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Gunter Severloh

COSLX - An updated version of the original SLX Mod

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coslx_4.png
COSLX Mod

by Gunter Severloh


An updated recompiled version of the original SLX Mod, this mod removes the bugs and the files that crashed or froze the game,

also updates a few files (see patches) that adjusts, or fixes other aspects of the mod.

  • Original SLX version 2.3
  • SLX Recompiled/Updated version 2.4 renamed COSLX
  • COSLX Fix/update version 2.5
  • COSLX update version 2.6

Original Bug list thread that ended up creating COSLX

https://forums.bohemia.net/forums/topic/82698-slx-mod-wip/?do=findComment&comment=1924823

 

Original Author of SLX mod was Solus, COSLX is my recompiled version of SLX v 2.3
DOWNLOAD

Spoiler

 

A2SLX For Arma2 vanilla users:
http://www.armaholic.com/page.php?id=15378

COSLX V2.4 For Arma2CO users:
http://www.armaholic.com/page.php?id=15379

COSLX Patch V2.5 Patch For Arma2CO users:
http://www.armaholic.com/page.php?id=16775
[Fixed & updated]
The following files if remained in the @COSLX addons folder would require the Hpp file
SLX_ace_fixes
SLX_aiskill
SLX_anim_swim
now the updated versions of the same files can be used, the Hpp required is
located in the same folder as the addons themselves.


Note: without this patch if you have these files:
SLX_ace_fixes
SLX_aiskill
SLX_anim_swim
in your @COSLX addons folder you will get the following error and the game will not start.
ErrorMessage: Include file @SLX\SLX.hpp not found.
The patch changes the configs in all 3 of these files so that if you are using these 3 files then the game will load normal.

[updated]
-Reorganized folders
-5 readmes rewritten
-Readme folder located in the @COSLX folder

COSLX Patch V2.6 Patch For Arma2CO users:
WarMod Website Download: http://webzoom.freewebs.com/warmod/File%20Downloads/COSLX%20Patch%202.6.zip

  • Slx_wounds updated, now takes 1 application of bandage to heal instead 4-7
  • Ai bandages in one application instead of several
  • no flies
  • dropping weapons disabled (see readme included for details)
  • New loading screen added

 

Other Files

Spoiler

ORC_SLX_wounds For Arma2CO (Arma2 + OA) users:
http://webzoom.freewebs.com/warmod/File%20Downloads/ORC_Wounds.rar
The edited version of SLX_wounds created by(Orcinus) inactivates the weapon-dropping
is now released as ORC_SLX_wounds It is in COWARMOD1.2 already, so if you have that you will not need to download the separate file.
the file is tagged as ORC_SLX_wounds to avoid any confusion with the original (CO)SLX .
There is a short explanatory text file in the 7zip. The renamed file works fine in SP. I do not play MP so I have no idea if an MP server will object to it.
Note: If you are going to use this file, then please remove the SLX_wounds.pbo do not use both.

SLX_Wounds no Flies
http://webzoom.freewebs.com/warmod/File%20Downloads/no%20Flies%20SLX_Wounds.zip
This file updates SLX_Wounds and removes the flies from it.

SLX_Mod Man Armor patch
http://webzoom.freewebs.com/warmod/File%20Downloads/Mod%20man%20armor%20patch.rar

SLX Plus
http://domokun.free.fr/arma2/GS/@SLX+.7z
Mod version created by domokun, this version is a small compilation of COSLX files that have some of the bare
essential files/features as well as some extra or "plus" features/files of the mod.

SLX Lite
http://domokun.free.fr/arma2/GS/@SLX-lite.7z
Mod version created by domokun, this version is a small compilation of COSLX files that have some of the bare
essential files/features of the mod.

Requirements

Spoiler

For COSLX (Arma2CO version) @CBA;@CBA_A2;@CBA_OA is required:
http://www.armaholic.com/page.php?id=6231
-Arma2 + OA combined (Arma2CO), aka Combined Ops

For A2SLX (Arma2 version) CBA & CBA_A2 is required:
CBA http://www.armaholic.com/page.php?id=6231
CBA_A2 http://www.armaholic.com/page.php?id=13628

 

COSLX - SLX Features/Files
-Feature Files
-Character Movement Files
-AI Files
-AI voice & speech files
-Optional Files
-Problem Files
==========
Feature Files:

Spoiler

SLX_Anim_BinocularMove: Adds more varied movement abilities to binocular stances.
Dependencies: None.

SLX_Anim_Death: Faster dying animations. Based on timings from real footage.
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_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_Anims: Makes hand gesture animations not warp so much.
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_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_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_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_GunSmoke: Gun smoke effects based on real life footage and personal experience.
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_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_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_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_SilentVehicleCommands: No spoken commands in vehicles for faster responses.
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_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.

AI Files
The following files deal with the AI

Spoiler

SLX_AI: Replaces A2 danger.fsm to improve AI reactions.
Dependencies: SLX_FindCover

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_Anim_AI_LowRifleMove: Makes AIs tactically lower their weapons slightly while walking for proper muzzle discipline.
Dependencies: None.

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.
Removed do to Zeus AI does close the same thing but better, as well as ASR rearming/Skill

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.
Removed do to Zeus AI does close the same thing but better

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_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_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.

AI Voice & Speech files

Spoiler

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)
Included .pbo files:
SLX_Alpha_Numbers.pbo

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_Shout-
Makes people say stuff.
Included .pbo files:
SLX_Shout.pbo
Dependencies: SLX_NetCode.

SLX_Dialogue-File is from the SLX mod
Fixes missing words and adds larger voice pitch variations.
Included .pbo files:
SLX_Dialogue.pbo

Character Movement Files
(Note: the following files deal with your Player/character movement)

Spoiler

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_AT_Lying: Adds the prone posture while using launchers.
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_Crawl: Make the fast crawl mode faster. Based on real life personal experience of crawling.
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_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_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.

Optional Files:
(Note: The files below are optional files you can add to your game)

Spoiler

SLX_Animals: Sounds when animals die.

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.

SLX_Wounds_Heads: Enables full head damage textures. Requires A2+OA.

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_ModWeapons_MGReload: Make machine guns have a longer reloading time.
Dependencies: None.

SLX_ModWeapons_NoCrosshairs: Removes crosshairs from everything but grenades.
Dependencies: None.

Problem Files:
(Note: Refer to the Bug List readme for more details as to what issues these files have)

Spoiler

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_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_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_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_TankCommanderGun: Makes tank commanders turn out when firing external commander guns.
Dependencies: None.

SLX_A2_BackCompatibility: Fixes missing addons errors when using either only ArmA 2 or only OA.
Dependencies: None.

SLX_SINCGARS: Adds the AN/PRC-119 SINCGARS radio.
Dependencies: None.

Credits
Solus- for creating the original SLX v 2.3 without his work COSLX would not be possible
Orcinus- for his consistent and dedicated help on the mod
domokun- for his consistent an dedicated help, feedback on the mod
=========
Credits towards the many posters who have given their feedback and posted reports on bugs, errors, and just ideas in general.

 

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If we already have recent CoWarmod- do we need this or are they different?

Oh, and congrats :beeeers:

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Good question.

The version i had released here is SLX Standalone, this means that the new downloaded version of

SLX was meant to be played by itself as that is what i had updated them for.

 

So to answer your question, no you do not need the new updated version of SLX as all the testing

I had done with SLX before when building COWarMod I had applied to COWarMod itself.

 

There is quite a few files in COWarMod for SLX that are not in the new SLX download as some of the SLX files

in COWarMod had to be removed in order to get other mods in COWarMod to work.

 

I do however considering some new things i had just recently learned when testing and trying to figure out some of

the SLX problems i think i will try to update the SLX on the CoWarMod end.

Thank you sir.

---------- Post added at 09:20 PM ---------- Previous post was at 09:14 PM ----------

Also forgot to add, but already said in the OP, that even though SLX is a new version with basically all the bugs removed,

i mean after testing bot on Arma2 and Arma2CO I found no bugs, np ingame, and no RPT errors.

 

But this is not to say that SLX is finally complete, or that it cannot be updated anymore, nor are their no bugs,

its just that the mod is in a state that is stable and bug free from the download.

Whereas the original SLX which btw I had a link of my bug list on that page,

the download still had files you had to remove in order to play the game.

 

So really the new version is the same mod its just without the bugs and errors encountered in the original apon download.

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Just a quick question, did you actually edit any of the pbo's or is this more of a repackaging for a quick working SLX mod? As in the SLX WIP thread I figured you did just that, but here you write about solving problems so I'd figure you edited the pbo's.

Either way, great job of keeping this awesome mod alive. Much appreciated.

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Great work but just a quick reminder that I removed the mg_reload.pbo because it disabled the reload animations thereby making my reloads of MGs almost instant.

The mg_reload is in the optional features folder in the download, shall I remove it permanently or leave it up to player's devices.

Either way I had used it once before during the testing when I was building COWarMod and the feature worked for me, and this was back in early summer, i didn't care for it, so if you wish i can test it again to possible see if i get the same result, to confirm that the file doesn't do what its supposed to.

Just a quick question, did you actually edit any of the pbo's or is this more of a repackaging for a quick working SLX mod?

Both, When i first started testing and researching SLX early in the year about spring time I had made the bug list after reviewing the whole SLX WIP thread,

i compiled the answers, and then tested everything I found.

SLX & COWarMod

Then when building my CoWarMod I had to test SLX yet again to make the mod compatible with about 170 other mods that all effect gameplay,

even having to remove some and actually having to edit a couple which was updating the configs, or removing lines of code that were causing errors.

Recompile SLX

The again when i decided to recompile SLX, as I started testing and working on the mod again last weekend, I found bugs and errors I never ran into before.

After removing the bug files from the original download, and then testing from that position, i had tested the mod on Arma2CO, in various missions.

Only finding a few bugs and the bugs were mainly message errors coming up on the screen before the game started and then when you got to the menu,

so I spent alot of time trying to track down the culprit files and trying to understand exactly what was wrong.

SLX for Arma2CO

For the Arma2Co version most of the bugs were RPT errors being files that were really associated to Arma2, after removing a

couple of files the errors stopped showing up. i had to test with and without SLX to be sure that the errors were specific to SLX and

not the vanilla game itself having problems same for the Arma2 version.

CBA_A2

I also had conflicts with CBA which I had an error that spammed my RPT to no end, it was the same line of code a mile long,

so i reported it to sickboy and it got fixed right away, most of that issue was CBA_A2.

SLX for Arma2

The Arma2 version of SLX was the real trouble, trying to stabilize it was tricky and challenging, i spent 3 days on testing and error fixing,

this past weekend I spent my entire Saturday, and Sunday early morning (12am -9am) trying to solve the bug issues.

Problem file

There was 1 issue ingame that was causing the RPgs not to showup on a characters back, and when it did, and you shot the rpg

the missile would shoot from your back and the rd would land like 10 ft behind you.

So i had to update the config which was asking for OA, and removed the dependency which fixed that file. the other files all were things that game couldn't load,

my RPT was getting spammed with exactly the errors that these files were having, so i again extracted the pbos, removed the line of code in the cpp,

and it removed the errors.

As of right now the Arma2 version has no RPT errors, and everything works as it should ingame as far as i can tell from the testing i have done.

Long story short SLX is running pretty good.

But as i said it can still be updated, and their still can be bugs found, so if you find any, or have any issues then please report them.

Goal Achieved

But the the goal was to have a stabilized mod without problems from the download and that has been achieved!

Edited by Gnter Severloh

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thx gunter,you just revived one of the best arma mod :slayer7:

Edited by vivadiga

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any way possible that the Bayonet is placed as an item ? now it conflicts with the binocs / NVG

tested it with the ASC weapon mod as soon as i add an item (silencer or scope etc.) the bayonet is tossed out of the player inventory into the weapon crate as i also have NVG and Binocs with me

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thx gunter,you just revived one of the best arma mod

Your welcome man!

any way possible that the Bayonet is placed as an item ?

Your using the COSLX version correct as only the ASC weapon mod is OA, as i have that mod in CoWarMod.

According to the file slx_melee_give.pbo which is the pbo that gives you the bayonet in SLX mod, the following is 1 code

?!("SLX_OKC3S_Bayonet_Knife_Item" in Magazines _unit):_unit addMagazine "SLX_OKC3S_Bayonet_Knife_Item";_unit addWeapon "SLX_OKC3S_Bayonet_Knife_Item"
goto "end"

of many I took from the script that runs the whole bayo system.

Apparently its already an item, except that it uses a magazine slot from what i can understand, i will have to look into this,

maybe ask a more scripting fluent folks I know on how to change this so that its moved to a different slot.

Test

I just tested what you were talking about, I use a mission I built for weapons and equipment testing and such, and I see what you mean,

the knife will not go anywhere but the nvg, or binoc spot, and if you have both nvg, and binocs then the knife (bayo is moved to the ammo box,

and this is just CoSLX alone with no mods, so it has nothing to do with the ASC weapon mod.

not a bug

This isn't a bug, more of just an adjustment needed in the script that places the item, i'm thinking maybe we can put

the bayo in the slots where the map, and radio go, think that would work?

If you put it in the spot where the pistol goes then when you want a pistol and with COWarMod pistols are ausome ;)

I'd keep that spot free.

I'll look into this. Thanks for the feedback.

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I have been using SLX (original version) for quite a while, fiddling about with the files (taking out testing putting back etc), its marvellous that you have taken the time to re-vamp this mod, it’s a great mod with excellent features, so thanks and well done for a great job, will be using it a lot.

Question; would it be best to stop using GL4 as there are a lot of cross over bits, or will it be o.k.?

Great work, lots of thanks...

.

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So is this a little more "mix with other mods" friendly along side itself being tidied up?

I know the mods install thread (in my sig) showed compatibility issues, so I assume the ones marked in that folder are the ones to avoid when mixing and matching.

BTW its nice to see SLX actually posted in the release section, it spent so much time hiding in the beta section, well, its entire life from I could see :)

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Thanks for the compliments, and i do agree with you guys, SLX has been in WIP for a long time, and for the life of me,

and all of the SLX fans, i dont see how or why no one stepped up and fixed it or updated it.

Question; would it be best to stop using GL4 as there are a lot of cross over bits, or will it be o.k.?

I suggest run GL4 with SLX and see what happens, ask questions like this:

do the SLX features do what they are supposed to do,

does GL4 do what it supposed to do,

are you seeing any errors on your screen before, or during the game starts, what does your RPt say? ect,.

then you'll have your answer. try it. if you get Rpt error post them and lets see what we can find out.

So is this a little more "mix with other mods" friendly along side itself being tidied up?

I haven't tested the new updated version with other mods so I cannot really say if theres compatibility or not, i'm leaning more towards yes,

but I would suggest just try it with whatever mod you like to use it with and see what you get,

if you want some feedback on errors your getting if there are any i may be able to help.

I'm not an expert or anything but like CoWarMod I'm very familiar with the files.

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Your welcome man!

Your using the COSLX version correct as only the ASC weapon mod is OA, as i have that mod in CoWarMod.

According to the file slx_melee_give.pbo which is the pbo that gives you the bayonet in SLX mod, the following is 1 code

?!("SLX_OKC3S_Bayonet_Knife_Item" in Magazines _unit):_unit addMagazine "SLX_OKC3S_Bayonet_Knife_Item";_unit addWeapon "SLX_OKC3S_Bayonet_Knife_Item"
goto "end"

of many I took from the script that runs the whole bayo system.

Apparently its already an item, except that it uses a magazine slot from what i can understand, i will have to look into this,

maybe ask a more scripting fluent folks I know on how to change this so that its moved to a different slot.

Test

I just tested what you were talking about, I use a mission I built for weapons and equipment testing and such, and I see what you mean,

the knife will not go anywhere but the nvg, or binoc spot, and if you have both nvg, and binocs then the knife (bayo is moved to the ammo box,

and this is just CoSLX alone with no mods, so it has nothing to do with the ASC weapon mod.

not a bug

This isn't a bug, more of just an adjustment needed in the script that places the item, i'm thinking maybe we can put

the bayo in the slots where the map, and radio go, think that would work?

If you put it in the spot where the pistol goes then when you want a pistol and with COWarMod pistols are ausome ;)

I'd keep that spot free.

I'll look into this. Thanks for the feedback.

Yes i am using the COSLX :)

i indeed mean in the item slots (map / radio / compass etc..)

love giving feedback :P

Edited by supergruntsb78

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Thank you for your effort in creating this update to SLX. Despite the numerous others, this is one I've kept and I'm grateful to see such an update.

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Thanks for the effort, again. SLX has been my favorite going back to ARMA, I barely have time to play let alone script so it's great to see someone pick up the pieces. There are just so many moments while playing with SLX that make me stop and think "wow, that's how it should be". Not so with the other mods I end up using more often.

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Sorry i couldn't reply last night had to go to work

Thank you and now I have GL4 and COSLX working with my Unsung Mod!!!

i had got your PM Bigstone, and thats great news, and funny thing is that with the old version you said "Man my blood and dismemberment stopped working???" and now with COSLX it works, I must have fixed something in the slx_wounds.pbo to change something.

@supergruntsb78

I'll get this figured out for the new slot, I'll post a thread explaining, or ask someone on how to move the item to the slot where the maps are, once updated, it will be a nice little update for SLX, as well as anything else finds if we can get them all in time.

Thank you for your effort in creating this update to SLX. Despite the numerous others, this is one I've kept and I'm grateful to see such an update.

Your welcome, it will be updated again in the near future, i will ahev some patches for it as theres some things not bugs or anything but just things needing a change in terms of functionality, so soon, sometime this month I would like to think.

Anyone concerned about the AI popping smoke like Bigstone?

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Everybody know's how use this with ace wounding sistem ? I can't disable SLX wounding sistem.

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Your welcome, it will be updated again in the near future, i will ahev some patches for it as theres some things not bugs or anything but just things needing a change in terms of functionality, so soon, sometime this month I would like to think.

So does this mean that you're going to try to fix the problems in the SLX_vehicleeffects.pbo? :pray:

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I can't disable SLX wounding sistem.

Just take out SLX_wounds.pbo from the addons folder.

So does this mean that you're going to try to fix the problems in the SLX_vehicleeffects.pbo?

I looked at the file already, haven't tested it to see what errors I get as really thats all i can go by, I know the game will

crash but if the RPT spits up some error code or something then Ill have something to go on, so I'll def look into it,

soon as I get ahead on some of these other things im working on.

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So I've tested SLX AI (slx_ai, slx_ai_dodge, slx_findcover, slx_netcode) with ASR AI and ACE

Seems to work good and some possibly non vanilla behaviour like lying soldiers rolling on the ground to the left or right instead of turning and crawling, some soldiers ducking while moving in combat - is that SLX's things?

OTOH can't be quite sure whether it's a vanilla thing or not - but both an enemy and a frienly AI in the same yard take some time before they spot each other even when running directly into one another.

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Can't speak to ASR or ACE but do know that SLX keeps soldiers in crouch mode when in combat.

As to CQB obliviousness, pretty sure thats just Vanilla but perhaps the hefty extra code slows it even more. Dunno for sure.

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So I've tested SLX AI (slx_ai, slx_ai_dodge, slx_findcover, slx_netcode) with ASR AI and ACE

Seems to work good and some possibly non vanilla behaviour like lying soldiers rolling on the ground to the left or right instead of turning and crawling, some soldiers ducking while moving in combat - is that SLX's things?

OTOH can't be quite sure whether it's a vanilla thing or not - but both an enemy and a frienly AI in the same yard take some time before they spot each other even when running directly into one another.

I believe that is a vanilla ArmA thing but becomes more apparent thanks to SLX having them move in more activly. Solus was looking for solutions in the past, in ArmedAssault I believe he managed to reduce the time they needed.

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