Description:
This mod is made to enhance the gameplay, make the AI smarter, effects better and add's some new gameplay features as well. Solus has been working on this mod for over a year and before that he allready made some awesome stuff for OFP which is all used and enhanced for the release.
This also is made for both SP as MP but is mostly tested in an SP or LAN environment and as was shown with the SLX_Vehicles release, there might be some errors in that area.
This means, battle's take longer. There will be more injured than died units. AI uses more tactics like suppressive fire, flanking and bounding overwatch. AI will not allways shoot at your direct position but will lay down some serious hell at your surroundings.
Features:
SLX_AI_TurnMove.pbo:
Make AIs move directionally toward their expected destination for a moment, instead of the default rotate and move forward, rotate and move forward.
SLX_AISkill.pbo:
Change the CfgAISkill settings to be more dynamic and try to make the AIs more human.
SLX_Anim_Crawl.pbo:
Make the fast crawl mode faster. Based on real life personal experience of crawling.
SLX_Anim_Death.pbo:
Faster dying animations. Based on timings from real footage.
SLX_Anim_GrenadeThrow.pbo:
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.
SLX_Anim_HoldSprint.pbo:
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.
SLX_Anim_Idle.pbo:
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.
SLX_Anim_Jump.pbo:
Faster jumping over things. Based on real life personal experience of jumping over obstacles, sometimes with over 100 lbs of gear.
SLX_Anim_MoveTransitions.pbo:
Faster stance changes. Based on real life footage and personal experience of changing stances, sometimes with over 100 lbs of gear.
SLX_Anim_WeaponTransitions.pbo:
Faster weapon switching and stance changes. Based on real life footage and personal experience.
SLX_Anims.pbo:
Currently no effect. Attempted to make women use all animations.
SLX_Anims_PistolCivil.pbo:
Adds the safety weapon action and allows pistols to be holstered.
SLX_Cartriges.pbo:
Adds spent shell casings that fly out correctly, according to real life footage and personal experience.
SLX_Cloud.pbo:
Custom cloudlets that can be used for config or drop effects.
SLX_Dialogue.pbo:
Fixes missing words and adds larger voice pitch variations.
SLX_Effects.pbo:
Rocket engine effects and eventually more effects.
SLX_FindCover.pbo:
AI utility functions for finding cover and making AI's make a course diversion then continue on to their original destination.
SLX_GL3.pbo:
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.
SLX_GunSmoke.pbo:
Gun smoke effects based on real life footage and personal experience.
SLX_Impacts.pbo:
Bullet impact effects based on real life footage and personal experience.
SLX_LoadingBlank.pbo:
Optional blank loading screens for a less militaristic atmosphere.
SLX_Mod_Veh_Core.pbo:
Many features: Default vehicle values for hearing, human spotting ability, keeping formation time so AIs have a chance to do stuff before moving on, removed magic radar from commander view by default, extended view limits based on real life personal experience, lower default threat levels so AIs can determine real threats better, less minimum time spent firing on a target so AIs can do other things if they have to, more crouch probability in combat based on real life footage, changed human damage levels and armor based on real life footage and statistics (W. E. Fairbairn), vehicles should not explode by default when destroyed, most buildings should be referred to as "buildings" not "houses".
SLX_ModWeapons_c.pbo:
Many changes to ammo, magazines, and weapons based on real life footage, statistics, information, and characteristics. Many values based on CAVS the Common Armor Value System 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.
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=3; // 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. Some hits will be clost 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=0.2; // 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.
SLX_ModWeapons_MGReload.pbo:
Make machine guns have a longer reloading time.
SLX_ModWeapons_Sounds.pbo:
Supersonic bullet sounds from real life footage.
SLX_NetCode.pbo:
Simple network utility to execute code on all clients.
SLX_ReloadShout.pbo:
Have people shout "reloading" when their magazine is empty and they need to reload. They don't shout when they are alone or someone in their group is in stealth mode.
SLX_ShotEffects.pbo: People 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 (not implemented yet).
SLX_SmokeGrenades.pbo:
Smoke grenades float above the ground so they don't disappear because of a bug in ArmA 2.
SLX_Wounds.pbo:
Based on real life footage and statistics (W. E. Fairbairn, FBI, police, thehighroad.org, etc).
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.
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 dead/wounded/captives in vehicles:
Wounded, dead, and captives 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 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.
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.
Installation:
As we always recommend use one of the modfolder methods to launch it, check our FAQ to see how to do it.
Included .pbo files:
SLX_
Notes:
BIS did a pretty good job implementing a lot of ArmA1 SLX Mod features but there always seem to be things that need more polishing and fixing. The most critical problem in ArmA 2 is the findcover and sethidebehind functions not working, leaving AI's usually trying to hide in front of things when using the default AI.
Credits & thanks:
Bohemia Interactive Studio for making Operation Flashpoint, the official tools, the Flashpoint1985 forums, the BIS wiki, all content from OFP and OFP: Resistance, ArmA, 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 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
John's fire and smoke effects replacement for the replacement pack idea
Call of Duty UO for textures (crater, clouds, smoke, fire)
Half-Life for explosion
3d studio max for particle animation rendering
Photoshop for graphics editing and batch converting/renaming
PANtool for batch converting paa files
itweas_LLU for letting his ninja addon be used
DanAK47 for lowered rifle stance idea
6th Sense and sickboy for the ArmA english patch
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
Changelog:
v1.8
- Made birds land more smoothly.
- Fixed a script error in autorotation and findcover.
- Fixed bomb sound and tweaked artillery and cannon shell sound. All large caliber rounds have heavy supersonic sound.
- Made smoke columns taller, tweaked fire propagation.
- Added player surrendering addon. When the player uses the surrender action they will drop all of their weapons and surrender to the nearest enemy to be taken captive.
- Made player team members only surrender if the enemy has them in their sights. If they are hidden and stealthy then they shouldn't surrender.
- When a player uses one of the captive actions to free an ally and there are enemies around they hit them and tell them to fight. Players must not be captive.
- Made wounded people surrender if they are healed by friendly captives so the captors wont shoot them.
- Fixed surrendered animation body aiming.
- Removed human gibs from animal dismemberment.
- Only player team members that are in engage at will mode will go help people in other groups.
- Only player team members that are in engage at will mode or don't have a weapon will go pick up dropped weapons.
- Fixed time script error in move to cover sqf.
- Fixed script error in birds fly away.
- Optimized supersonic bullet sound.
- Made people only keep shouting contact if they can see the enemy.
v1.7
- Tweaked bullet and shell sounds. Added long range bullet sound and pitch variations to short range sound. Possibly sounds more accurate.
- Packed PBO with fixed move to cover exec bug.
v1.66
- Made sure stopped AIs don't return to formation after diverting somewhere.
- Fixed air support script bomb accuracy.
v1.65
- Fixed lag when people get hurt. Changed "force move to cover" to function and spawned it differently.
- Changed grenades to only critically wound people. A2 explosion "splash damage"/fragmentation damage only seems to do a very very small (0.1 difference) range of damage from min damage range to max damage range with too sharp a falloff outside the indirect hit range.
- Lowered bounce chance on grenades.
- Changed preprocess types in SLX_findcover for possible performance increase.
- Made AIs not bandage if the enemy is too close, even if they are hidden.
- Fixed some 'falling on back' effects. Faster, smoother get up. Wounded people won't flip over.
- Made alpha-teams english only.
v1.6
- Fixed AIs yelling about smoke grenades.
- Lowered free-aim zone for faster AI CQB while still having enough to move the weapon around the screen. AIs are now more realistically challenging to fight in CQB.
- Made numbers-to-alpha addon for english only.
- Fixed missing config settings error for dropped weapons.
- Lowered aircraft sight range.
- Possibly fixed people being able to take too much damage when the BIS injury system handleDamage event handler is on.
- Tweaked armor on tanks. The latest tanks should survive at least 1 sabot hit to the turret.
- Made SLX_Wounds giving first aid always stop wounded people from bleeding.
- Fixed leaders with scripted move waypoints. First mission now works flawlessly.
- Fixed AIs sometimes not continuing to waypoints after diverting somewhere. Fixed doctor not following player in campaign.
- Tweaked danger.fsm to help AIs in CQB.
- Made birds start in the air and some of them stop when landed.
- Added silent vehicle commands addon.
- Fixed dismemberment.
- Made birds fly away from shots more reliably.
- Fixed some script errors in MP.
- Made fire sound more continuous and tweaked burning effects.
- Made people with very low negative ratings not surrender or be considered captive by AI when wounded. Deathmatch gametype now works.
- Optimized find cover function some more. Known RPT bug: "Warning: roadsConnectedTo did not found the input road segment" unknown how to fix while retaining improved speed.
- Modified sight optics effects. Fixed BWTV effect on AH1Z, removed tank commander sight noise.
- Added laser designator to AH1Z.
- Added 3D ACOG optics with blurred edges addon. Any 3D optics with high zoom will activate the blur around the edges of the screen. Made XM8 use 3D sight.
- Added higher zoom to UAV and laser target to UAV marker.
- Fixed pistol 'go to crouch' action.
- Added map marker for the side of wounded people.
- Made bleeding people bandage even if they are still walking to the next waypoint.
- Made getting into vehicle actions have priority over other vehicle actions like take magazines.
- Made touching off bomb action keep the menu open and be easier to select.
- Made gunner rifles hidden to fix MG nest.
- Fixed some small script errors.
- Raised sensor sensitivity on tanks for better target spotting.
- Made put out fire option on all small fires. AIs will try to put the fire out on vehicles.
- Made M1 tanks have darkened tracks when disabled.
- Fixed tank smoke grenade firing when hit.
- Raised AI skill spot time.
- Raised east tank threat values so west tanks will use cannons against them.
- Made danger.FSM AIs watch a position they have been alerted to so they will detect enemies better and tanks will keep their hulls facing the enemy and protect their engine. If the enemy is unknown the vehicles will slow down for a few seconds to better spot the source of the danger. Then if the AIs don't have a target they will target the enemy that caused the alert so that tanks don't initially fire when they have no target.
- Added more facial animation variations.
- Made AIs not treat someone if the enemy is dangerously close even if they are hidden.
- Fixed auto assign teams.
- Possibly fixed slow AI formation speed.
- Made AIs go to cover faster when hit or dragging.
- Tweaked AI dragging to be smoother.
- Added some suppressFor commands to GL3.
- Fixed bug with steep lying animations being used for regular movement which broke rolling.
- Added large caliber close bulletFly sounds.
- Faster evasive side step animations.
- Made only tank turrets turn slower.
- Fixed object dragging in MP.
- Fixed dragging on ships.
- Disabled optics on steep lying animations so the user doesn't accidentally stand up.
- Fixed script error in bounding overwatch.
- A2 bug: Helicopters don't move to waypoints when they are in negative coordinates. Added addon to move helicopters to positive coordinates and make them continue to their waypoints. The second campaign mission now works with the AH1 destroying the ZSU before Razor is wiped out.
v1.5
- Improved cover finding effectiveness
- Improved dragging feature and made AIs more effective at dragging
- Tweaked people damage, wounding effects, and AI accuracy for more correct combat outcomes.
- Fixed AI rate of fire and fire mode ranges. AIs should shoot more correctly now.
- Tweaked tank armor for more correct tank battles.
- Removed magic tank radars and gave tanks long range sight.
- Fixed quick pick up dropped weapon action.
- Fixed reload shout with multiple weapons.
- Fixed people in vehicles getting too hurt from crashes.
- Fixed RagDoll addon MP error.
- Fixed AI dodge for cover effectiveness and timing.
- Disabled danger.fsm causing AI to stand still in combat and made AIs move and dodge for cover in combat often.
- AI leaders should always slow down to stick with their group when in combat mode.
- Improved AI bandaging only when out of sight of the enemy.
- Added binocular move speed addon.
- Added tank commanders turning out when firing their turret. And for commander turrets that can be fired from inside, if they can't fire when turned out then they will stay in.
- Made tank commanders fire smoke grenades when hit.
- Added launcher prone addon.
- Readded and optimized shot effects.
- Added moving while lying on steep surfaces.
- Fixed AI healing enemies, they don't shoot the captive.
- Fixed radios on civ groups, only given to groups with rifles.
- Fixed players able to order AI to use players "take weapon" action after dropping their weapon.
- Fixed bad action names.
- Removed turning for wounded people.
- Fixed bandage action still active on dead people.
- Made knife anim slightly slower.
- Fixed GL3 not working.
- Improved GL3 taking cover for vehicles.
- Optimized GL3 some more.
- Fixed some error messages.
- Injured people should not report enemies and AIs should shoot wounded people less often.
- Used a string parsing function from Kronzky. Thanks Kronzky!
- Reduced AI hand grenade ROF.
- Reduced unneeded find cover calls for performance.
- Possibly fixed captives running off when they should follow.
- Fixed some animation issues with AIs getting up from falling and dropping weapons.
- Fixed SINCGARS model UV .rpt errors.
- Fixed pop up target shooting.
- Fixed BIS drag with slx_wounds active.
- Fixed dragging/moving people and objects into vehicles.
- Added animal death sounds.
- Fixed some missing speech. All questions in all english voices work.
- Changed fire effect to work better under lag.
- Changed bullet trace effects.
- Made impact effects lighter colored.
- Slightly raised car and helicopter tail rotor armor for better survivability.
- Added a small wait to danger.fsm so that it doesn't eat up all of the cpu cycles and cause all other effects to lag for a long time when AIs detect lots of shots fired.
- Optimized some effects for low fps situations.
- Made AIs not drag someone if they are in direct line of sight of a very close enemy.
- Made SLX Wounds hit effect into .sqf function for better optimization
v1.3
- Made AI leaders now slow down near buildings when in combat mode so they don't run ahead and leave the team behind. AI teams move much more tactically now.
- Made catastrophically damaged vehicles explode/burn.
- Improved fire effects and made fires burn out faster.
- Made wounded people sometimes roll on to their back with ArmA2 wounded animations.
- Fixed groups without radios sharing info to all groups with radios. Should fix sneaking missions.
- Added retrieve weapon action.
- Fixed blood drops flicker.
- Changed blood materials.
- Added ambient ground birds addon. Birds fly away when someone approaches or when they are within audible range of a shot.
- Made all gestures warp less.
- Added option to disable move object action.
- Fixed missing direction text.
- Fixed knock down to get up animations.
- Fixed some missing dialogue words.
- Made wood impact double sided.
- Made wounded animations have head bob.
- Changed missile smoke.
- Made swimming less tiring and made AIs not sprint swim so they won't lose their stuff. Gear is now accessible while swimming.
- Enabled lying on steep surfaces. This removes the "go to stand stance" action so players should use the "Up" and "Down" stance key actions.
- Made injured gestures slower and not warp so much.
- Made action menu pop up less for user actions. Removed reload empty magazine action popup icon.
- Added RPG7 models with proper sights.
- Made dragging use attachto command and fixed dragging in water.
- Lightened gun smoke.
- Changed some shouts.
- Changed supersonic sounds range, changed far bullet sound level, and added scripted bullet sound.
v1.2
- Scripted people in vehicles to get damaged more when hit
- Made SLX_Shout use new radio classes without text
- Added dismemberment from high damage
- Added stun effect for people in vehicles
- Wounded people in vehicles are disabled from driving and shooting
- Fixed AI sometimes running drag script twice
v1.15
- Fixed dismemberment effect, also fixed a huge pause from the blood effect when people were killed with extremely high amounts of damage.
- Increased AI spotting range.
- Fixed some script errors.
- Some rockets should no longer have locking/guiding.
- Fixed some script errors.
- Made fire more likely to happen when vehicles are destroyed.
- Fixed people going prone when suppressed.
- Player won't shout "contact".
- Lower aiming angles so AIs don't aim up too high when throwing grenades, and people don't recoil back and forth so far when hit.
v1.1
* Added:
- SLX_Shout to make AIs say stuff
- Added SLX_VehicleEffects: Damage effects on vehicles
- SLX_Melee: Hand-to-hand weapons
- glass impact dust
- street lights and headlights replacement
* Fixed:
- most .RPT errors
- reload shout after loading save games
- taking captives
- AIs overcrowding buildings
- dragging get out/eject/move to back stuff
- grenade launchers
- missing dialogue
- rocket fire effect
- wounded animation hit bounce effect
- utility ammo so vopsound won't conflict anymore. Should be fully VopSound compatible now.
* Other:
- Increased aiming speed in CfgAISkill
- Faster civil crouch dying animations
- Separated no crosshairs into another addon
- Suppressive fire positions now called "positions" so AIs should report them as "enemy positions to our front" etc.
- And a few more