Author: Sickboy
Author Website: http://www.6thsense.eu

Requirements: ExtendedEventhandlers by Solus & Killswitch (included)

Version: 0.4

Short description:

Date: 2008-01-07 15:32


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6thSense.eu Pack1
by
Sickboy


Content:
This pack is ArmA v1.08 Compatible and features 7 Modules by 6thSense.eu:
    6thSense.eu Misc
      - Contains functions, scripts and settings used by other 6thSense.eu Addons!
    6thSense.eu Tools
      - Contains tools like GroupMarkerTracking, BodyRemover, etc. etc.
    6thSense.eu UI
      - Ui Enhancements, alike TrueIngameUI, but bigger gearmenu, compass and some placements.
    6thSense.eu Blood
      - Enables Unit Dammage (Bleeding etc) and Special Blood Squirt Effects
    6thSense.eu CRDS
      - Enables Unit Dammage (Bleeding etc) and Special Player Hit FX
    6thSense.eu Tracers
      - Enables Tracers for MG's & Vehicle Weapons
    6thSense.eu EditorUpdate
      - Enables otherwise hidden classes inside the editor so you can place them
You do not have to use every module. SIX_Misc.pbo is the only one that is required by the other Modules
ExtendedEventhandlers by Solus & Killswitch is now also a requirement (included in this file)


Additional info:
6thSense Wiki


Installation:
Place the Addon folder: @SIX_Pack1 into your ArmA Installation Folder (remove any of the addons you don't want to use, except SIX_Misc).
Place the dta folder into your ArmA Installation Folder, so the contents of the dta folder should be copied to your arma\dta folder.
Place the wanted Keys and SignFiles in place. I signed every addon twice: Once with individual keys for server operators that only wish to allow some components and once with the SIX_Pack1_04 key to allow all at once.
Edit your ArmA shortcut to include the mod, add:
-mod=@SIX_Pack1
or if you have multiple mods, per example:
-mod=@ModWar;@MAP_Air;@SIX_Pack1
If you wish place the Demo Missions in your Missions or MPMissions folder and experiment.


Included files:
SIX_Blood.pbo
SIX_CRDS.pbo
SIX_Editorupdate.pbo
SIX_Markers.pbo
SIX_Misc.pbo
SIX_Tools.pbo
SIX_Tracers.pbo
SIX_UI.pbo


Notes:
You can remove any Addon from the pack, except SIX_Misc.pbo (and ExtendedInitEventHandlers) as it is required for most of the other modules
The EditorUpdate can be used fully independent from all other content!

Reporting Bugs:
Please report bugs in our Bug Tracker (http://bugs.6thsense.eu/arma/bug_report_page.php) (please pick the proper
Project and other options, aswell as first check if the bug isn't already reported, thanks!)


Version:
Changes 0.4
Included biSign and Key files for Server Operators and Players (Each pbo is signed twice, oncee with the Global SIX_Pack1_04 key, and once with individual keys, for maximum flexibility)
Overall performance and other small improvements
Moved a lot of "Additional Functionality" from SIX_Misc into SIX_Tools. Basicly making SIX_Misc a true base of functions, scripts and variables, nothing more, nothing less.
Updated to latest ExtendedEventhandlers by Solus & Killswitch

Changes 0.3f final
Detected an error after playing for hours 'n hours... When Blood and CRDS are enabled, there is double amount of health taken so you die very very quickly from bloodloss

Changes 0.3 final
SIX_Misc Changes

Made the pack compatible with ExtendedInitEventhandlers by Solus, v1.01 included with the package.

Changed the Sides Array to use side objects instead of strings
SIX_CRDS Changes

Cleaned up CRDS considerably, only starting certain scripts on units after they get hit, instead of spawning scripts at start that wait for conditions

Volume Tuning... AGAIN...
SIX_Blood Changes

Slightly Tuned settings, but still need to figure out what is causing slowdowns on some computers


Changes 0.2 final
SIX_Misc
Fixed "play_Init" not passing on Dedicated Server

SIX_Blood
Removed some unnececairy code+variables

SIX_CRDS
Added ability to configure through hpp file in dta folder for Single Player, or in Mission for both SP/MP.
ATM only the option: allowHeal is available. Future versions will include full set of settings

Changes 0.2RC1
SIX_Misc Changes
Added SIX_allI and allV (Infantry and Vehicle Arrays) to the unitarrays script

SIX_Blood Changes
Removed checks for vehicles/infantry, making use now of updated SIX_Misc Arrays
Rewritten some scripts and functions
Rewritten Multiplayer component, should work flawless now
Models and Textures updated by Garlay, Materials Configured. Removed Shadow settings.
Lag caused by wrong Model Setup and Scripts should be history now<br>
Added SIX_Blood.hpp . Blood now fully configurable for SinglePlayer, aswell as Mission Configurability like the Tracers
Corrected settings, Players + AI should die by Bloodloss overtime

SIX_CRDS Changes
Removed checks for vehicles/infantry, making use now of updated SIX_Misc Arrays

SIX_Tracers Changes
Removed checks for vehicles/infantry, making use now of updated SIX_Misc Arrays

Changes RC9
SIX_Misc
Added SIX_fMisc and SIX_fMiscSet functions to read and write variables to the object
Moved more variables from Global Space into Object Space

SIX_Blood
Added OFPEC Blood Addon, full rewrite to SQF. Thanks to SNKMAN for letting me use his ArmA Convert.

SIX_CRDS
Added SIX_fCRDS and SIX_fCRDSSet functions to read and write variables to the object
Enabled check if SIX_Blood is present, if it is, it will disable the Bleeding functionality of CRDS

SIX_Tracers
Added SIX_fTracers and SIX_fTracersSet functions to read and write variables to the object

Changes RC8</strong>
SIX_Misc
Switched to using objects for storing variables, functions and scripts as opposed to using arrays. (String names keep code easier readable than numbers and even less Global Variables are used)
Switched to using only 1 source for scripts and functions instead of 2

SIX_CRDS
Switched to using objects for storing variables, functions and scripts as opposed to using arrays. (String names keep code easier readable than numbers and even less Global Variables are used)
Moved a few Global Variables into Arrays.

SIX_Tracers
Switched to using objects for storing variables, functions and scripts as opposed to using arrays. (String names keep code easier readable than numbers and even less Global Variables are used)

Changes RC7
SIX_Misc
Reduced the amount of global Variables (Saved ~10)
Moved all scripts and functions into arrays (Saved ~30)
Moved a few script/function inits so they only get loaded if certain features are enabled

SIX_Tracers
Reduced the amount of global Variables (Saved ~5)
Moved all scripts and functions into arrays (Saved ~5)
Moved weapons+ammo info into arrays instead of many global variables (Saves ~10-100), depending on which weapons+ammo are available)

SIX_CRDS
Reduced the amount of global Variables (Saved ~20)
Moved all scripts and functions into arrays (Saved ~4)
Fixed HitEventhandler
Black-screen-of-death should not happen anymore

Changes RC6
Misc
- Added support for the ArmA Anti Cheat (ARMAAC) By MadDogX. When the SIX_Misc and ARMAAC Addons are combined on a server, the anti-cheat protection will automaticly be updated without need for mission editing etc

Tracers
- New Variable: SIX_TRACER_DELAY, also configurable for SP and per Mission, which determines the delay between bullet exiting the barrel until tracer ignition time. Put to 0 to disable any pause
- Changed Default delay to 0.02
- Renewed Weapon/Ammo lookup routines, combined Weapon+Ammo information now in 1 variable.
- All settings for tracers can now be overwritten by weapon config, while tracers will always be disabled when either weapon or ammo has tracers disabled.
- Added the Configuration Class and functionality to configure AUTO, REFRESH and DELAY in SP.
- Renewed the Config Functions, they now output a default value other than <null>, even when no config entry was found

CRDS
- Lowered some of the sounds, *again* :-) Could really use that Sound Maintaining help

Changes RC5
SIX_Tracers Change
- Added SIX_tracerDiff setting to Weapon classes, this setting can be used to make the "Rifle Tracers Enabled" dependent on your own "Rifle Bullet Tracers" difficulty setting in the ArmA Options. Thanks goes out to MaddMatt for the idea, not to mention his determination
- Rifle Tracers are enabled by default, unless as described above, the Rifle Tracers Difficulty setting is set to Disabled.
- SP Configuration is disabled by default (check SIX_Tracers.hpp).<br>
- Using a pause of 0.05 seconds (~) to make sure the tracers do not appear to close to the barrel. Again that MadGuy
- Extra performance considerations in place, altough if they are measurable; you tell me

Changes RC4
SIX_Misc
- Fixed Player Determination Once more, hopefully for good This time. Fixing the problem that Tracers etc. did not work or 'half' in SinglePlayer
- Disabled GroupTracker & BodyRemover by default. Please enable inside SIX_Misc.hpp. Solution based on requests @ BI Forums thread
- Split markers from SIX_Misc to SIX_Markers. Solution based on request by MaddMatt
- Added define SIX_MARKERS to SIX_Misc.hpp, when defined it will use the SIX_Markers (Make sure you have the pbo installed in with SIX_Misc). If you want to use standard BIS Markers, please comment the SIX_Markers define, like: // #define SIX_MARKERS
- Changed SIX_ENA_VOICE define to SIX_VOICE_ENA

SIX_CRDS
- Fixed missing stringtable entry
- Fixed problem with medipacks not disappearing after used

Credits:
People who's work was an inspiration to me, aswell as credits for their included code.
BIS - Thanks, for their great Game and continued Support! Aswell as thanks to the Mod, Script & Missionmake Community!



BIS Forums topic:
- BIS




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