kroky 1 Posted November 27, 2009 @Solus Thanks for the quick update. Will test it today. some more questions: - does SLX change the spotting and dispersion values of the AI (not of the weapons), if yes what pbo does it? (The idea behind my question is to find a healthy balance of AI mods. (Since there is an AI dispersion mod zeus spotting and AI skill mod and in future there will even be FlexiAI by fabrizio). - Could you update please the list on the first page telling what each pbo does change. (in particular the AI behavior). - The same about a healthy balance in FX mods together with SLX. There is JTD, WarFX i.e. What mixture do you suggest. Besides using SLX only of course :) Will test 1.8 and report back. Share this post Link to post Share on other sites
NoRailgunner 0 Posted November 27, 2009 Any chance to get an quick overview about all SLXMod fixes, tweaks and new features and which SLXMod *.pbo requires another SLXMod *.pbo? Share this post Link to post Share on other sites
cossack8559 10 Posted November 27, 2009 I've noticed with CDF sniper it takes about four shots to kill a Russian unless i hit him in the head... but if i remove the "SLX_Mod_Veh_Core.pbo" its one shot kills again... is it intended to take so many shots? Share this post Link to post Share on other sites
Laqueesha 474 Posted November 27, 2009 (edited) When I shoot a grenade from a grenade launcher at close range and it impacts but does not detonate, it continues to make a sound as if it were still flying through the air. Edited November 27, 2009 by Laqueesha Share this post Link to post Share on other sites
spangg 0 Posted November 27, 2009 (edited) @Solus What does SLX_NoMoveObject.pbo do? I see where kroky comes from with this ai question and I'd like to know as well. If for instance possible to take the aiskill off the slx mod and use the one in the zeus mod(or later on fabricio's mod come as well) to make sure they don't interfere with each other. I think the zeus mod changes engaging and spotting values only if it helps. They dont seem to gather more ammo if they run out. viktorfarbau has a nice little addon for this, so would it be possible to make as a separate pbo in case we don't need pls? Thank you again ! Amazing job as always, KIU! Edited November 27, 2009 by spangg Share this post Link to post Share on other sites
Alex72 1 Posted November 27, 2009 (edited) Solus: Sounds like the island isn't fully configured for the new zones thing, which will also make the other wild life not work. I'd say it's a map bug. Ah ok gotcha. Sorry for chasing you when it wasnt your fault. :D And thanks for yet another update! Good work. EDIT: Version 1.8 bug. Seems eAI squadleaders can do some serious matrix bullet avoiding. Like they move forward and BAM they are back like a couple of meters to where they were. So they can like "jerk" over a couple of meters back and forth. This made me deplete like 4 mags trying to hit a guy lol. :) /i never got him. :D Alex Edited November 27, 2009 by Alex72 Share this post Link to post Share on other sites
jblack9 10 Posted November 27, 2009 It'd be interesting to know what mods you all use with SLX, I'm about to reinstall all my mods again, thinking: SLX VFAI Vop Sound Mod? Any other recommendations? Share this post Link to post Share on other sites
froggyluv 2136 Posted November 27, 2009 It'd be interesting to know what mods you all use with SLX, I'm about to reinstall all my mods again, thinking:SLX VFAI Vop Sound Mod? Any other recommendations? Gotta say WarFx. Share this post Link to post Share on other sites
dmarkwick 261 Posted November 27, 2009 It'd be interesting to know what mods you all use with SLX, I'm about to reinstall all my mods again, thinking:SLX VFAI Vop Sound Mod? Any other recommendations? I find that SLX makes firefights somewhat easy to survive, but that the Zeus AI tweak mod redresses this balance somewhat. I also use UPS (Urban Patrol Script) to give AI some good flanking abilities. Share this post Link to post Share on other sites
Sky999 10 Posted November 27, 2009 (edited) I download the latest version of SLX and I was eager to see the dismemberment it boasts. I fired a about 60 missiles at 50 infantry, nothing. I fired a shell from an M1A1, at point blank range, into a rifleman....nothing. What do I have to do to dismember someone? I also can't get the enemy to surrender, I was following 3 guys from an ambush crawl away for 15 minutes and they didn't surrender. -_- I walked in front of them, they chucked grenades forward but just kept crawling...when's this problem going to be fixed? Edited November 28, 2009 by Sky999 Share this post Link to post Share on other sites
skooma 10 Posted November 27, 2009 I download the latest version of SLX and I was eager to see the dismemberment it boasts.I fired a about 60 missiles at 50 infantry, nothing. I fired a shell from an M1A1, at point blank range, into a rifleman....nothing. What do I have to do to dismember someone? I also can't get the enemy to surrender, I was following 3 guys from an ambush crawl away for 15 minutes and they didn't surrender. -_- I walked in front of them, they through grenades forward but just kept crawling...when's this problem going to be fixed? Are you sure it is installed correctly? Share this post Link to post Share on other sites
froggyluv 2136 Posted November 27, 2009 I download the latest version of SLX and I was eager to see the dismemberment it boasts.I fired a about 60 missiles at 50 infantry, nothing. I fired a shell from an M1A1, at point blank range, into a rifleman....nothing. What do I have to do to dismember someone? I also can't get the enemy to surrender, I was following 3 guys from an ambush crawl away for 15 minutes and they didn't surrender. -_- I walked in front of them, they through grenades forward but just kept crawling...when's this problem going to be fixed? Gibs works. Just shot a tank shell point blank at opfor and he went to pieces. Make sure you don't have the Nogibs.pbo activated. Share this post Link to post Share on other sites
jblack9 10 Posted November 28, 2009 I find that SLX makes firefights somewhat easy to survive, but that the Zeus AI tweak mod redresses this balance somewhat. I also use UPS (Urban Patrol Script) to give AI some good flanking abilities. Does Zeus work "right outta the box" with SLX or do i have to do anything else? Share this post Link to post Share on other sites
dmarkwick 261 Posted November 28, 2009 Does Zeus work "right outta the box" with SLX or do i have to do anything else? Tell you the truth, I just added it in with no other action. I don't know whether some of it will conflict or the load order is important or anything, all I can tell you is that, for me, gameplay is improved with it. Share this post Link to post Share on other sites
kabong 1 Posted November 28, 2009 Solus - There are several more PBOs in this one. Can you update the descriptions of what each do? Solus - I don't think an answer to this was ever posted and the list on the Armaholic page for your mod doesn't appear to be current either. If you get a chance, could you please slap together a current list and/or update the list on Armaholic? Thanks. ;) Share this post Link to post Share on other sites
Super Trooper214 10 Posted November 28, 2009 Uhhh I downloaded the mod and for some reason sometimes when I die, my body just sits there and I can't do anything but alt control delete and restart the game anyone help? Share this post Link to post Share on other sites
Solus 1 Posted November 28, 2009 (edited) The Zeus and SLX AI skills are pretty close, with Zeus being a little more accurate, which is probably good as the SLX AI was seeming a little too inaccurate. I'll raise the SLX values a little to be more in line with the Zeus skills in the next version so AI should work well even if using just SLX. It looks like Zeus uses a very far spot distance with a long time to identify the target, does that work good in CQB? Anyway zeus should probably be used with SLX since it looks pretty close and should work well and has more extensive testing than I can do. One possible problem though is a little lack of variation in some of the skills, like the reloading time, which having zero as the min makes no skilled people unable to cycle bolt action weapons, although that might work well if it's the intended effect. If things seem to be working well in CQB as well I'll just remove the SLX_AISkill.pbo Alex72: Did you notice any trend in when they warp? Maybe after specific dodge animations like always when side stepping etc? Is there any way to consistently reproduce the bug? Jblack9: Editor updates for building names. Sakudriver2 for better AI driving. Sakulightfx. Possibly sakusun. Proper low detail plants. Probably Zeus AI. FLIR. Things I have yet to test, vapor trails, C130 fix, some interesting addons on armaholic. http://www.armaholic.com/list.php?c=a2_misc WarFX explosions and stuff look interesting but the bullet hits don't look correct and it's basically a copy of Ca.pbo which is not the best way of doing things. Sky999: It does sound like it may not have been installed, although I might work on the surrendering anyway since they might not have surrendered in that situation in SLX. Edit: Super Trooper214: That happens when there's a lot of lag in a complex mission. Most of the time just waiting a little while and alt tabbing a few times gets the restart screen to come up. Edited November 28, 2009 by Solus Share this post Link to post Share on other sites
Super Trooper214 10 Posted November 28, 2009 So any update on my problem Share this post Link to post Share on other sites
grub 10 Posted November 28, 2009 ^ In Solus' edit Super Trooper214 ;) Share this post Link to post Share on other sites
fabrizio_t 58 Posted November 28, 2009 It looks like Zeus uses a very far spot distance with a long time to identify the target, does that work good in CQB? In my personal opinion it does not work so good, but maybe it's just me. That's probably the only little gripe i have with Zeus mod. If you are going to tweak your config just consider that with latest beta build 60588 "sensitivity" was raised back to a fairly high value (3.75) for infantry units. So AI behaviour is likely to resemble ArmA2 v.1.02 behaviour, i bet. Checking out your mod now ;) Share this post Link to post Share on other sites
Protegimus 0 Posted November 28, 2009 (edited) Does Zeus work "right outta the box" with SLX or do i have to do anything else? Tell you the truth, I just added it in with no other action. I don't know whether some of it will conflict or the load order is important or anything, all I can tell you is that, for me, gameplay is improved with it. Zeus AI is fully compatible with SLX, though experience will be slightly different as described here. You can load Zeus last in your mod folder order, or as Solus says, replace SLX_AISkill.pbo with the Zeus .pbo files. Excellent work Solus, great innovation and thanks for the tip regarding AI cycling bolt action weapons - I wasn't clear on what you meant before, but I'll include that fix in the next update. With respect to CQB and Zeus using a very far spot distance with a long time to identify the target, that is certainly part of the mechanism I used to gain the ability to move with cover when close, but still allow AI to spot and engage an enemy at distance. Note the long time to ID a target is fractional, we are talking very small differences here ;) I extensively tested both distant engagements and CQB (single and multiplayer) and I've had a mention of AI not always engaging when in very close quarters. I expect what we're seeing is the slight variation in AI performance according to the system you are running on, as discussed in the developer's blog. If the concensus is that the base level needs to be raised, then I'm all for improving it. If someone can post a mission or steps to recreate the issue, even better. First of all, make certain you have adjusted the: skillFriendly=0.89999998; skillEnemy=0.89999998; values in your player (or server) profile, to ensure you experience the best AI performance. I apologise for the slight tangent Solus, but hopefully the discussion and collaboration will improve the experience for everyone. Edited November 28, 2009 by Protegimus Share this post Link to post Share on other sites
Sky999 10 Posted November 28, 2009 (edited) Sky999: It does sound like it may not have been installed, although I might work on the surrendering anyway since they might not have surrendered in that situation in SLX. I dragged all then .pbos to the SLX mod folder, I didn't drag any of the four .pbos options to turn anything off. I can't notice much in the way that SLX does though, all I can see is blood effects, enemy not dying as easily, and bullet sounds close to my head. There is no reload shout etc... I can't see much of a change for the better tbh. It feels like I'm missing all the good aspects of SLX. I was really eager to see the dismemberment though. Edited November 28, 2009 by Sky999 Share this post Link to post Share on other sites
manzilla 1 Posted November 28, 2009 I dont seem to have a problem with WarFX and JTD fire with SLX. I think if you make sure you have the priority right in the shortcut target line the other Mods will work with SLX. The only SLX .pbo I have removed is ReloadShout.pbo. Not sure about Zeus. I do use it with SLX but I'm not sure how well it works. It doesn't seem to break anything though. Share this post Link to post Share on other sites
Laqueesha 474 Posted November 28, 2009 For some reason, enemy soldiers explode when shot by the VSS Vintorez. Is this realistic? Share this post Link to post Share on other sites
manzilla 1 Posted November 28, 2009 For some reason, enemy soldiers explode when shot by the VSS Vintorez. Is this realistic? Hehe really?! No, that is not supposed to happen. Not sure if SLX has a script that makes a unit carrying a mine explode if it gets shot. That may be the cause if it's a feature. Someone did it for A1. That's all I can think of. Share this post Link to post Share on other sites