogue.pbo: Fixes missing words and adds larger voice pitch variations.
SLX_Effects.pbo: Rocket engine effects and eventually more effects.
SLX_FindCover.pbo: AI utility functions for finding cover and making AI's make a course diversion then continue on to their original destination.
SLX_GL3.pbo: Group Link 3. Helps AIs share information between groups, enter nearby buildings for better cover if they are in combat or aware mode at mission start, lay down suppressive fire, panic when recieving suppressive fire, call other groups for help in combat, conduct basic tactical maneuvers based on the situation for attacking, defending, and retreating, allows AIs to surrender if they are defeated.
SLX_GunSmoke.pbo: Gun smoke effects based on real life footage and personal experience.
SLX_Impacts.pbo: Bullet impact effects based on real life footage and personal experience.
SLX_LoadingBlank.pbo: Optional blank loading screens for a less militaristic atmosphere.
SLX_Mod_Veh_Core.pbo: Many features: Default vehicle values for hearing, human spotting ability, keeping formation time so AIs have a chance to do stuff before moving on, removed magic radar from commander view by default, extended view limits based on real life personal experience, lower default threat levels so AIs can determine real threats better, less minimum time spent firing on a target so AIs can do other things if they have to, more crouch probability in combat based on real life footage, changed human damage levels and armor based on real life footage and statistics (W. E. Fairbairn), vehicles should not explode by default when destroyed, most buildings should be referred to as "buildings" not "houses".
SLX_ModWeapons_c.pbo: Many changes to ammo, magazines, and weapons based on real life footage, statistics, information, and characteristics. Many values based on CAVS the Common Armor Value System which translates real life muitions statistics into game values, many of the sources and information are documented in the .cpp comments, most explsives values are based on actual explosives charge weight. AI settings changed to make AI use the weapons, ammunition, and fire modes effectively as humans would.
Default bullet values and calculations:
hit = 7; // Diameter in millimerters rounded up + 1? Should be about + 1.5-2. 5.45 or 5.56->6+1=7
indirectHit=3; // Indirect damage is applied to the hit points based on how far away they the hit is. The closer the hit is to the hit point the more indirect damage there is. This somewhat simulates the random damage effects that bullet hits seem to have. Some hits will be clost to the hit point and give more damage simulating hitting a vital area like hitting an artery. Some shots will hit far from any hit points and will have less damage simulating a flesh wound that doesn't hit anything vital like muscle or a grazing shot along the skin.
indirectHitRange=0.2; // Range to hit other hit points such as arms+torso, etc. Indirect damage is applied to all hit points within range. 2 indirect damage to arms + 2 indirect damage to torso + 2 indirect damage to head = 6 damage applied. Damage is scaled down for hit points further away.
SLX_ModWeapons_MGReload.pbo: Make machine guns have a longer reloading time.
SLX_ModWeapons_Sounds.pbo: Supersonic bullet sounds from real life footage.
SLX_NetCode.pbo: Simple network utility to execute code on all clients.
SLX_ReloadShout.pbo: Have people shout "reloading" when their magazine is empty and they need to reload. They don't shout when they are alone or someone in their group is in stealth mode.
SLX_ShotEffects.pbo: People throw close grenades away from themselves if they see the person who threw it, supersonic bullet "trace" vapor trail, RPG rocket and grenade launcher arming distance, rocket course deviation, vehicle weapons eject empty casings, AIs dodge away from bullet hits, tracers and explosives set things on fire (not implemented yet).
SLX_SmokeGrenades.pbo: Smoke grenades float above the ground so they don't disappear because of a bug in ArmA 2.
SLX_Wounds.pbo: Based on real life footage and statistics (W. E. Fairbairn, FBI, police, thehighroad.org, etc).
Location based wound effects on people when they are hit.
Arms - Small chance of an accidental discharge of their primary weapon. Small chance of dropping primary and/or secondary weapon when arms are very damaged.
Legs - Good chance of falling down prone if legs are very damaged. No effect when already prone.
Torso - Good chance of getting knocked down and out of breath for a second if damage is over 50%. If the torso is over 80% damaged and overall health is less than 60% then the person is critically wounded.
Head - 30% chance of temporary deafness and a 40% chance of temporary deafness, disorientation, and falling down if head is less than 50% damaged, most likely caused by grenade blasts. 90% chance of temporary deafness and falling if head is over 50% damaged.
If the person is hit in the head, body, or legs and overall health is less than the "SLX_Wounded" value then they are critically wounded.
Critically wounded :
The person drops their primary weapon and lays on the ground writhing and screaming until either they are healed or die. They are unable to shoot any weapons, but can still throw hand grenades, so watch out. Killing wounded people that pose no threat at the moment(haven't thrown a hand grenade) will deduct 450 rating points. So if you have 0 rating points and killing a soldier gets +200 rating points and you kill a wounded soldier you end up with -250 rating points.
Dragging wounded/dead:
Wounded or dead people can be dragged to a safer location for giving first aid, corpse recovery, or item scavenging. Be careful of moving heavily wounded people though, moving them might kill them.
Giving first aid to wounded:
Giving first aid is based on the skill of the person giving first aid. If first aid is unsuccessful in stabilizing the wounded person's condition then you will have to wait for a while before trying again. Giving first aid gives you rating points proportional to the skill of the person first aid is being given to.
Taking captives:
If a wounded enemy is healed they will surrender. They can be taken captive and you can tell them to stay or follow you. If the captive is too far from you they will try to escape and continue fighting. Taking captives gives you rating points proportional to the skill of the person being taken captive. Killing captives suffers the same rating deduction as for killing wounded. For a zero skilled soldier you should get 200 points for giving them first aid and taking them captive, the same as if you had killed them, but if you kill them after giving first aid and taking them captive you still end up losing 50 rating points.
Moving dead/wounded/captives in vehicles:
Wounded, dead, and captives can be moved into vehicles by using the Drag or Follow action when in a vehicle. Make sure the action is in your action menu when entering the vehicle or you won't be able to use it. There must be free cargo space in the vehicle for the person to enter. Try moving the person to the other side of the vehicle from where you enter, then look at the person and the action should show up.
Dropped weapons:
Dropped weapons can be destroyed by using the action menu close to them or by damaging(by shooting, etc) them to 50%. They can only be picked up by the action menu. They are affected by physics and can get thrown into the air from explosions.
AI's helping wounded/dead:
AI's will automatically try and help wounded or dead people. They will attempt to drag them into a safer position before giving first aid or scavenging weapons. AI's immediately go into alert mode when someone is wounded or killed.
AI's taking secondary weapons and machine guns:
If someone with a secondary weapon or a machine gun dies then another AI from their squad will attempt to come and pick up the weapon.
Dismemberment:
If a person is killed with a high explosive and their velocity is high enough then they will be torn apart. Can be disabled by setting number of gibs to zero.
All of the above
Pure brilliance, all that need be said. :yay:
Welcome back btw.
Thanks for the info Solus, I'll try to find the problem.
The explosion sounds are from vopsound, here's a fixed version of SLX_wounds.
http://www.filefront.com/14406437/SLX_Wounds.pbo
r3volution
Aug 27 2009, 06:21
Solus you legend. That was quick! :D
d/l'ing now.
---------- Post added at 06:21 AM ---------- Previous post was at 05:58 AM ----------
After trying the update, I'm still getting the barrage of grenade sounds, I've disabled all other sound stuff (map reduced voices tracked sound mod and rh heli sound) to see if they were affecting it, but it seems not. Something is going on with vopsound that's still causing it, don't know what.
Sorry to be the bearer of bad news. That said though, i'm running umpteen billion other mods, so they could be messing with it.
Fantastic Solus, why arn't things like "SLX_AI_TurnMove.pbo: Make AIs move directionally toward their expected destination for a moment, instead of the default rotate and move forward, rotate and move forward" in the game by default? It's quite an immersion killer watching them rotate, little things like this add up.
Loving this mod, BUT! called cpt arcade i dont care but is there anyway to get my Xhairs back mate? i sorta need them for close quarters etc..
arkengel
Aug 27 2009, 10:16
Nice work and so quickly
Did notice some stuff
The AI doesn´t want to leave buildings from time to time, in forests they tend to huddle up in deer stands/towers and they won't move even if orderd
As always the AI shoots captives
The sound is a bit of over the top
test
Anyways badlands assault on novi sobor
Notes:
* AI is quite bad at finding me as I sniped them from afar, not one shot on me at 600 metres away.
* EDIT: 2nd(and 3rd) time playing through they nailed me while i was sniping them
* AI eventually all went into hiding i was unable to find a target after time
* When I moved in closer AI still missed me at 400+ range lots of bullets wizzing around my head.
* My team was near wiped out on the 1st assault.
* My AI moved VERY slowly in stealth mode, they moved at a much better speed at aware.
* My AI actually captured a strong-point when i pointed them to it (1st time that's ever happened to me on badlands)
* My AI Jumped out of a vehicle just before it was going to blow up, and then dragged one of the wounded to safey and healed him! (razor team)
* Some very annoying sound bugs with bad popping and strange sounds after someone fired (sounded like bad static)
* the binoculars worked, took me a bit to work out needed to alt-look around the binoculars to get what you meant.
* Had some crazy lockups for over 3-4 seconds rarely but they happened
Great mod mate, few bits of feedback for an almost perfect upgrade of the game:
+ Lots of pauses for a second or two, usually at the start of firefights. Will have a play around removing PBOs and see what makes it better.
+ Safety func. is a bit annoying, it also [ironically] makes it very easy to shoot yourself in the foot [literally] if used on a rifle. So turned that off
+ Drag function sometimes causes units to get stuck 'in' eachother, they can't move until ordered to disembark
+ Speedy anims are a bit too speedy, though I much prefer the crawl speed in your mod, if somebody's shooting at you, you'd get a mooch on, prone or not!
+ I'm not a fan of the sounds, much prefer stock or VOP sounds
+ Vehicle crews sometimes get out of their vehicles to go grab a weapon, I've also had them refusing to get into a vehicle in a position where a teammate has died
+ The AI's cover taking ability is now about 4 million times better, THANK YOU, THANK YOU, THANK YOU! I was getting sick of watching people standing in the open next to ruined buildings, houses, blocks of flats, ladders, etc. and not using them
+ Lots of pauses for a second or two, usually at the start of firefights. Will have a play around removing PBOs and see what makes it better.
I agree. I think that while we are shoot at someone, SLX triggers the new ai and the game freezes for some seconds in order to load it.
Kremator
Aug 27 2009, 17:00
Like this VERY MUCH !
Some tweaking needed but its looking VERY good!
One major problem Solus that you could work on if enemyAI/players are <50m they should go into CQB mode and snap shoot ! As it is they are still standing still looking at eachother !
The other explosion sounds are from the path tester utility things in SLX_AI_TurnMove and SLX_ShotEffects. I will have to wait a while before updating them though so just run without those or the vopsound impacts addon until then.
arkengel: Can you please describe the situation where the AIs got into the deer stands/towers and didn't move? Was it a specific mission, etc?
OrdeaL: Read this book: http://www.lulu.com/content/e-book/we-fairbairn---shooting-to-live/6261343 The firing practice principles are also applicable to rifles and real life and video games with free-aim. It is sometimes referred to as "point shooting."
To do: I'll look into the lag pauses and see if I can detect what they are coming from. Lower the supersonic bullet sounds when I get the chance to access my old files. Make crosshair removal a separate addon (done). Check that AI's don't overcrowd buildings.
monty67t
Aug 27 2009, 22:08
I was playing a quick random firefight I threw together and three enemy AI all climbed into the same little tower. It was after I gave them a "dismissed" waypoint, but they were together still.
I've experienced the pauses or whatever you want to call them as well.
Overall this is an outstanding start Solus. Once again you prove your skills. I look forward to the next version.
Muahaha
Aug 28 2009, 07:29
Gosh now I love this game even more because of mods such as these. It's not perfect but it's getting there... THANKS Solus!
Shadow NX
Aug 28 2009, 08:18
Tested a bit and the AI seems to be lot more active and searches cover lot better now.
On the negative side i noticed they tend to not follow objectives, for example in the "Counterstrike" mission my russians didnt meet the Chedakis but instead moved on directly to the last objective, also they took a long time till they decided to move on to it.
Also some anims look bit odd, the sidestep for example reminded me of some folk dancing ^^
Dunno if its related to the mod but when i used it i had some distorted sounds that had cracking and stuff in it and sounded like ym soundcard was about to die.
But thats just lil things, overall this goes into the right direction i think.
Pauliesss
Aug 28 2009, 09:20
Thanks, Ive been waiting for this, going to test it right now. :bounce3:
ParaGraphic L
Aug 28 2009, 11:33
Had some hours of fun last night with SLX.
Did not test which .pbo cause the pauses but I did notice that on my end it only happened the first time I loaded a scenario, after that I could restart the same scenario without any pauses.
Now I'm not sure but it could be that it was even so that it only occured the first time I played ANY scenario with a fresh start-up of ArmAII and after that I could switch between anything but I'm not so sure about that.
I did have two or three complete lock-ups due to the pauses. I could ctrl+alt+del my way out of the game though.
At this point I only noticed the AI being more active and they flank way faster than before. I had some occasions where I saw AI healing each other, and even had my team leader call HQ for medic support I had placed on the map.
But I need a better town to test in, with some more open houses to see AI use that. Any suggestions?
Muahaha
Aug 28 2009, 11:59
Being playing this for 8 hours straight... It's really improved game play alot. Just a few things i noticed that you might like to know.
things discovered:
1. pauses for a few seconds
2. constant "thumping" sound when someone fire. sounds like drum playing in school band.
3. Sometimes AI will put down their weapons then pick it up again even when enemy is just in front. not sure whether this is a feature in game.
4. sometimes AI will shoot at wall when enemy is far behind wall.
5. AI do not occupy driver seat and instead occupy all other seats and waiting.
All in all this is really great mod! love it.
btw, does this mod works with cent's stick2gether AI mod? Thanks
This was pretty neat. :)
I will test more when i get home from work, but i noticed the reticule addon (forgot name) that gives us some different new reticules seems to be off when using either this addon or CBA. Also noticed grenades thrown change direction slightly (looks weird but not big impact on gameplay) when they come to their peak arc. They turn right.
But not sure as i said if its CBA or this addon. Maybe someone else can check. Will report when i get home.
But yes this is real good. Dropped in a bunch of AI and they did indeed fight much longer than usual. Thanks for the hard work. :)
Alex
froggyluv
Aug 28 2009, 15:21
But I need a better town to test in, with some more open houses to see AI use that. Any suggestions?
Have you tried going back to Sahrani in CAA1? There seems to be a lot more open houses in some of the towns there.
Kremator: If I could do anything to make the AIs work better in CQB I would, but I can't think of much more to do unless I can replicate the situation consistently and test for things that can be done. Usually the AIs seem to do okay at somewhat close range in the editor. Can you please describe the situation where the AIs didn't work in CQB?
Shadow NX: I'll test again but the "counterstrike" mission worked fine for me before. Maybe the AI leader is running ahead too fast.
paragraphic l: I've only ever had it freeze for up to a minute or two, and I don't think I've ever had to ctrl-alt-del ArmA2, and I've only had it crash on one repeatable occasion (russian civilian player talking to russian civilian).
Muahaha: Please describe in more detail the AIs putting weapons down, the thumping sound, and AI not occupying the driver seat, what situation did it happen in? The AIs putting weapons down could be them bandaging themselves. SLX stuff should work with stick2gether, I don't think there should be any significant conflict.
Kremator
Aug 28 2009, 16:40
Sure solus.
On Utes, I placed two groups in the editor, one in a compound and the other patrolling past. The patrolling group spotted the enemy and started to fire and maneuver into the compound. I was watching from 3rd person view behind a wall! On several occassions I saw either the enemy or the patrolling squad come face to face with eachother, only to run past again looking for cover!
Don't get me wrong this is superb but doesn't quite do it in CQB (and I know it is perhaps not your problem mate !)
Question. I want to put this on a dedi server but I keep getting SLX_Modweapons not found, even though SLX_Modweapons_c.pbo is there. Any ideas ?
ParaGraphic L
Aug 28 2009, 21:19
solus i will check again with only slx active and a fresh rpt file. It happened after a long test period with lots of restarts of one editor mission. The sound looped and I waited for a minute or 5 after that I shut the game down.
System was warm at that point.
I had a crash this morning when shooting the tire of the russian APC with the big weels, there was a lot going on but I crashed the second the weel dissapeared, will check without slx and if i can reproduce it.
Muahaha
Aug 29 2009, 03:32
Muahaha: Please describe in more detail the AIs putting weapons down, the thumping sound, and AI not occupying the driver seat, what situation did it happen in? The AIs putting weapons down could be them bandaging themselves. SLX stuff should work with stick2gether, I don't think there should be any significant conflict.
I am play testing SLX in the editor, with mod CAA1,cent stick2gather and VOPsound 2.1 in beta v.58834 on map avgani 1.5.
I created 2 opfor group on guard command and 1 blufor motorized group to seek n destroy. while i watch as civillian.
The observation I have on AI putting down their weapon is when they kneel down, put their weapon down and pick it up slowly again, don't believe AIs are bandaging themselves as no bandaging animation is shown.
Thumping sound - sounds like constant firing of heavy weapon at a consistent interval.
AI don't take the driver seat is when all passengers got killed yet the car is drivable, 4 new AI goes into the car occupy all seats except the driver seat and just idling there. note that the car is a 5 passenger car with 4 seated and 1 mounting the 50cal.
I guess the crucial part is AI firing into the wall or trying to throw grenade over building. end up alot of times killing themselves when firing explosives or the grenade bounced back.
Hope my explanation make sense. THanks
slynchy
Aug 29 2009, 13:00
I think the thumping noise happens when you are using VOPsound.
However, when I stopped using VOP with SLX, I found that the bullet 'crack' sound to be a bit thinny...
froggyluv
Aug 29 2009, 13:27
This is really good stuff solus! SLX just compliments Arma2 so much better than Arma especially due to infantry's much improved pathfinding and use of cover and corners.
How do I activate the Gibs? I don't think they are on by default as I've tried blowing up people with multiple GBU12-LGB's but no dismemberment. Is the on/off switch located in Slx/Wounds/config.cpp file?
Also is there a way to keep your AI from repeatedly declaring "Enemy objects to our front"?
Here's the update, most stuff should be fixed.
http://www.filefront.com/14424389/SLX_Mod_ArmA2_1.1.rar
Mirrors are appreciated! Please post a link in the thread with "mirror" in the post and people can use the thread search to find them. Thanks!
Some specific changes:
Added SLX_Shout to make AIs say stuff.
Added SLX_VehicleEffects: Damage effects on vehicles.
Added SLX_Melee: Hand-to-hand weapons.
Fixed most .RPT errors.
Fixed reload shout after loading save games.
Fixed taking captives.
Fixed AIs overcrowding buildings.
Fixed dragging get out/eject/move to back stuff.
Fixed grenade launchers.
Added glass impact dust.
Increased aiming speed in CfgAISkill.
Faster civil crouch dying animations.
Fixed some missing dialogue.
Added street lights and headlights replacement.
Separated no crosshairs into another addon.
Fixed rocket fire effect.
Fixed wounded animation hit bounce effect.
Suppressive fire positions now called "positions" so AIs should report them as "enemy positions to our front" etc.
Fixed utility ammo so vopsound won't conflict anymore. Should be fully VopSound compatible now.
And a few more.
I still need to find what is causing the occasional lag pause and to look into the AIs occasionally putting weapons down.
Kremator: I tested the CQB situation a bit and it seemed to work fine most of the time. It could be the raised aiming speed that's helping.
froggyluv: I'll look into the gibs later.
Danickas0
Aug 29 2009, 19:16
Great job Solus!
In real life (and in Standart ArmA2) NURS C-8 and Gidra is unguided rockets.
But in SLX-mod you can Lock target, and will see Bug :)
Kremator
Aug 29 2009, 20:23
Solus..... many thanks for listening !
Just loving, I'll say again LOVING, this work.
/bow
Flarmapoint 2
Aug 29 2009, 21:08
I still need to find what is causing the occasional lag pause and to look into the AIs occasionally putting weapons down.
Yeah Solus, the lag happens when your mod tries to activate the gib script, after explosion next to a soldier(s).
The gibs are not activated either :( and would be nice to see some blood explosion, and spawned gore on the ground, and for bonus, maybe new textures :D replace the burnt gibs with gibs that are all bloody and mangled, with bits of clothing still attached, Maybe add some ripped flesh some where in there, that would be cool :D
Very Very nice addon, the best there is! :)
Kremator
Aug 29 2009, 21:14
OK Solus,
Have done a little testing. There seems to be LOTS of shouting 'Target the man', 'Target that position' but very little firing.
For testing I put 2 opposing infantry squads on the runway in Utes. I gave the BLUFOR a seek and destroy WP on the OPFOR and once spotted (which actually was very close (I think this needs to be sorted) there was just lots of shouting, lots of maneuvering, very little suppressing from both sides.
ParaGraphic L
Aug 30 2009, 02:17
Okay played around with the latest version.
Biggest 'issue' I noticed is that AI do shoot other units but because of the wounding system they don't always kill them. So you end up with longer fights due to the AI not 'finishing the job' and I don't mean when you injure a unite and they go on their back and start crying and such, just when they have the 1sec. animation and get back up again, which happens almost everytime you shoot a unit for the first time in a critical spot.
I believe there could be some more randomness or at least some faster kills be made some times, but also the AI should know when they killed there target or just hit it and shoot once more to make sure they aren't a threat after that.
Also had to CTD's this evening but that could be anything, haven't pin-pointed the causes, I didn't use just SLX.
Error position: <COC_ARTY1G]!=SLX_Null)>
Error Undefined variable in expression: coc_arty1g
Error in expression <ot) && (alive _unit)) || (isNull driver _aircraft) || (getpos _aircraft select 2>
Error position: <_aircraft) || (getpos _aircraft select 2>
these show up lots of time in the .rpt and I have no idea how to read the .mdmp that's made for the last ctd.
But overal great experience once more I love the shouting, with the previous version I had the feeling I saw the text of both friend and foe being displayed I do believe this is fixed now. One thing though, when my own character shouts "Contact" and "Enemies Spotted" it is really important I actually do see them myself or get an hint of where they might be, but I rather just not shout it at all.
PS: do you have a new bug-tracker up anywhere? ahaportal is still up but not active and I saw you posting at dev-heaven.net might be usefull to have SLX up there as well?
Foxhound
Aug 30 2009, 09:59
Mirror :)
Release frontpaged at the Armaholic homepage (http://www.armaholic.com/page.php?id=7046).
http://www.armaholic.com/datas/users/3-animation.png (http://www.armaholic.com/page.php?id=7045)
SLX mod for ArmA2 v1.1 (http://www.armaholic.com/page.php?id=7045)
http://www.armaholic.com/skins/Blaster07/img/required_addons.png
Community Base addons (http://www.armaholic.com/page.php?id=6231)
Mcpl-Ripcord
Aug 30 2009, 11:45
thank you very much for the time you put into this mod.
a few things that bother me though.
*My guy goes into a prone position all by himself at times during combat..I would prefer to choose when that happens, especially when it happens as I'm trying to put rounds down range (this has happened while I was behind the cover of a building not in harms way at all)
*The exaggerated breathing get's annoying especially when you are perfectly healthy/behind cover and are about to try and engage the enemy but can't because for some reason you are breathing so hard you can't maintain a proper sight picture.
*At approximately 150m I have had to put one and a half mags (45 rounds) into an enemy center of mass in order to kill him.
*AI block doorways and stairwells.
*Enemy AI use smoke as a "cover" instead of a wall or building right next to them ..example they drop smoke (VFAI - AI Extension Mod) and all converge in it (perhaps that is a VFAI issue)
other then that superb work, I did however turn a few things off like the weapon and bullet sounds as they to be honest were not very good.
KUDOS to you! can't wait for a polished product that kicks ass.
armatech
Aug 30 2009, 12:22
some exsample missions in arma2 would be nice for the melee weapons and the other cool functions.
Also you may wish to look into the new Bis tools as it has a better paa compression
LondonLad
Aug 30 2009, 12:52
Here's the update, most stuff should be fixed.
http://www.filefront.com/14424389/SLX_Mod_ArmA2_1.1.rar
Mirrors are appreciated! Please post a link in the thread with "mirror" in the post and people can use the thread search to find them. Thanks!
Some specific changes:
Added SLX_Shout to make AIs say stuff.
Added SLX_VehicleEffects: Damage effects on vehicles.
Added SLX_Melee: Hand-to-hand weapons.
Fixed most .RPT errors.
Fixed reload shout after loading save games.
Fixed taking captives.
Fixed AIs overcrowding buildings.
Fixed dragging get out/eject/move to back stuff.
Fixed grenade launchers.
Added glass impact dust.
Increased aiming speed in CfgAISkill.
Faster civil crouch dying animations.
Fixed some missing dialogue.
Added street lights and headlights replacement.
Separated no crosshairs into another addon.
Fixed rocket fire effect.
Fixed wounded animation hit bounce effect.
Suppressive fire positions now called "positions" so AIs should report them as "enemy positions to our front" etc.
Fixed utility ammo so vopsound won't conflict anymore. Should be fully VopSound compatible now.
And a few more.
I still need to find what is causing the occasional lag pause and to look into the AIs occasionally putting weapons down.
Kremator: I tested the CQB situation a bit and it seemed to work fine most of the time. It could be the raised aiming speed that's helping.
froggyluv: I'll look into the gibs later.
Unless the first post already contains the latest update then ignore me (alot like my daughters do :D ), otherwise it might be worth updating your original thread URL to reflect the latest vesion (as you might not have 'readers' checking out the entire thread and thus missing the latest file update) :)
gunterlund21
Aug 30 2009, 14:40
Here's the update, most stuff should be fixed.
http://www.filefront.com/14424389/SLX_Mod_ArmA2_1.1.rar
I still need to find what is causing the occasional lag pause and to look into the AIs occasionally putting weapons down.
HI Solus
Going to give this a go but Im wondering if the studdering problem has to do with CBA vs your mod? When I use CBA I notice a studder but Im trying to figure out what is going on with it. Any thoughts?
SemperFi01
Aug 30 2009, 16:59
First off, Been a big fan of this mod since OFP days, and to see it come to Arma 2 was a big shock and I couldn't wait to play it. Now after playing it for a few hours I have a few thoughts on v1.1. My biggest frustration is when I shoot down a plane or blow up a soft armored target, there are no flames or smoke or anything. This isn't a game breaker but it does take some of the immersion away. The chatter and voice in the game creates a new amount of immersion, such as when a teammate is giving you cover fire and then shouts "reloading!" then you know that you need to find cover quick. Firefights seem more realistic now and with the new wounds system, the fear of being shot increases when you never know the damage it can do. Once again this is just a few of my thoughts on the WIP mod. Great job!
Kremator
Aug 30 2009, 17:20
The missing sights is a bit troublesome. Solus got a fix for enabling it again ?
When combined with VFAI the AI almost bend double trying to throw a smoke grenade beside them !
@<hidden> - I'm sure Solus will get around to it eventually.
DTM2801
Aug 30 2009, 17:31
Glad you made the crosshairs seperate Solus.
@<hidden> - Remove/rename SLX_ModWeapons_NoCrosshairs.pbo and crosshairs are back.
Manzilla
Aug 30 2009, 17:34
My biggest frustration is when I shoot down a plane or blow up a soft armored target, there are no flames or smoke or anything. This isn't a game breaker but it does take some of the immersion away.
Hmmm. I was just admiring the flame/explosion/smoke effects after I blasted an Su-25 out of the sky. They didn't look like stock A2 effects so I just figured SLX was the cause. Does SLX not add any of these effects? If it does, you may have a conflict between SLX and something else. Are you using XEH from the CBA Mod?
DTM2801,
Thanks for pointing this out for my dumb ass. I was just wondering where they hell the crosshairs went. :)
SemperFi01
Aug 30 2009, 18:20
@<hidden> - I'm sure Solus will get around to it eventually.
I'm not flaming him or anything I just wanted to point it out because I didn't know if anyone had this problem or not. I know how stressful it is to create a mod, but one this big takes a lot more time and effort. I thank you very much Solus.
And yes, I am using XEH and CBA... I'm going to clean out my mod folders today and see if there are any conflicts. I'm sure I got some file in there that disables the effects...
edit: Okay, I have it working now. I think it was either the RKSL addon (maybe) or the AT Gui (doubtful). Those are the only two that, after deleting, allowed vehicles to blow up and catch fire.
@<hidden>: I believe those are vanilla Arma 2 effects with some of Solus' magic that makes them seem bigger and more intense. :D
Kremator
Aug 30 2009, 18:46
XEH _AND_ CBA..... surely you only need CBA ?
You probably do have overlapping addons that are incompatible.
Heya guys,
I've been testing this addon with badlands start assault on Novi sobor.
Something I'm trying to understand is the hitpoints enemy players have.
Situation:
600 metres away in treeline at start, sniping with DMR (effective range of 800 yeah?)
anyways, why if I put 7 rounds into a dude doesn't he go down? Many times they would be headshots in that the blood would spurt around the head area.
Is the hitpoints system scaling them back due to range? Even with high caliber weapons like sniper rifles?
Or is this intentional they every ai has a billion hitpoints?
Blueteamguy
Aug 30 2009, 21:37
i can't believe i'm the only one who noticed this, but this should be in "complete" as a downloadable file is linked.
reported to move to correct section
SuperRat
Aug 31 2009, 00:36
this is one of greatest addons eventhough it crashing game on me for w\ever reason after couple minutes of play
anybody else having this problem ??????????
Inkompetent
Aug 31 2009, 02:01
Only issue I've seen was TacticalGamer's server insta-crashing when a 56 player special started. Not 100% it was SLX, but it went fine after people were told to shut it off.
Not saying this as that something is wrong with SLX mod, but that people should be aware of the issues it can cause to join a server that doesn't have SLX mod running, when the client does. Just like XAM and ACE were (in)famous for in ArmA1.
Kremator
Aug 31 2009, 07:55
Perhaps it was the mission, very high ping or a myriad of other things and not the addon ?
Let's not spread rumour when perhaps there is no need.
Nosedive
Aug 31 2009, 08:10
I keep getting constant crashes too to be fair, i'm unsure what is going on. When it's not crashing, it's running like a slideshow, when normally my game is surprisingly smooth. It also seems to enjoy resetting my graphics options, or at least modifying them, anyone else get that?
I am curious if perhaps i have a conflict between EliasSound and this mod, would that be probable?
Kremator
Aug 31 2009, 09:02
Check that you are running the latest CBA. That was known to cause stuttering.
So far on my rig it has been absolutely perfect!
Please fix Gidra and C-8 , it is unguided rockets.
Here's another version:
http://www.filefront.com/14435473/SLX_Mod_ArmA2_1.15.rar
Changes:
Fixed dismemberment effect, also fixed a huge pause from the blood effect when people were killed with extremely high amounts of damage.
Increased AI spotting range.
Fixed some script errors.
Some rockets should no longer have locking/guiding.
Fixed some script errors.
Made fire more likely to happen when vehicles are destroyed.
Fixed people going prone when suppressed.
Player won't shout "contact".
Lower aiming angles so AIs don't aim up too high when throwing grenades, and people don't recoil back and forth so far when hit.
Mcpl-Ripcord: What addons were you using when the AIs bunched up behind the smoke?
mils: I can't see the targets too clearly at 600 meters but I can get someone with about 4 rounds (2-3 hits) at that range, which seems pretty correct. It might be possible for someone to be barely alive after taking up to 5 or 6 grazing rounds spread around their body at that range. Maybe you're doing something wrong? Try doing more practice shooting and you might get better. It could also be the fade copy protection system.
Inkompetent: That's a serious problem, I would hope BIS could fix it, or maybe someone can make a server side or client side addon so that players can't accidentally crash servers with mods/addons that cause conflicts. There are server connect scripts, and I think XEH has pre init stuff, maybe that could be used to see what the server has vs. the client. Unfortunately I don't have the time or resources to try to solve this.
Nosedive: It is not possible for the SLX addons to reset or modify your graphics options.
Nosedive
Aug 31 2009, 09:42
That's really odd, after installing it i received an error "no entry arma2.cfg.3d_performance", I had to delete Arma2.cfg in order to correct it.
Kremator
Aug 31 2009, 10:21
EXCELLENT Solus ..... trying it out now mate !
Nosedive
Aug 31 2009, 12:00
Is there no way to check out an event log of a crash? I am consistently crashing and i want to know why
Thanks for the constant Updates Solus!
Kremator
Aug 31 2009, 12:35
Some feedback Solus. Firstly feels much better. I'm still getting about a 5 second pause as soon as I kill (or another person kills) an enemy. Following that there are no pauses.
Once I die and respawn I'm now getting Changing Mags, Reloading calls even if I have full ammo.
Still testing....
Please remove text AI in chat ,its look ugly, and add more sounds :)
It would be better if the sounds will be said by soldiers, not writen.
soldierwoody
Aug 31 2009, 14:17
Hi everyone
first i want to say is this is a great mod.
i know it from Arma SLX mod > ACE mod.
my problem is, i cant drag any person/soldier!
what i do wrong?
(sorry, my english is not very well)
i hope you will understand my tekst.
thanks:)
sparks50
Aug 31 2009, 15:07
I have a tiny request, could you pack the addons in @<hidden>/addons to speed and ease up for beginners the process of installing them. Great mod! :)
Inkompetent
Aug 31 2009, 15:14
Is there no way to check out an event log of a crash? I am consistently crashing and i want to know why
Use the search tool to look for "RPT file" and you'll find instructions on how to get to the log :)
twisted
Aug 31 2009, 15:42
a little feedabck.
SLX makes the AI very deadly and i keep getting my arse kicked. that's good. especially when playing the awesome cipher mission by wiper.
is it modular? Can i pick and choose the bits i want simply by putting the other pbo's in another folder.
also there are times AI are tasked as moving even though i command them to return to formation. i guess this is part of making them a little more independant.
you have improved the take cover aspect of the AI - but could you add the command to manually tell them to do so as BIS have the command but it doesn't work yet. :(
cheers
Solus Try fix artellery modul. In SLX-mod it not working.
You can use only Mortar. MLRS and Gun not working
Mcpl-Ripcord
Aug 31 2009, 16:10
Mcpl-Ripcord: What addons were you using when the AIs bunched up behind the smoke?
The Mod is
VFAI - AI Extension
http://forums.bistudio.com/showthread.php?t=83926
Thank you again for being so expedient on fixing the problems.
froggyluv
Aug 31 2009, 17:25
Hmmm, don't think dismemberment was fixed as I'm still dropping big bombs on people but so far, no gibs.
Extremeus Decimus
Aug 31 2009, 17:51
Strange froggyluv, because I was just playing Battlefields included with Vanilla ArmA and someone got hit by something (not entirely sure, I turn around), and there was gibs smoking infront of me again I'm not sure what triggered it I heard no explosion so I guess it's just something that happens on occasion
froggyluv
Aug 31 2009, 18:00
Ah so you are correct! Shooting people point blank with a t72's cannon seemed to do the trick :p
Nice job Solus!
Seems they need to be hit directly..GBU 1 meter away wont do the trick but a M203 direct hit will :(
Kremator
Aug 31 2009, 18:59
LOL I think dismemberment would happen at anything <50m from a GBU !
Tonci87
Aug 31 2009, 19:08
Hi Solus
Well It doesn´t seem to work for me.
How can I actually notice that the Mod is working?
I play with
VopSound 2.1
LandTex 1.0
Rh Heli Sounds
TRSM Tracked Vehicels Sound Mod
CBA
I unpacked the Downloaded SLX folder in my Arma 2 Directory and renamed it to @<hidden>
Did I something wrong?
froggyluv
Aug 31 2009, 19:10
Hi Solus
Well It doesn´t seem to work for me.
How can I actually notice that the Mod is working?
I play with
VopSound 2.1
LandTex 1.0
Rh Heli Sounds
TRSM Tracked Vehicels Sound Mod
CBA
I unpacked the Downloaded SLX folder in my Arma 2 Directory and renamed it to @<hidden>
Did I something wrong?
Inside of the created @<hidden> folder, create a new folder named 'Addons' and place everything in there.
soldaten
Aug 31 2009, 19:46
anyone having issues combining SLX Sounds with VOPSound 2.1
the bullet cracks sounds is good but weird sometimes...
twisted: The take cover menu command seems somewhat functional in 1.03, but the AIs still sometimes hide in front of things.
SenChi: The people say things, but the text is also the text that is used in the radio, so disabling it disables it in the radio too. I'll look into making sub classes of the radio and see if I can make custom ones without text. The MLRS and M119 work fine for me in direct fire and with the artillery module.
Mcpl-Ripcord: Is that the only one? I don't see what could be causing it from that but I'll test some more.
Here's another version:
mils: I can't see the targets too clearly at 600 meters but I can get someone with about 4 rounds (2-3 hits) at that range, which seems pretty correct. It might be possible for someone to be barely alive after taking up to 5 or 6 grazing rounds spread around their body at that range. Maybe you're doing something wrong? Try doing more practice shooting and you might get better. It could also be the fade copy protection system.
I'll try your updated version at work. Won't be fade I have the steam version, (and thus legit) The weapon i use is DMR.
Testing last night same scenario Badlands starting from novi sobor attack side with Napa.
Weapon: DMR
Range: 600 metres
Target: Machine gunner on technical.
No mods - 2 shots to take down (would be chest or arm section)
SLX - 7 shots in the chest area (some might be arm)
Also no reaction by the AI for those entire 7 shots the driver didn't even move.
Will test again at lunch with latest slx also
SuperRat
Sep 1 2009, 02:40
hey souls great mod man
i not sure 100% but i think this crash that happens after small pause i caused by cba
somthing is not clicking
---------- Post added at 08:40 PM ---------- Previous post was at 08:37 PM ----------
anyone having issues combining SLX Sounds with VOPSound 2.1
the bullet cracks sounds is good but weird sometimes...
same problem here:mad::mad:
Is this mod serverside? Or do we all have to download it for the whole server to see the effect?
Rain_Spyder
Sep 1 2009, 10:49
I'll try your updated version at work. Won't be fade I have the steam version, (and thus legit) The weapon i use is DMR.
Testing last night same scenario Badlands starting from novi sobor attack side with Napa.
Weapon: DMR
Range: 600 metres
Target: Machine gunner on technical.
No mods - 2 shots to take down (would be chest or arm section)
SLX - 7 shots in the chest area (some might be arm)
Also no reaction by the AI for those entire 7 shots the driver didn't even move.
Will test again at lunch with latest slx also
I'm having similar issues with the damage system. It also starts to get ridiculous when you have to bring someone like that. I'm also still having issues with the freezing issue when someone takes damage even after the 1.15 update.
However, I do love the rest of the mods. It added so much reply value to the game. One of the best mod I do adore is the fixed fov when viewing down your sights. I always thought it was strange how you basically stuck your eye ball right on the sights...but thats fixed now.
Inkompetent
Sep 1 2009, 11:13
Is this mod serverside? Or do we all have to download it for the whole server to see the effect?
AI units are local on the machine that controls them. So AI units in a player squad are local on the client's computer, thus the addon is needed on both the client and server.
Nosedive
Sep 1 2009, 11:42
Use the search tool to look for "RPT file" and you'll find instructions on how to get to the log :)
I've looked and looked for "RPT File" and cannot find any info on how to access it, could you please instruct me yourself?
Edit: nevermind i found it :)
man, it is absolutely packed with the same errors over and over and over, and it is thousands of lines long.
ParaGraphic L
Sep 1 2009, 11:48
Target: Machine gunner on technical.
This is the vital information I believe. Mounted AI reacts different to hits. They always did with SLX.
-=anders=-
Sep 1 2009, 13:51
oh FFS! Can they fucking release the new i5/i7 CPUs so I can build a new comp to enjoy Arma II to the fullest?!!!
Im not even gonna try this om my existing E8500 CPU with 8800GTX. :)
Here's the next version:
http://www.filefront.com/14444239/SLX_Mod_ArmA2_1.2.rar
Changes:
Scripted people in vehicles to get damaged more when hit.
Made SLX_Shout use new radio classes without text.
Added dismemberment from high damage.
Added stun effect for people in vehicles.
Wounded people in vehicles are disabled from driving and shooting.
Fixed AI sometimes running drag script twice.
Manzilla
Sep 1 2009, 15:33
Solus you rock. Thanks for the speedy updates and most of all bringing this mod to A2. Good stuff.
I set group in editor, set waypoint Guard zone :)
All unit deserted from the point, and hid in a barn :D
There was very closely
any chance to release SLX GL3 as standalone??
:icon_dj: work!!!!
froggyluv
Sep 1 2009, 17:43
I think I've always been an SLX-head but damn this is nice!
- Soldiers definitely are quicker in the CQB department
- thanks for adding gibs to large explosions
- I've seen fires started now
- AI are putting up a damn tough fight!
papoose244
Sep 1 2009, 18:10
how do I install this mod?
Foxhound
Sep 1 2009, 18:10
Mirror updated :)
Release frontpaged at the Armaholic homepage (http://www.armaholic.com/page.php?id=7046).
http://www.armaholic.com/datas/users/3-animation.png (http://www.armaholic.com/page.php?id=7045)
SLX mod for ArmA2 v1.2 (http://www.armaholic.com/page.php?id=7045)
http://www.armaholic.com/skins/Blaster07/img/required_addons.png
Community Base addons (http://www.armaholic.com/page.php?id=6231)
Kremator
Sep 1 2009, 18:14
Solus,
This is damn near perfect ! One thing I have noticed is that a team leader will contine to issue commands to wounded team members.... could this be fixed. He seems to spam it constantly.
Interesting did a INF battle between one squad of BLUFOR and OPFOR. Both out in the open. BLUFOR got massacred and I'm not sure why. Will run the test a few times to see if its the same.
Keep on coding mate cos this is BRILLIANT !
EDIT: Playing a little more. Some troops seems to move in a jerky fashion while the others move perfectly in SP. Could you make it that troops will only drag their buddies IF they can be healed. I've seen them drag the dead bodies and it doesn't really make much sense.
Also seen some troops running on the spot for about 2 seconds in SP. Wierd. Back to testing.
froggyluv
Sep 1 2009, 18:14
how do I install this mod?
Just place the @<hidden> folder into your Arma2 folder than add the -mod=@<hidden> into you arma2 shortcut/properties/target line.
papoose244
Sep 1 2009, 18:25
thx froggy theres a space between = and @<hidden> correct.
froggyluv
Sep 1 2009, 18:35
No, my bad, there should be no space.
Manzilla
Sep 1 2009, 18:36
thx froggy theres a space between = and @<hidden> correct.
No. no space
EDIT: Oops. Too slow
Flarmapoint 2
Sep 1 2009, 18:51
Solus, could you add dismemberment to the apache machine gun? and 50 cal guns?
Also, i notcied that only 1, or 2 people can only get gibbed at anyone time, could you increase the risk area of gibbing?
*Improvements to gib system*
Finally, could you improve the gibs? add gorey textures, add leg models, and red chunks?
That would be cool :D
Thanks matey for this awesome addon! gets better literally almost everyday! :D
Gib test vid (some soldiers do not gib)
v6rWvOfbgb0
froggyluv
Sep 1 2009, 18:57
@<hidden> 2's video: sorry for the ot but OUCH at the lack of gravity on that dead soldier :butbut:
Can anyone tell me where in this mod to find the script that allows you to move weapons crates? I want to remove it. No offence to the maker but I don't think this is necessary.
Great the Mod works now or me. Thanks for putting the download file in a instant-insert shape
Kremator
Sep 1 2009, 21:00
Just gotta say LOVE THE GIBBING !! ooh and the lovely red mist !
Mandoble's Missiles with a C130 so that it acts as an AC130 Spooky with the BIG gun is amazing fun. Gibs everywhere.
On another GIB note it seems to work well now with even M203 grenades .... came as a 'pleasant' surprise when I launched one at the enemy. Even had to approach to see the gibs!
GOOD JOB !
And did I notice BURNING of troops as they exit a tank. Woot....... Carry on Solus you GURU !
Apache-Cobra
Sep 1 2009, 21:26
Amazing mod, keep up the good work. Really liking how things can be set ablaze without actually blowing up.
Flarmapoint 2
Sep 1 2009, 21:45
New Gib Demo! :D
3QkwbUQRjSw
Kremator
Sep 1 2009, 22:16
Sweet Flarmapoint 2 .... you should try it with GBUs .... wonderful red mist :)
This is my to do list, anything else?
-Fix reload shout in MP after respawning.
-Redo supersonic bullet sounds, balance volume.
-Fix AI leaders running ahead too fast, have someone else take point.
-MP test.
-Test GL3 stand alone.
-Separate move object action init.
-Make a readme.
-Make slx_wounds.sqs and slx_wounds_hit.sqs into .sqf so they can be started faster.
-Convert textures to new paa format.
-Make wood impact double sided.
-Test and release each addon separately. (Delegate further development to others?)
Done:
-In and out dust on glass impact dust.
-Fixed a script error in slx_wounds takeweapon.
-Made screams use SLX_Shout, for MP compatibility.
-Fixed wounded hand grenade throw aiming animation.
I can't test much right now, any other script errors after longer play times?
Thanks for the videos Flarmapoint.
Dont mean to rush you or sound pushy, but is there a quick fix to get rid of the 'move objects' script? I spend ages on my maps just making sure objects are in the right place and look good so, great feature as it otherwise may be, I don't want it running on my server.
Thanks
ParaGraphic L
Sep 2 2009, 11:31
-Fix AI leaders running ahead too fast, have someone else take point.
Is it possible to have the leader say:
1: 2 ON POINT
1: ALL FOLLOW 2
so you know who to follow and that the leader will allways tell 2 where to go as he is a driver and we are all in the vehicle.
I would also like to have a config file where we could change some minor personal stuff, like having the text shown with the audio files or not. I actually liked it but you just removed it on request, which I understand.
- Make more difficult to lose your weapon. And maybe have a 'Retrieve weapon'-keybind where possible so it happens like it's more a intuative action.
Love your work solus!
Same badlands test again tonight.
Target: Mounted machinegunner
No mod:2 shots to take down.
SLX: 4 shots to take down (which seams about right as everything seems to take 2 bullets cept for headshots.
Had a hang. Was about to move forward into novi sobor and just noticed enemy, at 600 meters away in town get a bearing on me, went to lay down while zoomed with DMR and it hung is what seemed like an infinite loop in logic as the ambient sounds keep plodding along in the background.
You should setup a paypal thing for people to donate too lad, your putting in a lot of hours atm!
anything else?
Fix Artillery Modul.
Player can't use Gun and MLRS
Flarmapoint 2
Sep 2 2009, 13:12
No probs Solus :)
Could you add gibbing to the machine guns on vehicles? on teh hummers? that would be cool :D
ParaGraphic L
Sep 2 2009, 13:27
Not too many gibs please! :P damn I just saw the videos, and I don't like that many gibs around, not unless someone makes different models for them.
Kremator
Sep 2 2009, 14:13
Only need gibs for explosions ... unless you CAN actually blow and arm off (oooooh nice !) and get the model for it.
Inkompetent
Sep 2 2009, 14:59
Could gibs please be in a separate module? I'd prefer unneccesary features like that turned off :)
ParaGraphic L
Sep 2 2009, 15:43
New bug noticed. Left, Right, North, South. Directions aren't displayed in the radio messages anymore.
Kremator
Sep 2 2009, 15:55
Trees seem to burn for ever !
you ask anything else? well have the core AI improvements like gl3, taking cover, proper moving in the direction as one part and then the more subjective things like the speed of stepping over thing as add-on modules.
am really enjoying your latest release. totally awesome.
If i were to be nit picky mate i would say things that catch on fire lets say tress and power lines, seem to burn forever :(
Great work Solus tho!
Minters: For a quick fix you can remove "class Extended_Init_EventHandlers > class ReammoBox" from the SLX_Wounds.pbo config.
paragraphic l: I was thinking about the retrieve weapon action but never got to it since it was so rare, but I'll add it. The text of the radio is global, so everyone on all sides will see it. You can make an addon to add it back in if you want.
mils: If anyone really wants they can send something to "Solus.SLX@<hidden>". Thanks! I'll look into that hang, I think there might be something with the suppressive fire targets since that's about the time it happens. There are a lot of things happening in GL3 at the time of contact though, so I'll look into them but I don't think they should be messing up. It's difficult to replicate though, since it doesn't seem to happen all the time.
SenChi: I'll look into it. So the mortar still works for the player but not the cannon or MLRS?
Flarmapoint 2: No, sorry, that wouldn't be correct. A 12.7mm bullets will partially dismember someone but not fully. I don't have the time to make partial dismemberment, and it doesn't happen enough or add enough to spend a lot of time on it. It would require lots of animations, models, textures, and coding, and even then it wouldn't work that well.
Inkompetent: They can be disabled, I'll look into having an external settings file. They should be able to be disabled with "SLX_MaxGibs=0". Here's an addon that does it automatically: http://www.filefront.com/14451161/SLX_NoGibs.pbo
paragraphic l: I'll look into it, I think BIS has been changing the language stuff a bit in the betas.
Kremator, OrdeaL: Could someone do research on about how long on average a tree would burn for? Maybe look at the australian fires a while ago for data.
Flarmapoint 2
Sep 2 2009, 18:20
okz Solus :) its understandable anyway.
I was thinking, could you add gun reload animations to the weapons? one thing arma 2 lacks is reload animations :(
is there a way to have the standart first aid module woundet animation insteed of the current?
that would be so damn awesome...
anyway - VERY nice mod so far!
Thank you solis. I shall be rocking this mod later.
I've noticed (only in multiplayer) sometimes AI units in my squad won't move from their position, only moving their head and turning to fire. I need to issue the salute or sit down order to get them unstuck, and if they're prone when it happens its permanent.
Ok First of all I have to say that you did some really impressive Work. Great Job.
With your Mod A-10 Pilots are much more effective in combat. They even use their bombs.
Now the negatives.
The new supersonic Bullet Sounds are not that good. They are just Way to loud. I nearly threw my headset away.
The second Thing is, that defeated Tanks don´t explode anymore.
Its really bad to see a Bomb hitting right into a tank, and then the Tank just turned black, and smokes a little. The vanilla Arma 2 explosions werent that bad.
I think that the Improvements with the drivers AI are in the same Data as the new explosions for Tanks, right? Would you please separate it, so that I can delete only the non existing explosions?
Just see what a Javelin Missile does to a Tank
http://www.youtube.com/watch?v=_XZTZmzM-Kw&eurl=http%3A%2F%2Fforums.bistudio.com%2Fshowthread.php%3Ft%3D74004%26page%3D41&feature=player_embedded
Next thing is that I discovered a really ugly Fire burning in the field after a helo got shot down. Well it didn´t end untill I finished the Mission, which was a lot of Time.
Then I discovered that with your Mod some Soldiers became Godlike.
I saw a russian soldier beeing shot from 5 Us Soldiers, and a 50cal Machine gun from about 10 m distance. He still didn´t die.
Soldiers shoot civilians now. I was enjoying a firefioght as a civilia, standing on a roof. The AI shot me. Every Time
And the last Thing: After a couple of Minutes, there is a huge Performance breakdown.
All tested with a sellfmade WIP Mission that works fine in Vanilla
Hi Solus,
Just a heads up for your work! Looks mighty impressive, I will test it later, tonight.
I've noticed (only in multiplayer) sometimes AI units in my squad won't move from their position, only moving their head and turning to fire. I need to issue the salute or sit down order to get them unstuck, and if they're prone when it happens its permanent.
Sorry, turns out the beta might've been the problem. Didn't even consider it since there we no AI changes in the patch notes until now.
[58961] Fixed: Immortal freezed soldiers occured in MP.
hi solus
first off love the mod it adds so much to the game the ai are awesome but ive had some funny thinks happen.
I was using the mod in dom AI me and full group of ai was just killing what was left of the enermy in the town,we had really cool fire fight my ai guys actully got loads of kills, towards the end was just me and 2 medics but my medics where sorta doin the own thing ignoreing regroup wondering about by them selfs.
When i got into the town where my medics where there was enermy soldiers standing by them with there hands on there heads surrendering i just laughed thought was awesome.
So i spotted a injured enermy soldier thought right ill capture him too went to drag his body then all sudden i was on the other side of the island in the ocean lol.
Ok so i suicided repawrned and went try again this time i ordered my medic to heal the injured guy he did but the enermy soldier just got up and ran away tried running after him but didnt get any options to capture him in drop down menu,when i turned round and went back to my medics they had dropped there weapons and was running around with there hands on there heads :eek: apart from all this thow really enjoyed it some really cool moments in the game keep up the great work :)
And the fact i was playing dom on lan and NOT a dedicated server might of had some thing to do with bugs
Tonci87: I've seen the invincibility thing happen before, it was in the russian city assault single mission. I got wounded but became invincible and was running around with the crazy red wounded effects but not dying when shot repeatedly. Hmm, does your mission have the BIS wounding stuff active? I can't reproduce the soldiers shooting a civilian player bug. There must be something else going on that's making that happen. Also I believe that explosion video is a hoax, the tank is probably filled with gasoline to make a large fuel explosion. Look at other videos of tanks being hit with missiles to see what it usually looks like.
bhaz: I had an AI guy freeze in an SP mission once, maybe it's related, I don't know if he was invincible too though.
muttly: Cool! Was everyone (if there were other people on the LAN) using the 1.2 version?
hi solus
hmm what ever version was on the front page of this thread 3 days ago i was using:)
Apache-Cobra
Sep 4 2009, 19:04
Also I believe that explosion video is a hoax, the tank is probably filled with gasoline to make a large fuel explosion. Look at other videos of tanks being hit with missiles to see what it usually looks like.
Not hardly a hoax. Tanks are filled with plenty of ammunition and fuel to ignite. It's not uncommon for a destroyed tank to have its turret launched over 100 feet in the air due to the force of all of the munitions and fuel igniting. Keep in mind that these turrets usually weigh in between 20-25 tons.
Inkompetent
Sep 4 2009, 19:17
Not hardly a hoax. Tanks are filled with plenty of ammunition and fuel to ignite. It's not uncommon for a destroyed tank to have its turret launched over 100 feet in the air due to the force of all of the munitions and fuel igniting. Keep in mind that these turrets usually weigh in between 20-25 tons.
Correction: Due to the ammunition only. The fuel is:
1) Separated from the crew compartment and turret
2) Diesel, which at best catches fire
Apache-Cobra
Sep 4 2009, 19:41
Correction: Due to the ammunition only. The fuel is:
1) Separated from the crew compartment and turret
2) Diesel, which at best catches fire
Despite how hard it is to ignite, any type of fuel will produce a nice fireball with some help from an explosion. True, fuel barely has any force behind it on ignition, but I mentioned it to help prove my point with the exploding-tank topic. So you're correct, I guess, if you want to take my words so literally.
froggyluv
Sep 4 2009, 20:50
Bug: when player with pistol tries to crouch he holsters his gun and pauses at the ground before redrawing his weapon.
Extremeus Decimus
Sep 4 2009, 20:59
Hi Apache-Cobra, that particular video with the T72 being quite litterly blown to pieces was not a fair test afaik, I've been trying to find the report but it stated that they filled it with other explosives and the like to add to the "effect", here's a video of a javelin impact from YouTube http://www.youtube.com/watch?v=M9VBbSqaa_w to emphasis the difference between the two, although the tank would still have been knocked out either because the crew would be dead and or the subsequent ammunition cook off.
@<hidden>, I had a similar bug report in regards to dragging wounded and ending up in the ocean, I was dragging a wounded AI when I was hit by an explosive, not sure where it was launched from, I believe it was a BMP3, instead of dieing I suddenly appeared in the ocean some 8000m away from the rest of my squad and suicide respawned and it was fine after that, I was playing local MP via the internet on a small user mission that contained no additional scripts.
Apache-Cobra
Sep 4 2009, 21:11
Tanks on testing grounds rarely have munitions or fuel. Tanks in-game and on the battlefield do.
NikoTeen
Sep 4 2009, 23:10
I noticed that sometimes the AI shouts "I'm reloading" forever and without any obvious reason.
Also when I halt a squad being the squad leader, team leader continues to follow like a bodyguard, abandoning his team.
froggyluv
Sep 4 2009, 23:56
I noticed that sometimes the AI shouts "I'm reloading" forever and without any obvious reason.
Also when I halt a squad being the squad leader, team leader continues to follow like a bodyguard, abandoning his team.
The constant 'reloading' could be due to an 'unloaded' melee weapon. Sometimes knives (which have unlimited ammo) start off unloaded.
Bug: Put a MH60S in editor and it starts with very low fuel.
I then crashed the MH60s and dialog menu gave me the option to drag myself and heal myself, both didnt work.
heya solus i had the 3 second freeze happen just before one of the razor team said "enemy car in novi sobor"
seems like badlands and its very active ai from both sides is a reliable place to see this happen.
great mod,it really is so good.just having 1 problem which is stopping me using it,my crosshair has disappeared,so the only way i can aim is by using the scope of the weapons.which is so annoying!! please help with this i really want this mod,but i need to no where im shooting aswel!
Mandrake5
Sep 6 2009, 19:18
go into your @<hidden>/addons folder and delete the file called SLX_ModWeapons_NoCrosshairs.pbo.
That should do the trick.
yes!!!! sorry i didnt read through the forum first,which i should of! i apologise.i posted then seen it here after,but thanks for the help,great mod,one of the best so far,so much difference.keep up the great work!!
SuperRat
Sep 6 2009, 19:41
i always hated nocrosshair if you dont have quick hands to go to scope you're dead
Mandrake5
Sep 6 2009, 21:05
A.C.E.2 mod will hopefully bring some CQB sights, which are awesome.
My current solution is AFP's minimal crosshair mod, it's really excellent.
Nosedive
Sep 6 2009, 23:27
Hey Solus, you're doing the community such a huge favour by working so hard at this game as well as the previous titles. I've done my fair share of modding in the past, so i know it's a lot of work. Therefore I'd like to offer my time to you, if you ever need a hand testing it, or perhaps some simple texture work here and there, feel free to PM me.
Here's the next version:
http://www.filefront.com/14486983/SLX_Mod_ArmA2_1.3.rar
Changes:
-Made AI leaders now slow down near buildings when in combat mode so they don't run ahead and leave the team behind. AI teams move much more tactically now.
-Made catastrophicly damaged vehicles explode/burn.
-Improved fire effects and made fires burn out faster.
-Made wounded people sometimes roll on to their back with ArmA2 wounded animations.
-Fixed groups without radios sharing info to all groups with radios. Should fix sneaking missions.
-Added retrieve weapon action.
-Fixed blood drops flicker.
-Changed blood materials.
-Added ambient ground birds addon. Birds fly away when someone approaches or when they are within audible range of a shot.
-Made all gestures warp less.
-Added option to disable move object action.
-Fixed missing direction text.
-Fixed knock down to get up animations.
-Fixed some missing dialogue words.
-Made wood impact double sided.
-Made wounded animations have head bob.
-Changed missile smoke.
-Made swimming less tiring and made AIs not sprint swim so they won't lose their stuff. Gear is now accessible while swimming.
-Enabled lying on steep surfaces. This removes the "go to stand stance" action so players should use the "Up" and "Down" stance key actions.
-Made injured gestures slower and not warp so much.
-Made action menu pop up less for user actions. Removed reload empty magazine action popup icon.
-Added RPG7 models with proper sights.
-Made dragging use attachto command and fixed dragging in water.
-Lightened gun smoke.
-Changed some shouts.
-Changed supersonic sounds range, changed far bullet sound level, and added scripted bullet sound.
Mirrors appreciated!
Thanks for the offers for help! Mostly I need people to try playing in MP to make sure everything works, and take videos so I can see if things are looking and sounding right at higher quality settings. I'll try and do a LAN test for fixing the reload shout in MP, but I can't do longer sessions to see if more bugs pop up.
NikoTeen: Does the AI still follow you with the latest version? In the first version they would probably break their command and move somewhere then return to formation but it should have been fixed in one of the other releases.
should we test with stable arma2 or last beta patch ?
Marc15yo
Sep 8 2009, 00:44
first to download :cool:
good job solus! gonna try it out.
GLeek: Either one should be fine. Thanks for testing!
SuperRat
Sep 8 2009, 03:10
this update rocks man you sir are a genius!!!!!!!!!!!!!!!!!!!!!
Thunderbird
Sep 8 2009, 04:54
Tested the 1.3 version and it rocks, to say the least.
However, there are 2 points which do in my humble judgement, need to be figured out and improved:
- The crack SFX.
- The weapons ROF (Rate Of Fire).
What about including various random crack sounds ? and they would also need be louder and more real life like.
The weapons ROF is too low in my opinion, during a battle, you don't hesitate to throw everything you have at the enemy's position.
Thanks for the hard work and dedication, keep it up.
Regards,
TB
thank you so much for adding the arma 2 wounded animations!
looks really good!
overall a very good, improved version.
Awesome will test this out when i get back home. Thanks Solus for your hard work.
ParaGraphic L
Sep 8 2009, 10:59
Wow will test this out ASAP! Love to finally see the birds feature, DMarwick was working on one in ArmA but never released it. Maybe you can work with him on the fire feature? He is working hard on having realistic forestfires and such.
Is the 'retrieve weapon' feature an action menu option?
- Made dragging use attachto command and fixed dragging in water
So no more vehicles? or a combination of both? What is wrong with BIS their implementation of dragging and carrying wounded units?
Mr_Centipede
Sep 8 2009, 11:10
Personally, I like BIS wounding/treatment system so I disable the SLX_Wounds.pbo, but now and then I got a warning read about captive.sqs not found. What other pbo(s) that call SLX_Wounds.pbo?
Nosedive
Sep 8 2009, 12:58
I agree with Thunderbird entirely actually, i had a dude on a hummer-mounted 50cal the other day, he was taking snipe shots one at a time every few seconds towards enemies, sure this might be extremely accurate and probably a good tactic, but if everyone does it, it becomes just the way the game is. If most private-ranked troops fired off in long barrages of bullets like they do in the movies, and people with higher ranks took more accurate single-shots, i think it would improve the way the game plays and feels dramatically. What are people's opinions?
vengeance1
Sep 8 2009, 13:00
What are the commands to disable some features?
Is this Client Side Only or do I need to put it on the Dedi Server as well?
Thanks, great mode love the extra features.
ParaGraphic L
Sep 8 2009, 14:22
Atm I believe people who talk about disable-ing features just remove the .pbo file from the mod folder.
But Solus showed an example code for no gibs earlier but no sure if you could have it as a script in a mission.
Nosedive
Sep 8 2009, 16:15
Just has a quick game with the new version, seems much more stable, lots of fun!
Out of interest, would the bullet crack pbo interfere in any way with a sound pack such as Eliassound?
froggyluv
Sep 8 2009, 16:48
Love the latest update! Feels smooth, the 'Crack' isn't overwhelming the soundscape as much, and the new birds are a nice addition. One of my favorite things is the speed in which enemies drop when hit, much more satisfying to see body go limp and drop or that stunned effect on their a$$.
ParaGraphic L
Sep 8 2009, 16:58
Videos! Please, as it looks like I'm not going home tonight. :(
No ArmA for me. So please some videos showing the goodies. :)
Barely-injured
Sep 8 2009, 17:02
I agree with Thunderbird entirely actually, i had a dude on a hummer-mounted 50cal the other day, he was taking snipe shots one at a time every few seconds towards enemies, sure this might be extremely accurate and probably a good tactic, but if everyone does it, it becomes just the way the game is. If most private-ranked troops fired off in long barrages of bullets like they do in the movies, and people with higher ranks took more accurate single-shots, i think it would improve the way the game plays and feels dramatically. What are people's opinions?
Are you guys sure it is a ROF issue and not a sound bug? I thought that was the case with previous slx versions but then a tried it in vanilla 1.03 and the ROF seemed a lot better (didnt try the new version yet tho so i dont know if it is a new issue).
Luigi Dictatore
Sep 8 2009, 17:53
Hi everyone!
Do you know which one of the pbo's is responsible for the fov change in first person mode?
I really like the default one...
Could you provide a separate pbo with the default FOV or tell me how to get it back?
I tested the new version now
Positive since last version:
Those bullet Sounds don´t kill your ears anymore.
The AI is even better
negative:
Tanks still don´t explode. They just turn black. I hope you´ll implement some nice explosions in the future. Just think of the ammunition going off
Soldiers are able to take lots of damage without diying.
I saw one that was hit by a single gau-8 bullet. He just walked away. Some other are able to take 20 Rounds of Machinegunfire without diying.
Huge Performance drops
I tested it on a wip Mission of mine. After a few minutes everything turns into a diashow
If you pm me your E-Mail Adress I will send you this WIP Mission. I just don´t want it prereleased. This mission is good to test stuff like this mod, because it´s really challenging for the game Engine. You have a good position to overwiew everything, and you can watch some serious fighting
I just dropped mod weapons and everything works well, the value seems to be in mod weapons that drops bullet damage to zero some times.
Also badlands test as i always do, and it hangs every time when I am watching the 1st cutscene after you take novi sobor.
I will remove all other mods and test if its slx or sound of war mod etc.
Here's an Armaholic mirror: http://www.armaholic.com/page.php?id=7045
Thunderbird, Nosedive: I saw the M240 ROF was messed up earlier so I fixed it, I'll test all the other weapons and fix them later. I'll add the random crack sounds.
paragraphic l: The retrieve weapon action is added to the player, so just look in your action menu and select it to pick up the weapon, no more searching for the sweet spot on the model on the ground. It still uses the dragger vehicle but dead people had to be setpos'd but now they are using attachto. I don't think the BIS dragging works properly for AIs, unless it does then I might look into it.
Mr_Centipede: I'll fix that in GL3, thanks for spotting it.
vengeance1: Some addons are server side and client side so all machines should have them. I'll have to document the settings later. What things would you like to be able to configure?
Nosedive: I think sound mods should overwrite the SLX sounds.
Luigi Dictatore: The FOV will be separated in the next release. Currently it's in mod_veh_core pbo and modweapons pbo
Tonci87: Please show me videos of tanks exploding from various munitions. Please don't post the 'Javelin hitting the gasoline filled tank" video again. Most tanks use diesel fuel which burns slowly. I believe diesel fuel is ignited by compression, which unless something enters the armored fuel tank and then explodes it won't cause the diesel fuel to explode. Gun powder in tank shells doesn't usually explode unless directly ignited by an explosion reaching inside the ammo storage. Gun powder is not designed to explode, it just burns very quickly. Usually it should burn with intermittent explosions. Most tank to tank shots are APFSDS armor piercing fin stabilized discarding sabot, which is a kinetic penetrator which does not directly explode, so it is unlikely to cause an ammo or fuel explosion when hitting a tank. Most anti tank missiles use an explosively formed penetrator which pierces the armor with molten metal which may cause the ammunition or fuel to explode if the ammunition storage or fuel tank is hit. However the damage event handler doesn't run on tanks that are immediately destroyed by a shot, so the overall tank armor needs to be raised so that tanks are diabled/destroyed by their individual hit pieces being damaged/destroyed. So if a tank turret is destroyed by a hit it will set off the ammunition and cause an explosion. "Soldiers are able to take lots of damage without diying." Could be from lag. I'll see if more optimizations can fix this. Pleae email your test mission to Solus.SLX@<hidden> thanks!
mils: I might tweak the damage some more. Thanks for testing!
I've been doing a little MP testing and fixed some bugs/script errors.
SiC-Disaster
Sep 9 2009, 11:54
I love how the AI works now, but i dislike the sped-up animations.
It looks pretty crap to be honest, like your fastforwarding a movie or something.
Any way i can shut off the sped up animations without interfering with the AI-part of the mod?
everything is modular mate, 1st posts lists what each module does, just delete the ones you don't like.
its great design indeed!
Nosedive
Sep 9 2009, 13:16
It's really weird, when i use this mod i get the strangest bug. After my abrams has taken a shot or two to the forward armour, usually all of my crew become wounded. At this point my character starts yelling "Hold fire!" "Fire at will" "Hold fire!" "Disengage!" "You're free to engage!" "Hold fire!" "Fire!" over and over, one after the other, and my crew responds and goes into either hold fire stance or fire at will stance repeatedly. It's pretty annoying, i wonder if anyone else has encountered this behavior?
otreblA_SNAKE_[ITA]
Sep 9 2009, 13:20
I ask you: does the ArmA 2 SLX mod have bugs in the single player campaign "Harvest Red"? I remember mods like SLX in OFP and ArmA - Armed Assault made only a lot of bugs and problem in the SP campaigns (scripts which didn't work and so on)
Bushidozeb
Sep 9 2009, 18:50
It would be awsome if you can fix that you can carry wounded soldiers and even th AI on the shoulders and not only drag them from the original game =)
keep up the good work!
I know that most Tanks are getting destroyed by Sabot, its just so ugly when the Tank gets hit and everything thats happening is that the tank turns black. Or if a plane drops a 500pounder Bomb on a tank and it just smokes a litell bit. Then I really prefer the Arma 2 Standart Explosions
It's really weird, when i use this mod i get the strangest bug. After my abrams has taken a shot or two to the forward armour, usually all of my crew become wounded. At this point my character starts yelling "Hold fire!" "Fire at will" "Hold fire!" "Disengage!" "You're free to engage!" "Hold fire!" "Fire!" over and over, one after the other, and my crew responds and goes into either hold fire stance or fire at will stance repeatedly. It's pretty annoying, i wonder if anyone else has encountered this behavior?
Ahh so its not just me who gets this problem! :j:
Nosedive
Sep 9 2009, 21:36
You know what i think would be really cool? Instead of the tank turning completely black immediately (which tbh looks a bit silly to me), have it just stay intact-looking for the most part, and have the crew bail on it. Then if you want it to catch fire for whatever reason, it can, and later after it's burned for long enough, it could then turn black, which would make more sense. Damage that would cause the crew to bail like this (or get killed on impact) would be caused by sabot rounds, and other armour-piercing munitions, like Javelins, as they tend to penetrate and cause severe disabling damage, rather than blow the tank to bits which is an annoying recurring feature in games these days. Having a tank sitting there intact but abandoned would be a fun feature for other friendly players to roll along and find, as it could scare them into taking cover, not immediately knowing it has been abandoned.
The only time i really see a tank being blown to bits on impact would be if an aircraft bombed it with a maverick or something.
I know nothing apart from what i've researched though, so i could be wrong about this. It just seems logical and aesthetically appealing to me.
Heya solus, just wanted to tell you that hang I had during a cutscene playing badlands, was from SOWMod not SLX.
Played again without SOW and it worked fine. (cept for the fact i died (well injured and forced to the floor) in the cutscene from exploding vehicles around me!)
Muahaha
Sep 10 2009, 03:30
Hi Solus, had tested out the latest 1.3 release, my 2 cents are:
1. Planes such as C130 crashes without explosion at high speed abit too weird. Not sure whether it's intended.
2. AI still shoot at wall.
3. Civillians's anim of slashing enemy with knife bit too fast making it comical.
4. Dragging wounded anim's too slow.
LOVE the rest especially the birds fly away in flock.
Love this addon...
I have one remark regarding the GIB, I used a sniper rifle fired at the leg or torso and it made the character explode into pieces. I can understand this for attack helicopter bullets or grenades/missles...I can even understand an exploding head when hit in the head (which would be quite cool), but exploding body when hitting the leg doesn't seem too realistic...
Otherwise superb addon...
Bushidozeb
Sep 10 2009, 11:05
I love the effects on this mod. But i hate the ugly radiobackpacket on the soldiers. cant make something to hide it? only in the inventory but not visble.
And second: Change the name when you drag people so it don´t say: get out, go to back seat and so.
But other wise great mod =)
felldian
Sep 10 2009, 15:48
This mod is great, exactly what I have been looking for, however I have picked it apart since it is modular, taking out what I don't like and what I disagree with.
However, I can't find out what is linked to the new stance change set up, myself and my friends on my server disagree with having prone to stand locked, so does anyone know which .pbo deals with this? Or is it included in another bigger file?
INVICTUS
Sep 10 2009, 16:08
In the SLX_Wounds.pbo what can be edited to make it gib easier like if shot by hi-cal rifle?
I would love to see more... Muhuhahaha!
Lunatic
Sep 10 2009, 17:29
If you have a dead guy in a vehicle, the blood effect keeps pouring out onto the floor underneath, it doesn't look too good. Can the effect from the vehicle be removed?
I fixed the combat mode changes for wounded people in vehicles so you don't say stuff, and I'm going to raise the tanks armor and total hitpoints so that sabot hits will disable the tank section that is hit and allow crew in the non hit section to survive without being seriously wounded all the time. The sabot hits have little impact on the total hitpoints so tanks can a lot of sectional hits and not turn black, but if the engine or hull is destroyed the tank will turn black and probably burst into flames. And when tanks do get totally destroyed they will have smoke puffs to hide the change to the blackened model.
Muahaha: Thanks for spotting those! I'll see what I can do. I think the AIs shooting at the walls is a bug in regular ArmA 2.
p75: Could you please explain more of the situation? Was it a 7.62mm or a .50 caliber? Where did you shoot? What range?
Bushidozeb: The radio could be configured in the settings, but I would need to add a new settings file.
felldian: The prone to stand is in SLX_Anim_SteepLying.pbo, it allows lying down on steep surfaces by removing the prone to stand key action, but you can still use the stance down key action to stand up. If you want to use it you can change to using the stance up and down actions instead of the direct stance actions in the key setup.
INVICTUS: You can search for these two lines in SLX_Wounds.pbo\s\SLX_Wounds.sqs and change the 5 to a lower number.
if( ((abs (_velocity select 0)+abs (_velocity select 1)+abs (_velocity select 2))<9) || ((_unit getVariable "SLX_HitDmg")<5) )then{if(damage _unit==1)then{_2ndOnly=True} else {goto "end"}}
?((_unit getVariable "SLX_HitDmg")>5):goto "DoGib"
Lunatic: Sure.
Tonci87
Sep 10 2009, 18:17
Solus you´ve got an E-Mail
Flarmapoint 2
Sep 10 2009, 23:01
Solus you´ve got an E-Mail
Here you are
Solus.SLX@<hidden>
Nosedive
Sep 11 2009, 00:04
You're doing a great job Solus :)
vengeance1
Sep 11 2009, 03:30
Really liking the SLX mod. On my Dedi Server I get this error while in mission after start.
Can not play this mission........ missing SLX_Modweapons_sounds.
However mod pbo is present.
??
AmnesiacJack
Sep 11 2009, 06:36
Any one else having an issue where when you get killed the game just kinda sits there for several minutes? If I let it sit long enough the screen turns blood red for another few minutes then finally I can exit / respawn / change my options what ever.
(can't pull up menu to exit game or any thing only alf+f4 gets me out)
ffur2007slx2_5
Sep 11 2009, 08:16
There's a small bug while pulling wounded buddy.
Any one else having an issue where when you get killed the game just kinda sits there for several minutes? If I let it sit long enough the screen turns blood red for another few minutes then finally I can exit / respawn / change my options what ever.
(can't pull up menu to exit game or any thing only alf+f4 gets me out)
I got exactly the same issue sometimes :<
So how does this work if you want to run it on a server? Is this like a server-sides mod where the server has it and players who don't get it streamed to their client machine? Or what happens if this mod is allowed on a server and some clients have it installed and others not? Maybe they are dumb question but I'm probably not experienced enough using mods with the ArmA series.
Mr_Centipede
Sep 11 2009, 12:35
Hm, I just got a weird occurence where the AI soldiers somehow get in into civilian vehicles spawned by ALICE/SILVIE... dont know exactly how they get in there, just noticed in a middle of a firefight. is that intended?
The AI seem handle very well with this mod and I am impressed with your work solus. However there are a few things I found which could be changed.
1] Every now and then the ai go into hold fire mode. Dont know if this is intended but its a major bugbear when I cant command effectively my own squad members.
2] The wounding system is very nice but in one situation I was wounded and my own squad medic didnt come to heal me even when requested. Though in hindsight the other 5 members of my team did clear the area of vastly superior numbers without loss (Thumbs up on that point).
Which PBO do I remove to get rid of the dragging wounded members thing as at the moment I find the first aid module sufficient for this task.
Overall awesome work buddy your time and effort is very much appreciated.
What is the radio even for?
Manzilla
Sep 11 2009, 19:32
What is the radio even for?
It can be set up to be the only way you can call for artillery, CAS, etc. For example you can make it so it's realistic and if you don't have a radio you can't call for support. This can be done by the mission maker.
I'm sure there's probably other uses, possibly intrinsic ones but I have no clue.
More or less I think it's just another object to add immersion and if the mission maker so desires add some sort of functionality to it.(via scripts, etc.)
I am absolutely loving this, but i knew i would due to the high standard of work solus has put out since ofp.
It is correct that in rare occasions things go absolutely fooking crazy using this mod, the AI start doing retarded stuff all over the place but that has always been there. I can accept that without a grimace because when things go well they go VERY well. Sometimes SLX makes everything fit together so sweetly that the 30 seconds of experience you had in ofp/arma/arma2 can be burnt into your memory permanently.
I cannot imagine the work a single person would have to put in to progress this mod from ofp to today (because i am a reet lazy b4stard) but sincerely, i thank you.
I can see the OPFOR call for a medic even if I'm BLUFOR.
Also, telling squadmates to "Take Weapon" in the 6 menu result in my weapon being changed.
Is there a way to have an NPC or player start the mission as a captive of the enemy? I really like your system of handling prisoners even if it isn't finished yet.
slynchy
Sep 11 2009, 21:10
Fantastic mod, thanks for all your work.
I really feel that the mod community should receive half the money people pay for this game because they do so much
Kremator
Sep 11 2009, 22:26
There is constant shouting by commanders for their troops to engage the enemy. Its a little off-putting. The commanders are still running ahead quite a bit instead of sending number 2 etc to go ahead.
This mod is still absolutely superb!
froggyluv
Sep 11 2009, 22:56
What is the radio even for?
Pretty sure it effects the GL3 as well. Meaning, if you take out the radio guy quick enough, the global link won't kick in in terms of nearby enemies getting the 'backup' call.
JuggernautOfWar
Sep 12 2009, 06:42
I know ArmA 1 SLX had effects such as smoke etc implemented as well, does this one?
Unfortunately my HP laptop MB has finally died from the manufacturing defect that they knew about and sold many HP laptops with, so I'm going to have to try to get them to repair it although they have tried to avoid doing so for many people. The next version is on the laptop HD so I'll try to get the files and publish them somehow. Added things include a "ragdoll" like effect (actually just a "rigid body" physics object) so people on buildings usually won't float over edges, they fall off and tumble down.
Tonci87: Got the email tonic, thanks!
vengeance1: Thanks for spotting that one, it should be fixed in the next version. Try removing SLX_ModWeapons_Sounds and see if the error comes up with anything else.
AmnesiacJack: The wait for the dead menu is probably from lag created by scripts. More optimization could help with that, but I don't know if I'll have time or resources to do so.
ffur2007slx2_5: Is that in MP?
zoog: There are addons in the SLX mods that require them to be on both server and clients.
Mr_Centipede: AI's will try to take any vehicle for long range travel, although I might change it to just vehicle of their own side. Were they just sitting there after getting in though?
Jingle: What was the situation where the AIs went into hold fire mode? Try telling the AI medic to "disengage" because I think the default AI, or at least the SLX_Wounds AI script, allows them to run around helping other people that request a medic when in "engage at will" mode rather than following orders. Dragging wounded is part of SLX_Wounds, since there's not much point to have an option to stop and help people if you can only do so out in the open where you will get shot by the same enemy that shot the wounded person.
skooma: The radio allows infantry groups to communicate with other groups with radios. Vehicles with GPS also have radios. Radios enable the AI groups to pass info on known enemy locations and call other groups to come help or to be called to come help. Take out the group's radio and another group 1 km away won't come help. Let the AIs use the radio and they will call another group 1 km away to come help fight you. When artillery is added the radio will allow the AIs and players to call artillery. Thanks for spotting those bugs! To have someone start as a captive look in SLX_Wounds.pbo\s\captive.sqs with a text editor and there should be a description of how to call the script at the top. It would probably be something like putting this in the person's init line: "this setcaptive true; [this,this findNearestEnemy getpos this] exec (SLX_Wounds_Path+"s\captive.sqs");" set them captive first to make sure they don't get shot. If you are making a custom mission you can extract SLX_Wounds into your mission directory and the mission will use the scripts in there. You can even just have a few modified things in your mission folder\SLX_Wounds\ and it will be used from there while the rest will be used from the addon.
Kremator: In what situations is the leader running ahead? It shouldn't be in urban terrain anymore so is it out in the open too? Did you try the Cent Stick2gether thing which should better disable the engage thing? I'll try adding the same thing to SLX later.
JuggernautOfWar: The vehicle effects include scalable propagating fire.
Kremator
Sep 12 2009, 17:33
The leader is running forward when out in the open. I put 2 opposing teams on the airfield at Utes and watched as they ran towards eachother. I tried with Cents Stick2gether but stopped using it as it was having a negative affect on the AI, so I no longer use it with SLX.
I have noticed healers becoming jerky in their movements even though all other troops around them are moving smoothly.
PS your poor laptop ! Looking forward to the next version when oyu get the files off it !
froggyluv
Sep 12 2009, 17:37
. Added things include a "ragdoll" like effect (actually just a "rigid body" physics object) so people on buildings usually won't float over edges, they fall off and tumble down.
.
Damn...:eek:
SLX updates are exciting events.
Blueteamguy
Sep 12 2009, 17:41
Solus or anybody else, could you post some screenies please, i like to see what im downloading before i do it ;-)
no screens necessary, as the only thing worth showing off in a screenie is the fact that you can HOLSTER PISTOLS!!!!!! FINALLY!
and @<hidden>: yeah, i love the ragdoll effect, works really, really, nicely, and i also love the fact that there is an alternate attack for KNIVES!!! Use the firing mode button to switch to it, go to 3p and hold down the trigger button on the nearest enemy and voila, now they go down real quick!
SiC-Disaster
Sep 12 2009, 17:41
I can see the OPFOR call for a medic even if I'm BLUFOR.
Also, telling squadmates to "Take Weapon" in the 6 menu result in my weapon being changed.
Is there a way to have an NPC or player start the mission as a captive of the enemy? I really like your system of handling prisoners even if it isn't finished yet.
They want to heal you so they can take you as a prisoner :)
Apache-Cobra
Sep 12 2009, 17:44
Which .pbo is responsible for vehicle fires, fuel leaks, etc.? Is that the vehicle effects .pbo? Thanks.
Nosedive
Sep 12 2009, 17:45
Do you think the propagating fire effects would conflict in any way with that new JTD smoke effects mod?
By the way, you know when you see that thing on the screen, "Joe Bloggs needs a medic over here!" Would it be at all possible, if you are playing as a medic, or have medics in your squad, to mark on the map where this person is? It seems pointless having the announcement if i don't know who/where they are. That would be great :]
Incidentally, what is this mod's main intended gametype? Some kind of singleplayer CTI?
Blueteamguy
Sep 12 2009, 17:45
no clue, don't really care, just love it all
Mr_Centipede
Sep 12 2009, 17:50
about cent_stick2gether thing, just wanted to clarify that it is already obsolete and updated/improved by zGuba's zGB_stick2gether. it is in zGuba Gamplay Modifications. Will put in link here... [edit] heres the link (http://forums.bistudio.com/showthread.php?t=85472)
@<hidden>
About units moving in in civillian vehicles, I think I havent seen them get out of the vehicles, maybe they havent reach the destination yet, because they were in a middle of firefight. Also when the driver is wounded, the passengers wont disembark either (mayber ARMA bug) so they were slaughtered piecemeal
Apache-Cobra
Sep 12 2009, 18:05
Do you think the propagating fire effects would conflict in any way with that new JTD smoke effects mod?
That's the reason I asked the vehicle fire question before. The SLX propagating fires do sort of conflict, where sometimes something will catch on fire using SLX, other times it will catch on fire using JTD, and sometimes even both will become active and one object will have 2 fires. Is it possible to remove the propagating fire effect without removing the feature where vehicles can catch on fire, spring fuel leaks etc. before they actually blow up? Cool feature to have to land a helicopter quickly because it's on fire, or bail out of a tank because you're burning to death.
Hi solus with regards to my previous post the Hold Fire activated after a successful secop to destroy an enemy position, there was no other enemy activity in the area at the time so it wasnt a major problem at the time but took a few return to formation orders to get em back into line.
The non responding medic happened after I was playing a team leader of a force recon team in chernogorsk, I was on overwatch while my squad was securing the area when I was shot, after that Number 2 took command and I was unable to get any response from any medic including my squad medic to come and heal me. Also the heavy gunner was standing next to me but didnt come to my aid either.
With regards to the dragging system I understand what you are saying but would like to know if I was to take out SLX_ wounds would it have any other detrimental effect on the other parts of the SLX mod.
DMarkwick
Sep 12 2009, 21:24
That's the reason I asked the vehicle fire question before. The SLX propagating fires do sort of conflict, where sometimes something will catch on fire using SLX, other times it will catch on fire using JTD, and sometimes even both will become active and one object will have 2 fires. Is it possible to remove the propagating fire effect without removing the feature where vehicles can catch on fire, spring fuel leaks etc. before they actually blow up? Cool feature to have to land a helicopter quickly because it's on fire, or bail out of a tank because you're burning to death.
To clarify, JTD_FireAndSmoke does not attach fire effects to vehicles, and only when vehicles are destroyed is smoke applied.
Only trees and buildings are susceptible to JTD fire. However, all objects are susceptible to fire damage if they're within a fire damage area. When they're damaged sufficiently to be destroyed, the default ArmA2 effects for that object are used as normal.
(Information supplied for Solus information purposes :))
Apache-Cobra: It's all in SLX_VehicleEffects.pbo. I'll see if I can make it detect JTD smoke and disable smoke for the things that JTD does.
Nosedive: I could look into making a map marker for wounded. No intended gametype, only technical correctness. I mainly test in SP.
Mr_Centipede: Thanks, I'll look into the AI's not disembarking when attacked en route.
Jingle: Thanks, I think I'll have to do more testing for that. When the AIs didn't help you, were the ArmA 2 wounded effects also active? How much lag was there in the mission? SLX_Wounds should work independently from the rest, and the rest independent of SLX_Wounds. You lose all the features in SLX_Wounds though like surrendering captives.
DMarkwick: Thanks for the explanation, I think I can make the vehicle effects fire appear where the JTD fire doesn't cover and go away in the areas JTD does cover.
Ah yes the ARMA 2 first aid module was present - sorry should have checked - maybe a conflict there will try testing without it and get back to you. As far as lag was concerned I havent had any lag problems with your recent version. If I lose slx wounds do I also lose the individual effects on the body when hit - ie weapon drop etc (because I do like those features and would like to keep em).
Checked removal of the first aid modules seemed to help the issue - think Ill keep slx wounds tbh rather than use the first aid modules - find it a bit more realistic and more tense.
@<hidden>
Sorry for the late reply, I tested the GIB with:
M24
M-200 (USSRSniper addon, beta test), uses .408
M107 uses .50
And it doesn't matter where I hit people, if it is in the leg or arm, they all explode. It would be really nice if hit at the extremities (arms, legs and head), that only that would fall off with the higher level caliber rounds. So, M-200 and above.
I wouldn't expect a human body to explode by a M24 or that a leg, arm or head would be blown off. However I would expect that an extremity (arm, leg or head) would be blown off by the higher caliber rounds (.408 or .50). But I don't expect the body to explode in pieces when I hit there leg, arm or foot.
I hope this helps...
Muahaha
Sep 13 2009, 07:53
About units moving in in civillian vehicles, I think I havent seen them get out of the vehicles, maybe they havent reach the destination yet, because they were in a middle of firefight. Also when the driver is wounded, the passengers wont disembark either (mayber ARMA bug) so they were slaughtered piecemeal
Yep, I think I saw this "incident" as well. Where AI passengers do not take over AI driver post/disembark when the driver is either wounded or dead.
Relemar
Sep 13 2009, 17:17
some things;
why do the enemys look retarded when they get shot, and fall like a doll?
why does it make the game so laggy
i dont think its working, all i need is CBA extended eventhandlers, what about the rest of the CBA pack, do i need them too?
i want to play with this
DesolateGrunt
Sep 13 2009, 22:40
Hey, the download link doesn't work on the first page and on the Armaholic page it doesn't work either. Can someone please post a link to a working download. Thanks
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