domokun 515 Posted June 24, 2011 Given that SLX_NetCode has been identified as a source of errors, I'll probably remove it. However I am interested in running other pbos that that have a dependency SLX_NetCode. So if I remove SLX_NetCode, will SLX_Shout, SLX_Suppression_Effects and SLX_Wounds be disabled? Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted June 24, 2011 Lets say this are you currently getting errors via RPt, or ingame message errors coming up, things not working? Removing something under assumption that its producing errors, will in fact produce errors, that file alone has other files dependant on it. If you not getting error messages apon startup, or when the menu loads, or even ingame, or the rpt isn't spewing out something that is specificially saying SLX_netcode error yadaydayada then theres no reason to do anything, so what errors or issues are you actually having? Is it with SLX alone with the vanilla game or is it with certain mods, with or without CBA? Share this post Link to post Share on other sites
Wire 0 Posted June 28, 2011 Does anyone how to solve the fact that sometimes units get transported to coordinated 0,0,0 whenever they get healed? Share this post Link to post Share on other sites
H.U.N.K 10 Posted July 7, 2011 A small issue - Guards dont seem to pay attention to speeds in waypoints, on limited the burst into sprints randomly Quite annoying on stealth missions when you are trying to stab sombody from behind Share this post Link to post Share on other sites
shammy2010 15 Posted July 8, 2011 I am sorry but I have had issues that was preventing me from getting on bohemia interactive forums, anyways, good work dmarick, I knew you could do it! and I will test it out right now Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted July 8, 2011 Guards dont seem to pay attention to speeds in waypoints, on limited the burst into sprints randomlyQuite annoying on stealth missions when you are trying to stab sombody from behind Does it do this in the vanilla game, or have you found it to be definatley SLX? Whats the behavior set to for the guards? Share this post Link to post Share on other sites
H.U.N.K 10 Posted July 8, 2011 Does it do this in the vanilla game, or have you found it to be definatley SLX?Whats the behavior set to for the guards? No in vanilla the speed was consistant, and it was was set to safe. The unit was ksk scout that i noticed it on , not that that should make any differance Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted July 8, 2011 Try with the unit set to careless and see what happens. Share this post Link to post Share on other sites
bogart 10 Posted July 15, 2011 Hi, the 2 main problems I have with SLX are: 1)Friendly fire squad member shoots even if there is a friend in front of him, i've noticed also that while he's using a binocular his weapon fires even without handling it 2)Do you know how to make vehicles engage from distance and not to go 1 meter near the enemy? I mean in real life tanks and apc's fire from distance. Should I delete a slx_.pbo to do this? Thanks sorry for my english Cheers Matt Share this post Link to post Share on other sites
H.U.N.K 10 Posted July 16, 2011 Found another small issue: During large firefights when fps goes down a little when aiming down the sight , it will exit sight mode by itself. It does this repeatedly making it impossible to kill anybody (no slx xhair) , anybody else get this? Share this post Link to post Share on other sites
kremator 1065 Posted July 16, 2011 That sounds like a conflict with other mods as well. I used to have that when running SLX with other. Trial and error to find the offending mod prolly is called for! Share this post Link to post Share on other sites
dmarkwick 261 Posted July 16, 2011 Found another small issue: During large firefights when fps goes down a little when aiming down the sight , it will exit sight mode by itself. It does this repeatedly making it impossible to kill anybody (no slx xhair) , anybody else get this? You need to remove both these files: SLX_TankCommanderGun.pbo SLX_TankHatches.pbo Share this post Link to post Share on other sites
H.U.N.K 10 Posted July 17, 2011 Thanks dont seem to get it anymore! :D Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted July 17, 2011 Refer to my bug List, a page or 2 back, suppose I put the link back in my sig. Share this post Link to post Share on other sites
Choki 10 Posted July 19, 2011 Günter Severloh, the mod must be yours haha Share this post Link to post Share on other sites
Wire 0 Posted July 19, 2011 how do I solve the issue of units who are wounded, and when someone tries to heal them, they teleport to position 0,0,0?! Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted July 19, 2011 I believe you had asked this before, or someone else did, but tbh I have no idea, I never heard of such a bug not for SLX. can you post your list of SLX files and I can maybe tell you whats possibly causing it? Have you removed the files that are in my bug list? Also are you playing SLX by itself or with other mods? In Arma2 alone or in Arma2CO? Share this post Link to post Share on other sites
DeclaredEvol 10 Posted July 19, 2011 I believe you had asked this before, or someone else did, but tbh I have no idea, I never heard of such a bug not for SLX.can you post your list of SLX files and I can maybe tell you whats possibly causing it? Have you removed the files that are in my bug list? Also are you playing SLX by itself or with other mods? In Arma2 alone or in Arma2CO? The problem is the SLX NetCode is disabled, the Net Code is what tells where the player is when he performs and action or animation... so the person with this problem is correct. If SLX can be updated for OA and CO use, then it will be compatible. Unfortunately, the teleporting bug can't be fixed unless SLX NetCode is in use. Share this post Link to post Share on other sites
domokun 515 Posted July 21, 2011 If I disable the NetCode.pbo does that mean that all the other pbos that are dependent on it should also be disabled? e.g. SLX_Shout , SLX_Wounds Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted July 21, 2011 Basically, if other pbos need the slx_netcode to work then they fail to work too, if SLX_netcode is not there, its a given. Share this post Link to post Share on other sites
domokun 515 Posted July 21, 2011 OK so that means SLX_Wounds will not work if I remove NetCode.pbo? Because when I removed NetCode.pbo I did indeed receive error messages on various NetCode-dependent pbos (SLX_Shout, SLX_Suppression) but not SLX_Wounds. Share this post Link to post Share on other sites
dmarkwick 261 Posted July 21, 2011 I never had a problem with NetCode.pbo. Does it only manifest in MP? Share this post Link to post Share on other sites
DeclaredEvol 10 Posted July 21, 2011 lol, no... EVERYTHING works, however... it wont be 100% efficient. The SLX_NetCode is useful for just pinpointing locations on a grid. Without the NetCode, things are all still usable such as SLX_Wounds and what not... but the only bad thing is that you may teleport to the edge of the map. It happens alot when a medic heals a player or drags them... don't expect much to help this problem atm... just disable SLX_Medics if there is. You can still have wounds though, and still heal them yourself... but I'm not sure that the AI should be able to... sorry guys. Anyways, Gunter Severloh... I think the only things necessary in SLX are the wounds and AI... everything else may be slightly CPU effective or silly. The SLX_Smoke is a huge lagger for me, though using a new CPU and GFX card... animated wire frame like that shouldn't be hard to perform. Share this post Link to post Share on other sites
PFC Magician 10 Posted July 26, 2011 (edited) Here is my selected PBOs compatible with others mods. thx to Solus and all comunity!!! http://imageshack.us/photo/my-images/856/stablemodslxplusstandal.jpg/ Edited July 26, 2011 by PFC Magician change imge post to link post Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted July 26, 2011 I think it would be more appropriate if your trying to help if you took the time to actualy post a list of what files you use that you have tested extensively that is compatible with other addons and mods to which there should also be a list as to which ones they are compatible as their are alot of them. Share this post Link to post Share on other sites