domokun 515 Posted May 23, 2012 Good functional descriptions from Orcinus. Gunter maybe you could include them in the readme? Share this post Link to post Share on other sites
Vilman 10 Posted May 23, 2012 Hi Vilman.Tank turret's continuous rotation has nothing to do with SLX, or any mod, thats the vanilla game itself. What you can do is be the commander yourself and turn out in the hatch, or tell the Ai to face a certain direction. Thanx Günter ! You see i switched COSLX in and out for a pair of times, and i discovered that this turret rotation comes only when COSLX is on. Im using some other mods like TGW wehiclefixes and Caa1 but i really do not know what can cause this thingie... Share this post Link to post Share on other sites
Gunter Severloh 4070 Posted May 24, 2012 Good functional descriptions from Orcinus. Gunter maybe you could include them in the readme? Yes they are, and yes I can add them. Orcinus can you give descriptions to other SLX files, maybe we can change all the descriptions for the features, maybe just the ones that need them. if you guys would like to list what features could use a better description then list them, and maybe Orcinus could come up with a better description for them like he did for the find cover and dodge. Orcinus would you be up to this? From there I could update the existing readme. i discovered that this turret rotation comes only when COSLX is on. Thanks for the feedback, but be sure to test with just COSLX only to confirm that its just COSLX, once you can confirm that, then i will add it to my list of things to look into, and try to find a possible cause to. LIST Gentlemen I've decided to work On SLX considering the feedback and other change going on, it be best for me to work on it a little bit. Anyways I have a list of things I wanted to do with SLX if those interested like you have could help out where needed, basically most help i would need is just feedback and testing, and or ideas, but heres my list I have put together of some of the small projects things I'd like to get done and accomplish with the mod for now: TO DO LIST -Add 2 versions to COSLX those are as follows: SLX-lite is the bare minimum required to get SLX running correctly. SLXPlus is the same but with a 2 dozen more pbos that offer welcome improvements to the game without impacting it so much so that it would interfere with scripted missions. so 3 versions total: COSLX Full, COSLXLight, COSLXplus - (I give full credits to domokun for the SLX Light and SLX plus version as these were his ideas, work) Feedback posted by you guys: (we'll need to look into this to see what files possibly causes it) I cannot seem to get rid of the double entry in the action menu, e.g. "Heal XXXX" and "First Aid XXX" ========== (Can do this but need to get it where you still have blood, needs testing) Gunther, if you can't find anything wrong in the nogibs file, how about creating another slx_wounds file with the gibs stuff removed from it? ========== (this will be for the ACE version but will need some testing to figure this out) Günter, do you think for the ACE compatible version that it'll be possible to have like the gibs and some other features work alongside the ACE medic system without having the action menu get cluttered with "bandage/heal" actions? =============== (dont recall ever seeing tracers do this) I was also wondering about how SLX had that tracers had a chance to start small fires. I can't remember, but I think that part of SLX had to be disabled either due to bugs or performance issues. =========== (possibility this may not happen or work this is a tricky one ) one thing I most want fixed from the SLX mod was the vehicle damage, mostly for the helicopters. It was awesome that they could catch fire in flight and just overall better damage effects. =============== (This is beta stage-thanks to Orcinus) it would be really useful to be able to disable weapon dropping. The animation is great, but it can be next-to-impossible to pick up a launcher. ============================= (already Setup) have a 'core' set of tweaked & untweaked SLX files that work reliably in both MP & most SP games. That would let new users try it out without (m)any hassles. Then have 2 or maybe even 3 other folders: - optional files 'not known to conflict with a large number of mods' (see COWarmod" or "see A2Warmod" as appropriate) but not essential for the main features of SLX; 'add them in 1 by 1 & take out any that conflict' etc. - (needs to be done)optional files that have conflicts with some other mods mods [nice to include list of known conflicts] or with heavily-scripted missions; =========================== (I already have the configs for this, and pic chosen, just need my buddy to re size the pic, add the name of the mod on the pic, and convert to paa, I may have this loading screen ready for you guys this memorial day weekend) -Loading Screen with Menu logo top right, and menu logo bottom left for both A2SLX and COSLX -this way you guys know what your playing with, plus it makes the mod more "official", and or professional if you will =========================== (this is already built, but need to do more testing, and build readmes and such, I'd like to setup a loading screen for it too) - build a COSLXACE Compatible version ========================= So currently Im working on the loading screen, this will be like how COWarMod loading screen is, with a loading screen, and then a menu logo top right of menu, and logo bottom left with other Arma2 logos, plus you will see the logo in the expansions menu. all for now. Share this post Link to post Share on other sites
orcinus 121 Posted May 25, 2012 Yes they are, and yes I can add them.Orcinus can you give descriptions to other SLX files, maybe we can change all the descriptions for the features, maybe just the ones that need them. if you guys would like to list what features could use a better description then list them, and maybe Orcinus could come up with a better description for them like he did for the find cover and dodge. Orcinus would you be up to this? Surely, my friend. However I won't have time to start on it til Sunday or so (work is the curse of the gaming classes!) (This is beta stage-thanks to Orcinus) it would be really useful to be able to disable weapon dropping. The animation is great, but it can be next-to-impossible to pick up a launcher. Last time I looked (last Sunday IIRC) there had been a couple of dozen downloads - no-one has whinged at me yet :D If there's been no report of problems by the end of next week, I'll clean up my edits & repost it. However, there is one other facet I really think needs changing - it's impossible to interrupt your character when healing, even if you're being shot & taking damage. Not sure why. IIRC this doesn't happen with normal healing (when playing as a medic) except when a leader of another team has sent an injured soldier to you. I don't recall it being a problem with the original SLX but I need to find some time to check with Solus' original SLX_wounds. If anyone has any odeas or feedback about that. please shout ASAP! Share this post Link to post Share on other sites
Gunter Severloh 4070 Posted May 25, 2012 Surely, my friend. However I won't have time to start on it til Sunday or so (work is the curse of the gaming classes!) Np, SLX now is still a WIP basically updating the updated version lol we got rid of the major bugs, now just to refine it. But you efforts are much appreciated, and I and other will surely thank you for your input into the mod. it's impossible to interrupt your character when healing, even if you're being shot & taking damage. If not in the original 2.3 v of slx, then its got to be another file along side SLX_Wounds causing a possibly conflict, you could test SLX_wounds with any required files and see if you still get the same result. Share this post Link to post Share on other sites
domokun 515 Posted June 3, 2012 Several issues come up with COSLX apart from standing dead:1. Healed units lie on the ground in wounded positions (though generally stop screaming) 2. Standing wounded; these invariably remain in the same spot after healing, won't move either for AI leaders or the player if recruited. Not always standing; some healed wounded are lying down, often with their gun on their back. 3 Sometimes healed units remain lying down, stuck in the throwing animation even if they have no smoke grenades left. 3. Medics you recruit sometimes refuse to heal, sometimes ordering them to heal is impossible as the action menu "heal" & the "heal" option on menu 6 are both missing. 4. As a medic, you sometimes lose the ability to heal at least some units. 5. Some red-starred team members can't be healed by your medic - 'sorry, can't do' or by player as medic - no heal option in action menu. However, the unit seems unconcerned & simply reports position if asked for their status. Many of those could be explained by perhaps just one script not completing &/or exiting to early. I thought it might be animations at first, so removed them all from the COSLX folder. Didn't help. So I removed everything except: slx_netcode, slx_wounds, slx_cloud, slx_shout & slx_findcover [NB - the readme is wrong, SLX_wounds is also dependent on slx_findcover]. That seems to work fine in both FP v114 & FP v113. Have now also added back slx_ai_dodge, slx_ai_identify, slx_ai_noautoengage with no problems. Will continue. One issue I've been meaning to mention for a while - unlike (IIRC) the original SLX, it now seems impossible to break off from healing - a bit, erm, embarrassing when a squad of enemies appears out of the woods a couple of hundred metres away. Can you spell 'dead'? If not, the game will show you. Often... BR Orcinus PS: whoopee! It isn't an issue per se in SLX_wounds and its dependencies :) ..it's the core function of SLX AFAIAC. Orcinus: I'm suffering from the standing dead issue When you wrote "it's the core function of SLX" do you mean that the standing dead is caused by "slx_ai.pbo"? And therefore resolved by the removal of "slx_ai.pbo"? Share this post Link to post Share on other sites
Gunter Severloh 4070 Posted June 3, 2012 Only way to find out is remove the slx_ai.pbo, and test in a mission and see what you get. keep in mind that run COSLX only and see if you get the issue if so then we'll need to do a process of elimination. What about your SLX Lite and SLX Plus versions Domokun did you have the issue in those? Share this post Link to post Share on other sites
orcinus 121 Posted June 3, 2012 Orcinus: I'm suffering from the standing dead issueWhen you wrote "it's the core function of SLX" do you mean that the standing dead is caused by "slx_ai.pbo"? And therefore resolved by the removal of "slx_ai.pbo"? No, I meant that SLX_wounds is for me the central feature of SLX; my delight was at the finding that the standing dead problem was not related to SLX_wounds. Other features that I deem near-essential and seem not to cause any problems are AI_dodge, AI_find_cover, ai_identify, & no_autoengage. Those four I actually have in a separate addon to enhance user & official missions where there is already some healing script running like DAPMAN. Solus did a really great service by making SLX so modular. The problem of the repeated throwing animation of healed units is related to one or other of the 'lying' animations, haven't narrowed that down yet. Only happens in some of the more heavily-scripted missions. A pity as both are really neat. ---------- Post added at 01:42 PM ---------- Previous post was at 01:31 PM ---------- [ Np, SLX now is still a WIP basically updating the updated version lolwe got rid of the major bugs, now just to refine it. But you efforts are much appreciated, and I and other will surely thank you for your input into the mod. If not in the original 2.3 v of slx, then its got to be another file along side SLX_Wounds causing a possibly conflict, you could test SLX_wounds with any required files and see if you still get the same result. Curious, but I can't get the original SLX to work anymore (v1.60 CO, CBA 1.0-whatever pre). RPT entries: Warning Message: No entry 'bin\config.bin/CfgVehicles/SLX_WeaponHolder.canCarryBackPack'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/SLX_WeaponHolder.BackPack'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/SLX_WeaponHolder2.canCarryBackPack'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/SLX_WeaponHolder2.BackPack'. Warning Message: '/' is not a value Very odd as Agent Ransack cannot find the string "backpack" anywhere in Solus' entire SLX addon directory. Share this post Link to post Share on other sites
domokun 515 Posted June 6, 2012 Orcinus: good news is that I think that I've found the source of the standing dead issue, well for me at least, it's slx_ai.pbo After removing that pbo, none of the dead remained standing! The bad news is that the AI love dragging me and other injured AI. Sometimes dragging me for long periods of time and/or multiple times. Several times I died because they were dragging me and not treating me. Does anyone have any ideas on how to resolve this? Is it perhaps because I'm also running Dapman's First Aid script? Share this post Link to post Share on other sites
Gunter Severloh 4070 Posted June 6, 2012 Lol, as i said only way to find out was to remove the SLX_AI.pbo. I had a feeling it was one of the AI files but couldn't pinpoint which one. AI dragging you around is the SLX_wounds. you mentioned Dapman's First Aid script if you dont have SLX_wounds then its Dap's script thats doing that. remove that as that is what that script does, next to have the AI heal you. Share this post Link to post Share on other sites
orcinus 121 Posted June 6, 2012 Orcinus: good news is that I think that I've found the source of the standing dead issue, well for me at least, it's slx_ai.pboAfter removing that pbo, none of the dead remained standing! The bad news is that the AI love dragging me and other injured AI. Sometimes dragging me for long periods of time and/or multiple times. Several times I died because they were dragging me and not treating me. Does anyone have any ideas on how to resolve this? Is it perhaps because I'm also running Dapman's First Aid script? By design, DAPMAN does not run if SLX or other healing system is running as DAP did not want conflicts. Try the combination without SLX_wounds in the SLX folder - DAPMAN has dragging, screaming, etc. - & see if that works. Alternatively try it without DAPMAN, I suspect the issue of the time AI spend dragging is a complex one. Share this post Link to post Share on other sites
domokun 515 Posted June 6, 2012 That's my point, I run slx_wounds AND Dapman's First Aid script. I like the dragging in SLX but the AI seems to be dragging too much. I was therefore wondering if there isn't some kind of conflict between slx_wounds AND Dapman's First Aid script. So does anyone run these 2 pbos together and if so, do you have any tips on how to prevent AI dragging you around like a sack of potatoes! The worst is that the AI comes and drags you around and around when they are full in the field of fire. As a result they get shot. So within a few minutes, I am surrounded by half a dozen dead or dying comrades. Share this post Link to post Share on other sites
katipo66 94 Posted June 6, 2012 I've started to use this mod recently, no other AI mods, I've once been dragged to cover and treated, and on numerous occasions treated on the spot, I notice they will not treat unless all clear, it's the most efficient first aid I've ever used, may doesnt work well with other AI mods? Share this post Link to post Share on other sites
orcinus 121 Posted June 7, 2012 That's my point, I run slx_wounds AND Dapman's First Aid script.I like the dragging in SLX but the AI seems to be dragging too much. I was therefore wondering if there isn't some kind of conflict between slx_wounds AND Dapman's First Aid script. So does anyone run these 2 pbos together and if so, do you have any tips on how to prevent AI dragging you around like a sack of potatoes! The worst is that the AI comes and drags you around and around when they are full in the field of fire. As a result they get shot. So within a few minutes, I am surrounded by half a dozen dead or dying comrades. The point is that there is no point in running both DAPMAN and SLX since DAPMAN will inactivate itself if it detects SLX. Potentially, however there might still be a conflict especially if a lot of unrelated scripts are running. That said, sometimes the dragging with any flavour of SLX seems a little long-winded. It's a very powerful script; after I read an old post I confirmed it can even teleport you through wire fences! FYI for use with HAC+DAC & possible other missions that involve lots of units I'm working on a lightweight medic script that automatically sends medics (only) to heal any wounded ally in an (adjustable, eventually) radius of say 20m. No dragging, to keep the CPU load minimal. I also want it to work with SLX modules like findcover, ddsge, etc. Share this post Link to post Share on other sites
Rydygier 1317 Posted June 7, 2012 I very like all this dragging here. Makes killing enemy so easy - it is enough to wound one and wait. One by one they will come into my crosshair to drag away a wounded (and when dragging, they are so easy targets...). :) Unless something was changed lately. This was some time ago, when I used this mod, and now considering this again toghether with ASR. Share this post Link to post Share on other sites
micronaut 1 Posted June 8, 2012 Hi, I'm running vanilla Arma 2 with the latest patch (1.11). I get the following error when running Arma2: Addon 'SLX_Mod_Man_Armor' requires addon 'CACharacters_E'. I've installed the Arma2 version, with the shortcut -mod=@A2SLX and the CBA and CBA_A2 addons. Has anybody else encountered this error? The only reference I could find to CAChacters_E was for operation arrowhead, but the SLX version I downloaded is the Arma2 vanilla version, so a bit confused. Thanks for any assistance. Share this post Link to post Share on other sites
cub1 11 Posted June 8, 2012 Hi, Anyone have any ideas how to fix the "Blood Cloudlets Big " error that pops up every now and then ? Share this post Link to post Share on other sites
Gunter Severloh 4070 Posted June 8, 2012 Hi micronaut Welcome to BIS Forums and to my SLX thread. 'SLX_Mod_Man_Armor' requires addon 'CACharacters_E' Weird as when i released the Arma2 version I never had any such error, it would have been reported ages ago. In the config for that file it lists the required addons those would be the game files: requiredAddons[] = {"CAData", CAUI, "CACharacters", "CACharacters2", "CAAir", "CAAir2", "CAAir2_MQ9PredatorB", "CACharacters_E"}; micronaut heres a small patch to fix that, see if that works for you and then post back, I had just tested it and it works np. http://dl.dropbox.com/u/42601124/Mod%20man%20armor%20patch.rar Anyone have any ideas how to fix the "Blood Cloudlets Big " error that pops up every now and then ? Hi cub1 what version of SLX are you playing that you see the error pop up in? Share this post Link to post Share on other sites
micronaut 1 Posted June 8, 2012 Hi micronaut Welcome to BIS Forums and to my SLX thread.Weird as when i released the Arma2 version I never had any such error, it would have been reported ages ago. In the config for that file it lists the required addons those would be the game files: micronaut heres a small patch to fix that, see if that works for you and then post back, I had just tested it and it works np. http://dl.dropbox.com/u/42601124/Mod%20man%20armor%20patch.rar Hi cub1 what version of SLX are you playing that you see the error pop up in? Hi, thanks very much for the quick response to my question. All working fine now with the updated file. Thanks for making this excellent addon :) Share this post Link to post Share on other sites
cub1 11 Posted June 8, 2012 Hi micronaut Welcome to BIS Forums and to my SLX thread.Weird as when i released the Arma2 version I never had any such error, it would have been reported ages ago. In the config for that file it lists the required addons those would be the game files: micronaut heres a small patch to fix that, see if that works for you and then post back, I had just tested it and it works np. http://dl.dropbox.com/u/42601124/Mod%20man%20armor%20patch.rar Hi cub1 what version of SLX are you playing that you see the error pop up in? Hi Gunter, version is latest COSLX without ACE or other mods running. Have seen this error on and off for a while now - happens just before a blood burst on someone you've just shot. Not a real problem as you just close the message box but would be nice if we fixed it. Pete. Share this post Link to post Share on other sites
orcinus 121 Posted June 8, 2012 CACharacters_E is an OA file, I believe. The suffix "_E" generally signifies an OA file. Share this post Link to post Share on other sites
Gunter Severloh 4070 Posted June 8, 2012 Hi Cub1 That error is do to a conflict with Slx_wounds which is the only file that would have anything to do with blood. I'll look into it over the weekend as I have no time to do so atm, as im getting ready for work. CACharacters_E is an OA file, I believe. The suffix "_E" generally signifies an OA file. Ya I know this but how does it make its way into Arma2 and corrupt a file. The CACharacters_E for some reason I have found that in the past when i was making the A2SLX and COSLX versions this somehow would find itself into the config in one of the files, its weird, all I did was open the config for the file, and take out the line in it, and it usually solved such issues, normally I'd say remove the file but in this instance its a simple fix, i wish i can say the same for some of the things you guys report. @Orcinus Were you planning on rewriting with the descriptions for the files as you did on the previous page? Share this post Link to post Share on other sites
Gunter Severloh 4070 Posted June 9, 2012 @cub1 can you post your RPt if you get that error, their may be other files related to that error that causes it to show up. I beleive the error is due to when you hit a soldier with a 50cal or another hi powered weapon and they get dismembered, and then somehow that error pops up, its def got to be SLX_wounds.pbo causing it. Share this post Link to post Share on other sites
cub1 11 Posted June 9, 2012 @cub1 can you post your RPt if you get that error, their may be other files related to that error that causes it to show up.I beleive the error is due to when you hit a soldier with a 50cal or another hi powered weapon and they get dismembered, and then somehow that error pops up, its def got to be SLX_wounds.pbo causing it. Hi Gunter, arma2oa.RPT has the line....... Warning Message: No entry 'bin\config.bin/CfgCloudlets.BloodBig'. then further down................. Warning Message: No entry 'bin\config.bin/CfgCloudlets.BloodBig'. Warning Message: No entry '.particleShape'. Warning Message: '/' is not a value Warning Message: No entry '.animationName'. Warning Message: '/' is not a value Warning Message: No entry '.particleType'. Warning Message: '/' is not a value Warning Message: No entry '.onTimerScript'. Warning Message: '/' is not a value Warning Message: No entry '.beforeDestroyScript'. Warning Message: '/' is not a value Warning Message: No entry '.angleVar'. Warning Message: '/' is not a value Warning Message: No entry '.sizeVar'. Warning Message: '/' is not a value Warning Message: No entry '.interval'. Warning Message: '/' is not a value Error during compilation of .interval Warning Message: No entry '.circleRadius'. Warning Message: '/' is not a value Error during compilation of .circleRadius Warning Message: No entry '.circleVelocity'. Warning Message: Size: '/' not an array Error during compilation of .circleVelocity Warning Message: No entry '.timerPeriod'. Warning Message: '/' is not a value Error during compilation of .timerPeriod Warning Message: No entry '.lifeTime'. Warning Message: '/' is not a value Error during compilation of .lifeTime Warning Message: No entry '.moveVelocity'. Warning Message: Size: '/' not an array Error during compilation of .moveVelocity Warning Message: No entry '.rotationVelocity'. Warning Message: '/' is not a value Error during compilation of .rotationVelocity Warning Message: No entry '.weight'. Warning Message: '/' is not a value Error during compilation of .weight Warning Message: No entry '.volume'. Warning Message: '/' is not a value Error during compilation of .volume Warning Message: No entry '.rubbing'. Warning Message: '/' is not a value Error during compilation of .rubbing Warning Message: No entry '.angle'. Warning Message: '/' is not a value Error during compilation of .angle Warning Message: No entry '.size'. Warning Message: Size: '/' not an array Warning Message: No entry '.color'. Warning Message: Size: '/' not an array Warning Message: No entry '.animationSpeed'. Warning Message: Size: '/' not an array Warning Message: No entry '.randomDirectionPeriod'. Warning Message: '/' is not a value Error during compilation of .randomDirectionPeriod Warning Message: No entry '.randomDirectionIntensity'. Warning Message: '/' is not a value Error during compilation of .randomDirectionIntensity Warning Message: No entry '.lifeTimeVar'. Warning Message: '/' is not a value Error during compilation of .lifeTimeVar Warning Message: No entry '.positionVar'. Warning Message: Size: '/' not an array Error during compilation of .positionVar Warning Message: No entry '.moveVelocityVar'. Warning Message: Size: '/' not an array Error during compilation of .moveVelocityVar Warning Message: No entry '.rotationVelocityVar'. Warning Message: '/' is not a value Error during compilation of .rotationVelocityVar Warning Message: No entry '.colorVar'. Warning Message: Size: '/' not an array Warning Message: Size: '/' not an array Error during compilation of .colorVar Warning Message: No entry '.randomDirectionPeriodVar'. Warning Message: '/' is not a value Error during compilation of .randomDirectionPeriodVar Warning Message: No entry '.randomDirectionIntensityVar'. Warning Message: '/' is not a value Error during compilation of .randomDirectionIntensityVar Error during evaluation of expression _interval in BloodBig Error during evaluation of expression _circleRadius in BloodBig Error during evaluation of expression _timerPeriod in BloodBig Error during evaluation of expression _lifeTime in BloodBig Error during evaluation of expression _rotationVelocity in BloodBig Error during evaluation of expression _weight in BloodBig Error during evaluation of expression _volume in BloodBig Error during evaluation of expression _rubbing in BloodBig Error during evaluation of expression _angle in BloodBig Error during evaluation of expression _randomDirectionPeriod in BloodBig Error during evaluation of expression _randomDirectionIntensity in BloodBig Error during evaluation of expression _lifeTimeVar in BloodBig Error during evaluation of expression _rotationVelocityVar in BloodBig Error during evaluation of expression _randomDirectionPeriodVar in BloodBig Error during evaluation of expression _randomDirectionIntensityVar in BloodBig Error during evaluation of expression _interval in BloodBig Error during evaluation of expression _circleRadius in BloodBig Error during evaluation of expression _timerPeriod in BloodBig Error during evaluation of expression _lifeTime in BloodBig Error during evaluation of expression _rotationVelocity in BloodBig Error during evaluation of expression _weight in BloodBig Error during evaluation of expression _volume in BloodBig Error during evaluation of expression _rubbing in BloodBig Error during evaluation of expression _angle in BloodBig Error during evaluation of expression _randomDirectionPeriod in BloodBig Error during evaluation of expression _randomDirectionIntensity in BloodBig Error during evaluation of expression _lifeTimeVar in BloodBig Error during evaluation of expression _rotationVelocityVar in BloodBig Error during evaluation of expression _randomDirectionPeriodVar in BloodBig Error during evaluation of expression _randomDirectionIntensityVar in BloodBig and all above is repeated further down the file. Hope this is enough info. Not sure how to attach complete file. Pete. ( sorry for large post. ) Share this post Link to post Share on other sites
Gunter Severloh 4070 Posted June 10, 2012 Thanks for posting that but when you post an rpt I need to see the whole thing completely the target line version, ect,. all of it, plus when you do post, post it using the code format in advanced, that way it scrolls. What is your target line when you run the game? It would show in the Rpt when you include it all. Share this post Link to post Share on other sites