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Enad  

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#76 Posted at 2008-09-07 12:55        
     
@ Vince. Dont double post. Edit you first post please.:)

GND Tech! Check it out!

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#77 Posted at 2008-09-08 15:15        
     
So I did some searching but have been unable to find an answer to this. I really hope I didn't miss something.

I was wondering if anyone knows more about the "penalty" for shooting a wounded or surrendered soldier in SLX. Read this in the SLX Readme: "Killing wounded people or captives has a penalty."

I've done both, but haven't noticed anything different. In the case of the surrendered soldier, I had to. He was making noise/blabbering even after surrender, and I figured it was a liability and likely to give away our position... so we finished him off. In the case of wounded, also a big liability sometimes. I had one guy that appeared to be out of the fight lob a 'nade straight at me, lol. Knowing that they are likely to still toss grenades while wounded, I figure finishing them off is probably the best idea.

Anyone aware of what the penalty for killing in these cases is?


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#78 Posted at 2008-09-09 21:52        
     
I Have a problem in all the SLX's for some reason, incuding OPF1 , The Topeleft Corenere where it displays the ammo always is cut and i can only see amouint of mags, nothing else, also the Crosshairs are never there, help is appriciated. thanks.


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#79 Posted at 2008-09-13 08:55        
     
guys i got another problem with the slx mod, ive competely deleted it but on the opening menu in arma it says something about slx_miscm16_flash or something and there is no gun flash, instead a black box when i fire.


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#80 Posted at 2008-09-13 10:00        
     
@ motaal - SLX is meant to do that, you dont have an ammo counter or a cross-hair in real life do you?

@night spter - make sure the @SLX file is deleted from the direcory


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#81 Posted at 2008-09-13 11:01        
     
it has already been completely removed but it still says that. now when ive made my own multiplayer mission when i press respawn it says something about slx spectating and it just stays there and doesnt respawn

This post was edited by night sceptre101 (2008-09-15 16:19, ago)


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#82 Posted at 2008-10-05 16:11        
     
First id like to congratulate slx on being such a great mod, cuz it was more than what i expected. i just have one concern. when i start up arma, it says

"Addon "SLX_Modvehicles" requires addon "SLX_Vehicles"
. so i dismiss this and continue. When i actually start playing, everything works fine. except when i try to use anything from queens gambit in the editor. when i do, the game crashes completely. plus, sahrani united is missing from the islands list. is there something i forgot to do when installing it?
one mor question also: in the readme.txt for slx it says that helicopter rotor blades tear apart when they hit the ground. i have yet to see that happen still


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#83 Posted at 2008-10-05 17:12        
     
hi,
"Addon "SLX_Modvehicles" requires addon "SLX_Vehicles"

download and install this- http://www.armaholic.com/page.php?id=2991

As for playing with QG don't you need to add some extra files? (it might be in readme)


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#84 Posted at 2008-10-05 19:32        
     
ok i did, and that fixed the startup error. and the problem with QG is a careless error on my part. when editing the shortcut to run arma with slx and the 1.09 patch, i accidentally put -mod=@DBE1 instead of -mod=DBE1(no @ sign). its all good now.


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#85 Posted at 2008-10-06 06:32        
     
For some reason evrything in slx works except the draging :( does anybody know how to fix this.:yay


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#86 Posted at 2008-10-07 18:50        
     
re-download and install - your probably missing something


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#87 Posted at 2008-10-08 07:11        
     
well ill trie for the fith time then:D


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#88 Posted at 2008-11-18 17:30        
     
Someone can help me?. I want to make a mod with the effects of kick and dust of artillery, without using the Bin folder. I found that the PBO file you use for that is, modvehicles.pbo. Besides just extracted the code from that effect, which is as follows:

#define ReadAndWrite  0
#define ReadAndCreate  1
#define ReadOnly  2
#define ReadOnlyVerified  3
#define true 1
#define false 0
#define private  0
#define protected  1
#define public  2
#define VSoft  0
#define VArmor  1
#define VAir  2
#define LockNo  0
#define LockCadet  1
#define LockYes  2
#define TEast  0
#define TWest  1
#define TGuerrila  2
#define TCivilian  3
#define TSideUnknown  4
#define TEnemy  5
#define TFriendly  6
#define TLogic  7
class CfgPatches {
 class SLX_ModVehicles {
  units[] = {};
  requiredVersion = 0.1;
  requiredAddons[] = {
   "CAWeapons",
   "CAAir",
   "CAA10",
   "CATracked",
   "CAWheeled",
   "CAWater"
//   "SLX_Vehicles"
  };
  //units[] = {
  // "AmmoBoxWest",
  // "WeaponBoxWest",
  // "SpecialBoxWest",
  // "AmmoBoxEast",
  // "WeaponBoxEast",
  // "SpecialBoxEast",
  // "AmmoBoxGuer",
  // "WeaponBoxGuer"
  //};
 };
};
 
class Extended_EventHandlers;
 
// modificado por sub7
class CfgVehicles
{
 class All;
 class AllVehicles : All
 {
  class ViewPilot;
  class ViewGunner;
  class NewTurret
  {
  };
 };
 class Land:AllVehicles{};
 class LandVehicle:Land{};
 class StaticWeapon : LandVehicle
 {
  class Turrets {
   class MainTurret : NewTurret {
    class ViewOptics;
   };
  };
 };
 
// Static weapons
 class M119 : StaticWeapon {
  armor = 50;
  class Turrets : Turrets {
   class MainTurret : MainTurret {
    weapons[] = {M119};
//    magazines[] = {"30Rnd_105mmHE_M119"};
// SLX MOD : HEAT magazine.
    magazines[] = {"SLX_30Rnd_105mmHEAT_M119","30Rnd_105mmHE_M119"};
// SLX ADD : Zoom optics.
    class ViewOptics:ViewOptics {
     minFov = 0.1;
    };
    maxHorizontalRotSpeed=.3;
    gunBeg = "gun_muzzle"; // endpoint of the gun
    gunEnd = "gun_chamber"; // chamber of the gun
// SLX ADD : Fix getin pos.
    memoryPointsGetInGunner = "pos_gunner_dir";
    memoryPointsGetInGunnerDir = "pos_gunner";
   };
  };
// SLX ADD : Make cannons use kick and dust ?
  fuelCapacity = 0.001; // Sub7 note: this is the code who make the effect and the problem.... what i can do?
// SLX ADD : Fix cargo pos getin.
  memoryPointsGetInCargo="pos_cargo_dir";
  memoryPointsGetInCargoDir="pos_cargo";
 };
 
}
class CfgAddons
{
 class PreloadAddons
 {
  class SLX_ModVehicles
  {
   list[]={"SLX_ModVehicles"};
  };
 };
};

But apparently there is a problem when I drag the artillery gun of the screen turns blue color and I can not do anything else.

If you shoot without move the cannon then you can see the effect of this code.

This is a video that i made with the effects using slx mod with bin folder.

http://es.youtube.com/watch?v=rCU9MGYtiXs&eur


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#89 Posted at 2008-12-07 15:32        
     
Hey all im getting a error saying " No entry '@six\bin\config.cpp/cfgammo/timebombcore.maxControlrange' " . I'm able to run the mod useing regular units but some units im not able to play with and i get that error. Any help would be great thanks





:::: RESOLVED :::::: I downloaded it from a different site. The site i got it from must have had a corrupt file

This post was edited by Dave61218 (2008-12-08 02:28, ago)


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#90 Posted at 2008-12-19 08:53        
     
Realism is great but... I would like to adjust the wound system to make more 1 hit deaths occur. I put a round of m24 in a guy at 25 meters and he said "ouch shit" and kept running at me.

is this a setting I may adjust?