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Thread: A2SLX & COSLX - An updated version of the original SLX Mod

  1. #331
    Disabling the dragging in SLX would be very complex, the drag function is called from multiple scripts. I looked into this & decided it was way beyond me

    Note that DAPMAN also includes dragging, by the way.

    I got a little insight into one of the occasional bugs last night, testing my prototype port of Flashpoint Chernarus v1.21 to Podagorsk; CO v1.62 with asr_ai v1.16 beta1, TPWC AIS v3.02, & TPW_LOS v1.02.

    COSLX was ORC_SLX_wounds, ai_noautoengage, ai_dodge, findcover, shout, cloud, & netcode. (@AntiArma - I have seen no evidence of conflicts between this set of SLX mods & asr_ai).

    I healed a fallen medic, whereupon it got stuck in a loop "Throwing smoke! Throwing smoke!" - although it was not, it was running the animation but holding a pistol. Recruited it & checked the gear - it did have smoke grenades. It would not respond to commands. I entered the gear menu again (via map>units>gear) & dropped the pistol. Medic became fully functional. While the pistol bug that got units stuck in vanilla has been fixed, it seems there is still a potential issue with COSLX. I suspect that there may be issues with this & possibly other SLX animations for recent patches. "Standing dead" & units that remain prone & unresponsive after healing might also be caused by animations that do no terminate/transition correctly.

    I may experiment with editing the scripts to call an appropriate standard animation (where possible) instead of the SLX ones - as/when/if I get time. Actually I may edit out the smoke-throwing from SLX & see what happens. It's a configurable option in asr_ai anyway. I should note that I have seen the 'throwing smoke' bug without asr_ai, & with asr_ai throw-smoke option disabled, so I don't believe it's (only) a conflict.

  2. #332
    Hey guys,


    So I was wondering if it was possible to change or add more wounded animations to SLX_wounds?? Because I've been doing some browsing in the AnimationViewer and I have found a couple of anims form the campaign that would go really well with the wounding system (ex. I found an animation of a guy rolling around, holding his side, its called "ActsPknlMstpSnonWnonDnon_TreatingInjured_NikitinD ead" - would be good to mix it up so you don't see the same wounded anims all the time). But I have no idea where the scripts calling the animations are in the wounds.pbo. So could any of you guys with more experience with this mod look into this for me please? I really would like to figure this out...




    Steez
    Last edited by Steezy925; Aug 23 2012 at 04:23.

  3. #333
    @COSLX\addons\slx_wounds\data

    Hosting Missions for Invasion-1944, Iron Front: Liberation 1944, & Hell in the Pacific

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

  4. #334
    Hey Günter, thank you for the reply but that didn't really answer my question... I checked the /data and all i found were a bunch of .paa files, so let me be a bit more clear as to what I'm trying to do.




    This is really, really hard to explain over text, so here it goes. I'm trying to change the default wounded animation in which the wounded person is lying on their left side somewhat, they can throw grenades from this position and can crawl around slowly. It's definitely a custom animation, becuase i had never seen it in Arma2 before I added COSLX. The reason being I want to change it is because IMO it looks unrealistic and is a big immersion killer for me, so I want to change it with a better-suited animation such as "AmovPpneMstpSnonWpstDnon_injured" or something like that. Problem is, I checked the config.bin in slx_wounds, and i couldn't figure out where to change the animations. It's weird, it seems like a bunch of animations don't even exist, for example I found:

    class SLX_WoundedLyingToBack: SLX_WoundedLyingDefault
    {
    actions="SLX_WoundedLyingBackActions";
    file="\ca\Anims\Characters\data\Anim\Sdr\inj\AinjP pneMstpSnonWnonDnon_rolltoback";
    looped=0;
    connectFrom[]=
    {
    "SLX_WoundedLying",
    1
    };
    connectTo[]=
    {
    "SLX_WoundedLyingSpasm1",
    1
    };
    speed=0.300000;
    interpolationSpeed=3;

    But i checked in the slx_wounds/anim/wounded, and there is no SLX_woundedLying or SLX_woundedLyingSpasm1. There are only a bunch of .rtm files... Sorry if i'm missing something obvious here, I'm still really new to .sqf and .bin scripting. Thanks in advance for any help!

  5. #335
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    I'm still occasionally suffering a BigCloudlets.cfg type message which mystifies me as I've loaded the slx_cloud.pbo
    Any ideas?

  6. #336
    Hi Steezy925,
    You would have to open those rtm files and see whats inside them, I believe those rtm files are your answer, but surely they are tied or called from somewhere,
    its little beyond me, I suggest get more info on rtm files and how to open them, and ask in the editing scripting section, surely someone can tell you how to replace the animation.

    @domokun
    Theres a few files that (conflict)effect the smoke and or dust that could be making that come up:
    slx_tanksmoke
    slx_impacts
    slx_gunsmoke
    slx_explosiondust
    slx_cannonsmoke

    each of these files have a cloudlets cfg. in them, but i did not see any reference to bigcloudlets.cfg

    can you post in a spoiler your RPT, rpt would better give a clue.

  7. #337

  8. #338
    Tried this mod today, its great addon, but it make the game very slow on some mission after some time of playing. After many test, i saw that the SLX_wounds make me lose 6/7 fps in the benchmark 2, 15 without SLX_wounds, 8/9 with... that sad cause the wound system its really nice. Any solution for it ?
    Last edited by benouyt; Sep 14 2012 at 19:31.

  9. #339
    Quote Originally Posted by benouyt View Post
    Tried this mod today, its great addon, but it make the game very slow on some mission after some time of playing. After many test, i saw that the SLX_wounds make me lose 6/7 fps in the benchmark 2, 15 without SLX_wounds, 8/9 with... that sad cause the wound system its really nice. Any solution for it ?
    That can happen if you have a lot of units when you have weapon dropping &/or Gibs enabled. A lot of objects accrue that are not removed by any battlefield clearance script I have tried. The effect is less with my version ORC_slx_wounds, which I hacked to disable weapon dropping. Not sure that's the only issue, however.

  10. #340
    Héhé, its the ORC_slx_wounds i use already cause i tought it could fix this, but nope it didnt, or maybe just a bit but on long time it start again to become slow.. :/ and what is gibs ?

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