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SLX Mod WIP

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A little help on the dependancies of this mod would be really great. I too want to combine SLX with other mods without breaking things. Like I said, for starters I'd like to know which SLX PBO's are dependant on one another. I like the wounding and the dragging of bodies but I don't like the death animations unless they fixed it. If I recall, it looked as if there was a glitch in the animation... almost as if there were 2 animations trying to play at the same time and as a result, the transition from standing to dropping dead looked weird.

I'm also not a big fan of the knife slash. Reminds me of mindless FPS's although I think having the knife is realistic but again the animation could be improved.

Speaking of animations, the normal walking animations were ultra retarded in OFP, a little bit better but still goofy in Arma compared to Arma2. Would be cool if death animations didn't all look the same. Would be cool to have animations of people getting in and out of vehicles. Anyway, not related to this mod so I'll shut up now. :)

Edited by nuggetz

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Thanks for the update!

Nothing is dependant on death anim files, so you can remove them. The knifing should be the same.. but dont know the pbo name atm. The AI knife attack could be improved - sometimes the ai "fires" at the wrong direction missing the player.

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So in the general forum someone pointed out SLX mod as allowing the player to move static emplacements?

I've tried both searching through and trawling through this thread but can't find anywhere that can confirm that.

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So in the general forum someone pointed out SLX mod as allowing the player to move static emplacements?

I've tried both searching through and trawling through this thread but can't find anywhere that can confirm that.

Yes you can :)

Didn't even notice the update. Good to know your still around Solus!

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Yes you can :)

Didn't even notice the update. Good to know your still around Solus!

Which PBO is this? I've tested a few but can't really see which one does it?

Preferably it comes in it's own PBO.

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Hm, just saw this and it sounds awesome. But I sense a great overlap between this and GL4 - there's a lot of mention of GL3, group behaviour etc.

Will this mod conflict with SNKMANs GL4 ?

Cheers,

OP

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Yes that the problem too many features overlapping with GL4.

It would be best, Solus, to create a userconfig file, like SNKMAN did for GL4, then people could choose the featuers they want/need from SLX.

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Yes that the problem too many features overlapping with GL4.

It would be best, Solus, to create a userconfig file, like SNKMAN did for GL4, then people could choose the featuers they want/need from SLX.

You can already do this by removing the relevant PBOs from the install. Solus' stuff is modular no interlocking functionalities.

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Thanks everyone!

A dependencies list will be difficult because things are currently changing, but things are coming together and the next version will have a features and dependencies list for all pbos.

Kroky: You can try removing GL3, which has been mostly reduced to just maneuvers and suppression, and suppression is being moved to SLX_AI.

Imperator_Pete: Dragging stuff is in SLX_Wounds, including dragging objects.

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I haven't been able to find any more bugs, so here's an update. Maybe someone can help me find if there are any more bugs left. I haven't tested much but I haven't seen anything in SP or MP testing:

http://www.filefront.com/15714741/SLX_Mod_ArmA2_1.95.rar

Here are the changes, and the PBO list is below:

1.95:

-Added keys and signed all addons.

-SLX is always tested with ACE.

-Lowered bullet sounds.

-Made knife work better and use by AIs better. Added AK74 bayonet knife to east and res sides. Added crosshair.

-Made it easy to move people and objects into vehicles, just get into a vehicle when dragging.

-Made AIs need more overmatch to surrender and never surrender to aircraft.

-Changed land vehicle AI handling to crash less, not run people over, ram walls and vehicles less, handle maneuvering in close spaces better, and handle traffic better.

-Tweaked AI plane handling, they should almost never spin out and crash.

-Tried making micro AI a little better in CQB.

-UAV controls: Binocular button, place marker and laser designate position and UAV will fly to point at the target, then target the laser and fire when the UAV is pointed in the right direction. Pressing the binocular button again will move the laser. Click on the map to turn off the laser and send the UAV somewhere else.

-Fixed ace hellfire launcher for AI and UAV.

-Made UAV have more lift for less AI crashing. Should be almost impossible for AI to screw up flying the UAV.

-Made UAV target reveal laser correctly for targeting.

-Made UAV target laser easier to use.

-Removed sounds in UAV.

-Improved UAV view distance setting and initial altitude.

-Fixed an occasional find cover lag in AI fsm.

-Made get out animation have view movement.

-Added "soldier" speech for basic soldiers.

-Added "Marine" speech for Marines.

-Added "charlie" speech for Chedaki.

-Added "truck" speech for HMMWVs, UAZs, and other trucks.

-Fixed clipping and IK on healing animations.

-Fixed .rpt error on explosions.

-Enable binocular optics in kneel-erect stance changes.

-Added action for unloading of wounded and dead people from vehicles.

-Faster helicopter turret speeds.

-Tweaked fire color.

-Tweaked fuel leak effects to look better and added back scripted fuel reduction (looks like BIS removed the fuel leak effect from ArmA1?).

-Made saboteurs stealthy.

-Fixed dying animation speeds, probabilities, smoothness, and variations.

-Tweaked idle animation variations.

-Remove front-side turn movements so AIs will run in place much less.

-Tweaked bullet sound distance.

-Fixed 3d optics blur.

-Made AI aircraft always skip AI fsm.

-Disabled critical wounding/dragging effects for animals.

-Fixed bury action error.

-Made dragged dead people lay flat on sloped ground.

-Removed excessive blood trail from dragged dead people and attached dragged people to the hand.

-Added tank smoke function fix so high lag situations won't cause the smoke to make huge slow downs. Defaul A2 function is broken, initial particle sources were not being deleted correctly.

-Added animations for lowered weapons while moving for AIs to simulate proper muzzle discipline.

-Added more variables to make dragging/healing mutually exclusive activities.

-Fixed radio calling waiting until hidden from enemy.

-Made people healed by civilians surrender to nearby enemies.

-Separated the suppression effect from GL3.

-Added 7.62 casing fix.

-Separated AI dodge from shot effects.

-Made AI only turn move in the direction they are turning so they don't move in the wrong direction during micro AI moves.

-Fixed AI dodge evasive side moves.

SLX Readme:

SLX is intended for full compatibility with ACE.

PBO descriptions and dependencies:

CBA extended event handers are essentially required by all PBOs.

Animation PBOs: MUST BE USED ON BOTH CLIENTS AND SERVER OR A2 WILL CRASH.

SLX_Anim_AI_LowRifleMove: Makes AIs tactically lower their weapons slightly while walking for proper muzzle discipline.

Dependencies: None.

SLX_Anim_AT_Lying: Adds the prone posture while using launchers.

Dependencies: None.

SLX_Anim_BinocularMove: Adds more varied movement abilities to binocular stances.

Dependencies: None.

SLX_Anim_Crawl: Make the fast crawl mode faster. Based on real life personal experience of crawling.

Dependencies: None.

SLX_Anim_Death: Faster dying animations. Based on timings from real footage.

Dependencies: None.

SLX_Anim_GrenadeThrow: Faster grenade throw transitions and animations, and slower turn speed while throwing so AIs don't throw grenades in crazy directions. Based on real life personal experience of throwing objects.

Dependencies: None.

SLX_Anim_HeadBob: Adds immersive head movement to the get in/out animations.

Dependencies: None.

SLX_Anim_HoldSprint: Turns off continuous sprinting, so that the turbo key can be pressed to sprint and then released to drop back to running instead of stopping to go to jogging. Not sure if it's necessary after one of the patches.

Dependencies: None.

SLX_Anim_Idle: Fixed idle animations so they don't have to finish playing to transition to the dying animations. Made the idle animations take longer between new idle animations so they have time to play. Added more default idle animations.

Dependencies: None.

SLX_Anim_Injured: Makes injured animations not have weird warping.

Dependencies: None.

SLX_Anim_Jump: Faster jumping over things. Based on real life personal experience of jumping over obstacles, sometimes with over 100 lbs of gear.

Dependencies: None.

SLX_Anim_MoveTransitions: Faster stance changes. Based on real life footage and personal experience of changing stances, sometimes with over 100 lbs of gear.

Dependencies: None.

SLX_Anim_PistolCivil: Adds the safety weapon action and allows pistols to be holstered.

Dependencies: None.

SLX_Anim_SteepLying: Adds the ability to lay down and move on steep surfaces.

Dependencies: None.

SLX_Anim_Swim: Adds slightly faster, slightly less tiring swimming.

Dependencies: None.

SLX_Anim_TurnSpeed: Slightly lower turning speed so AIs can't spin around too fast.

Dependencies: None.

SLX_Anim_WeaponTransitions: Faster weapon switching and stance changes. Based on real life footage and personal experience.

Dependencies: None.

Other PBOs:

SLX_ACE_MissileFix(2): Makes UAV laser guided hellfires work when also using ACE mod.

Dependencies: None.

SLX_Actions: Changes action menu priorities.

Dependencies: None.

SLX_AI: Replaces A2 danger.fsm to improve AI.

Dependencies: SLX_FindCover, SLX_AI_Dodge (optional?), SLX_Suppression_Effects (optional)

SLX_AI_Dodge: Resource for SLX_AI and SLX_ShotEffects. Makes AIs do evasive moves towards cover.

Dependencies: SLX_NetCode.

SLX_AI_TurnMove: Make AIs move directionally toward their expected destination for a moment, instead of the default turn-move-turn-move.

Dependencies: SLX_NetCode.

SLX_Alpha_Numbers: Makes team numbers in english be called by the phonetic alphabet. (1 is alpha, 2 is bravo, 3 is charlie, 4 is delta, etc)

Dependencies: None.

SLX_Alpha_Teams: Makes the color coded team names in english be called by the phonetic alphabet. (red is alpha, green is bravo, blue is charlie, yellow is delta, white is echo)

Dependencies: None.

SLX_Anim_*: See above.

Dependencies: None.

SLX_Animals: Sounds when animals die.

Dependencies: None.

SLX_Anims: Makes hand gesture animations not warp so much.

Dependencies: None.

SLX_Birds: Optional. Birds on the ground that fly away when disturbed when they hear a person or shot.

Dependencies: None.

SLX_BIS_BC_Fix: Replaces BIS Battlefield Clearance module to fix the .fsms that call the animations too much and slow A2 down.

Dependencies: None.

SLX_BIS_XEH: Fixes popup targets broken by XEH, extended event handlers.

Dependencies: None.

SLX_CannonSmoke: Lower cannon smoke according to real life footage.

Dependencies: None.

SLX_Cartriges: Adds spent shell casings that fly out correctly, according to real life footage and personal experience.

Dependencies: None.

SLX_Cloud: Custom cloudlets that can be used for config or drop effects.

Dependencies: None.

SLX_Dialogue: Fixes missing words and adds larger voice pitch variations.

Dependencies: None.

SLX_Effects: Rocket engine and missile smoke effects.

Dependencies: None.

SLX_ExplosionDust: Makes explosion dust last longer based on the size of the explosion.

Dependencies: None.

SLX_FindCover: AI utility functions for finding cover and making AI's make a course diversion then continue on to their original destination.

Dependencies: None.

SLX_FOV: Extended and normalized fields of view. Zoom in, squint, focus on far object, concentration, tunnel vision, turns slower. Fit actual player field view of game world through monitor. Normal field of view, not focused on far object or peripheral vision. Binocular vision. Zoom out, focus on peripheral vision, can turn faster, especially useful for freelook. Peripheral vision.

Dependencies: None.

SLX_GL3: Group Link 3. Helps AIs share information between groups, enter nearby buildings for better cover if they are in combat or aware mode at mission start, lay down suppressive fire, panic when recieving suppressive fire, call other groups for help in combat, conduct basic tactical maneuvers based on the situation for attacking, defending, and retreating, allows AIs to surrender if they are defeated.

Dependencies: SLX_FindCover, SLX_NetCode, SLX_Shout.

SLX_GunSmoke: Gun smoke effects based on real life footage and personal experience.

Dependencies: None.

SLX_Helicopter_AI_Fix: Fixes an A2 bug. Makes helicopters that start out outside of the regular grid get moved into the grid so that the AI can work, or else the helicopter AI just sits there and never moves or follows waypoints.

Dependencies: None.

SLX_Impacts: Bullet impact effects based on real life footage and personal experience.

Dependencies: None.

SLX_Lights: Street lights and vehicle lights with more correct angles and fades. Won't replace sakulightfx if it's also installed.

Dependencies: None.

SLX_LoadingBlank: Optional blank loading screens for a less militaristic atmosphere.

Dependencies: None.

SLX_Melee: OKC3S bayonet knife and AK-74 bayonet knife.

Dependencies: SLX_NetCode.

SLX_Melee_Give: Gives knives to armed people at mission start, knife type depending on side.

Dependencies: None.

SLX_Mimics: More varied facial expressions.

Dependencies: None.

SLX_Mod_Veh_Armor: More vehicle armor so they aren't destroyed so easily, and suffer from part failure more often than being destroyed.

Dependencies: None.

SLX_Mod_Veh_Core: Many features: Default vehicle values for hearing, human spotting ability, keeping formation time so AIs have a chance to do stuff before moving on, removed magic radar from commander view by default, extended view limits based on real life personal experience, lower default threat levels so AIs can determine real threats better, less minimum time spent firing on a target so AIs can do other things if they have to, more crouch probability in combat based on real life footage, changed human damage levels and armor based on real life footage and statistics (W. E. Fairbairn), vehicles should not explode by default when destroyed, most buildings should be referred to as "buildings" not "houses".

Dependencies: None.

SLX_ModWeapons_c: Many changes to ammo, magazines, and weapons based on real life footage, statistics, information, and characteristics. Many values based on CAVS the Common Armor Value System (http://203.96.151.15/ofpnz/ofsi_cavs.htm) which translates real life muitions statistics into game values, many of the sources and information are documented in the .cpp comments, most explsives values are based on actual explosives charge weight. AI settings changed to make AI use the weapons, ammunition, and fire modes effectively as humans would.

Dependencies: None.

Default bullet values and calculations:

hit = 7; // Diameter in millimerters rounded up + 1? Should be about + 1.5-2. 5.45 or 5.56->6+1=7

indirectHit=3; // Indirect damage is applied to the hit points based on how far away they the hit is. The closer the hit is to the hit point the more indirect damage there is. This somewhat simulates the random damage effects that bullet hits seem to have. Some hits will be clost to the hit point and give more damage simulating hitting a vital area like hitting an artery. Some shots will hit far from any hit points and will have less damage simulating a flesh wound that doesn't hit anything vital like muscle or a grazing shot along the skin.

indirectHitRange=0.2; // Range to hit other hit points such as arms+torso, etc. Indirect damage is applied to all hit points within range. 2 indirect damage to arms + 2 indirect damage to torso + 2 indirect damage to head = 6 damage applied. Damage is scaled down for hit points further away.

Sources: http://homepages.solis.co.uk/~autogun/ballistics.htm

SLX_ModWeapons_MGReload: Make machine guns have a longer reloading time.

Dependencies: None.

SLX_ModWeapons_NoCrosshairs: Removes crosshairs from everything but grenades.

Dependencies: None.

SLX_ModWeapons_Sounds: Supersonic bullet sounds from real life footage.

Dependencies: None.

SLX_NetCode: Simple network utility to execute code on all clients.

Dependencies: None.

SLX_Optics: Fixed and tweaked optics postprocessing.

Dependencies: None.

SLX_Optics_3D: Adds blurred screen edges when looking through zoomed 3d scopes.

Dependencies: None.

SLX_Radar: Removes magical radar from tanks.

Dependencies: None.

SLX_RagDoll: When a person in a building dies their body is affected by physics so they don't clip into a wall or float in the air.

Dependencies: None.

SLX_ReloadShout: Have people shout "reloading" when their magazine is empty and they need to reload. They don't shout when they are alone or someone in their group is in stealth mode.

Dependencies: None.

SLX_RPG7: Proper RPG7 iron sights.

Dependencies: None.

SLX_ShotEffects: People shout and throw close grenades away from themselves if they see the person who threw it, supersonic bullet "trace" vapor trail, RPG rocket and grenade launcher arming distance, rocket course deviation, vehicle weapons eject empty casings, AIs dodge away from bullet hits, tracers and explosives set things on fire. (Disabled: AIs shooting IEDs and mines to detonate them if they see them.)

Dependencies: SLX_AI_Dodge, SLX_NetCode, SLX_VehicleEffects (optional).

SLX_Shout: Makes people say stuff.

Dependencies: SLX_NetCode.

SLX_SilentVehicleCommands: No spoken commands in vehicles for faster responses.

Dependencies: None.

SLX_Suppression_Effects: When people are shot at close enough a lot they duck lower, breathe quickly, and their hands shake a little.

Dependencies: SLX_NetCode.

SLX_Surrender: Allows the player to surrender and be taken captive by the enemy.

Dependencies: SLX_Wounds.

SLX_TankCommanderGun: Makes tank commanders turn out when firing external commander guns.

Dependencies: None.

SLX_TankHatches: Makes tank crews open the hatches when getting in or out of tanks.

Dependencies: None.

SLX_TankSmoke: Makes tank commanders fire the smoke grenades when the tank gets hit or there is an incoming missile. Also fixes smoke effect to not lag.

Dependencies: None.

SLX_UAV: Changes UAV to be more usable and less likely to crash. Press the marker key to set the laser designator on a target, and wait for the UAV to line up for targeting and firing. Click on the map to turn off the laser and set the UAV to fly somewhere else for observation.

Dependencies: None.

SLX_VehicleEffects: When a vehicle is damaged an effect will happen relevant to the amount and position of the damage. Vehicle damage effects include munitions malfunctions, fuel leaks, fire, tire blowouts, broken glass, main rotor damage, tail rotor failure, and temporary engine failure. If a vehicle is hit in the engine, fuel tank, or body, it has a chance of starting a fuel leak. If a vehicle is leaking fuel it is vulnerable to catching on fire if it gets damaged again. The extent of the fire is based on the amount of damage the vehicle has, starting out as a small fire and eventually consuming the entire vehicle, then burning back down before extinguishing. The fire does damage to the vehicle and nearby things, ammunition cooks off while burning, and sometimes nearby things get set on fire. Fire can be put out by repairing the vehicle, submerging it in water, going over 400 kph, or if the fire is small enough you can try using the "put out fire" action (which has a somewhat random chance of working) until the fire goes out. People disembarking from a burning vehicle have a chance of catching fire proportional to the damage of the vehicle. They can put the fire out by getting healed or by keeping moving. People on fire will automatically crawl forward prone to keep moving, you can also try rolling on the ground to put the fire out. People sometimes burn up into charred body parts after they die and SLX Wounds is active. Helicopters with main rotor damage become more unstable the more damaged they are, eventually tearing themselves apart and crashing if they are too damaged. When a helicopter with main rotor damage crashes it throws up lots of dirt and dust as the blades are smashed apart on the ground.

Dependencies: SLX_NetCode, SLX_Shout.

SLX_Wounds: Based on real life footage and statistics (W. E. Fairbairn, FBI, police, thehighroad.org, etc).

Dependencies: SLX_NetCode, SLX_Shout, SLX_VehicleEffects (optional).

Location based wound effects on people when they are hit.

Arms - Small chance of an accidental discharge of their primary weapon. Small chance of dropping primary and/or secondary weapon when arms are very damaged.

Legs - Good chance of falling down prone if legs are very damaged. No effect when already prone.

Torso - Good chance of getting knocked down and out of breath for a second if damage is over 50%. If the torso is over 80% damaged and overall health is less than 60% then the person is critically wounded.

Head - 30% chance of temporary deafness and a 40% chance of temporary deafness, disorientation, and falling down if head is less than 50% damaged, most likely caused by grenade blasts. 90% chance of temporary deafness and falling if head is over 50% damaged.

If the person is hit in the head, body, or legs and overall health is less than the "SLX_Wounded" value then they are critically wounded.

Critically wounded :

The person drops their primary weapon and lays on the ground writhing and screaming until either they are healed or die. They are unable to shoot any weapons, but can still throw hand grenades, so watch out. Killing wounded people that pose no threat at the moment(haven't thrown a hand grenade) will deduct 450 rating points. So if you have 0 rating points and killing a soldier gets +200 rating points and you kill a wounded soldier you end up with -250 rating points.

Dragging wounded/dead:

Wounded or dead people can be dragged to a safer location for giving first aid, corpse recovery, or item scavenging. Be careful of moving heavily wounded people though, moving them might kill them. Objects can also be dragged.

Giving first aid to wounded:

Giving first aid is based on the skill of the person giving first aid. If first aid is unsuccessful in stabilizing the wounded person's condition then you will have to wait for a while before trying again. Giving first aid gives you rating points proportional to the skill of the person first aid is being given to.

Taking captives:

If a wounded enemy is healed they will surrender. They can be taken captive and you can tell them to stay or follow you. If the captive is too far from you they will try to escape and continue fighting. Taking captives gives you rating points proportional to the skill of the person being taken captive. Killing captives suffers the same rating deduction as for killing wounded. For a zero skilled soldier you should get 200 points for giving them first aid and taking them captive, the same as if you had killed them, but if you kill them after giving first aid and taking them captive you still end up losing 50 rating points.

Moving people/objects in vehicles:

People/objects can be moved into vehicles by getting into the vehicle while dragging or by using the Drag or Follow action when in a vehicle to load more than one object. Make sure the action is in your action menu when entering the vehicle or you won't be able to use it. There must be free cargo space in the vehicle for the person to enter. Try moving the person to the other side of the vehicle from where you enter, then look at the person and the action should show up. An action is added to the vehicle to unload wounded and dead people.

Dropped weapons:

Dropped weapons can be destroyed by using the action menu close to them or by damaging(by shooting, etc) them to 50%. They can only be picked up by the action menu. They are affected by physics and can get thrown into the air from explosions.

AI's helping wounded/dead:

AI's will automatically try and help wounded or dead people. They will attempt to drag them into a safer position before giving first aid or scavenging weapons. AI's immediately go into alert mode when someone is wounded or killed.

AI's taking secondary weapons and machine guns:

If someone with a secondary weapon or a machine gun dies then another AI from their squad will attempt to come and pick up the weapon.

Dismemberment:

If a person is killed with a high explosive and their velocity is high enough then they will be torn apart. Can be disabled by setting number of gibs to zero.

SLX_Wounds_AIS: Replaces the BIS Alternative Injury System when enabled to fix wounded people taking too much damage before dying.

Dependencies: None.

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Really just awesome Solus!

Thanks for that detailed PBO report that had to take some time :p

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Animation PBOs: MUST BE USED ON BOTH CLIENTS AND SERVER OR A2 WILL CRASH.

Is this absolutely 100% true? I've been using previous iterations of several animation PBO's for quite some time now on servers I play on, and while they do crash (after many hours) it's usually regardless of whether or not I've got them activated.

Otherwise, love your work and I consider this an essential mod!

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Just took the SLX AI + GL4 for a spin and I gotta say -fantastic! Using Mystermans adjusted armor as well, my guys in Clean Sweep have never looked so effecient, not 1 blufor casualty.

Also the dual explosions are nothing short of epic.

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Thanks everyone! A tiny change to fix ACE features:

http://www.filefront.com/15718427/SLX_Mod_ArmA2_1.951.rar

Imperator_Pete: It's mostly a boilerplate warning. I would think that it would crash if the server or client were trying to play an animation class that conflicts, like with the AI lying, or steep lying, or holstered pistol animations, at least according to my understanding of how OFP and A1 were. Maybe it's changed now in A2? The transition speed ones shouldn't crash since they don't have any new classes, but I'd have to look to be 100% sure.

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Yep, just overwrite it, or delete the old one. Also a fresh install would be recommended from very old versions as some things have been removed as optional/obsolete (birds (mp lag bug still), AI skill(Zeus)).

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Oh my bad, i thought the update was smaller in size with less files in it... downloading and organizing mod folders at work does not allow for detail study of contents :)

Sorry for dumb question, cheers for a wickedly cool mod

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Imperator_Pete: It's mostly a boilerplate warning. I would think that it would crash if the server or client were trying to play an animation class that conflicts, like with the AI lying, or steep lying, or holstered pistol animations, at least according to my understanding of how OFP and A1 were. Maybe it's changed now in A2? The transition speed ones shouldn't crash since they don't have any new classes, but I'd have to look to be 100% sure.

I'll let you know if I notice anything interesting using the various PBOs.:)

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Thanks for the update and detailed description for each PBO:D. Excelent work Solus. I loke how you make your addon very modular. That way I can mix parts of it with parts of Zeus and add my personal addons with no problem;) Thanks again

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hey solus, why arent you working togethe with the ACE team?

Would love to see some featuers of your mod in ACE, so i can actually use it online on big servers.

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