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Using SLX GL3 and Wounds addons with Mod/Addon units.

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Is there a way to make the SLX GL3 and Wounds addons work with other units from different mods? When I use the SLX mod with other mods such as TonalRedux (and the nonredux version), CSLA, and VTE mod. The units do not get incapacitated, and behavior does not seem to be any different besides a higher engagement range from what I observe.

 

I would've been okay with that, until I tried the Falklands War mod. In that mod, one side (argentine soldiers) had units that were able to get wounded and seemingly had much better behavior. The other side had the opposite effect, behaving just as what I described in the first paragraph. I thought it was strange that only one side of units from this mod was able to get the behavior effects of the slx mod, somewhat breaking immersion and giving the other side an unfair disadvantage.

 

So, is there any way to implement the GL3 and SLX wounds addons to work with addon units that would otherwise show no effects?

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Is there a way to make the SLX GL3 and Wounds addons work with other units from different mods? When I use the SLX mod with other mods such as TonalRedux (and the nonredux version), CSLA, and VTE mod. The units do not get incapacitated, and behavior does not seem to be any different besides a higher engagement range from what I observe.

 

I would've been okay with that, until I tried the Falklands War mod. In that mod, one side (argentine soldiers) had units that were able to get wounded and seemingly had much better behavior. The other side had the opposite effect, behaving just as what I described in the first paragraph. I thought it was strange that only one side of units from this mod was able to get the behavior effects of the slx mod, somewhat breaking immersion and giving the other side an unfair disadvantage.

 

So, is there any way to implement the GL3 and SLX wounds addons to work with addon units that would otherwise show no effects?

Solus included a readme in the pbo file that explains pretty well how to use the script

 

 

Using GL3:

GL3 is a script addon, the scripts can be used directly from the addon, but they can also be used in missions. To use GL3 the init script has to be run on each unit that is to have effects or at least one unit from each squad that is to be added to the SLX_Groups array. When the init script is executed by a unit GL3 will be initialized if it is not started, the unit will be initialized into GL3, and the unit's group will be added to the SLX_Groups array.

To initialize a unit into GL3 using the scripts in the addon, put this in the unit's init line: "[this] exec {\SLX_GL3\SLX_Init_GL3.sqs}" without the quotes.

GL3 addon scripts can be configured by the SLX_GL3_Settings.sqf in the @SLX mod folder, but if that is not available, it will use the default settings in the addon.

Using GL3 scripts in a mission:

If you are using GL3 in a mission and you want the scripts to work differently than they do in the addon you can customize them in your mission. To customize GL3 for use in missions copy the scripts into a folder in your mission directory. Then in the mission init.sqs copy and set up the settings from SLX_GL3_Settings.sqf, set SLX_GL3_Path to your mission's GL3 folder. Then when you exec the init script on units in your mission simply change the line "{\SLX_GL3\SLX_Init_GL3.sqs}" to point to where your GL3 scripts are. For example, your GL3 scripts are in your mission folder in a folder called "GL3". Copy the contents from SLX_GL3_Settings.sqf into your init.sqs and set "SLX_GL3_Path = {GL3\}". Then in each unit's init put "[this] exec {GL3\SLX_Init_GL3.sqs}".

To initialize many already placed units into GL3 place a trigger in the mission and set the radius to cover all of the units you want to initialize, such as 50000 by 50000 for the whole island, and set "Trigger by:" to "Anybody" and "Type:" to "Present" and in the "On Activiation" line put "{[_x] exec {\SLX_GL3\SLX_Init_GL3.sqs}} ForEach thislist" without the quotes. Make sure you change the exec if you are using scripts from a different folder.

An example mission is included to show how to use these features.

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Oh didn't notice that. Will try and see if it works. Any idea how to get the wounds addon working though?

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Ai does seem a lot better now. Thanks. Only thing I need now is to get the wounds addon working.

 

Edit: Seems as though the gl3 init line is actually causing incapacitations. Think i'm good here. Once again, thanks for the help.

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Ai does seem a lot better now. Thanks. Only thing I need now is to get the wounds addon working.

 

Edit: Seems as though the gl3 init line is actually causing incapacitations. Think i'm good here. Once again, thanks for the help.

Take a look at the example misssion inculded in the zip pack. the mission init.sqs file has a bunch of entries. You should incorporate this into your mission, could make life easier.

 

Ok wounds have a similar readme file and this is what it has to say:

 

How to use :

Add an event handler to a unit to execute the script and set up the options in your init.sqs. Examples :

Put these options in your init.sqs:

SLX_Wounds_Path = {\SLX_Wounds\};

SLX_Wounded = 0.6;

SLX_VelocityMX = 0.5;

SLX_MaxGibs = (6*6);

SLX_MaxDropWeapons = 15;

A commented init.sqs is in SLX_Wounds.pbo.

In a unit's init field in the editor, or in the init part of createUnit, or in a script :

this addEventHandler [{Dammaged},{[_this select 0,_this select 1,_this select 2] exec (SLX_Wounds_Path+{SLX_Wounds.sqs})}]

In the activation field of a repeatable trigger with a radius over the whole map triggered by who you want the script to run on(east, west, resistance, civilian, anyone, etc). This way doesn't work with units made with createUnit :

{_x addEventHandler [{Dammaged},{[_this select 0,_this select 1,_this select 2] exec (SLX_Wounds_Path+{SLX_Wounds.sqs})}]} foreach thislist

Or it can be built into a unit's config event handler :

Dammaged = "if(format [{%1},SLX_Wounds_Path]=={scalar bool array string 0xfcffffef})then{SLX_Wounds_Path={\SLX_Wounds\};}; [_this select 0,_this select 1,_this select 2] exec (SLX_Wounds_Path+{SLX_Wounds.sqs})";

You can also use a specific effect like this: [NameOfUnit,0,0,"ArmHit"] exec (SLX_Wounds_Path+{SLX_Wounds.sqs})

See SLX_Wounds.sqs for the list of effects.

Use in missions :

The script can be copied to your mission directory and run from there so you can make any modifications you need to it. Copy the .sqs files to \yourmission\SLX_wounds\ Then you have to change the path, so use "SLX_Wounds_Path = {SLX_Wounds\}" in your init.sqs.

Notes : This addon is best used in combination with ECP for complimentary effects(screams, bleeding, blindness/stun). Units using this script need to work with addon animations(animation class needs to be a subclass of cfgMCmoves).

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hey i want to know if the cold war assault adoons will also work on  flashpoint?

About the only example I can think of is ww4 extended and the answer is no. You need to use a few versions back that was made for 1.96.

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