Jump to content
Sign in to follow this  
Thunderbird

FFUR-SLX 2007 2.0

Recommended Posts

OK a small issue. The resistance AT specialist gets killed firing. BUT it does not happen on the light config.

Share this post


Link to post
Share on other sites

The links work fine here, but here are another mirrors:

Mirror - 2 (Filefront)

Mirror - 3 (Thanks to Njmatrix)

Quote[/b] ]I've have a question about the other configs, how much difference is there between the light and the default? I'm curious to know and does it completely change the way the mod works? Or not?

As stated in the configs readme, the light confg disables SLX features to gain in terms of performance since this config is intended to low systems.

It works as a simple FFUR 2007.

Thank you all for the kind words and feedbacks,

Regards,

TB

Share this post


Link to post
Share on other sites

Still i don't know how to use artillery. On the action menu "call artillery" isn't appearing. Please help me ! help.gif

One more time splendid work T-bird !

EDIT:

Nevermind. I already know how to use. yay.gif

Share this post


Link to post
Share on other sites

i like the new camera like in RE4 style . However i am disapointed that spec ops lost the ability to "sneak" on enemys that was in slx. Back to the old turn around at 5 meters thing. Even ITWAS ninja addon can get right up to sombody!!

Cant stab anybody on our spec ops missions sad_o.gif

Share this post


Link to post
Share on other sites

I kind of agree with punishment. In OFP I can sneak right up behind someone if I'm carefull (And real life wearing about 3 jackets, keys, thick jeans, boots, and a big bottle of Dr. Pepper...)

Also, is there any way to revert the camera back? Im just curious, you can get into some really odd angles with the new FFSX one lol. I might see what I prefer.

Share this post


Link to post
Share on other sites

TB, again thank you for another excellent update to already excellent mod, keeping me away from Arma.

I have one question though: have you taken out the dynamic COC artillery that the SLX mod has/had? would be nice to see the AI utilize it. When I play the SLX mod it's always interesting to see what arty support the AI will have up their sleeves.

Thanks

Share this post


Link to post
Share on other sites

I like the new 3rd person view and if you need it to see behind you then you aint covering your 6 lol

Share this post


Link to post
Share on other sites

Further note regarding arty. Supposedly the arty support is available according to the group link 3 doco when there are support units, specifically an ammo truck.

I tried inserting the HEMTT ammo truck and also a support squad in a user mission and noticed no artillery units inserted, also I noticed that the support group's drivers all dismounted their vehicles and went towards the action, not the kind of support you're looking for smile_o.gif anyway, I see that the artillery section is enabled in the FFSX2007 GL3 config but yet I'm unable to get it working. Can anybody tell me if I'm missing something here or is the arty feature broken.

btw I'm using @coc addons in the shortcut and I tested the artillery AI with FFUR2007 and SLX which works fine.

Share this post


Link to post
Share on other sites

Thunderbird,

For some reason, I couldn't download the mod via Firefox. I tried every link numerous times, and it kept leading me to one error or another.

So, I very reluctantly used Internet Explorer, and lo and behold, it worked. Yes, it's true, I love FFUR+SLX so much I even went out of my way to use Microsoft's "we'll steal every good idea made by someone else we can" Internet system.

See how much I'm devoted to you? biggrin_o.gif

Now, if you'll excuse me, I have to take a shower. Using IE has left me feeling...violated.

Yours,

Kyle

smile_o.gif

Share this post


Link to post
Share on other sites

HELP!

I have successfully started downloading the mod half a dozen times now using Internet Explorer, and then the newly installed FreeDownloadManager v.2.5, all to no avail.

Every time the above mentioned programs reach 100% download, and then begin to "copy" or "write" the data to the specified directory, nothing is written. The FFUR+SLX .exe is not available for me to click on to install.

Now, to test that there's something wrong with my System, or FDM2.5, I went to a favorite Star Wars X-Wing Alliance modding site, and downloaded the Outrider spacecraft. FDM2.5 did its job beautifully, the Outrider .exe was there, and even more importantly, it worked.

What in the world is going on that I can't download the latest update from any of the mirrors?

Any advice, of course, would be eagerly welcomed. Especially if it works.

crazy_o.gif

Share this post


Link to post
Share on other sites

One last update regarding my conundrum before I head for bed. The last time I tried downloading the mod via FDM the program I renamed the mod something much shorter than what it is now, "FFSX2.5", and for the first time FDM did create its typical ghosted icon in the directory that it was downloading to.

However, the ghosted icon disappeared once the download reached 100%.

I hope that this helps somehow.

Share this post


Link to post
Share on other sites

I finally got FFSX to be downloaded 100% and then not disappear from my download directory. I happily clicked on the .exe and within five seconds of its start the installation GUI disappeared, and then another window appeared briefly from my Verizon Internet Security Suite anti-virus/popup/spyware program.

It read as follows:

Anti-Virus [X]

The Anti-Virus service detected a virus that can only be removed after you have restarted your computer.

Name: W32/Backdoor.BUYK

File: C:\DOCUMENTS AND SETTINGS\KYLE ...\FFSX.EXE

Learn more about this virus

(?) Do you want to restart your computer now?

To ensure that the virus is removed, you should restart your computer now.

Help [Restart Now] [Close]

I'm now confident that the reason why the .exe kept disappearing on me is because the Anti-Virus program automatically deleted it upon detecting a virus. I think that the only reason why I was given the virus message this time is because I actually clicked on the .exe before Verizon's system zapped it, and thus the virus (or what it perceives to be a virus) had a chance to get installed.

So, either Verizon's system has it wrong, or the .exe does indeed really have a virus. At this point in time, my system's quarantining it almost as quickly as it's downloaded.

Let me know what you think.

Share this post


Link to post
Share on other sites

Hm...very strange.

I used Firefox downloading it without getting any problems. The same with the installation. My anti-virus program had no problems whatsoever with it.

Hint: Try to update your virus-definition or ask in the support forums of your anti-virus software. I had a similar problem years ago and it was the anti-virus program at that time.

Share this post


Link to post
Share on other sites

Antivirus programs sometimes recognize 'safe programs' as viruses, you should not worry, though.

I think the links would work with firefox if you Right-click and Save As ...

Quote[/b] ]Further note regarding arty. Supposedly the arty support is available according to the group link 3 doco when there are support units, specifically an ammo truck.

I tried inserting the HEMTT ammo truck and also a support squad in a user mission and noticed no artillery units inserted, also I noticed that the support group's drivers all dismounted their vehicles and went towards the action, not the kind of support you're looking for smile_o.gif anyway, I see that the artillery section is enabled in the FFSX2007 GL3 config but yet I'm unable to get it working. Can anybody tell me if I'm missing something here or is the arty feature broken.

Weird, logically this should work since, I didn't disable slx artillery system as far as I remember.

If it has been done then it means that one of the thousand code lines have been taken out to figure out a compatibility issue between both Mods (SLX/FFUR) because some changes have been needed for this purpose.

Quote[/b] ]Also, is there any way to revert the camera back?

Open your .cpp, find class man: land.

Get a look at extCameraPosition[]={....

and finally replace the current values by

extCameraPosition[]={0.25,-0.1,-1.4};

Make sure to convert the .cpp file to .bin

Quote[/b] ]However i am disapointed that spec ops lost the ability to "sneak" on enemys that was in slx. Back to the old turn around at 5 meters thing. Even ITWAS ninja addon can get right up to sombody!!

In real life, there is simply no way to get so close to an enemy, you see this kind of 'stuff' only in movies.

Even artillery special forces who have as mission, to designate objectives for Artillery pieces, don't get so close.

Regards,

TB

Share this post


Link to post
Share on other sites

Hey Thunderbird.

Great work on 2.5. LOVE IT!!

have you used the same models and 3rd person view from the GRAA mod? I'd been playing the GRAA version more often recently for that reason but now you've incorporated it too, there's no reason to stray.

Just wondering if anyone else agreed with me on this one. I've always found the sky less realistic in FFUR-SLX than the original. It's too dark and the clouds look flat most of the time (you rarely look directly up at them, when they look their best). To illustrate my point, i've made two screens. One of the latest FFUR-SLX patch and one of the GRAA patch:

GRAA mod

FFUR-SLX 2007 mod

What say you?

Anyway, i don't mean to complain as, like i said, i'm loving it.

Already manageed to convert a couple of mates to it who were hooked on Arma.

Share this post


Link to post
Share on other sites

Yes, it is the same view used by the GRAA MOD, it was very inspiring.

If you want to use a sky MOD with FFUR, then download the sky file you want, extract your 'wanted sky' newdata files to \@ffsx2007\newdata folder and overwrite the previous files (.paa; .pac; .p3d).

Delete '@ffsx2007\dta\data.pbo + @ffsx2007\dta\Data3d.pbo + HWTL folder',

And finally launcher the FFUR .exe file (Launch the MOD.exe).

Or wait, I have an easier way, simply download SamotH little pack, it is very well done and features a lot of installation's options, follow its instructions to get things properly installed and running efficiently.

Regards,

TB

Share this post


Link to post
Share on other sites

cheers for the quick response tbird. I think the sky i'm after is actually just the very original one bundled with OFP.

Is there not just a simpler way of reverting it back to the default?

appreciate the help.

Share this post


Link to post
Share on other sites

Hey Thunderbird,

I got the COC artillery to work again. The problem was that there was the following code that was missing in the SLX_INIT_UNIT.SQF file contained in the SLX_GL3.PBO:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if(format[{%1},SLX_NoArty]==SLX_Null)then{{if(_x counttype [_a]==1)then{_this exec (SLX_GL3_path+{SLX_ArtySpawn.sqs})}} foreach SLX_ArtyVeh};

The complete file looks like this:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_a=_this select 0;

SLX_Units = SLX_Units + [_a];

if({MAN} counttype [_a]==0)then{if(count (crew _a) > 0)then{{[_x] exec (SLX_GL3_path+{SLX_Init_GL3.sqs})} ForEach (crew _a)};};

if(SLX_ShotFX>0)then{

_a addEventHandler ["Fired",{

if(({_x in SLX_Exclude}count [_this select 1,_this select 2,_this select 4])<1)then{

_shot = (nearestObject [_this select 0, _this select 4]);

[_shot,getpos _shot,getdir _shot,velocity _shot,speed _shot,typeOf _shot,_this] exec (SLX_GL3_path+"SLX_ShotFX.sqs");

if((typeOf _shot) in (SLX_HandGrenades+SLX_LaunchGrenades))then{deletevehicle _shot};

};

}]

};

if(format[{%1},SLX_Acc]!=SLX_Null)then{if(({Man} countType [_a]==1)&&(getdammage _a==0))then{_a setdammage SLX_Acc; _a setskill (skill _a)+random 0.4};};

if(format[{%1},SLX_NoArty]==SLX_Null)then{{if(_x counttype [_a]==1)then{_this exec (SLX_GL3_path+{SLX_ArtySpawn.sqs})}} foreach SLX_ArtyVeh};

if(format[{%1},SLX_NoDmg]==SLX_Null)then{[_a] exec (SLX_GL3_path+{SLX_Dmg_Init.sqs});};

if(format[{%1},SLX_NoMelee]==SLX_Null)then{[_a] exec (SLX_GL3_path+{SLX_Give_Melee.sqs});};

if(format[{%1},SLX_NoSmoke]==SLX_Null)then{

if(((count weapons _a)>0)&&({M2StaticMG} counttype [_a]==0)&&(({tank} counttype [_a]==1)||({apc} counttype [_a]==1)))then{SLX_SmokeShoot = {if((alive (_this select 0))&&(getdammage (_this select 0))>0.4&&{_x=={SLX_SmokeDischarger}}count magazines (_this select 0)>0&&{_x=={SLX_NoSmoking}}count magazines (_this select 0) < 1)then{[(_this select 0)] exec (SLX_GL3_path+{SmokeShoot.sqs})}}; _a addMagazine "SLX_SmokeDischarger"; _a addWeapon "SLX_SmokeDischarger";_a addEventHandler [{Fired},{if((_this Select 1)=={SLX_SmokeDischarger})then{_this exec (SLX_GL3_path+{SmokeFired.sqs})}}]; _a addEventHandler [{Hit},{_this call SLX_SmokeShoot}]; _a addEventHandler [{IncomingMissile},{_this call SLX_SmokeShoot}]; _a addEventHandler [{Dammaged},{_this call SLX_SmokeShoot}]}

};

if(format[{%1},SLX_NoSuppress]==SLX_Null)then{if((count (magazines _a))>0)then{_a AddEventHandler [{Fired},{SLX_WhoFired=_this select 0;SLX_Suppress=True;publicVariable "SLX_WhoFired";publicVariable "SLX_Suppress"}]};};

if(format[{%1},SLX_NoTank]==SLX_Null)then{if(({tank} counttype [_a]==1)&&({M2StaticMG} counttype [_a]==0))then{_a addEventHandler [{GetOut},{[(_this select 0),(_this select 1),(_this select 2),{Getout}] exec (SLX_GL3_path+{SLX_TankHatches.sqs})}]; _a addEventHandler [{GetIn},{_this exec (SLX_GL3_path+{SLX_TankHatches.sqs})}]; if(((count weapons _a)>1)&&({APC} counttype [_a]==0))then{{(_a) addMagazine {SLX_CommanderGun}} foreach [1,2,3,4]; (_a) addWeapon {SLX_CommanderGun}; (_a) addEventHandler [{Fired},{if((_this Select 1)=={SLX_CommanderGun}&&behaviour (_this select 0) != {CARELESS})then{_this exec (SLX_GL3_path+{SLX_CmdrGun.sqs})};}]};};};

if(format[{%1},SLX_NoWind]==SLX_Null)then{if({air} counttype [_a]==1)then{_this exec (SLX_GL3_path+{SLX_Air_Wind.sqs}); _a addEventHandler [{Engine},{if(_this Select 1)then{_this exec (SLX_GL3_path+{SLX_Air_Wind.sqs})}}]}};

if(format[{%1},SLX_Wounds_Path]!=SLX_Null)then{if({Man} countType [_a]==1)then{_a addEventHandler [{Dammaged},{_this exec (SLX_Wounds_Path+{SLX_Wounds.sqs})}]};};

if(SLX_DEBUG>3)then{player globalchat format[{SQF Unit init %1},_a];};

Now one can add either a West/East ammo truck or support platoon in a mission, or if a mission already has one then a random artillery battery will be inserted and not only can be utilized by the player but the AI will use it too!

Only thing is that MP players may be effected.

Note: Feature requires the COC (Command and Control) addons.

Share this post


Link to post
Share on other sites

Good day ThunderBird

A few questions:

Will FFUR-SLX 2007 2.0 and the 2.5 patch (±193mb) be combined as one file?

Is the SLX animation (absolutely love it, an extreme annoyance this isn't in ArmA) of getting in and out of a vehicle implemented?

If time permits it please refine this mod as far as possible to the work of art it's destined to become! I am in awe of what you have accomplished thus far, your dedication to this mod is godlike! notworthy.gif

Thanks again

Share this post


Link to post
Share on other sites

I notice that during close quarter battle (<=50 meters) the AI is extremely poor in targeting. I tested this a few times where I was within the range denoted and the AI would either not engage or shoot way off, also ran across I think an old issue where at close range if the unit is equipped with a pistol they will pull that out and engage instead of their primary weapon (their accuracy is much better btw using the sidearm).

Should I be using the "Super AI" option?

Share this post


Link to post
Share on other sites

Increasing the dispersion values imply in making the AI inaccurate at short distances, I will try to tweak a bit some config values but with no guarantee of success.

Regarding the 'super AI' option, maybe you should give it a try.

Quote[/b] ]Will FFUR-SLX 2007 2.0 and the 2.5 patch (±193mb) be combined as one file?

Yes, it is envisaged to release 1 Full Pack regrouping both.

Quote[/b] ]Is the SLX animation (absolutely love it, an extreme annoyance this isn't in ArmA) of getting in and out of a vehicle implemented?

Implementing this feature requires the modification of all vehicle models, which is definitely impossible:

_ Need to have all models in MLOD format, since converting ODOL files to MLOD does break a huge amount of selections.

_ Need all authors permissions to edit their models, but the problem is that almost all of them left OFP's community or are no more active.

I wonder why BIS didn't implement this feature in ArmA, since it has been shown to be possible with OFP.

Quote[/b] ]The problem was that there was the following code that was missing in the SLX_INIT_UNIT.SQF file contained in the SLX_GL3.PBO

Glad you fixed it, seamingly this line has been taken out due to an error message in some missions, but you can live with it as long as it doesn't cause any serious trouble.

Quote[/b] ]Is there not just a simpler way of reverting it back to the default?

Yes, sure.

Simply delete the following files (if they are available) from your @ffsx2007\dta\ folder:

_Data.pbo

_Data3d.pbo

_Hwtl folder

By the way, I would like to let you know that it was a big pleasure to work on this FFUR patch, closely followed and supported by a bunch of dedicated fellas.

But I'm afraid I have to leave for some weeks, real life is calling me back.

Thank you very much.

smile_o.gif

Sincerely, yours,

Tarik G.

aka Thunderbird84

Share this post


Link to post
Share on other sites

Thanks Thunderbird for the reply. In regards to the Super AI which I will try, I recall that using that option negated the smoke concealment effects from the AI, can you confirm. In the meantime I will try to conduct some tests with it enabled.

Thanks

Share this post


Link to post
Share on other sites

pickled14,

I've always played OFP with the "Super AI" enabled, and as far as I've observed, the smoke does its job against these guys. In regards to close quarters battle, the Super AI puts up a pretty good fight for me. The one exploit I encounter though, again and again and again, is that the AI aren't able to strafe, so if you catch them and they're in the midst of turning/twisting when a simple strafe would be much faster, then you'll get the best of them nearly every time. This is BIS' fault though, and I'm sure that if there was a way to enable strafing, Thunderbird would've found it.

I was able to get the new version of 2.5 installed (my anti-virus was the problem), and I played around with the mission editor

for a little bit last night, and I have to say the new changes are extremely well done. I noticed one little oddity though, a burst of M4 fire hit the Stryker, and it rocked the hull a little bit. The wheels didn't come off the ground or anything of that magnitude, but it still looked a tad odd.

Thunderbird, I know that you already have a lot on your plate, with Real Life Issues as well, but I'm hoping that you can somehow implement one more feature that I'm confident would add a ton of immersion to the game, and make mission making editors drool.

Now that smoke grenades are actually useful against AI, I'm hoping that you or someone who's a devoted follower of this mod will come up with a "Throw smoke grenade..." order for the Command Menu. All one would have to do is highlight the units that one wanted, scroll through the lower right Command Menu till it got to the Throw smoke order, and the AI would respond with a very important tool that could radically change the dynamics on the battlefield. Of course, they would need to be equipped with smoke, but that's something easily enough done in the Editor. I initially posted this idea in much more detail here: http://www.ofpec.com/index.p....30369.0 , and I decided to post it here on the recommendations of someone who replied to my thread.

Let me know if you think this is doable.

I hope that your time away from us isn't unduly stressful.

Yours,

Kyle

Sept. 28, 2007

smile_o.gif

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×