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Solus

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  1. Latest update version: 1.1 final on Aug. 16 2007, please see below for links and install instructions. Hi, I have decided to release what I have been working on for a while, the SLX replacement pack, mod, and addons. There are many features so read on to find out all about them or just download and install to try it out for yourself! There are three parts, the replacement pack, the mod configs, and the addons. The first part is the replacement pack which replaces default OFP content and should work with absolutely any mod. The second part is the mod configs which come with GL3 and SLX Wounds scripts added by default, along with many gameplay changes. The third part is the addons, which are individual features in themselves, but can also work together with each other and are combined and used by the mod configs. The addons are Global Group Link 3, SLX Wounds, SLX Cloudlets, SLX Vehicles, SLX Melee, SLX Grass, and SLX Grass CWC Islands. You can read the included readme's to learn more about each one. The replacement pack: The pack adds new effects and replaces default content with different versions. The pack replaces buildings, foliage, cloudlets, skies, moon, sun, light flare, muzzle flashes, atmosphereic lights, and various other objects. Most replacements are things from Resistance, some are just copies of stuff in Flashpoint, others are modified or made from scratch. Most buildings are replaced with entereable ones. Some of the bushes and grass in the replacement pack use a technique that works as concealment. It can be shot and walked through, but AI's cannot see through it. The islands Everon and Malden with SLX Grass replacing some bushes and grass is included and used in the config.cpp. The included config.cpp uses different cloudlet effects to make use of the new cloudlets. It also has a supersonic bullet crack sound and includes GroupLink 3 effects for all units which include the SLX Wounds effects. Also includes various gameplay changes and Sanctuary's DMA UNIGEN animation pack with the DMA leaning and rolling mod. Includes vehicles with get in animations, with units opening doors climbing in and then closing the doors, and opening and closing the doors to get out. Models and textures replaced: Cloudlets/particles replaced with high resolution effects. The fire is from Call of Duty, the same as John's fire and smoke effects uses. cl_basic and cl_water has animated curling cloudy smoke, animated in 3D Studio Max, base texture is from Call of Duty. The cl_basic cloudlet was designed to fit almost all places it is used(vehicle dust, smoke, drop effects, etc). Textures are stored in SLX_Cloud.pbo. Sky textures replaced with very low resolution textures for smooth gradients. Smooth weather transitions work and don't slow down. Because they are very low res they have a smoother gradient blur and you can't see any graininess even when you zoom in. Sky model replaced with a version with 3D Studio UV mapping made from scratch so there's no stretching or warping at the top just a smooth gradient all the way from one horizon to the next. Sky model is made of triangles to minimize "tearing" or flashing in the sky. Sky clouds replaced with higher resolution textures from Call of Duty. Moon replaced with more phases to represent the phases of the moon. Only half of the phases are actually used in OFP, the other half of the lunar cycle is just flipped upside down. Moon textures are all from high resolution pictures so you can even see the shadows of the craters on the moon at different phases. Forests replaced with modified resistance versions. The forests have shadows, geometry in bushes so AI's cannot see through them, canopy geometry to give concealment from AI's on higher terrain or in aircraft, and have optimized geometry for faster AI pathfinding while on foot. All trees and bushes replaced with resistance versions. Most grass replaced with larger tall grass that can be used as concealment. Muzzle flashes replaced with one flash and two blanks so that only one third of shots make a muzzle flash. Unsuppressed and six pronged flash suppressed flashes replaced with unsuppressed muzzle flash. Suppressed/compensated side muzzle flashes added. M16 five prong birdcage flash suppressor and AK74 muzzle brake front muzzle flashes added. Suppressed and unsuppressed side muzzle flashes made from high quality muzzle flash pictures. Some rifles modified to have the pilot LOD as the first resolution LOD so the details can be seen in third person. AK74, AK74 w/ Launcher, AK47, M16, M16 w/ Launcher replaced. M16's and AK74's use flash suppressor/muzzle brake muzzle flashes. M16 front texture modified to make holes in flash suppressor visible. M16 optics have suppressed muzzle flash. AK74 optics with muzzle brake flash added. Replaced bullet hole on wall/vehicle model so CraterOnVehicle can use the model entry to display bullet holes on objects. Texture is very transparent to try and camouflage bullet holes where bullet holes should not be but sometimes be visible where they should be. Night vision optics replaced with a larger, circular view. Many unenterable buildings replaced with enterable versions. Makes it more likely that Group Link 3 will be able to pick a building for a squad to garrison. All roads replaced with resistance versions. Dirt road modified to be more visible, modified end of dirt road to branch out so it looks like dirt is rubbed in different directions that vehicles left at. Civilians replaced with resistance civilians. Helicopter rotors replaced with 3D Studio rendered motion blur. TOW missile modified to have flight engine exausts on the sides. Various object models replaced with anything that had a resistance counterpart. Volumetric lights replaced with less visible versions. Light flare replaced with PhotoShop lens flare. Spent shell casing modified to have different geometry so they can stay on the ground. Global Group Link 3: Based on Group Link 2 by KeyCat and Toadlife The purpose of Group Link 3 is to analyze the situation on the battlefield, make groups perform maneuvers according to the situation, make the AI appear smarter, more difficult, and more interesting, and to add additional effects. Any squad can be initialized into GL3 and will dynamically react to all other GL3 squads. GL3 Features: AI routines roughly follow Sun Tzu's "The Art of War." Calculations measuring strength: Morale (strength, skill of leaders, backup, etc), Weather(bad weather affects things, like aircraft and munitions), Terrain (higher altitude versus enemy = tactical advantage), Skill (of leaders, backup, units), Amount of Reinforcements/Support (supplies, arty, air, nearby squads, etc). Flow like water: Flow to low places(fight weak squads), stay and watch slightly higher places(wait and see), run away from high places(fall back and find a weaker spot). Squads scan through all other GL3 squads to collect information about known friendly and enemy forces. Squads pass information about enemy squads to each other. The strength of a squad is based on the number of armed units, type of vehicles, skill of units, skill of leader, and strength of nearby squads. Infantry squads rush weaker enemies using bounding overwatch. Squads split up into teams and try to stay in a small group when they are rushing while the other teams are laying down. By rushing in a team it's more likely that one of them will get a shot off when they run into an enemy, where as if they were alone they could be picked off one by one. Squads take cover when overmatched. If there are enterable buildings nearby infantry squads will garrison the building and use it's cover for a while. If the player is squad leader and enters a building with formation set to "Vee" then the player's squad will garrison the building. AI squads garrison nearby buildings at mission start. All buildings can be garrisoned from mission start but only buildings placed in the mission work for garrisoning after loading a save game. Squads call for backup when they need reinforcements or support. Squads retreat when they are severely outnumbered. They use bounding overwatch to perform an orderly withdrawl. Squad radios for communications. Default radio is SINCGARS (SINgle Channel Ground and Air Radio System), each side can be set up to have their own type of radio but only the SINCGARS is included as default for all sides, some modern Russian manpack radios may look similar to the SINCGARS though. If someone in the squad has a radio and there are CoC artillery available then they will call in artillery when they come in contact with the enemy. Groups shout out relevant commands while performing most actions and maneuvers. GL3 Effects: Suppressive fire on squads. Rate of fire is determined from any known enemy, so two rifle squads could suppress if they are all firing. A unit can suppress by quickly firing a weapon at an enemy squad. Some unit types can be configured to create a CoC artillery platoon near them. The unit can be of any side but it must be manned. The default artillery creating units are the ammo trucks for each side. Working smoke concealment. Smoke can not be seen through by AI's but can be walked and shot through. APC's deploy smoke when infantry is disembarking in combat. Tanks and APC's fire smoke grenades when attacked or injured to make them harder targets. Wind affects aircraft and munitions. Aircraft flying with a headwind will slow down but get extra lift, flying with a tailwind gives more speed but can lose lift and drop in altitude. Wind speed is tied to the weather, so the more windy it is the more affected objects are. Flying in inclement weather can be dangerous, be careful of cross winds and wind shear. To tell how fast the wind is blowing and in which direction, watch for visual cues such as smoke or dust blowing in the wind. Munition effects. Firing munitions creates effects such as smoke around the barrel, muzzle, and ejection port, a faint vapour trail along the munition's trajectory, tracers, munitions are affected by wind, hit effects with debris and dust, and riccochets. Smoke grenades create actual concealment, it takes a few seconds for the AI's to lose track of you if you're already in their sights, and don't shoot while depending on concealment or the AI's will fire at you. If the AI's are not targeting you then they will never see you if you stay behind the smoke. The smoke screen is affected by the wind, so if the wind changes the screen will move with it. Smoke is hazardous to breathe in for too long, and being in a confined space with smoke can be deadly. Firing a lot of tracers or explosives can set things on fire. Grass can be set on fire with machine gun tracers. Fire flows downwind, so you can plan for where it might go, but beware a change in wind direction sending the fire somewhere else. Uncontroled fires can cause widespread destruction. Launched grenades are not armed until they reach a safe distance of 14 to 27 meters, but unarmed grenades can still ricochet and hurt things that they hit. If you are using a weapon with good optics and the conditions are right you can see the "trace," or vapor trail, of the shot even if it's not a tracer round. You can use the trace to make corrections to your aim. Vehicle damage. 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. For example, if a helicopter gets hit in the tail rotor casuing too much damage it will fail and start to go down. 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 if you are using a rolling mod such as DMA's. 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. When getting in or out of tanks and APC's the crew will turn out and then turn in, to simulate having to open hatches to get in or out. Commander machine guns on tanks that can shoot at low flying aircraft. Crew turns out when commander's gun is fired. Vehicle lights are left on when ejecting from a moving vehicle. AI's do not eject from damaged helicopters while in the air to increase AI survivability. SLX Wounds: 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_Wound" 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 units 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. Giving first aid to wounded: Giving first aid is based on the skill of the unit giving first aid. If first aid is unsuccessful in stabilizing the unit'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 unit 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 unit 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 dead/wounded or captives in vehicles: Wounded, dead, and captive units can be moved into vehicles by using the Drag or Follow action when in a vehicle. 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 unit to enter. 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 units. 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 unit 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. Catching fire: If Group Link 3 is active and a unit is thrown into the air from a high explosive but not fast enough to dismember them then they might catch on fire. SLX Mod bin\Config.cpp changes: CfgCloudlet effects: The cloudlet effects are all based on videos and photographs of their real life counterparts. The explosion effects follow the basic descriptions of an explosion written in "U.S. Army Field Manual 3-50 Smoke Operations | Appendix G : Munition-Produced Dust"(http://www.globalsecurity.org/military/library/policy/army/fm/3-50/Appg.htm), the dust/fire ball, the dust skirt, the rising column of smoke, and some small lingering smoke. They are also based on videos of explosions of laser guided bombs, explosive ordinance disposal, hand grenades, aerial rockets and missiles, and improvised explosive devices. The fireball is usually very brief being usually a bright flash then mostly dust, but sometimes has a lot of fire. The dust skirt comes quickly after the dust/fire ball, it lingers for a while after the explosion before disipating. For larger explosions it spreads out over a large area but for smaller explosions it is just a single cloud and looks fairly good for the low fast appearing smoke from hand grenades. The smoke column rises after the explosion and dust skirt and drifts away in the wind, it is usually light grey and sometimes darker. Then a thin low smoke lingers near the crater. The unguided rocket smoke is based on a videos of helicopters firing rockets, it starts off dark black and then thins out turning grey. The guided missile smoke is based on pictures and videos of TOW missiles firing, a thin grey smoke that can be seen through, especially since some missiles are gunner controlled. The water hit effect is based on videos and pictures of bullets hitting water, a thin plume of water. The blood effect is based on videos of people getting shot, a small, thin, white, pink, or red vapour puff that sometimes lingers for a second. The cfgCloudlets section can be copied directly over any other mod's config.cpp cfgCloudlets and should work fine. The same can be done for the WeaponGunClouds which are based on many videos of rifles and machine guns firing. Also, apparently due to the way OFP works the dust skirt and gun smoke blow in the opposite direction of the wind but the rest blow in the right direction. Bayonets, melee weapons, and SLX_Melee.pbo: All basic rifles have bayonets that can be used just by switching to them by changing the firing mode. Group Link 3 also gives armed units an always selectable "Hand-to-Hand" ability, and an item slot bayonet knife for each side(M9 bayonet knife for west and AK74 bayonet knife for east and resistance) that can be used as a knife, and for east soldiers, an item slot entrenching shovel. Item slot weapons can be used the same as the bayonets. Bayonets and item slot melee weapons should be used with the Group Link 3 shot effects active to make sure the "shots" don't fly too far. AI units are fairly effective with all melee weapons. Also, tanks and APC's are equipped with shovels and axes that can be taken from the vehicle and used. Gameplay changes: Higher AI rates of fire at longer ranges, higher man class armor for more wounding while still being easily killed, smaller grenades for more capacity, many changes to missiles to make them work with manual control smoke, vehicles don't deform when they are destroyed, spent casings stay around, less accurate aiming precision, no radar on tanks or APC's, ammo counter removed(only number of magazines or last bullets shown), and many more all listed with comments in the config.cpp. There are still some things that have been left out but that's basically it! I hope you have as much fun playing around and looking at it as I had making it! :] -SLX Contact info: You can contact me by PM or send e-mail to: md-k at pacbell dot net New release Aug. 16 2007: Version 1.1 final: SLX_Mod_1.1.rar @ FileFront.com 36.5 MB Version 1.1 final Changes: None, just the packed up last version. Version 1.1 beta: OFP.info Mirror: SLX_Mod_1.1_Beta.rar @ OFP.info SLX_Mod_1.1_Beta.rar @ FileFront.com 36.4 MB Updates: Version 1.1 Beta 3: http://files.filefront.com/SLX_Mod....fo.html Version 1.1 Beta 3 changes: Fixed some problems with Tonal Redux. Version 1.1 beta Changes: Changed grenade, RPG/LAW, and rifle bullet damage. Removed windows from pub building so units can be seen. Fixed XMS unable to use magazines. Changed blackop pistols to suppressed glocks. Made missile/rocket launch sounds longer ranged. Added FFSX2007 config with full GL3 and SLX Wounds effects. Added mod start .bat files to make starting mods easier. Added replacement pack check to make sure the replacement pack is installed and start the installer if it isn't. Fixed damage type on flowers. Disabled optics on AT prone movements and reload. Made players able to quickly change stance with AT weapons using sprint back or forward. Thanks to FFUR for the idea! Made tank track armor weaker for mobility kills. Changed disposable LAW launcher reload animation. Made regular FOV slightly larger and zoom in FOV slightly smaller. Added thicker smoke for aircraft. Changed some values for 30mm cannons. Added string table. Updated SLX_AT_Anims.pbo with changed rifle positions. Changed helicopter sound range. Removed speech for critical commands so AI's act faster. Added DTA\LandTex.pbo with OFP:Resistance sand texture for intro island. Updated SLX_Vehicles.pbo. Added some tank tread replacement textures with transparent parts. Added easier to see compass headings. Changed muzzle velocity for suppressed glock and MP5SD to be subsonic. Enabled firing while crawling. Made some radio speech have less words spoken for faster AI response. Changed tank wheel sides so they fit to the ground and rotate in the direction the tracks turn. Made coaxial machine guns less accurate. Updated SLX_GL3 to version 1.1. Made some changes to GL3 script and suppressive fire script with ArmA GL3 changes. Changed surrendering so players should only surrender when they have dropped all weapons and magazines. Made suppressed animation interpolate with other animations so that weapons shouldn't change when suppressed. Thanks to MSMS_KDXer/Canukausiuka for the idea! Changed some shot effect createVehicle commands to local camCreate and added locality checks for createVehicle. Added timed grenade effect. Made groups in safe mode not garrison buildings at mission start. Changed smoke shoot script to remove use of game logic to try to prevent crashes. Changed smoke launchers to only have one shot and have a sound when firing. Made smoke launchers added to tanks at mission start and can be fired by players. Made damaged tank parts not get repaired when on fire. Made burning people use DMA prone rolling animations if they are loaded. Changed give melee script to make binoculars the selected item model so the melee weapon isn't used with binocular animations. Changed AI join so the player has to be group leader to take command of units. Recoded supersonic bullet sounds with normalization to get rid of clipping and changed the range and pitch they are heard at. Lowered speed needed for supersonic sounds so 380 mps pistols bullets will make sounds. Excluded groups that shouldn't be called as backup if they are set to not fire, careless, or stealth. Made radios given only to squad leaders with more than 1 person with them. Made small groups of less than 3 people on foot not be called for backup from more than 1 kilometer away. Made it nessisary for radios or vehicles to be in both groups for backup to be called when they are further than 1 kilometer apart. The backup will only be called after a person with a radio or in a vehicle has called and is still alive after 2 seconds. Added disable maneuver setting. Made backup groups set to a consistent formation, combat mode, and behavior when traveling so they will be able to engage enemies on the way. Added dofollow leader command to end of maneuver scripts so group leaders should keep following waypoints and not get stuck. Added check for radios so groups that already someone with a radio shouldn't be given another. Added RTO unit in editor. Removed most commented out code from scripts. Made all known friendly vehicles added to ally strength so AI's shouldn't keep calling for backup when they know someone is already on the way. Made commander machine gun less accurate. Updated SLX_Wounds to version 1.1. Made gibs created by local unit for MP. Changed captive capturing so AI's shouldn't keep shooting at captives. Added a check so AI's won't drag dead bodies if there's nothing worth taking. AI's should only drag dead people that have machine guns, secondary weapons, binoculars, or night vision devices. Disabled weapons on surrender animations. Made body parts stay around longer. Removed weapon jam hit effect, possibly resolved crash. Made captor's leader take over captives when captor is killed so the captives don't try to escape while surrounded. Changed Dragging vehicle to make going over small steps easier. Changed weapon dropping for surrendering and dragging enemies, possibly resolved crash. More changes to drop weapon effect to reduce crashes. To install the 1.1 version: It's a full stand alone release, so you might want to rename or delete your old @SLX folder if there are any problems and do a clean install of it, but it shouldn't hurt to just extract it over the old one if you want to. To install updates: Extract the update content on top of the existing content. I will update this post with more mirrors when they are available! Thanks to Serial Killer, OFP.info, Q, ofpc.de, WGL, Lt.Chris, GOL-Clan.net, Jimboob, OFPFiles, and FileFront for hosting! To install: Extract the @SLX folder to your OFP directory, then run the "Start OFP SLX.bat" file. To install mod configs: Copy the mod+@SLX folder to your OFP directory, then run the Start SLX.bat file in the folder. Using SLX effects/replacement pack with other mods: Please read the readme for more information. To use VTE or Tonal Redux config with GL3 and SLX Wounds with the mod's shout sounds: Copy the @SLX\Mod configs\ModName\bin\ folder to the mod\bin\ folder. Then near the bottom of the @SLX\SLX_GL3_Settings.sqf file uncomment the appropriate line. Make sure you comment out the line before using another mod though. Pictures: Rifles and machine guns perforate a Ural and kick up dust and dirt. A BMP on fire with the rear doors hanging open. A burning Ural shot to pieces. The driver caught on fire and crawled away but was too wounded to put it out. Rocket smoke, explosions, dust, and a UAZ on fire. Wind blows fire from a burning BMP onto bushes and trees. A U.S. soldier drags a wounded russian away from the fire before giving him first aid. Machine guns tear up a convoy with lots of dust downrange, dust from an RPG hit lingers. You can see the shadows of the craters on the moon. A ninja hiding in the grass, right in front of a soldier. PK machine gun firing at a convoy. The sun shines down from a clear blue sky with white puffy clouds. Machine guns firing burning tracer rounds set vehicles, bushes, trees, and anything else on fire. Anti aircraft fire hits an MI-17 in the engine which bursts into flames as it goes down. Movies: Movie 1 by supershooter! Movie 2 by supershooter! Thanks for making these movies supershooter! Video by plaintiff1 Thanks plaintiff1! Thanks and credits: Please read the included readme files for thanks and credits for each part. Thanks to everyone who has commented and helped out in the thread!
  2. SLX: A research based combat simulator meta mod. Latest version: http://www.armaholic.com/page.php?id=7045 http://www.armedassault.info/index.php?cat=addons&game=1&id=1043 http://arma2base.de/include.php?path=download&contentid=684 Thanks to Armaholic, ArmedAssault.info, and ArmA2Base.de for hosting! Note: Requires the Community Base Addon. SLX should be compatible with virtually all other mods. SLX works with ACE and OA and has been tested for SP and MP. Install into \ArmA2\@SLX\ PBO descriptions and dependencies: CBA extended event handers are essentially required by all PBOs. SLX_Cloud.pbo is a dependency for most pbos. Animation PBOs: 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_Prone: Makes prone have a new collision shape so that rifles don't clip into walls as much, and makes AIs not clip through walls when prone. 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_A2_BackCompatibility: Fixes missing addons errors when using either only ArmA 2 or only OA. Dependencies: None. SLX_ACE_Fix: 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 reactions. Dependencies: SLX_FindCover SLX_AI_Diff_Armor_Balance: Make people armor not be affected by difficulty setting. Dependencies: None. SLX_AI_Difficulties: Make skill settings reset to 1 no matter what the precision is. Dependencies: None. SLX_AI_Dodge: Resource for SLX_AI and SLX_ShotEffects. Makes AIs do evasive moves towards cover. Dependencies: None. SLX_AI_Identify: Lets AI identify obvious object types better (Something in the air is probably an aircraft, etc.), changes AI hearing ranges for vehicles (can't hear someone sneaking up when inside a tank), changes default threat levels, helps AI spend less time firing on a target they can't hit, makes AI keep low in combat, shoot more than stay in formation, faster aiming in CQB, calling things by more proper names, special operations people are sneakier/harder to hear, AIs reach waypoints better in vehicles, changes the default spotability and audibility of vehicle types, makes AIs not attempt to shoot at plane pilots if they can't attack the plane. Dependencies: None. SLX_AI_NoAutoEngage: Make AI people not suicide engage/attack on their own. Intended for use with GL3 to make AIs attack only when they should, when they have the advantage so they don't suicide engage. Vehicles still attack on their own. Dependencies: None. SLX_AI_SpawnSkill: Sets the skill of AIs that are spawned using createUnit command depending on their loadout, such as in warfare mode. It appears to be an A2 bug that AIs are now created with full skill instead of .5 skill. Dependencies: None. SLX_AI_Steering: Makes AI drive/pilot cars/helicopters/planes better with much less crashing. Dependencies: None. SLX_AISkill: Changes AI skills for more variable accuracy and faster more aware AI. Dependencies: None. 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_CarGunner: Allows a player to take over the AI gunner of a car while driving. 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_GL3_GiveRadios: Gives SINCGARS radios to groups at mission start. Dependencies: SLX_GL3. 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_Mod_Man_Armor: Slightly changes person armor for more wounding and to work with SLX variable damage better. 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 misc features: Turret speeds, plane gun smoke, no sound in UAV, changed human damage levels and armor based on real life footage and statistics (W. E. Fairbairn), vehicles should not explode by default when destroyed. Dependencies: None. SLX_ModWeapons_3D_Optics: Adds models with 3d optic scopes. So far only adds a red dot to the M8 3d model for use with 3d optics. Dependencies: None. SLX_ModWeapons_c: Many changes to ammo, magazines, and weapons based on real life footage, statistics, information, and characteristics. Bullet damage changed to have variable amounts of damage based on hit accuracy of the body part so that some bullet hits can be critical hits that do full damage and others can be grazing hits that do less damage. 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=1; // Always 1. 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. (See W.E. Fairbairn) Some hits will be close 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=0.08; // .05 for pistol, .08 for boat tail, .9 for long boat tail, .1 for fragmenting bullet. 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_ModWeapons_Sounds_Impact: Bullet impact sounds thanks to Dyslecxi. 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_RemoveFirstAidAction: Removes First Aid action for people wounded with the BIS alternate injury system. Dependencies: None. SLX_RemoveHealAction: Removes "Heal x" action for medics. For use with SLX_Wounds. 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_SINCGARS: Adds the AN/PRC-119 SINCGARS radio. 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_T72_Destroyed: Adds T72 destroyed effect replacing destroyed T72s with the more detailed models. Sometimes the turret explodes off and has a chance of catching on fire if SLX VehicleEffects is on. Dependencies: None. 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. Optional addons: SLX_Birds: Adds birds on the ground that fly away to somewhere else when disturbed. SLX_NoFirstAid: Disables giving first aid in SLX_Wounds. SLX_NoGibs: Disables dismemberment in SLX_Wounds. SLX_NoManeuver: Disables maneuvering in GL3. (Bounding overwatch to attack/withdraw, take cover to defend, traveling to provide backup.) SLX_NoMoveObject: Disables moving objects in SLX_Wounds. SLX_NoSurrender: Disables surrendering in GL3. ######### Installation ######### To install SLX Mod: Copy the @SLX folder to your ArmA2 directory where your ARMA2.exe is located. To edit the shortcut command line: Find or make a shorcut to ArmA2 and right click it then select properties. Find the line that says "Target:" and has something like this: "C:\ArmA2\ARMA2.EXE" Then add -mod=@SLX on the end so it looks like this: "C:\ArmA2\ARMA2.EXE" -mod=@SLX Remember to keep the quotation marks in the same position. Then click apply and OK. You can also run other mods and disable the spash screen like this: "C:\ArmA2\ARMA2.EXE" -nosplash -mod=@Addons;@SLX Disclaimer and license: USE AT YOUR OWN RISK. This is an unofficial addon, and is not connected with Bohemia Interactive. The maker of this software is not responsible for any harm that comes to anything resulting in the use of this software. All SLX releases are provided "as is" with no warranty or guarantee of support of any kind. All content in this addon made by SLX may be modified and used in any way with or without credit, except for parts that are under other licenses. Credits and Thanks to: Bohemia Interactive Studio for making Operation Flashpoint, the official tools, the Flashpoint1985 forums, the BIS wiki, all content from OFP and OFP: Resistance, ArmA, ArmA2, and all kinds of great stuff Everyone involved with OFP SLX Mod, players and posters in forum threads Everyone who has posted in the ArmA, ArmA2 forums and wiki ParaGraphic L for art, testing, and feedback Mondkalb for the starter sounds and testing Annunaki for bug tracker hosting Freshman, froggyluv, Scruffy, rheydrich, jackass888, Lakefather, Bravo 6, SNKMAN, sickboy, Kroky, and everyone who has helped with testing, sorry if I've forgotten anyone bxbx and Synide for MLOD models 3d studio max for particle animation rendering Photoshop for graphics editing and batch converting/renaming PANtool for batch converting paa files Dslyecxi for the bullet sounds Kegetys for cpbo and unrap and many other things mr.Flea and CrashDome for FSM Editors Gaia and FDF for ArmA debug console NonWonderDog for interesting addons and ballistics Programs, teams, and people in no particular order: PBOX, ODOL Explorer, WRPtool, Irfanview, OFPanim, WinPBO, Suma, Visual C++, txtpathswap, cpbo, dxdll, ECP, Q, WGL, BergHoff, bn880, granQ, FFUR, General Barron, COC, KeyCat, thunderbird84, a-lone-wolf, vilas, BINView, SOBR, BuyArmA.com, Sanctuary, Indy, CrashDome, Kyle_K_ski, Big Dawg KS, ThePredator, hedcrusha, sa8gecko, Col. Faulkner, and many more BIS wiki, FDF, Flashpoint1985 forums, OFPEC, OFP.info, CAVS, SOW, Rune, JAM, Dschulle, SnakeMan, PMC, wika_woo, many forums, GlobalSecurity.org, Mantis bug tracker, YouTube, Google, and all of the Flashpoint community Forumites, mission makers, addon makers, island makers, texture makers, modelers, animators, innovators, mod teams, and OFP and ArmA players
  3. This is the last version I was working on for ArmA 1: http://www.filefront.com/14498781/SLX_Mod_ArmA_v2.rar The changes are basically ACE compatibility and general improvements. It should work in MP and it shouldn't break SP missions. I won't be working on it anymore. Have fun!
  4. Latest version 1.2 on May 10 2007. Freshman asked me to try and help make an aimpoint like he suggested in this thread so I did a little experiment and decided to release an example of some stuff I put together. From the readme: This addon contains an example XMS and Beretta 92F. The XMS has a simulation of a red dot sight and both have animated triggers, magazines, and bolt/slide. Both weapons have normal maps, specular maps, and detail maps and have shadow volume LODs. The weapon models and textures are modified from OFP: Resistance. Version 1.2: Changes: Removed alpha hide texture for hiding bullets. Changed XMS magazine and bullet layout to be more correct. Thanks Le++! Made spring thicker. Made Beretta and XMS magazines leave magazine well in synchronization with left hand movements then get hidden when reloading. Thanks to DarkGiver for figuring out how to hide parts and how to use the minValue setting! Detailed XMS magazine follower and made it move all the way up the magazine so it can be seen when reloading. Made visible bullets in XMS magazine move with the magazine follower and then stop when unseen. Made all XMS bullets get hidden when empty. Version 1.1 Changes: Added slide/bolt hold open on empty. Faster and smoother action on slide/bolt and trigger on Beretta. Added bolt catch lever to XMS and animated slide/bolt catch levers on empty. Added animated chamber loaded indicator and trigger bar to Beretta. Added animated magazine follower in Beretta magazine. Animated magazine release buttons. Added transparent magazine on XMS with animated magazine follower, ammunition, and spring. Made hide texture more transparent. Downloads: Version 1.2: ArmedAssault.info Mirror : DOWNLOAD SLX XMS 1.2 [2,01 MB] from FTP#1 Armaholic.com Mirror: SLX_XMS_Example_1.2.rar @ Armaholic.com SLX XMS Example 1.2 @ FileFront.com SLX XMS Example 1.2 @ RogePost.com Videos: From ArmedAssault.info: XMS video From Switzerland-mod: Thanks to DarkGiver for these videos! Pictures: Le++'s aimpoint comparison Red dot sight picture If anyone wants to host the file they can. Anyone can use the example config to make their own addons. The pbo should be able to be extracted with most pbo tools. The models and textures are only for example purposes. Edit: Thanks to ofpdeadeye with ArmedAssault.info and El nino Foxhound with Armaholic.com for the mirrors!
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    SLX Mod WIP

    blackpulpit: Yes, just slx_shout.pbo Stonehouse: It is hard coded, sorry. twisted: Hmm, it works fine for me. Check your AI skill settings in the difficulty options for the difficulty mode you are using then restart the mission, try setting it to regular or novice skill settings. You might have manually set the skills very low for Zeus AI or default AI but SLX makes the difficulty options effective at setting the expected difficulty levels. Fox '09, KrAziKilla: They already do, just get into a vehicle and following captives will get in if there is room. Yuya88: That's strange, check your video settings and drivers. I can barely run on the very lowest settings and the grey smoke/dust is not a problem for me. Check if there are other mods running.
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    Here's the latest version: https://rcpt.yousendit.com/930114203/ff348f4b79ff974830bee7fd57ce1383 It's looking pretty perfect now. Changes: 2.3: Fixed: Dialogue crash in Quesh Kibrul/Takistan warfare. Changed: AI crouch more often in combat. Fixed: No suppressive targets high in the air. Fixed: Bleed rate time. Fixed: Give radios. Fixed: Limiting group shout comments to 20% of group. Fixed: Radio caller waits until hidden from everyone in enemy group. Changed: First aid reduces bleeding each time instead of always stopping. Added: Bleeding appears under legs when leg wounded. Added: Find cover excludes fences with min object width check. Sig: I'm not sure what the problem might be, maybe I'll look into it. kongfanxiao101: Thanks, I see what you're talking about! They should be better at crouching when appropriate now but they don't do it all the time like in the videos there where they are always force crouched. Actually those are pretty force scripted so you could just have a script in a mission where you keep running "{_x setunitpos "middle"} foreach units this" on the groups if you want them to be forced to always crouch. Pvt. Phillips: The Zeus AI skills are basically the same thing as the SLX_AISkill addon, they should work together but I don't know which is used when both are loaded. I might be biased but I like the SLX one a bit better for the more range of skills, where low skill AIs are bad at stuff and high skill AI are good.
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    goliath86: Thanks for narrowing the problem down to that config entry! Here's the fix for that: https://rcpt.yousendit.com/929213689/e81a5a2133d33d6e4a6721fed35f2956 Also the SLX driving AI seems to work excellently in convoys in Quesh Kibrul, the default AI seemed to get hopelessly stuck just trying to drive down the street. Genesis92x: Hmm, it seems to still work fine for me. Try this one maybe? https://rcpt.yousendit.com/928645985/94f1562585a33d11f79cb221ac90c613 built4speed: Just extract the whole @SLX folder into your arma2 folder, mine looks like this: "C:\Arma2\@SLX\SLX.hpp" kongfanxiao101: That still doesn't make much sense, sorry. Where/when exactly are they slowing the rhythm down?
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    Here's the latest version: http://www.yousendit.com/download/aHlSOGNjcklEa1ZFQlE9PQ Mirrors appreciated, thanks for keeping them updated! Changes: 2.2: Fixed: Many bugs/missing features in MP. Lots of testing for desync and performance for limiting effects (dropped weapons, blood, gibs). Fixed: SLX_Wounds bugs from sqf conversion. SLX_Wounds_Hit MP error. Respawn reset vars. Wounded marker text. Minor bleeding with new lower min bleed rate. Fixed: A2 female voice error. Fixed: Calls to new SLX_Wounds format in GL3, player surrender anim, vehicle effects. Changed: No visible dragged vehicle cargo. These are some special releases for MP compatibility thanks to Genesis92x and friends for the MP testing! kongfanxiao101: I would need you to describe or show me the exact situation that they're in to see if it's incorrect. Firewall: I think that's default behavior, check the first group's settings, speed mode, waypoint type, etc for the second group. KrAziKilla: Sometimes the throw animation seems to reset but the grenades always throw for me.
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    Here's the next version: http://www.yousendit.com/download/aHlUNnFETStrWTlFQlE9PQ Mirrors appreciated! Changes: 2.1: Converted SLX_Wounds to sqf. Improved performance and fixed some possible MP bugs. Fixed some A2/OA standalone errors. Genesis: Sure, I'll try joining, what's the server name? I think there was a bug in SLX_Wounds.sqs where it could get stuck, but I never saw it when reviewing save game files because it was only in MP.
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    Great! I'll try looking at making SLX_Wounds into sqf and reviewing the functions to see if I can find where the problem is, if it's not just that it's still using sqs. Unfortunately my internet is too spotty to really play much online. :/ Tell me where/when/timezone and I'll see if I can try joining. Have fun!
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    Thanks everyone! Thanks for the mirror Foxhound! Just making sure things are left in good shape with 2.01. The pbo list has been updated in the first post. Genesis92x: Thank you very much for that report! So it ran fine with multiple players for several hours? Were you running everything else except SLX_Wounds when it ran fine? What missions were you running? Thanks for helping!
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    Here's the last version: https://rcpt.yousendit.com/920939193/b1fcbadbb1bd4bf4aaf0358a9b4964ba Version 2.0: Optimized GL3 and other addons. Optimized MP functionality. Fixed play move/action locality execs. Much more netcode efficient. Fixed dropped weapon array input and output over network. Give radios doesn't need GL3. Added incoming missile tank smoke and "incoming" shouts if shooter is known. Fuel explosion effect goes over network. Added spawn skill addon to make spawned units have skills according to their loadout and rank. Made object/dead dragged cargo stay in vehicles until unloaded. It seems stable and as far as I can tell it runs almost as well as default A2 on the laptop. It's about as optimized as I can get it, although there's still the sqs format in SLX_Wounds that could be rewritten in sqf. There's someone that's interested in doing that and he might get to it in a few months. I'm not going to be working on it anymore. Thank you very much to everyone that has helped and given feedback and support! The licence in the readme still stands, anyone can continue development of the addons or take parts and make smaller addons if they want. I'll check in to answer questions but most development is stopped. There will be a new release thread in a bit with an updated addon description list. Muahaha: As far as I can tell it won't break any default mission that I have run through. Genesis92x: Thanks! I've tried optimizing everything you noticed, hopefully that solved all the desync problems. Without more extensive testing abilities I don't know what else it could be in there. I think general low fps might be the problem with the freezes, I get the micro freezes in default A2 and can even get the bigger freeze when alt-tabbing, so it could be default A2. In the MP testing I can do SLX seems to run about the same as default A2, there's a little less bandwidth and maybe 1-3 fps loss but other than that it was running smoothly. John_Chrichton: I finally added that. Medevac (and even a whole load of ammo/weapon cargo) is now possible. Thunderbird: Hopefully it should be optimized enough to run fine with everything now. Thanks for FFUR! ;] twisted: Thanks! That's what the SLX_AI danger.fsm tries to do, immediate quick reaction drills and taking cover, suppression/reaction fire, and evasive maneuvers. Protegimus is continuing development of the danger.fsm so maybe you can help him with the logic. Firewall: Thanks for the testing! Thanks for spotting that with the wheeled APCs, no more development though, sorry. You could take the tank smoke addon and add that to it though, copy the tank class and put wheeled_apc class and test to see if it works. In large battles the AIs do have trouble seeing the enemy, all that can be done is optimizations for speed. The AIs have the ability to man the defenses but it's not necessarily always used at the needed time. It was probably the base defenses in warfare? Sometimes if the base is attacked they might get in the base defenses when defending from an equal or larger force. The AIs seem to have their own danger mode control and stay in danger whenever there's an enemy. GL3 will automatically have the player's group call for help, but unfortunately there's no control over it.
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    SLX Mod WIP

    Thunderbird: Thanks! Try removing GL3, that might be the problem with lag on that mission, I've done some optimization and it looks like it's working here although still a little twitchy. The lag does get worse later on though for the second flight but I've still been able to make it without crashing. Try pressing esc a few times to let it load stuff and it might run better. It looks like the other pbos have been narrowed down for lag and I'm looking into fixing them. Firewall: Thank you for helping! HyperU2: Heh, I just noticed that with the 5.56. I'll try raising the cost of the other ammo so they're a little more careful. Genesis92x: Thanks! That narrows it down. Did you try removing just VehicleEffects before and it was still freezing/lagging? So it must be Wounds that is causing it? Component Actual: I don't know what could be causing the gear screen lag thanks for helping to test to find it! I wonder if it could be something with CBA gear event handlers? SLX doesn't use those but maybe it's something with it that changed in CBA during this time? I get both the freezing and "receiving..." texture flush after a while. The texture flush is obvious with the receiving screen and then the textures looking like they're reloading, the freeze is just the same frame ingame that freezes for a long time before continuing. Sometimes there are shorter freezes, possibly texture loading and low fps as it mostly happens when moving around and zooming in.
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    SLX Mod WIP

    Genesis92x: Thank you very much for the report! I was having slowdowns/lockups after long MP missions too but I thought it was just my slow laptop and that it stabilized after a while. I'll check through on the locality of the damage/hit EH effects and net code sends to see if there's anything out of place that might be causing anything excess. If you test again try removing these: Wounds, VehicleEffects, t72 destroyed, ragdoll, AI dodge. That would help narrow it down. Thank you!
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    SLX Mod WIP

    Thanks for the mirror Miller! fideco: That one was removed as the AIs now move forward when turning most of the time, so checking for the turn moves is a performance waste when they are so rarely used.
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    SLX Mod WIP

    Here's the next version: http://www.yousendit.com/download/T1VueEVkdENreER2Wmc9PQ Basically I went through and cleaned up and optimized almost everything. Most of the code should be readable and commented and everything seems to run smoothly and reliably. I tested in MP and optimized the net code to minimize desync. Thanks to Armaholic, Armedassault.info, and ArmA2Base.de for the regular mirrors! Changes: 1.9999: Fixed M1A2 loader. Optics when turned in, turn out when firing. Separated radio addon. Fixed find cover road check. Thanks to Protegimus! Fixed people standing on buildings completely. Fixed dragging more than one person at a time. Fixed jaw shot. Made flies take longer to gather. Made following captives automatically get in captor vehicle cargo if there is room. Made AI handling of wounded vehicle crew. Made GL3 stationary defending AIs mount empty unassigned static weapons and vehicles. Made static weapon gunners suppress at mission start and when someone mounts the weapon. Fixed missing A2 addons error in OA standalone. Fixed dropped weapon pickup reliability. Made first aid and bandaging take longer and look better. Updated silent vehicle commands to OA. Added body armor to Army soldiers. Fixed AI SCAR ROF. Lower sight range for tanks in general, higher for M1s. CAVS armor for M1s. Fixed trace particle source not getting deleted for short range shots. Went through all functions in MP debugging. Optimized AI distance checks. Wounded markers are only in cadet mode. Long MP testing and optimized all net code to try to minimize desync. Binarized all addons/configs for fast loading. Deleted all unused commented out code. Fully commented AI and FindCover addons. Fixed loud fly sounds in MP. Bleeding is slower and can bleed to death. Fixed BIS AIS compatability. Added SLX steering config to Ikarus bus. Updated rocket engine effects. Made RPG sights OA compatible. Changed impacts to use A2 effects. guiltymanjohn: Other than speed issues I don't know of what could be causing that. Speed should be increasing with this version which might help. Component Actual: I might look into adding that stuff, we'll see. The SLX_GL3_Settings.sqf may be able to be read from the \Arma2\scripts\SLX_GL3\f\ folder to try configuring things in missions. Genesis92x: Thanks for that report! If you test the new version please report back if you can narrow down what might still be causing desync. kongfanxiao101: Thanks for those bug reports, they should be fixed. OA only compatibility should work now but I can't test it as I don't have the stripped OA common addons anymore. I'll release an updated compatability addon quickly if this version doesn't fix it. Also like Component Actual said I would recommend getting ArmA 2 to add to OA, it's a good game. fideco: GL3 is active by default. There aren't really many configuration options now. What would you have in mind? Firewall: I'm not sure what more could be done to keep the AIs from bunching up behind cover, they should have slightly offset positions they are told to move to, but then the default movement AI takes over and maybe it's moving them into the same spot. The tank armor is slightly fixed, track kills should be less common from getting hit in the front but they still seem to happen. In OA it seems a better than last version at least. I don't think I'm going to work on it anymore. Fox '09: The AIs should only divert move on "move, wait, hide, and in formation", so a get in or resupply command shouldn't get interrupted but the default AI is very slow to move under combat. I usually try setting them to aware mode when I want them to do something, and they shouldn't divert anywhere when in aware mode and in formation at least. Devil Dogs SF: You can load dead people into vehicles by getting into the vehicle while dragging them. It's hard to load multiple people though, you need put them in front of or on the other side of the vehicle and then get in, then you can select the drag action and it will move them in. Same thing with objects like static weapons and ammo crates. Maybe it will be changed to be like the "unload people" action later.
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    SLX Mod WIP

    Thanks for the mirrors! Fox' 09: Thanks for spotting that! Fixed. Vilman: The SLX A2 Back Compatibility addon in optional will fix those missing OA addon messages. I'll try making it part of the main addons in the next version. froggyluv: Thanks for spotting that, those must be removed in the standalone OA addons. I'll see if the Back Compatibility addon can be made to make it easy to work with. Muecke: That's in SLX_Mod_Veh_Core.
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    SLX Mod WIP

    Here's the next version: https://download.yousendit.com/K0JSd0VBMm1UME5jR0E9PQ Mirrors appreciated! Changes: 1.9998: Limited GL3 radio check/info share instances and removed allowfleeing set. AIs should ambush more correctly, send radio updates faster at the right time, and run smoother. AI change tire only when just one is damaged. Tweaked AI steering more for better convoys. Made groups in stealth not go in buildings at start. Fixed auto AI weapon pickup after wounding/capture. People standing on buildings should stay put for ambushes. GL3 stealth groups will go to combat when everyone has been spotted. Objects with fuel cargo will explode when burned. Made people that recover from being critically injured still look injured. Added tank recoil when firing cannon with tracer rounds. Fixed rare pickup weapon error. Fixed tank shell damage. Increased AT launcher use probability. Removed ArmA2 island dependency for OA only use. Added optional ArmA2 only backwards compatability addon. Added turn in for M1A2 TUSK loader. There are some issues with the M1A2 loader that will be fixed in the next version, optics and turn out when firing. Devil Dogs SF: Setting them to safe while guarding should keep them in position, and now stealth mode should too. Firewall: It should work now with the A2 back compatability addon so you won't get the missing OA addons thing. You should be able to use the previous CBA version for ArmA2 to solve the version check thing, the latest one seems to be for OA. The second person helping drag someone is told to suppress while the other is dragging but it's hard to make sure they actually shoot. The A2 tank damage system has been changed again and it's even stranger to get working. I'm not going to work on tank armor much anymore. Maybe you could ask around and see if someone else wants to make a scripted handledamage vehicle damage system. In GL3 there's no range limit for radio calls for backup, and people/vehicles without radios can only call a very limited distance. The nearest group that will help match the enemy will be called, so maybe someone else was being called to help. The person/vehicle with the radio also has to live long enough to make the call. H.U.N.K: I installed OA over my A2 install and deleting the 3GB of extra/stripped OA addons in the A2\common\ folder seems to work too (test just renaming the folder first). If you have a separate install try the folder linking thing in the main forum for combining them. froggyluv: I noticed that earlier, thanks for mentioning it! I just made a change so that they should think about using RPGs 90% of the time now, and they seem to use them more reliably against vehicles, but I haven't tested them against infantry only to see if they waste too many RPGs. guiltymanjohn: I'll do that for the next version. Thunderbird: Great! Thanks!
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    SLX Mod WIP

    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
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    SLX Mod WIP

    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.
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    SLX Mod WIP

    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?
  22. Solus

    SLX Mod WIP

    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.
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    SLX Mod WIP

    Wolfstriked: The zoom of what? The regular zoom is based on a formula for making the things on the computer screen the same size as they appear in real life at the distance they are at. You can remove SLX_FOV and make your own addon with your own zoom if you want. jackass888: I should be able to spot the obvious errors soon after I get OA. Nickos: A few more days at least. Component Actual: "Heal x" action/command: Default A2 heal. Action disabled in SLX, command still available. Possibly completely disabled when ACE healing module is active. "First Aid" action: Seen when A2 Alternate Injury System module is active on the person. "Bandage x" action: Stop SLX bleeding. Medics heal people fully. May be disabled when ACE wounding module is active. "Give First Aid to x" action: Try to fix up SLX wounded. Medics heal people fully. Disabled when ACE wounding module is active.
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    SLX Mod WIP

    spawncaptain: Thanks! xy20032004: It shouldn't work differently, but here's a version that should have exactly the same things as 95, does it still stutter? http://www.filefront.com/16979817/slx_findcover.pbo Thanks for helping test!
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    SLX Mod WIP

    xy20032004: Hmm, are you using the AI addons? Like SLX_AI? Maybe it could be SLX_FindCover that's lagging, try removing that. Also try without SLX_Suppression_Effects. It's difficult for me to detect these freezes. Thanks!
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