Solus 1 Posted July 15, 2010 (edited) Here's the latest version: http://rcpt.yousendit.com/909881219/5fec2b35979b37a396e661e6a44498b1 Mirrors appreciated! It should work fine with ACE but I have not gotten a chance to test it more yet. Changes: 1.9997: Fixed excessive suppression effects starts when under function lag. Less Mk19/AGL AI dispersion for less friendly fire. Fixed rare script errors in AI dodge and GL3 garrison. Added max instance limits to shot effects, AI dodge, trace effects, and blood drops to avoid script lag in large scale scenarios. Fixed critical wounding happening from light wounds. Optimization in GL3 and blood drops. Fixed probability so AI AH1s use missiles/rockets/guns reliably. Tweaked tank movement to try making tanks keep their hull armor pointed towards the enemy. Made GL3 garrison ignore groups waiting for a trigger. Optimizations to findcover. Runs faster/less stutters in game but puts out more text to arma2.rpt. Better tank and air sensors. More low skill cannon dispersion. Added more screaming. Tweaked AI accuracy. Kneel rifle raise/lower toggle fixed. Fixed RPK ROF. Possibly fixed healed enemies getting shot. OA fixes: Impact dust. Shell casings. Screams. Combat shouts. Weapon holder error. Alpha team and group call signs. HUD compass in aircraft. Save game crash. HyperU2: If no one else is around people in vehicles will help wounded people. Thanks for those bug reports, I'll look into them later. Stubs: I'll look into it but it would be interesting to see what the field manuals or anyone with experience recommends. Edited July 15, 2010 by Solus Share this post Link to post Share on other sites
oldbear 390 Posted July 15, 2010 New on front page at Armed Assault.info Link to mirror : SLX Mod (v 1.9997) : http://www.armedassault.info/index.php?game=1&cat=addons&id=1043 Share this post Link to post Share on other sites
Fox '09 14 Posted July 15, 2010 thanks a lot for the new version of my favorite mod! :) Share this post Link to post Share on other sites
HyperU2 11 Posted July 15, 2010 Thanks for the update. Share this post Link to post Share on other sites
miller 49 Posted July 15, 2010 Thanks Solus, great mod ArmA2Base.de Mirror updated : SLX Mod by Solus v1.9997 Kind regards Miller Share this post Link to post Share on other sites
The.Yield 10 Posted July 15, 2010 Interesting issue with this new version (haven't been using SLX for a while now). When I try to drag a body, I can't move an inch. When I command my AI to drag someone, they can do it just fine. Anyone else notice this? Share this post Link to post Share on other sites
Guest Posted July 15, 2010 New version frontpaged on the Armaholic homepage. SLX mod for ArmA2 v1.9997Community Base addons Share this post Link to post Share on other sites
HyperU2 11 Posted July 15, 2010 Enemy AI jumping in all kinds of abandoned vehicles, I had to kill the same Kord three times. :) Excellent addition. Share this post Link to post Share on other sites
Fox '09 14 Posted July 15, 2010 i get killed a lot by US 50 cals when the takiban overruns the US outposts , yeha i Love that feature. Share this post Link to post Share on other sites
blackland 26 Posted July 15, 2010 I have problems with Benny Warfare (2.061 Zargabad) - AI use not AT. :( Share this post Link to post Share on other sites
Solus 1 Posted July 16, 2010 (edited) Old Bear, Miller, Foxhound: Thanks for the mirrors! The.Yield: It could be related to the different animations for rifle/pistol/unarmed. What weapons do you have and which one is selected when you try to drag? If you have a different weapon selected than the animation you are in you won't be able to move, so maybe try selecting a different weapon when starting dragging. HyperU2 ,Fox '09: Heh, that must be GL4 or in the mission, I was thinking about adding it but had not gotten to it yet. What other addons/missions are you using? Maybe it should be standard for use with SLX. :] SLX AIs will jump out of static weapons if they cant turn to shoot though, like with mg nests. Blackland: Thanks, I'll look into it. And you mean they aren't using AT launchers they are equipped with? Edited July 16, 2010 by Solus Share this post Link to post Share on other sites
Fox '09 14 Posted July 16, 2010 hmm it might of been a mission script, I was using a friend's mission. But would definitely be a good feature to have. Even friendly AI , would be useful for them to hop on an MG and protect themselves. Share this post Link to post Share on other sites
HyperU2 11 Posted July 16, 2010 HyperU2 ,Fox '09: Heh, that must be GL4 or in the mission, I was thinking about adding it but had not gotten to it yet. What other addons/missions are you using? Maybe it should be standard for use with SLX. :] Just ACE and SLX, I've never seen it before updating SLX. I was playing a Domination on Duala where there are civilian vehicles and the enemy even jumped on board those. I have a ton of vehicle addons and I ended up being attacked by a bulldozer. :) I later shot the tires out of an armed Hilux and after both crew bailed the gunner jumped back on and kept firing. Not sure what it is, but it's excellent. :) Share this post Link to post Share on other sites
Solus 1 Posted July 16, 2010 HyperU2: Heh, in GL3 they do jump in vehicles to travel though. The AIs will repair shot out tires and reboard the vehicle, but it can only be done for one tire. Maybe the MG gunners were part of a group and the default AI would make the group keep the weapon manned. Also people in vehicles/weapons can get knocked out when hit, and for static weapons they will fall off and bandage or take cover then get back on if they aren't critically injured. Share this post Link to post Share on other sites
Devil Dogs SF 13 Posted July 16, 2010 Which AI .pbo makes the units be so aware? I am making a mission but in the FOB I have set up the units are all jumpy, checking houses for no reason and leaving posts. The enemy are not exactly close, or at least not close enough for them to go apeshit. I've tried setting their combat mode to blue and disableAI move but they still go nuts. I really love this but I'd just like to figure out which pbo makes the AI do this. Share this post Link to post Share on other sites
Devil Dogs SF 13 Posted July 16, 2010 Alright, I'll try removing that, see if it works. Share this post Link to post Share on other sites
blackland 26 Posted July 16, 2010 Blackland: Thanks, I'll look into it. And you mean they aren't using AT launchers they are equipped with? KI have with them, they do not use. Share this post Link to post Share on other sites
H.U.N.K 10 Posted July 16, 2010 sorry if this is a retarded question, does it work with OA? I tryed it and it says CBA is missing even though its in, and saves dont seem to work Share this post Link to post Share on other sites
panda123 10 Posted July 16, 2010 I got an error "Include file @SLX/SLX.hpp not found". The mod dosen't work :( Share this post Link to post Share on other sites
a_blunt_rifle 10 Posted July 16, 2010 OK, i only have ARMA 2 Operation arrowhead installed, just the standalone expansion, and not original ARMA 2. SLX works for me to an extent, but as i start up the game i get a message saying some PBO like AI_Identify.pbo requires Utes, and since i only have OA installed, i don't have utes. are there any plans on making fixes for people who only use OA? Share this post Link to post Share on other sites
Fox '09 14 Posted July 16, 2010 I got an error "Include file @SLX/SLX.hpp not found". The mod dosen't work :( ..... is SLX.hpp in @SLX/ Share this post Link to post Share on other sites
panda123 10 Posted July 16, 2010 ---------- Post added at 12:01 AM ---------- Previous post was at 12:00 AM ---------- ..... is SLX.hpp in @SLX/ @SLX -->Addons -->SLX.hpp Is that correct ? Share this post Link to post Share on other sites
Solus 1 Posted July 17, 2010 Devil Dogs SF: It's GL3, but setting them to safe or blue should stop them from going into buildings at mission start. Have you tried removing the enemies and they still do it even when in safe or blue? If they're only doing it when reacting to the enemies what should they be doing instead? H.U.N.K: Yes it should work with OA. Make sure you have the latest CBA and that it's being used correctly. A_Blunt_Rifle: I'll check that, thanks. panda123: Make sure it's in Arma2\@SLX\SLX.hpp Share this post Link to post Share on other sites
Devil Dogs SF 13 Posted July 17, 2010 They did it when I set them to blue. The enemy was behind several hills and two towns away, so I know they couldn't possibly have been reacting to the enemy, but everytime I previewed they went nuts and searched houses and the nearby M113 began patrolling. Maybe they took the civies spawning with ALICE to be enemies? Share this post Link to post Share on other sites