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SLX MOD public release

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Kremator, you mean the crosshairs?

That should be in your options menu, at difficulty. Make sure crosshairs are enabled for both regular and veteran mode.

As far as I'm aware SLX doesn't force them off, does it?

Yours,

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Uzi, I load ECS first and then SLX. and after that I have my sound mod and @General which houses some things like Matt's and DM's effects, RH weapons, etc....and then I have my @Replacements which has some things like a IDF replacement pbo I made (which works by the way guys, so don't worry about using character replacement packs with SLX they should still work, then again I removed the BIN folder out of SLX...might have been what made it still work?).

It all works, though the edited SLX file, still keeps some of the SLX smoke which can be an issue, but I like the bullet trail smoke. It comes in handy since now we have to take tracer clips to load, so if you don't have them loaded, you can still function. I hope this gets fixed. I dislike having to equip a whole mag/clip filled with tracers. I'd rather much have a setup similar to 6thSense's tracers. What was it, one every 6 shots? Something like that. But then again if this is realistic, then I take it back. biggrin_o.gif

Anyway, hope this helps Uzi. smile_o.gif

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Yes, that helps very much, as it basically confirms what I reasoned out.

If you load 6thSense's tracers last in the shortcut, won't that override the SLX tracers for you?

UPDATE: I just found this:

"It is imperative you assign -mod=;;@ECS as the last mod if

you have more than one mod installed/in use with ECS or ECS will not initialise

properly."

...at...

http://www.armedassault.info/index.php?cat=addons&id=384

You're not having any problems, Betsalel?

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has anyone elses iron sights changed or is it just n=mine. Ive seen another addon that made the fpv more 'realistic ' in this way. Does SLX do this?

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Nope, haven't noticed any issues to be quite honest. Then again I've been slaughtered so many times so fast it's hard to tell. rofl.gif

But yeah thus far, things seem to be working just fine. smile_o.gif

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Congrats to Solus on this long-awaited release!

This guy has serious work-ethic when it comes to modding and the praise is well deserved smile_o.gif

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I'd like to see a random length pause of 1 - 10 seconds or so in between the various stages of animation that play as a result of wounding. Too often, after shooting someone, you know that they are going to switch to the next animation which will reveal somewhat how badly wounded they are.

If they were immobile for a while, even up to a couple of minutes, unconscious, that would add a big surprise factor to the game when they shook their head clear, grabbed their weapon and shot at you.

I don't like being able to predict A.I. and ever since programming in BASIC in the early '80's, have been a big fan of randomization.

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Awesome mod thumbs-up.gif

I'm currently trying to extract the wounding/dragging system. The problem I'm having is that no matter what, the AI will simply not drag or help their critical wounded friendlies confused_o.gif

I've simply taken the slx_wounds.pbo and tossed it into my ECS folder, and the dragging, bleeding and healing stuff works fine for me - the AI simply won't do it. What am I'm missing here? Do i need to include parts of the bin folder???

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Awesome mod thumbs-up.gif

I'm currently trying to extract the wounding/dragging system. The problem I'm having is that no matter what, the AI will simply not drag or help their critical wounded friendlies confused_o.gif

I've simply taken the slx_wounds.pbo and tossed it into my ECS folder, and the dragging, bleeding and healing stuff works fine for me - the AI simply won't do it. What am I'm missing here? Do i need to include parts of the bin folder???

it's prolly in the GL3 pbo.

also i haven't had any luck trying to enable the aiming reticule, has anyone succeeded in doing so?

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Quote[/b] ] Posted by: Juan on May 01 2008,10:06

I don't know if this is been mentioned allready (there is a few pages on this topic allready) Do you guys have any plans on adding some sort of aiming hellp to the mounted weapons, I don't really like to squeeze a compromising burst any more from the M2 between or above my troops, because without the crosshair I don't know if I'm gonna blow someones head before I get to actually get any rounds near the enemy, same goes for the grenade launchers.

I don't want them on personal weapons, but I think that there should be some sort of aiming for the mounted machinne guns and grenade launchers.

I've been checking the Config file and I think it should be possible to turn on the crosshair and specify it to an certain weapon only smile_o.gif

I will have to check this some more and do some testing offcourse.

Quote[/b] ]Posted by: ckolonko on May 01 2008,12:48

Just one more thing. Would it be possible to make it so that AI can still drive a vehicle with flat tyres so that they can get out of a kill zone. rather than disembarking from the vehicle straight into an ambush.

I think it is possible to do, but we have to wait for Solus to come back and answer this for you, for now it's best for you to post it as a feature request in the SLX Bugtracker

Quote[/b] ]Posted by: RM Snipe on May 01 2008,14:53

Had limited time to test this great Mod but like what I see so far. notworthy.gif

Anyone having problems with this on a dedicated server ?

Have no capture/1st aid with enemy & can only drag dead enemy,friendlies work fine.

Can only drag ammo crate a few metres before being ejected.

As said in the first post, there are some known and unknown problems with this mod in MP.

Also you getting ejected from the ammo crate could be because you move to fast... this happens when moving down a slope for example... when moving to fast you'll eject.

Quote[/b] ]Posted by: rheydrich on May 01 2008,16:52

I did not see MG tracers for mounted weapons thought..

AI is too accurate in knowing where your shooting them from,

they detect you too quickly and kill you right away..

I remember suppresive fire from the WGL+ SLX mod in OFP

can this be enabled on the SLX settings??

Tracers should work on the MG I have them, might have non tracer mag loaded

ArmA bug but it should be tweaked in the latest patches

Suppresive fire is allready in and works good

Quote[/b] ]Posted by: RavenDK on May 01 2008,18:35

---------------------QUOTE-------------------

How do I change stances (go prone/stand) with a launcher?

From crouching with a launcher, press sprint forward to stand, or sprint back to go prone. From standing, press sprint back to crouch. From prone, press evasive forward to go to crouch.

---------------------QUOTE-------------------

Yeeess.. but whats the key combo is "sprint back"?

crazy_o.gif

You'll have to assign the turbo button ingame for this to work.

Quote[/b] ]Posted by: Spy17 on May 01 2008,21:06

---------------------QUOTE-------------------

I would love to see that you can load bodys and boxes in vehicles to give the great drag feature a real meaning. Than you could make missions where you have to get all your boys out!

---------------------QUOTE-------------------

Why don't you first try it

---------------------QUOTE-------------------

OK great you can do it!!!

But it still needs some tuning so you can really use it in an effective way.

I was trying to load 3 dead soldiers in a car but I could never get more than one inside. When you exit the car the loaded corpses will unload automaticly. I whish the option would pop up as soon the corpses are close to the vehicle.

I don't think this is an easy thing to do, and for bodies I see no use in actually going through the trouble. For ammo boxes this is actually a nice feature as it's not possible to load an entire box in the cargo and unload it like that.

Quote[/b] ]Posted by: Kremator on May 01 2008,23:18

Hi Para,

GREAT MOD !!!! props to all

One thing however ...... PLEASE PLEASE tell me HOW to re-enable the aiming dot.

I know it sounds a poor excuse but this would probably stop me using SLX.

Thanks in advance

[TAO] Kremator

I'm checking the SLX config atm to find out how to re-enable the crosshair, hope to come with an solution soon.

Quote[/b] ]Posted by: Binary on May 01 2008,23:22

Anyone knows if the wound.pbo file would work in multiplayer? We are currently planning in our clan on implementing the wound system from SLX.

Otherwise great mod - looks awesome

It should work but it would need some other pbo's to have it work correct and I'm not sure if it will not cause any problems

Quote[/b] ]Posted by: Uziyahu--IDF on May 02 2008,02:43

-I don't know if my install, including all required addons (GRRR!wink_o.gif, was clean, as the .bat file told me it couldn't find some files.

I had a CTD during my last play.

-Oh, it seemed like the A.I. took forever to open fire on a close player target that was prone about 5:30 AM on Ramadi, given that lots of their fellows had already died.

-Oh, and can't A.I. team-mates be programmed to stop the bleeding of their fellows? That's something learned in Basic Training. Then the medic could get to them, later

-The .bat seems to be causing some error messages but I don't think it actually should CTD your game

-AI is tweaked to fight better in CQC but it might not work optimal at this point and it's more how original AI works then what Solus did to them.

-AI should bandage themselves when in cover and not under direct fire when bleeding.

Quote[/b] ]Posted by: Vanity on May 02 2008,06:51

My main problem is the aiming with sighted-in weapons. It feels like I'm moving my mouse threw molasses as I'm aiming. It's laggy, feels sloppy, and is slow. When when I do fire, the recoil is so bad that it's another 2-3 seconds until I can get a quality shot off.

This leads to 2 problems:

1) I die b/c it's taking forever to get the aiming reticle on target

2) I'm firing round after round that's missing, and my enemy is lying prone returning direct fire. Usually this ends in my death.

This might be tweakable in the config, I will look into it although I don't have that much of a problem with the move-ing myself smile_o.gif

Quote[/b] ]Posted by: Einsena on May 02 2008,07:05

hmm my BTS account hasn't been approved yet so i'll just post what i think is a bug and things that i think need to be included here

1. M1A1 commander pop out problem whilst firing the M2 MG

2. Suppressed Firearms are (i think) highly underpowered, my squad in Sanitizing Mission are having lots of trouble trying to kill a UAZ gunner.

3. SABOT rounds should at least have a little splash damage, i suspect the damage area is extremely small, so small infact it's hard to register a hit for infantries.

4. The gib effect should also be applied(optional ofcourse) for HE damages(Such as M1A1 HE round, rare grenade explosions, etc), from what i can see and read so far the HE round of the M1A1 would NEVER be able to cause a unit to gib because the gib calculations are based on object velocity. i think logically an HE round should also be able to blow some unit apart.

5. the aiming reticule should be enable able, because high magnification assault rifles like the G36K are very difficult to use without this.

6. slugish infantry firearms aiming.

7. i don't know about the others but my M1A1's commander seat weapon and binoc view are also slugish, like it lacks sensitivity.

P.S. when you guys are talking about bug tracker you are talking about BTS right?

Most of these I've allready answered or should just be placed in the SLX Bugtracker

And you can't register atm but you can post these without an account.

Quote[/b] ]Posted by: kristian on May 02 2008,17:24

-The burning range and time. if you get even near the fire you die and that is not realistic. I know if you get too close to fire you will start burning but, now even 3 meters and you get hurt, and AI doenst care about the flames! they just run into them no matter what I do!

It's hard to tell AI what is dangerous and what not, they will also sufficate because of their own smoke grenades atm sad_o.gif

The range well... in ECS you will get the message of how much damage you get and that is like 5% which I think is good enough to just indicate not to come to close to the fire... you should not come near an burning vehicle at any time as their might be some ammo in it that can still explode... so just keep away from these things as you should in reallife!

Quote[/b] ]

I would like to know one thing, how is the AI coded with dragging, cuz I saw AI dragging another AI player. how are they coded?

I mean, if other AI gets critically hurt and cannot move, will some AI drag him to safe or was it just randomg retardness?

I can't tell you how it's coded, but yes it is coded that AI will drag an injured immobile unit into safety and then heal him... sometimes he will even be escorted by another AI!

Quote[/b] ] Posted by: MehMan on May 03 2008,23:20

The binoculars seem to really screw up the AI. I have lost some AI team members due to this, because they simply kept looking through the binos at the enemy who was firing at them and they didn't even think of putting the binos down and trying to move away. They just freeze during a firefight with binos in hand looking at the enemy, getting shot and dying.

Never saw this happening, was it in CQC?

Quote[/b] ]Posted by: twisted on May 04 2008,05:02

just 3 comments.

1. AI jumps around like Quake too much - strafeing is mad in combat. this is worst thing for me in a good mod. not combat mod but more like shooter arcade game.

2. AI can take a hell of a lot of damage - this needs to be tweaked because now it sometimes seems they are like terminators. headshots especialy (yeah i read about the graze effect, helmets but they'd be so dazed that they should be out of the fight anyway).

3. last comment is a small one but perhaps to let us try the dm smoke mod for excellent smoke (or is there a way to swap it)?

1. It's a rather fresh implementation done not that long before release so it wasn't tweaked enough I'm affraid... but AI will/should only strafe when near cover to get behind it.

2. Depends on the weapon and there is some bug with gunners in mounted vehicles.

3. This might happen in the future smile_o.gif

Quote[/b] ]Posted by: Uziyahu--IDF on May 04 2008,16:34

Also, how about just plain SCREAMING by A.I. as a recurring reaction to their wounds? Obviously, the screams would need to be highly varied to keep from being annoying, but it would certainly add some stress to the situation.

Those of you who use ECS and MaddMatt's ArmaEffects with this mod, which do you recommend loading first in your shortcut? SLX or ECS? SLX or MaddMatt's?

AI does scream when hit and when under fire, and when combined with ECS they really make alot of noise :P

Also it's best to have it like; @ECS;@SLX;@ArmAEffects

Quote[/b] ]Posted by: Uziyahu--IDF on May 04 2008,18:27

Yes, that helps very much, as it basically confirms what I reasoned out.

If you load 6thSense's tracers last in the shortcut, won't that override the SLX tracers for you?

UPDATE: I just found this:

"It is imperative you assign -mod=;;@ECS as the last mod if

you have more than one mod installed/in use with ECS or ECS will not initialise

properly."

...at...

< http://www.armedassault.info/index.php?cat=addons&id=384 >

You're not having any problems, Betsalel?

Six tracers should be behind @SLX and they "should" override the SLX ones but I'm not to sure about this atm... I've seen some stuff about the two in the config so it might need to be turned on or off to work

and for ECS to work with other add-ons it indeed should be loaded as last but as SLX does sort of work with ECS you should have ECS before SLX to have both work proper... just be sure to have the bridge file in the @ECS/Addons folder

Quote[/b] ] Posted by: ckolonko on May 04 2008,18:41

has anyone elses iron sights changed or is it just n=mine. Ive seen another addon that made the fpv more 'realistic ' in this way. Does SLX do this?

Can you post an screenshot? best to show original and what you get when SLX as I'm not sure if SLX does this.

Quote[/b] ]Posted by: froggyluv on May 04 2008,21:24

Congrats to Solus on this long-awaited release!

This guy has serious work-ethic when it comes to modding and the praise is well deserved smile_o.gif

Thanks for all the beta-testing you've done mate!

Quote[/b] ]Posted by: Uziyahu--IDF on May 04 2008,22:08

I'd like to see a random length pause of 1 - 10 seconds or so in between the various stages of animation that play as a result of wounding. Too often, after shooting someone, you know that they are going to switch to the next animation which will reveal somewhat how badly wounded they are.

If they were immobile for a while, even up to a couple of minutes, unconscious, that would add a big surprise factor to the game when they shook their head clear, grabbed their weapon and shot at you.

I don't like being able to predict A.I. and ever since programming in BASIC in the early '80's, have been a big fan of randomization.

Most of the AI actions are randomized but I'm not sure if this is doable with animation transitions and offcourse... there have to be more useable animations to actually do this.

Quote[/b] ] Posted by: Binary on May 05 2008,11:28

Awesome mod thumbs-up.gif

I'm currently trying to extract the wounding/dragging system. The problem I'm having is that no matter what, the AI will simply not drag or help their critical wounded friendlies confused_o.gif

I've simply taken the slx_wounds.pbo and tossed it into my ECS folder, and the dragging, bleeding and healing stuff works fine for me - the AI simply won't do it. What am I'm missing here? Do i need to include parts of the bin folder???

some scripts like GL3 should be implemented aswell to have the AI do this!

Sorry for my inactivity the last few days.

I've also had a message from Solus saying he only has acces to the internet from an internet cafe at a mall close by and he's looking for a job atm so he does still not have a lot of time nor acces to work further on SLX at this point

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Sorry about not replying soon enough to those guys who PMed me on how to isolate the body drag. Here's a quick overview of what you need to do:

1. unpbo slx_clouds and get these files: CloudySmoke.p3d, Fire.p3d, FlatSmoke.p3d, Cloudy.01.paa,Fire.01.paa, gunsmoke.01.paa. Create a new folder like /c/ or something short in your edited slx_wounds folder. Use Oxygen to redefine the paa paths in all three p3d files to slx_wounds/c/Cloudy.01.paa and etc. Then Find/Replace these new p3d dirs in all the script files that reference slx_clouds. Make sure to use "old compression" or whatever that's called.

2. Because of the lack of slx_clouds, you'll now get a weird effect where smoke puffs shoot out of injured players (it's supposed to be made transparent by slx_clouds so that only the pebble effect is left when dragging). Here's how to get rid of it:

In config.cpp of slx_wounds, comment this out:

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

// class SLX_BleedDmg1: BulletBase

// {

// hit=0;

// indirectHit=0.1;

// indirectHit=0.08;

// indirectHit=0.06;

// indirectHitRange=.5;

// typicalSpeed = 1;

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

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

// soundhit[]={"","db0",0};

// visibleFire=0;

// audibleFire=0;

// visibleFireTime=0;

// airlock=0;

// irlock=0;

// laserlock=0;

// minRange=10;

// minRangeProbab=1;

// midRange=10;

// midRangeProbab=1;

// maxRange=10;

// maxRangeProbab=1;

// tracerColor[]={0,0,0,0};

// tracerColorR[]={0,0,0,0};

// cost=0;

// explosive=0;

// hitGround[]={"soundhit",1};

// hitMan[]={"soundhit",1};

// hitArmor[]={"soundhit",1};

// hitBuilding[]={"soundhit",1};

// cartridge="";

// };

The dripping blood will still be there. How that works is it creates a small explosion crater (black charred circle), then covers that up with a blood drop shaped texture. If those are disappearing to quickly or something, it's because your damage decals are set to expire too fast. It's in the same file.

3. Damage models. What SLX does is it uses slx_modweapons_c to decrease the damage of normal bullets (i.e. 5.56 NATO ball is decreased to 6 damage from 11/12 default). This is a pretty terrible solution since NWD and standard ballistics are alot better. Now if you run slx_wounds alone, you'll pretty much die in 1 hit to the chest since wounds is tweaked for the slx_modweapons_c damage values. In SLX_Wounds.sqs (not 100% sure), there's a section that pretty much says: "if bullet hits chest do %50 normal dmg, if bullet hits arm do 20% damage etc". Tweak this to match whatever ballistics you're using via trial-error until it feels realistic to you.

This also applies to guys trying to get Q11 recoil to work. The config in modweapons_c is changing all the weapon values.

4. Yes slx_wounds does call for GL3 and slx_shout. However, it's scripted in a way where if either of these files are missing, it'll just return a null value and move on without any errors. If you want the yelling/screaming, include slx_shout and slx_arma_voices. I haven't played around with GL3 and getting AI to drag you so I don't know if GL3 calls for any other pbos. slx_wounds only calls for GL3 and slx_shout though. The scripting in slx_wounds pretty much goes "if teammate is in the vicinity, injured, execute GL3.pbo for nearby unit" and such if that helps.

5. If you do use slx_modweapons_c, be aware that it disables most of the normal tracers by default and adds weird values on its own. Pretty sure I had to remove all the tracer references in order to get SIX_Tracers working. Also, it references some effects from slx_clouds again (but it'll be stated as ExplosiveAmmoBox or something like that), so delete those parts again if you're keeping modweapons_c.

Again, sorry about the late response and sorry if someone has covered this since my last post. Happy to answer any questions regarding slicing and dicing SLX. Read through these files like 100x each. tounge2.gif

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Hello!

First

Thanks for this great mod smile_o.gif

There are some really cool features smile_o.gif

Secound

I found a bug look at my screen to see it (My English skills are not good enough to explain it sry )

Bug

How can i fix that?

I use:

ArmA Beta Patch 1.12

Queens Qambit Addon

SLX + SLX Vehicle Pack

BPARealSound

ArmAEffects

And some small addons like the USMC,the 1st Infantry Dev,6th sense weaponpack etc

thanks for help

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Sorry about not replying soon enough to those guys who PMed me on how to isolate the body drag. Here's a quick overview of what you need to do:

----

Again, sorry about the late response and sorry if someone has covered this since my last post. Happy to answer any questions regarding slicing and dicing SLX. Read through these files like 100x each. tounge2.gif

You've found out some great stuff, but as I've seen it, some of these things can be turn of or changed in the Config.cpp file

Though the file is HUGE but Solus did comment most of the stuff so it shouldn't be too hard to find all the correct stuff ones read through the entire thing tounge2.gif

Quote[/b] ]I found a bug look at my screen to see it (My English skills are not good enough to explain it sry )

Bug

I have never seen that before... well at least not with SLX

Could be caused by all sorts of things IIRC

Can you clean your .rpt and reproduce this bug and post the .rpt file?

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

=====================================================================

== C:\Andreas\Games\ArmA\beta\arma.exe

=====================================================================

Exe version: Mon May 05 16:52:55 2008

build 1.12.5252

Cannot register unknown string STR_FILTER_BATTLEYE

Cannot find base ViewPilot for BPAReal_Cfg\config.bin/CfgVehicles/ParachuteBase/ViewPilot/

Conflicting addon FDF_Sounds in 'slx_modweapons_sounds\', previous definition in 'slx_modweapons_c\'

Conflicting addon ModWarSound in 'slx_modweapons_sounds\', previous definition in 'slx_modweapons_c\'

Item STR_LIB_HILUX listed twice

Unsupported language German in stringtable

File mech_bmd\cfgmagazine.h, line 34: '/CfgMagazines/Mech_73mm_HEAT.type': Missing ';' at the end of line

File mech_bmd\cfgAmmo.h, line 18: '/CfgAmmo/Mech_Sh_73_HEAT.thrust': Missing ';' at the end of line

File mech_bmd\cfgAmmo.h, line 31: '/CfgAmmo/Mech_Sh_73_HE.thrust': Missing ';' at the end of line

File mech_bmd\config.cpp, line 33: '/CfgTextureToMaterial/BMDSide.material': Missing ';' at the end of line

File mech_bmd\config.cpp, line 34: '/CfgTextureToMaterial/BMDTurr.material': Missing ';' at the end of line

File mech_bmd\config.cpp, line 35: '/CfgTextureToMaterial/BMDRest.material': Missing ';' at the end of line

File mech_bmd\cfgVehicle.h, line 47: '/CfgVehicles/Mech_BMD/Library.libTextDesc': Missing ';' at the end of line

File sd_btr80\config.cpp, line 2: '/CfgTextureToMaterial/BTRSide.material': Missing ';' at the end of line

File sd_btr80\config.cpp, line 3: '/CfgTextureToMaterial/BTRFront.material': Missing ';' at the end of line

File sd_btr80\config.cpp, line 4: '/CfgTextureToMaterial/BTRRest.material': Missing ';' at the end of line

File sd_btr80\config.cpp, line 5: '/CfgTextureToMaterial/BTRBack.material': Missing ';' at the end of line

File sd_btr80\config.cpp, line 6: '/CfgTextureToMaterial/BTRTurr.material': Missing ';' at the end of line

File sd_btr80\config.cpp, line 7: '/CfgTextureToMaterial/BTRK.material': Missing ';' at the end of line

File sd_btr80\config.cpp, line 8: '/CfgTextureToMaterial/BTRwhee.material': Missing ';' at the end of line

File sd_btr80\CfgSkeletons.h, line 71: '/CfgModels/SD_Btr80/Animations/Dvere1.source': Missing ';' at the end of line

File sd_btr80\CfgSkeletons.h, line 77: '/CfgModels/SD_Btr80/Animations/Dvere1.angle0': Missing ';' at the end of line

Updating base class MGunCore->Default, by hwk_uss_nimitz\config.bin/CfgWeapons/MGun/

Updating base class MissileLauncher->AT3Launcher, by hwk_uss_nimitz\config.bin/CfgWeapons/HellfireLauncher/

Updating base class Default->MGunCore, by mech_bmd\config.cpp/cfgWeapons/MGun/

Updating base class CAManBase->Soldier, by pkw_mercenary\config.bin/CfgVehicles/SoldierGB/

Updating base class CAManBase->Soldier, by pkw_pilots\config.bin/CfgVehicles/SoldierWB/

Updating base class HouseBase->Static, by pkw_pilots\config.bin/CfgVehicles/House/

Updating base class CAManBase->Man, by cmcd_101\config.cpp/CfgVehicles/Civilian/

Updating base class SoldierGB->SoldierWB, by cmcd_101\config.cpp/CfgVehicles/SoldierWSniper/

Updating base class RscLoadingText->RscText, by DBE1\Models_DBE1\ui\config.bin/RscDisplayLoading/Variants/LoadingOne/controls/CA_TextLoad/

Updating base class RscLoadingText->RscText, by DBE1\Models_DBE1\ui\config.bin/RscDisplayLoadMission/controls/Title1/

Updating base class RscLoadingText->RscText, by DBE1\Models_DBE1\ui\config.bin/RscDisplayStart/controls/CA_Text/

Updating base class Soldier->CAManBase, by ca\characters\config.bin/CfgVehicles/SoldierWB/

Updating base class ->SoldierESaboteur, by ca\characters\config.bin/CfgVehicles/SoldierESaboteurPipe/

Updating base class ->SoldierEB, by ca\characters\config.bin/CfgVehicles/SoldierECrew/

Updating base class Soldier->CAManBase, by ca\characters\config.bin/CfgVehicles/SoldierGB/

Updating base class Man->CAManBase, by ca\characters\config.bin/CfgVehicles/Civilian/

Updating base class CA_Magazine->VehicleMagazine, by ch_m1abrams\config.bin/CfgMagazines/100Rnd_762x51_M240/

Updating base class TimeBombCore->Default, by fz_f18\config.bin/CfgAmmo/MineCore/

Updating base class AT3Launcher->MissileLauncher, by fz_f18\config.bin/CfgWeapons/HellfireLauncher/

Updating base class Land_Stoplight01->NonStrategic, by six_editorupdate\config.cpp/CfgVehicles/Land_Stoplight02/

Updating base class House->NonStrategic, by six_editorupdate\config.cpp/CfgVehicles/Land_Stoplight01/

Updating base class Static->HouseBase, by ca\Desert2\config.bin/cfgVehicles/House/

Updating base class DefaultWorld->CAWorld, by ca\desert\config.bin/CfgWorlds/Intro/

Updating base class RscText->RscLoadingText, by slx_loadingblank\config.cpp/RscDisplayLoading/Variants/LoadingOne/controls/CA_TextLoad/

Updating base class RscText->RscLoadingText, by slx_loadingblank\config.cpp/RscDisplayLoadMission/controls/Title1/

Updating base class SoldierEB->SoldierE, by ca\hotfix\qg\config.bin/CfgVehicles/SoldierPTeamLeader/

Updating base class VehicleMagazine->CA_Magazine, by slx_modweapons_c\config.cpp/CfgMagazines/100Rnd_762x51_M240/

Updating base class M16A4_GL->M16A2GL, by BPAReal_Cfg\config.bin/cfgWeapons/M16A4_ACG_GL/

Updating base class M16A4_GL->M16A2, by BPAReal_Cfg\config.bin/cfgWeapons/M16A4_ACG_GL/M16Muzzle/

Updating base class m16a4->M16A2, by BPAReal_Cfg\config.bin/cfgWeapons/M16A4_GL/

Updating base class M4AIM->M4A1, by BPAReal_Cfg\config.bin/cfgWeapons/M4A1SD/

Updating base class Single->Mode_SemiAuto, by BPAReal_Cfg\config.bin/cfgWeapons/MP5A5/Single/

Updating base class FullAuto->Mode_FullAuto, by BPAReal_Cfg\config.bin/cfgWeapons/MP5A5/FullAuto/

Updating base class Boat->Ship, by BPAReal_Cfg\config.bin/CfgVehicles/RHIB/

Updating base class Boat->Ship, by BPAReal_Cfg\config.bin/CfgVehicles/Zodiac/

Updating base class ->ViewGunner, by slx_modvehicles\config.cpp/CfgVehicles/M1Abrams/Turrets/MainTurret/ViewGunner/

Updating base class ->ViewGunner, by slx_modvehicles\config.cpp/CfgVehicles/M1Abrams/Turrets/MainTurret/Turrets/CommanderOptics/ViewGunner/

Updating base class Ship->Boat, by slx_modvehicles\config.cpp/CfgVehicles/RHIB/

Error: Bad bone name lefthandmiddle1 in aimingDefault/

Error: Bad bone name lefthandmiddle1 in leaningDefault/

Error: Bad bone name lefthandmiddle1 in SLX_WoundedLying/

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bad bone name lefthandmiddle1 in aimingLauncher/

Error: Bad bone name lefthandmiddle1 in legsLyingAimingPistol/

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

THIS ERRORMESSAGE COME AGAIN AND AGAIN !!!

Warnings in slx_modweapons\weapons\slx_m4_aim.p3d:11000

Warning: slx_veh\slx_m113.p3d: Selection kolol1 needs a section. The shadow volume may not work well.

Warning: slx_veh\slx_m113.p3d: Selection kolol2 needs a section. The shadow volume may not work well.

Warning: slx_veh\slx_m113.p3d: Selection kolol3 needs a section. The shadow volume may not work well.

Warning: slx_veh\slx_m113.p3d: Selection kolol4 needs a section. The shadow volume may not work well.

Warning: slx_veh\slx_m113.p3d: Selection kolol5 needs a section. The shadow volume may not work well.

Warning: slx_veh\slx_m113.p3d: Selection kolop1 needs a section. The shadow volume may not work well.

Warning: slx_veh\slx_m113.p3d: Selection kolop2 needs a section. The shadow volume may not work well.

Warning: slx_veh\slx_m113.p3d: Selection kolop3 needs a section. The shadow volume may not work well.

Warning: slx_veh\slx_m113.p3d: Selection kolop4 needs a section. The shadow volume may not work well.

Warning: slx_veh\slx_m113.p3d: Selection kolop5 needs a section. The shadow volume may not work well.

Warning: slx_veh\slx_m113.p3d: Selection kolol1 needs a section. The shadow volume may not work well.

Warning: slx_veh\slx_m113.p3d: Selection kolol2 needs a section. The shadow volume may not work well.

Warning: slx_veh\slx_m113.p3d: Selection kolol3 needs a section. The shadow volume may not work well.

Warning: slx_veh\slx_m113.p3d: Selection kolol4 needs a section. The shadow volume may not work well.

Warning: slx_veh\slx_m113.p3d: Selection kolol5 needs a section. The shadow volume may not work well.

Warning: slx_veh\slx_m113.p3d: Selection kolop1 needs a section. The shadow volume may not work well.

Warning: slx_veh\slx_m113.p3d: Selection kolop2 needs a section. The shadow volume may not work well.

Warning: slx_veh\slx_m113.p3d: Selection kolop3 needs a section. The shadow volume may not work well.

Warning: slx_veh\slx_m113.p3d: Selection kolop4 needs a section. The shadow volume may not work well.

Warning: slx_veh\slx_m113.p3d: Selection kolop5 needs a section. The shadow volume may not work well.

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Error: Bone lefthandmiddle1 doesn't exist in some skeleton

Is that what we are looking for?

UPDATE:

I Found the problem after deleting these files everything works fine:

pkw_mercenary.pbo

pkw_pilots.pbo

pkw_weapons.pbo

pkw_replacment pack for Pilots

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Indeed, and it seems to have at least one pointed towards an SLX addon. This might be caused by an broken download... but first check if this happens with only -mod=beta;@SLX and no other mods nor addons.

If it happens with just SLX then try downloading the complete mod again.

EDIT:

Ooh okay, so an replacement mod caused this? or if you just place the add-on in the editor it still happens?

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as long as i have these files in my addons folder i have the bug. (If i dont have SLX on the Bug is not present)

If i delet no bugs so far.

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Quote[/b] ]
I was trying to load 3 dead soldiers in a car but I could never get more than one inside. When you exit the car the loaded corpses will unload automaticly. I whish the option would pop up as soon the corpses are close to the vehicle.
Quote[/b] ]

I don't think this is an easy thing to do, and for bodies I see no use in actually going through the trouble. For ammo boxes this is actually a nice feature as it's not possible to load an entire box in the cargo and unload it like that.

If you want to make realistic missions it is absolutly essential that you are able to evacuate your dead and woundet. I think it would be fun and was never before simulated in a computer game. It would totaly change the flow of a mission, if you have to find save evac locations for your casualitys. And if I know the MP communety right the heli pilots would love to evacuate the woundet from a hot landing zone.

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but as I've seen it, some of these things can be turn of or changed in the Config.cpp file

Yes definitely, there are alot more stuff that you can mess with in the config.cpp of slx_wounds. Some of the points I mentioned, though, were either not obvious (the smoke puff thing was not labelled with a comment in config) or more along the lines of eliminating error reports so I thought I'd help prevent some little annoyance for people who want to mess with SLX. The slx_clouds and modweapons_c stuff I haven't found any way to disable in any manner in the config.cpp of wounds, though (kinda designed to be layered on-top of wounds). Maybe I'm missing something that you found?

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If you want to make realistic missions it is absolutly essential that you are able to evacuate your dead and woundet. I think it would be fun and was never before simulated in a computer game. It would totaly change the flow of a mission, if you have to find save evac locations for your casualitys. And if I know the MP communety right the heli pilots would love to evacuate the woundet from a hot landing zone.

I completely agree with you here. I have yet to manage to drag even a single person into an apc/heli so it definitely needs some improvement. And it would be a blast for multiplayer and missions. You could get pretty great specop missions if you have to take the bodies of your dead mates with you.

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but as I've seen it, some of these things can be turn of or changed in the Config.cpp file

Yes definitely, there are alot more stuff that you can mess with in the config.cpp of slx_wounds. Some of the points I mentioned, though, were either not obvious (the smoke puff thing was not labelled with a comment in config) or more along the lines of eliminating error reports so I thought I'd help prevent some little annoyance for people who want to mess with SLX. The slx_clouds and modweapons_c stuff I haven't found any way to disable in any manner in the config.cpp of wounds, though (kinda designed to be layered on-top of wounds). Maybe I'm missing something that you found?

I actually mean the Config.cpp found in the BIN folder wink_o.gif

It's sort of the COMPLETE config for all that SLX does and add's to original ArmA smile_o.gif

Quote[/b] ]
Quote[/b] ] (Spy17 @ May 05 2008,20:34)

If you want to make realistic missions it is absolutly essential that you are able to evacuate your dead and woundet. I think it would be fun and was never before simulated in a computer game. It would totaly change the flow of a mission, if you have to find save evac locations for your casualitys. And if I know the MP communety right the heli pilots would love to evacuate the woundet from a hot landing zone.

I completely agree with you here. I have yet to manage to drag even a single person into an apc/heli so it definitely needs some improvement. And it would be a blast for multiplayer and missions. You could get pretty great specop missions if you have to take the bodies of your dead mates with you.

It's not really a big feature at this point more a small extra smile_o.gif

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Under what conditions will A.I. drag ammo crates?

Will that A.I. mod that has A.I. look for their own weapons and ammo get in the way of A.I. dragging ammo crates?

Also, an improvement to A.I. that you might want to consider in the future is having soldiers who are in "safe" ("careless", too?) status engaging in various activities: dragging ammo crates, boxes of MRE's, and carrying jerry cans of water back and forth to those who need them; going off to a secluded spot to urinate (there was a urination script someone made in OFP), digging and filling sandbags to make cover (I saw video of a terrain deformation project someone was working on... dunno how they got it to work so well, but I would think the same tech could be employed to make a fighting position?), randomly walking from soldier-to-soldier/tent-to-tent/vehicle-to-vehicle relaying messages or handing out MRE's. Stringing concertina wire (cyclone fencing?), loading/unloading trucks, and servicing vehicles are other possibilities.

The game Far Cry has scenes like this. (Note that those engaged in these activities are less likely to notice camo'ed enemy troops, nearby.)

Another improvement to ArmA that I would like to see is that soldiers should stay prone for at least 4 seconds, as 4 seconds is the maximum amount of time that the soldier's "buddy" is supposed to take for rushing forward to the next place of cover (obviously, if there is no cover, they go prone, allowing the soldier to rush forward for his 4 seconds). While prone, the soldier provides covering fire for his rushing buddy.

At least, this was the way 2-man fire-teams were trained to do "bounding overwatch" in the U.S. Army in the late '80's.

This will provide more opportunities to shoot your targets. In ArmA, as it stands, the enemy A.I. seems to detect when they are in your sights, and will get up from prone just as you were about to take the shot. Very frustrating.

Repeating "standing up" and "going prone" over and over again is very tiring, especially in combat gear. The actual exercise would be called the "squat-thrust", and was often administered to recruits by Drill Sergeants as punishment.

For that matter, why does the A.I. send out only 1 man to flank? That's stupid. Shouldn't approximately half the squad choose a side to flank from while the other half maintains a base of fire? (Of course, this is U.S. training doctrine. Wasn't CommBlock training doctrine to just poor everything through one point in the perimeter or frontline, and then loop back after they had destroyed the rear area and supply lines?) At least 2 buddies should perform the flanking maneuver if they really want it to succeed.

I'd also like to see people sometimes thrown or knocked off their feet by an explosion, but get back up, lightly or unharmed.

Great mod, but when someone shows they have the skills to increase realism to this degree, that just makes me ask for more. ; )

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I expirienced something wierd right now, as I killed the last of an enemy groups soldiers I saw all my soldiers stand up and surrender, to nobody.

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I expirienced something wierd right now, as I killed the last of an enemy groups soldiers I saw all my soldiers stand up and surrender, to nobody.

I guess they where done fighting icon_rolleyes.gif

Well please report this in the SLX bugtracker smile_o.gif

@Uziyahu--IDF:

Uhhhhh, AI don't drag ammo crates AFAIK neither do they drag anything else than an injured unit.

And for the rest of the message... PLEASE remember that Solus is just 1 man crazy_o.gif

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