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Thunderbird

FFUR/SLX 2007

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Very good to read this from you TB!!

Would be thumbs-up.gif if you can make an full patch. Waiting for this patch and nice surprises....

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Good to see youre still working at FFUR TB, one question, any plans for ArmA? I suppose because the modding scene is relatively new theres not enough addons to justify a total conversion just yet, just wondering if you have any intentions?

Regards,

CH

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Yay! Nice! Make a full installer, will be alot less confusing for people not so good at organisation tounge2.gif

And update the first page properly, when you have time, TBird!

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FFUR/SLX 2007 2.O Features and Enhancements:

Thanks to the huge amount of efforts focused on improving the SLX MOD, solus has considerably enhanced several aspects of the SLX mod making it more stable, immersive and realistic than the previous versions, thus allowing us to incorporate all of SLX features which have been previously disabled.

Here are the SLX features that would be available with the upcoming FFUR/SLX 2007 Full pack:

[*]Infantry squads rush weaker enemies using bounding overwatch. Squads split up into teams and try to stay in a small group when they are rushing while the other teams are laying down. By rushing in a team it's more likely that one of them will get a shot off when they run into an enemy, where as if they were alone they could be picked off one by one.

[*]Squads take cover when overmatched. If there are enterable buildings nearby infantry squads will garrison the building and use it's cover for a while. If the player is squad leader and enters a building with formation set to "Vee" then the player's squad will garrison the building. AI squads garrison nearby buildings at mission start. All buildings can be garrisoned from mission start but only buildings placed in the mission work for garrisoning after loading a save game.

[*]Squads retreat when they are severely outnumbered. They use bounding overwatch to perform an orderly withdrawl.

[*]Working smoke concealment. Smoke can not be seen through by AI's but can be walked and shot through.

[*]APC's deploy smoke when infantry is disembarking in combat.

[*]Tanks and APC's fire smoke grenades when attacked or injured to make them harder targets.

[*]Wind affects aircraft and munitions. Aircraft flying with a headwind will slow down but get extra lift, flying with a tailwind gives more speed but can lose lift and drop in altitude. Wind speed is tied to the weather, so the more windy it is the more affected objects are. Flying in inclement weather can be dangerous, be careful of cross winds and wind shear. To tell how fast the wind is blowing and in which direction, watch for visual cues such as smoke or dust blowing in the wind.

[*]Commander machine guns on tanks that can shoot at low flying aircraft. Crew turns out when commander's gun is fired.

[*]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_Wound" 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 units 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 unit giving first aid. If first aid is unsuccessful in stabilizing the unit'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 unit 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 unit 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 or captives in vehicles:

Wounded, dead, and captive units 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 unit to enter.

[*]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 units. 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 unit 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.

[*]Catching fire:

If Group Link 3 is active and a unit is thrown into the air from a high explosive but not fast enough to dismember them then they might catch on fire.

And much more.

You would be informed soon about the rest of improvements as well as the model additions and bugs fixes.

smile_o.gif

regards,

TB

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Sound sick TB. Thanks for the update, we all really appreciate your hard work and time!

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Wow! great news TB!!

Looking forward for new version! hope it comes quick biggrin_o.gif

Thanks for still work on this! I only play OFP today because of your mod!

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Thanks for the kind words.

Quote[/b] ]Good to see youre still working at FFUR TB, one question, any plans for ArmA? I suppose because the modding scene is relatively new theres not enough addons to justify a total conversion just yet, just wondering if you have any intentions?

In my judgement, OFP's engine is still the most well accomplished gaming-platform thus far.

Keeping focused on it sounds better atm, at least until ArmA would get some decent improvements, especially in terms of "streaming" and "performance".

Quote[/b] ]Yay! Nice! Make a full installer, will be alot less confusing for people not so good at organisation

Definitely.

Quote[/b] ]And update the first page properly, when you have time, TBird!

Sure.

Btw, Just would like to let you know that the upcoming FFUR/SLX pack would feature a new "radio-chatter system" (US/RU voices) for tanks and apc's, intended to increase the gaming atmosphere and immersion.

:]

regards,

TB

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OFP reborn!! Its like, I mod with ArmA, I play full missions in OFP/FFUR.

*S* to the FFUR crew!

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Great list!!

I love the first aid features and finally medevac is possible!!!!

Sounds like a good reason to come bak to ofp again.

I like arma too but it is still in a very early stage.

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Quote[/b] ]...And much more.
xmas_o.gif

Only guess - you fixed this things with LaserDesignator too and did something new?

- (lowered) static machine guns don't fit behind sandbags

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That is a pretty stunning list of features, on top of an already brilliant mod. Respect to the FFUR team and Solus.

Will these features be accessible (for disabling/tweaking) to mission makers? I couldn't find any documentation on how to do so in the last release. For example, the ability to disable GroupLink 3 would be very useful for certain missions I'm working on.

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notworthy.gifnotworthy.gif

Very Nice Tbird. I was starting to think your attention had turned towards ArmA, but its great to see your still with the flash heads.

The new improvements sound great, I like the second newest post about the radio chatter, I hate ECP only having such an effect, hated just hearing other units callin' for medics on sideradio, this will add great immersiveness to the tanks.

Excellent Update Tbird, Also I'm one for the full installer. Nice!

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Tbird, fantastic. Uu-ragh!

However, has this been tested with MFCTI? crCTI? Battlefield missions? That would be my hope. In MP groups at least.

Wook [iDGN]

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Sweeeet! Very much looking forward to this next release!

A few thoughts from the last version...

I didn't like the "Add ACOG" option in the player menu. I don't know, but I don't think soldiers would carry one in their pocket and add it to their rifle in the middle of combat?

I played SP with the MP config to avoid the "Airstrike" option. I hope it stays an option to do this.

The AI speach was a great addition, but they would sometimes yell out stuff like "Open fire" when I had set them to hold fire. The DSAI from ECP was just right in this regard, they yelled "Armour!" when a tank approached, "grenade!" when the enemy threw a grenade etc.

Thanks a lot for your continued hard work Thunderbird84 and Solus thumbs-up.gif

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TB about the squads entering buildings. I'll put a man in the editor to guard, and he leaves the roadblock and goes to a nearby building. Can the feature be set only when AI is in combat/stealth mode? Otherwise it's a great feature and by all means keep it.

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Quote[/b] ]Only guess - you fixed this things with LaserDesignator too and did something new?

The incoming pack will feature a GBU version (A10a GBU-12) intended to strike objectives set by the Laser Marker.

Quote[/b] ](lowered) static machine guns don't fit behind sandbags

The Low NSV has been changed to the CSLA mounted DSHK (same hight as the orginal M2), in terms of realism, the russian army has almost replaced all of its DSHK's by NSV's, excluding some units which still use it.

Quote[/b] ]Will these features be accessible (for disabling/tweaking) to mission makers? I couldn't find any documentation on how to do so in the last release. For example, the ability to disable GroupLink 3 would be very useful for certain missions I'm working on.

The amount of features (Effects, AI changes...) would be easily modifiable via the SLX_GL3_settings.sqf available in the main folder, you might encounter no difficulties to carry out changes since the settings lines are commented. ;]

Quote[/b] ]When'll be ready to download?

When it's finished, fully beta tested, refixed, packed and uploaded on at least 3 FTP's. heh

Quote[/b] ]However, has this been tested with MFCTI? crCTI? Battlefield missions? That would be my hope. In MP groups at least.

Unfortunately, atm we have no MP server for the multiplayer purpose, any help in this regard would be greatly appreciated.

Quote[/b] ]I don't know, but I don't think soldiers would carry one in their pocket and add it to their rifle in the middle of combat?

It's obvious that firearms scopes are aimed to be mounted before getting to the mission, but this is really a matter of gameplay design rather than realism.

Afterall, feel free to carry out any modification you want, just take out the "aimpoint, acog... classes" from the useraction main class.

Quote[/b] ]but they would sometimes yell out stuff like "Open fire" when I had set them to hold fire.

The "Open fire" SFX has been taken out and replaced by 3, 4 suitable new sounds.

Quote[/b] ]TB about the squads entering buildings. I'll put a man in the editor to guard, and he leaves the roadblock and goes to a nearby building. Can the feature be set only when AI is in combat/stealth mode? Otherwise it's a great feature and by all means keep it.

This seems to be fixed with the last SLX 1.1, I will check it out once again and I will make changes if necessary.

Thanks for your interest.

Regards,

TB

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So you've added alot of the SLX features ommited from FFSX 1.X into 2.0?

Cool... Can you fix the MP dragging at all? When you drag in MP weird things happen.

Oh, PS, about the RU mounted MG: Can't you replace the actual model with the NSV (Using the higher stand) and just reconfig it to use the right ammo?

EDIT2: I also personaly think HYK US Inf models and some of the ORIGONAL RHS models look slightly better and a tad more realistic than the custom FFUR models... No offence. But i guess its too mutch work (Face ect.) and theres no point with just one request! lol

[someone will probably try and explain how to replace them... Dont bother Im too dumb tounge2.gif]

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Wow, I've just gone thru the impressive list of features that would be available with the upcoming FFUR/SLX 2007 Full pack on the previous page. Who needs ArmA ...

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