COSLX - Arma2CO SLX
SLX mod is a A research based combat simulator meta mod originally built by Solus.
This version of SLX was my intent of many months of testing, feedback, compiling to solve ongoing issues about SLX problems, and the mod's instability. The original SLX was still a WIP (work in progress) mod so it was not final.
Many posts about various issues were posted on the SLX thread about the mod crashing, freezing, weapon unscoping, certain features not working, and other issues, in the past I had compiled a SLX Bug list
after an extensive review and research of the original thread to compile a list of these issues reported. Even though that had worked for the time being, it still has not solved the issue of the mod being downloaded with the reported issues intact still in the mod.
The idea was to retest SLX on Arma2 and Arma2CO, and fix any errors or any issues found, and recompile the mod
into a version where all the problem files or bugs were removed from the game, thus making the mod stable, and playable right from the download.
Nothing in the mod itself is left out of the new edition, rather a couple of folders have been setup to distinguish
what files were problem files and what files were optional features a player could use to add to their SLX game.
The following List are files with descriptions of their features & Dependancies:
Makes AIs tactically lower their weapons slightly while walking for proper muzzle discipline.
Adds the prone posture while using launchers.
Adds more varied movement abilities to binocular stances.
Make the fast crawl mode faster.
Faster dying animations. Based on timings from real footage.
Faster grenade throw transitions and animations, and slower turn speed while throwing
Adds immersive head movement to the get in/out animations.
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.
Fixed idle animations so they don't have to finish playing to transition to the dying animations.
Makes injured animations not have weird warping.
Faster jumping over things.
Faster stance changes.
Adds the safety weapon action and allows pistols to be holstered.
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.
Adds the ability to lay down and move on steep surfaces.
Slightly lower turning speed so AIs can't spin around too fast.
Faster weapon switching and stance changes.
Changes action menu priorities.
Replaces A2 danger.fsm to improve AI reactions.
Make people armor not be affected by difficulty setting.
Make skill settings reset to 1 no matter what the precision is.
Resource for SLX_AI and SLX_ShotEffects. Makes AIs do evasive moves towards cover.
Lets AI identify obvious object types better
Make AI not suicide engage/attack on their own.
Sets the skill of AIs that are spawned.
Makes AI drive/pilot cars/helicopters/planes better with much less crashing.
Makes team numbers in english be called by the phonetic alphabet.
(1 is alpha, 2 is bravo, 3 is charlie, 4 is delta, etc)
Makes the color coded team names in english be called by the phonetic alphabet.
Sounds when animals die.
Makes hand gesture animations not warp so much.
Optional. Birds on the ground that fly away when disturbed when they hear a person or shot.
Replaces BIS Battlefield Clearance module to fix the .fsms that call the animations too much and slow A2 down.
Fixes popup targets broken by XEH, extended event handlers.
Lower cannon smoke according to real life footage.
Allows a player to take over the AI gunner of a car while driving.
Adds spent shell casings that fly out correctly
Custom cloudlets that can be used for config or drop effects.
Fixes missing words and adds larger voice pitch variations.
Rocket engine and missile smoke effects.
Makes explosion dust last longer based on the size of the explosion.
AI utility functions for finding cover and making AI's make a course diversion then continue on to their original destination.
Extended and normalized fields of view. Zoom in, squint, focus on far object, concentration, tunnel vision, turns slower.
Gun smoke effects based on real life footage and personal experience.
Bullet impact effects based on real life footage and personal experience.
OKC3S bayonet knife and AK-74 bayonet knife.
Gives knives to armed people at mission start, knife type depending on side.
Slightly changes person armor for more wounding and to work with SLX variable damage better.
More vehicle armor so they aren't destroyed so easily, and suffer from part failure more often than being destroyed.
Adds models with 3d optic scopes.
Supersonic bullet sounds from real life footage.
Bullet impact sounds thanks to Dyslecxi.
Simple network utility to execute code on all clients.
Fixed and tweaked optics post processing.
Adds blurred screen edges when looking through zoomed 3d scopes.
Removes magical radar from tanks.
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.
Removes First Aid action for people wounded with the BIS alternate injury system.
Removes "Heal x" action for medics.
Proper RPG7 iron sights.
Makes people say stuff.
No spoken commands in vehicles for faster responses.
When people are shot at close enough a lot they duck lower, breathe quickly, and their hands shake a little.
Allows the player to surrender and be taken captive by the enemy.
Adds T72 destroyed effect replacing destroyed T72s with the more detailed models.
Makes tank commanders fire the smoke grenades when the tank gets hit or there is an incoming missile.
Changes UAV to be more usable and less likely to crash.
Based on real life footage and statistics (W. E. Fairbairn, FBI, police, thehighroad.org, etc).
Dependencies: SLX_NetCode, SLX_Shout, SLX_Cloud, SLX_VehicleEffects (optional).
Location based wound
- Small chance of an accidental discharge of their primary weapon. Small chance of dropping primary and/or secondary weapon when arms are very damaged.
- Good chance of falling down prone if legs are very damaged. No effect when already prone.
- 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.
- 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.
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.
Wounded or dead people can be dragged to a safer location for giving first aid, corpse recovery, or item scavenging.
Giving first aid to wounded:
Giving first aid is based on the skill of the person giving first aid.
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.
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.
Dropped weapons can be destroyed by using the action menu close to them or by damaging(by shooting, etc) them to 50%.
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 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.
If a person is killed with a high explosive and their velocity is high enough then they will be torn apart.
Replaces the BIS Alternative Injury System when enabled to fix wounded people taking too much damage before dying.
Adds birds on the ground that fly away to somewhere else when disturbed.
Disables giving first aid in SLX_Wounds.
Disables dismemberment in SLX_Wounds.
Make machine guns have a longer reloading time.
Disables maneuvering in GL3.
Disables moving objects in SLX_Wounds.
Disables surrendering in GL3.
Enables full head damage textures. Requires A2+OA.
Move the following files to your main Arma2 Directory:
-13 problem files removed that caused freezes, crashes, and RPT errors.
-3 files had to be updated to enable function, and remove errors popping up
- original latest version by Solus 2.3
Credits & Thanks:
Solus for his original work on SLX
BIS forum members feedback and support on the SLX WIP thread
- BI forums
- Arma 2
- COSLX Patch #1
- COSLX Patch #2
- Community Base Addons