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Gene

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  1. Gene

    SLX MOD public release

    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?
  2. Gene

    SLX MOD public release

    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.
  3. Gene

    SLX MOD public release

    For anyone interested, I've managed to do a complete isolation of the body dragging and body armor segments of SLX (cannot be separated further without shifting gameplay for the worse). Zero dependencies/loose ends, no errors. And no, slx_cloud is not needed. I won't release it unless I have permission from Solus/paragraphic l, but I can walk anyone interested through the process for now.
  4. Gene

    SLX MOD public release

    Which pbo(s) add in the body armor effect? When I try to run a (modified) slx_wounds (dragging bodies and increased damage) by itself, the body armor effect is missing and every chest shot becomes a 1 hit kill. I'm definitely not the expert here, but from what I've seen dissecting SLX, alot of pbos have interdependence on one another, and it takes a bit of work to cleanly extract certain elements without having weird effects pop up. Again, not the expert. Just going by what I've seen/modified so far. Hope OP can fill us in with more detail.
  5. Gene

    Portable Target Range

    Is there a way to define the speed of the moving targets in m/s or any other absolute measurement instead of the default 1-10 settings?
  6. Gene

    Sharper recoils

    The weapons have such a great feel to them now without that auto-adjusting movement. Spectacular job! Now if only the reloading/binocular halting could be removed...
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