Jump to content
Spartans Home

Arma Mod worth looking at?


EMT~SPARTA~
 Share

Recommended Posts

http://www.armaholic.com/page.php?id=15379

 

Adds a lot of things to arma and looks to be pretty cool. Might want to think about trying it out one night to see how it plays?

 

Addon features:

 

AI_Dispersion:

Simulates aiming difficulty for AI by restoring the AI shooting dispersion that was removed in 1.09b. Makes AIs less accurate based on the type of weapon used and the AI skill.

 

Anims:

Animations of low crouched running and AT launcher lying.

 

ArmA_Voices:

Sound definitions for all of the ArmA voices and sounds for SLX_Shout.

 

Cloud:

New smoke, fire, and other cloudlets for effects.

 

EngineStart:

Makes vehicles have a startup sequence. Player vehicles are stopped while the engine starts.

 

FindCover:

Functions for AIs to find cover, move to a position and remember what they were doing before, and return to their previous task.

 

GL3:

Group Link 3 adds several features:

 

Group Link:

Scans through all groups and detects when they are in combat, then calculates what they should do based on the strength of their forces. Groups share information about enemies and about each other to get a better idea of the size of the friendly and enemy forces.

 

Suppressive fire:

The AIs will try to suppress the enemy by shooting at the last position the enemy was seen at. When people get shot at they can be suppressed depending on accuracy, damage potential, and rate of fire.

 

Maneuvers:

The AIs will decide what manuvers to use based on the general situation. They can decide whether to use bounding overwatch to attack, or to take cover and defend, or to fall back. If the AIs decide that their forces are not strong enough then they will try to call for reinforcements.

 

 

KEGspect:

Kegety's spectator script built in to MP.

 

Loading(screen):

Replaces the loading screens with the SLX loading screen.

 

LoadingBlank:

Makes the loading screens blank.

 

Loadout:

Changes people's loadouts for SLX.

 

Melee:

Knives, shovels and other melee weapons. Makes zombies attack automatically.

 

Misc:

General replacements/changes to content. Changed vehicle headlights, street light lamps, clouds, and skies.

 

Mod:

Some changes to the HUDs to remove the ammo counter.

 

ModPeople:

Changes and fixes some things for people. More hit sounds and changed volume of footstep sounds. Changed zombies settings to have deep breathing and hit sounds, they are a little stronger and are called "zulu." Changed civilian FSM so they don't jump out of their cars all the time. Changed namesounds, threat levels, and added armor for peope that have armor. Stealthier SF.

 

T72:

Fixes T72s so they can shoot at aircraft when using NonWonderDog's tank addon.

 

ModVehicles:

Changes to vehicles to make them more correct.

 

ModWeapons:

Changes to weapons to make them more correct.

 

ModWeapons_Sounds:

SLX sounds, can be removed.

 

NWDFixes:

Fix for tank armor for NWD tank addon.

 

People:

Example people addons.

 

ReloadShout:

Shouting when reloading.

 

Shot Effects:

Adds effects for shots:

Arming distance for RPGs and launched grenades.

Effect for launched smoke grenades, and makes AIs reload regular grenades after firing.

Smoke grenade view blocker that moves with wind.

Hand grenade effects: Throw shout, "Frag out!" Shouting when an armed grenade lands nearby. Throwing away nearby grenades.

Shooting placed satchel charges or land mines will detonate them. AI will shoot enemy satchel charges and land mines if they see them. Hiding the explosives behind or under something helps. It also takes time to spot them so putting explosives after a blind turn can make the AIs run into them before they see them.

Tank crews turn out when the commander machine gun is fired.

When shot at AIs will try to use evasive moves to get out of the line of fire and get to cover.

Shot effects:

Shock dust.

MP and vehicle gun smoke.

Launcher backblast.

Spent casings when vehicles fire.

Barrel smoke/steam when firing.

Supersonic vapor trail trace.

Tracers with lights.

Rocket direction deviation.

Tracers and explosives can set things on fire.

Tracers and unarmed grenades and rockets ricochet.

 

Shout:

Sets up voices and talk function for other SLX addons.

 

Vehicles Effects:

Adds effects for vehicle damage:

Aircraft crash effects for crashing into water and high speed aircraft crash into the ground.

Weapon damage can damage a vehicle's weapons making them inoperable.

Helicopter instability when rotors are damaged. Helicopter blades also tear apart on the ground when they crash.

Engines can catch on fire.

Temporary engine failure.

Fuel leak effect. Dripping fuel when on the ground and a spray of fuel in the air.

Tail rotor failure effects.

Glass break effects.

Tire blowout effects.

Headlight break effects.

 

 

Vehicle Smoke:

Adds smoke grenade launchers for vehicles.

 

Wind:

Sets wind variable for other SLX addons.

 

Wounds:

Adds effects when people get injured:

Some blood spray from large wounds.

People can take more damage.

People will bleed from injuries. The bleeding can be bandaged. Bandaging yourself reduces bleeding by 50% each time. Bleeding is stopped when another person helps. Trying to bandage near an AI will get them to help you. AIs will wait until they are out of sight of the enemy to bandage themselves.

People sometimes fall down when hit. Falling on back, falling to sit, and falling forward.

People can sometimes get stunned and can't move for a while when winded or knocked out.

When people can't stand or are critically wounded then they can be dragged. AIs will automatically try to help get someone to cover when they can.

Critical wounding:

People fall down screaming and unable to move.

Wounded people can still throw grenades so be careful.

They can be given first aid to try to get them able to move. (Can be disabled with "SLX_NoFirstAid=1;") They still need medical help after they are able to move.

When wounded enemies are fixed up they can be taken captive.

Captives:

Captives keep their hands on their head.

Captives can be told to follow or stop.

When stopped they can be sent to the rear to remove them from the area if the area needs to be cleared of all people on their side. (To set off triggers that detect the presence of their side.)

 

Ammo crates and medium sized static weapons can also be dragged.

Dragging people and objects also works in vehicles. The driver needs to be able to see the action in the menu when getting in, or be looking in the direction of the action when getting in. Then when in the vehicle they can look in the direction of the person to see the action and use it to move the person into the vehicle. The vehicle needs an open seat to take someone.

After dragging a dead person for a while they can be burried.

When killed at high velocity from an explosion people will be torn apart. Sometimes they will catch on fire from an explosion.

Killing wounded people or captives has a penalty.

Psychological effects when people can see the person that hits them. They see flashes and flinch and scream when hit.

They will take cover when hit by an unknown enemy.

When someone is killed while driving a vehicle the vehicle will keep driving for a short distance.

When AIs are drowning in shallow water they will stand up.

Dropped weapons:

People will sometimes drop their weapon when hit in the arms.

When dead people are damaged completely they will drop their secondary weapon so it can be shot.

Dropped weapons can be picked up, and can be damaged and destroyed by shooting them or from the action menu.

Link to comment
Share on other sites

Agreed; Could we take it for a test drive tonight maybe? Also, Kalxen I talked to Hajimoto about ACRE and was told that he knows how to set it up without having to have the BETA arma. I know we have coms back on in-game, but I feel it would add another level to the immersion. Again, needs to be tested in order to see if we really want it or its just a big pain in the a$$

Link to comment
Share on other sites

Agreed; Could we take it for a test drive tonight maybe? Also, Kalxen I talked to Hajimoto about ACRE and was told that he knows how to set it up without having to have the BETA arma. I know we have coms back on in-game, but I feel it would add another level to the immersion. Again, needs to be tested in order to see if we really want it or its just a big pain in the a$$

 

I played a little with ACRE... I like it

Link to comment
Share on other sites

Unclear on how this SLX kit is used. Is it loaded server side, or client side (or both). And how does this rewrite of Wounds affect ACE Wounds/etc?

 

I'm fine w/ trying ACRE. Their notes for install seem like a big pile o @#$ given they haven't kept their website up to date.

Link to comment
Share on other sites

FYI we at the ECWC have tried the SLX mod and tossed it in for the more complete and revised COWARMODACE Mod. It includes all the SLX stuff and has been expanded to include over 200 other great tweaks and mods.

Read about the CoWarMODACE here at Armaholic. Our servers also have ACRE active without any BETA builds of the EXE.

Link to comment
Share on other sites

@CoWarMOD v 1.2 (patched) is live on server. You need to download the correct mod files to connect to that server.

 

Steps:


     
  1. COWARMODACE = http://www.armaholic.com/page.php?id=17262
    Download into a temp folder.
  2. COWARMODACE_page 1.2 = http://www.armaholic.com/page.php?id=17782
  3. Extract patch into the temp folder and overwrite what you originally downloaded. You will find a .doc file inside that asks you to delete a file inside in order to complete the patch. CoWarModACE\Addons\tpwc_ai_suppress_301.*
  4. Copy the @CoWarModACE folder, Keys Folder, and userconfig folder into your Arma 2 OA program folder. Note: I noticed this overwrites your Keys\bi.key file. I wasn't entirely comfy on this, so I didn't overwrite and let it just put another copy of the file into folder. (Might be wrong here).
  5. Set up your parameters to load the mods. You likely know how to do this, so I won't go into length. If using the @SpartaACE1.13, make sure to load it first. Example: -mod=@SPARTAACEv1.13;@CoWarModACE;@DCompass;@JSRS

Link to comment
Share on other sites

 Share

×
×
  • Create New...