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SLX MOD public release

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I just played a mission where a mission critical truck ran out of fuel which maked me think. Now that you can drag machine guns and ammo boxes, it would be great to be able to drag fuel barrels. There were only those four-in-one barrel-boxes around so I couldn't try with those separate barrels if it already was implemented though.

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Just been playing this only with Vanilla to test it out, looks very good. Couple fo comments,

1) the sounds are appalling. Why add them in?

2) Can't echo the above comments re: modularity enough. I would very much like to have a quick method of adding and subtracting bits as I please.

3) The effects badly need replacing with either DM's or MM's effects mods.

4) How the hell do you load bodies into vehicles and choppers?

5) Love the new anims, I was mucho impressed the first time I opened up on some blufor and they rolled away.

How does it react to TrueMods & DM's smokegrenade addon?

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What PBO is the Knife Melee in??? it seems to be the reason for server crashes on servers without SLX on the server... sad_o.gif

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"The effects badly need replacing with either DM's or MM's effects mods."

Huh? This would completely defeat the purpose of having the SLX mod, and totally destroy the main reason why guys like myself and plenty of others have loved it since using it with OFP:R...

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OK Jocko, I bow to your wisdom. Seriously though, IMO, the smoke effects are nowhere near as good as those in other addons.

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"The effects badly need replacing with either DM's or MM's effects mods."

Huh? This would completely defeat the purpose of having the SLX mod, and totally destroy the main reason why guys like myself and plenty of others have loved it since using it with OFP:R...

SLX is good, but sadly some of the effects are not as good as the effects on other mods. a modular version of SLX would indeed be great, as SLX as of now conflicts with many other mod out there. recent example would be conflicts with Spanish Army Mod pack 3.

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I think that all special effects configuration should be stored in file named like SLX_FX / SLX_ShotEffects instead of altering game config. Also animation and hitpoint config shall be stored in SLX_Anims and SLX_ModPeople (for example), so You don't have to do the tricky thing and merge SLX and 1.12 configs for example.

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thanks kremator i did not see it, no use posting the same thing twice.

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Yes..... wrote this on page 17 PureEvil. Glad that others can find it too.

[TAO] Kremator

PS @Para People keep saying that SLX mod is crashing servers (probably due to Knife parts) ... could you dispel this rumour please?

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whenever I start up ArmA I get this at the menu

Quote[/b] ]No entry '@SLX\bin\config.cpp/CfgAmmo/TimeBombCore.maxConrolRange.'

I get a similar error when I start a mission, except it says something about pipebomb help.gif

I'm using the following, AACF soundmod, Mapfact's misc objects, SIX WeaponPack, QG (DBE1), and ArmA 1.09b. Btw I'm using ArmA launcher, for everything but DBE1 and SLX, which is handled by using ArmA launchers "additional parameters" thing in the options section of the launcher. My additional params are as follows

Quote[/b] ]-nosplash -mod=@DBE1;beta;@SLX
(DBE1 is in a modfolder with a "@" in the beginning) Help me out please!

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whenever I start up ArmA I get this at the menu
Quote[/b] ]No entry '@SLX\bin\config.cpp/CfgAmmo/TimeBombCore.maxConrolRange.'

I get a similar error when I start a mission, except it says something about pipebomb help.gif

I'm using the following, AACF soundmod, Mapfact's misc objects, SIX WeaponPack, QG (DBE1), and ArmA 1.09b. Btw I'm using ArmA launcher, for everything but DBE1 and SLX, which is handled by using ArmA launchers "additional parameters" thing in the options section of the launcher. My additional params are as follows

Quote[/b] ]-nosplash -mod=@DBE1;beta;@SLX
(DBE1 is in a modfolder with a "@" in the beginning) Help me out please!

i use the same mod configuration and more but are not encountering such errors.

i recently have those no entry error after using Spanish Army modpack 3 though.

here's the thread and "fix".

http://www.flashpoint1985.com/cgi-bin....5;st=75

it seems that SLX's config.cpp needs a few entry about every installed weapon properties. that's why sometimes SLX is quite a pain to use with other mods. i really do hope that Solus would have enough time and resources to release a modular version of this mod.

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I copy and pasted what needed to be edited, but now I get an error at startup

Quote[/b] ]File@SLX\bin\config.cpp, line 1055: .LaserBombCore:Undefined base class 'BombCore'

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What PBO deals with the sound? Because when playing with this mod makes the sounds really weak, unless ur right next to it. Also when in a vehicle you cannot hear the engine or barely hear it.

The sounds are really weak (when using this mod)and Im trying to figure out why this mod does this! I take it off and the sound is GREAT. You can hear the egine like you should and the volume is great and reasonalble at distances. (ie You can hear an armour column coming in 200 or 300 meters away.)While with SLX you half to have the truck or car pass right by you in order to hear it!! confused_o.gif

Anyone else having this problem?

I took out the weapons sound pbo or whatever and it persists.

I would like to play the SLX mod with the sound normal!

"C:\Program Files\Atari\ArmA\beta\arma.exe" -mod=beta;@BPARealSound;@slx

Thanks biggrin_o.gif

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whenever I start up ArmA I get this at the menu
Quote[/b] ]No entry '@SLX\bin\config.cpp/CfgAmmo/TimeBombCore.maxConrolRange.'

your original error was a no entry at class TimeBombCore, normally speaking this should not happen, maybe there's some other edits/scripts/mods that conflicts with your install. i'd tend to recommend you to copy a fresh copy of SLX mod instead and see whether the error still persist or not.

but if you'd rather edit the config.cpp, then what you need to do is find class TimeBombCore and add a line of maxcontrolrange = 0; inside that class that like this

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

class TimeBombCore : Default

{

maxcontrolrange = 0;

hit=700;

indirectHit=700;

indirectHitRange=7;

model="";

cost=2000;

simulation="shotTimeBomb";

simulationStep=0.1;

soundHit[]={"", db40, 1};

soundFly[]={"", 0, 1};

soundEngine[]={"", 0, 1};

visibleFire=0; // how much is visible when this weapon is fired

audibleFire=0;

visibleFireTime=0; // how long is it visible

timeToLive=0;

};

again my install have never had this error before, so i think this normally shouldn't happen.

also i use many mods and so far the only mod that are conflicting is only @ffaa(Spanish Army Mod pack3)

here's my list of mods, many of them are combined foldered mod

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"D:\Program files\Bohemia Interactive\ArmA\beta\arma.exe" -mod=DBE1;beta;@SLX;@AI;@SIX;@TruM;@RepV;@RepUW;@Fix;@Try;@HiFi;@Proper;TM;@mapfact;@EMSI;@Mand

;@ECS;@ffaa -nosplash

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I copy and pasted what needed to be edited, but now I get an error at startup
Quote[/b] ]File@SLX\bin\config.cpp, line 1055: .LaserBombCore:Undefined base class 'BombCore'

that errors looks like you pasted a section of code above the BombCore class, which is the parent of LaserBombCore class.

or you've somehow deleted class BombCore, what it think you need to do is move the section of code you've written below class BombCore.

so it'll look somthing like this

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

class BombCore : Default

{

//class bombcore's lines of codes

};

//write your codes here

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Quote[/b] ]Spy, how did you do it? I put to friendlies in the editor. Being one i shot the other in the legs and dragged him to a medic M113 and even a regular M113 and couldn't get the dragged person into the damn thing.

It took me some time to find out but the manual says:

"Dragging people and objects also works in vehicles. The driver needs to be able to see the action in the menu when getting in, or be looking in the direction of the action when getting in. Then when in the vehicle they can look in the direction of the person to see the action and use it to move the person into the vehicle. The vehicle needs an open seat to take someone."

It is working but it is hard to do and nearly impossible when you want to load several persons.

I've just spent an unbelievable amount of time trying this, and I can't manage to load one body into a vehicle.

Is there any anim associated with doing this, or does the body simply move from floor to the vehicle? I wonder if its possible to add another action whereby if you're dragging a person and there's a vehicle within 1-2m you get an option to "Load" into vehicle? I'm looking in the wounds pbo at the drag.sqs but can't see anything obvious to change or add in. I'm sure someone will be able to do it though.

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hey guys, i've discovered a section of code that's responsible for calculating the velocity needed for a unit to gib(dismembered, explode). i've so tried to tweak it so huge explosions such as HE round and LGBs would cause some units to gib.

anyways the section of code is in slx_wounds.pbo/s/Wounds.sqs

it's on line 814

here's the default value, i haven't found the sweet spot yet, so

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

; Check absolute velocity to see if they are flying fast enough to be torn apart

?(_velocity<20)||((getpos _unit) select 2)<0.1&&((getpos _unit) select 2)>5:goto "end"

the _velocity(i think) is the calculated limit velocity based on some randomized value of SLX_VelocityMX(also editable at gl3.pbo) + the velocity of hitpart+ partdmg + jump

select 2 is (i think) the value of hitpart.

basicly the line of code above checks whether

{the limit velocity is < 20 or the unit hitpart<0.1(not critically damaged) } and {unit hitpart is >5} if it is then it will skip the gibbing function and the unit will not gib.

if you disable the line of code above, any unit that moves when it's declared dead will gib. so if you fire at a unit and kill it whilst it's moving(walking/running) the unit will gib.

my recommended value for the velocity is 13, with that value a LGB or a HE round has a high probability of causing a unit to gib if the unit is in the blast area of the bomb/round. the shockwave however will not cause a unit to gib, i found this to be quite realistic.

also a grenades will not cause a unit to gib with that velocity, which is again (for me) quite realistic.

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I've just spent an unbelievable amount of time trying this, and I can't manage to load one body into a vehicle.

Is there any anim associated with doing this, or does the body simply move from floor to the vehicle? I wonder if its possible to add another action whereby if you're dragging a person and there's a vehicle within 1-2m you get an option to "Load" into vehicle? I'm looking in the wounds pbo at the drag.sqs but can't see anything obvious to change or add in. I'm sure someone will be able to do it though.

Here you go:

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first) thanx for hard and great job))

1q)

in wounds_pack AI_driver after delivery wounded to cover makes the EJECT_action

It looks a little ridiculously as him jumps out))

How i can correct this???

Whether I can change action to "get out" or it is necessary play special animation??

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Oo I feel stupid. Sound fixed.

Now if the SLX AI (suppresion ect) worked with the dynamic Ai creator. It would surley be a dream come true! smile_o.gif

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I got a new sound mod, took the slxmod PBO and the weapons sound PBO out of the @slx folder.

One of those fixed it.

I just couldnt stand the awful sound crack ect!!!!!! icon_rolleyes.gif

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Would it be possible to change the Tank Muzzle flash to an actual flash like in EECP (ofp)

THe current flamey flash looks very blocky from behind and generally does not look right.

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I got a new sound mod, took the slxmod PBO and the weapons sound PBO out of the @slx folder.

One of those fixed it.

I just couldnt stand the awful sound crack ect!!!!!! icon_rolleyes.gif

Well I came to post something similar.

The weapon sounds SUCK!

Especially those inexplicable distant cracks, I don't know what on earth can produce that sound but one of my friends was chilling in my house and when he heard this weird sound he asked:

"wait... they put wild animals in the game now?"

What is this? It sounds like a broken moped or something.

Anyway I'll try to remove the sound pbo and try again.

But seriously... what is this sound?

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