Armed Assault
GameTyp:
Single+Multiplayer
Autor:
Solus
Veröffentlicht:
28.04.2008
Website:
keine Infos
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Info
The mod makes many changes to the gameplay of ArmA. Vehicles, weapons, ammo, animations, particles, and much more are changed.
General Features:
Vehicles/units:
-Changed wounding
-Changed vehicle armor
-Stronger front armor on tanks, weak rear engine armor
-Extended fields of view
-Global Group Link 3 effects and SLX Wounds
-More dynamic AI skill settings
-No automatic explosion when vehicles are destroyed
-More AT weapons in ammo crates and vehicles
-Most armor uses CAVS Common Armor Value System settings: http://203.96.151.15/ofpnz/ofsi_cavs.htm
Animations:
-More and faster movement modes and smoother changes between them
-More aim shaking
-More stamina effects
-Separate rifle and MG reloading speeds
-Slower rifle, MG, and AT reloads
-Outstretched arm for grenade aiming
-Fast AT weapon to prone move
-Harder for AI's to see prone people
-Faster swimming with less stamina loss
-Crouched running
Weapons:
-Extended fields of view for basic sights
-Changed ballistics, weapons, and damage settings
-More recoil
-Ejected casing effect
-Pistol caliber casings
-Fast grenade throwing
-Fast disposable AT launcher reload
-Removed rifle crosshairs
-Removed rifle tracers
-Magazines loaded with tracer rounds for squad leaders
-Optional binocular and laser designator optics
-Working javelin launcher loaded model with fast reload
-Most AT weapons use CAVS Common Armor Value System settings
Particles:
-Many new and changed effects
-More affected by wind
-Explosion effects: fire/dust ball, dust skirt, smoke column, shock wave and dust
Clutter/grass:
-More affected by wind
-Customizable settings
Misc:
-Safety weapon action
-Removed reload icon
-More intuitive action priorities
Along with many other small changes. Please read the change logs for more information.
Please read the readme files for more information on included addons/parts.
Main config features:
Changed AI difficulties to make AI seem more human.
Removed all crosshairs except for grenades.
Ammo:
Some ammo is more audible and visible to AI when fired.
Explosives don't get less powerful based on speed.
Some ammo types fly for a longer time.
Bullets are cheaper so AIs will shoot more.
Flares last longer.
Weapons:
Changed recoils.
Changed default AI rate of fire and distance and probabilities to use fire modes at.
Changed AI dispersions.
Lens flares off by default.
Changed default fields of view. You can fit the FOV to the size of your monitor to make things look their actual size, or fit the FOV to your peripheral vision, or leave it at your binocular vision FOV.
Changed default zero.
Made pistols less likely to be selected by AIs.
Animations:
Tweaked all animations to have better interpolations.
Tweaked many animation speeds to be faster and seem closer to what people might move like with a lot of adrenaline.
Changed actions to be more intuitive.
Made all stances have slow, fast, and sprint modes in all directions where possible.
Changed stamina.
Added lying and standing with AT launchers.* (also uses sprint forward/back to change stances)
Made rifle and pistol run/jog with raised weapon. AIs will sometimes lower their rifle while running.
Added lowered rifle crouch.
Made lowered rifle stances have full range of motion so you can move around with the rifle pointed down all the time.
Made finger off trigger on animations where they are not aiming and ready to fire.
Added pistol holstering.
Made people able to lie down on steep surfaces.*
Tweaked turning speeds for all stances.
Changed blending so most of the upper body moves to aim.
Made most reloading take longer.
Added longer machine gun reloading.
Enabled civil crouch mode.*
Enabled moving and stance changes with binoculars.*
More death animation variations.
Tweaked idle animations to work correctly.
Leaning while throwing grenades.
*Animation notes:
Some stances use the evasive forward action and lower weapon action to control them. It is recommended that you assign these to 2x your normal forward and back. For example, 2x forward assigned to evasive forward and 2x back to lower weapon.
Cloudlets and effects:
Changed:
Many effects use new textures.
Grenade smoke/dust, a small explosion sometimes, with a quick flash.
Bullet/kinetic impact dust, some dust lingers for a while, dust and dirt fly up from hitting the ground, chips fly off when hitting objects, impacts are standarized and the size is based on the power of the impact(damage and speed).
Flesh hit effect, a small entry hole and vapor trail, a few blood droplets fly out onto the ground.
Tracers hit with sparks.
Explosions have a fire/dust ball, dust skirt, dust plume, smoke column, and send out a shock wave and kick up dust.
Explosions are standardized with the same effects that scale to the size of the explosion.
Rocket engines have a burning trail with a thick dark smoke that turns lighter.
Missiles have a thin smoke that can be seen through for controllable missiles.
Building collapse dust stays longer.
Vehicle track dust, larger and stays longer. The size, linger time, color, etc are based on vehicle size, speed, and terrain.
Tank track dust is wider and larger.
Boat wake trails spread out across the water and stay longer.
Rotor wash is more lag friendly.
Tank shock dust stays around longer and is lighter and more lag friendly.
Thinner, lighter, longer lasting gun smoke.
Faster tank muzzle flash.
Vehicles:
Changed some namesounds.
More time before checking to return to formation so AIs have time to do things.
No radar screens by default.
Can see weapons on people in vehicles.
Extended fields of view and head limits. You can look over your shoulder, fit the FOV to the size of your monitor to make things look their actual size, or fit the FOV to your peripheral vision, or leave it at your binocular vision FOV.
Changed default threat levels.
People's shadows can be seen when they are in vehicles.
Slower default turret turn speeds.
Changed default destruct type so vehicles don't automatically explode.
Changed default armor values. Damage to sections won't affect the total armor as much so each section of a vehilce can be damaged and destroyed without destroying a vehicle. Tank tracks can be damaged to stop them. Muzzles and turrets can be damaged and disabled more easilty. Tank engines can be shot to disable them. Vehicles get darker from damage.
Fixed front left car wheel dust/tire effect position.
Cars can turn better like in OFP.
Cars and motorcycles lose less speed on rough terrain.
Changed some ammo displays.
Changed some precision settings so vehicles can reach waypoints easier.
Changed default tank sounds and optics.
AI tanks have a larger spotting range and can see better (due to optics).
AIs spend less time on one target so they can change target quickly if one appears nearby.
People can take more damage while still being wounded.
Base types are easier to identify. People are easier to identify as people. Aircraft are easier to identify as aircraft.
Helicopters have a larger formation so they don't crash into each other as easily.
Tweaked default inside sound dampening on all vehicle types.
Aircraft are more easily heard and spotted.
AI aircraft have a larger spotting range and can see better (due to optics and high altitude and better vision).
Helicopters have stronger armor so the aren't destroyed so easily.
Helicopters can think faster to avoid collisions.
Parachute sounds are tweaked.
Planes have more lift.
Planes have heavy gun smoke.
AI infantry won't try to target flying planes to try to shoot the pilots.
Boats have a climbing get in action and jump out get out action.
Static cannons can have shock dust.
Static guns don't force the optics.
People:
Have an over the shoulder 3rd person camera.
Slightly less audible.
AIs should crouch and go prone more often in combat mode. They will try to stay low to avoid getting shot.
Can survive more shots while still getting disabled easily.
Can aim straight up and down.
Can turn to the side more in free aim.
Can turn all the way to the side while looking through optics and trying to free look, AIs can turn to the side to shoot and look like they are strafing/sidestepping.
Misc:
Runway lights don't explode anymore.
Fixed arma.rpt errors.
Brighter street lights.
Louder insects.
Camp fire light is brighter.
Many changed, added, and fixed radio words.
Removed MP "gun smoke" effect.
Changed radar display.
Changed actions to be more intuitive and remove icons.
Enabled safety weapon action.
Changed facial expressions and chances for different behavior modes.
Changed map screen objects layout.
Changed team assign menu.
Added move to direction radio command.
More radio voice variations.
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.
XMS:
Example weapons addon.
Comments & Frequently Asked Questions...
######### Frequently Asked Questions\Comments #########
What does the radio do?
It only needs to be in a group to call for long ranged backup groups over 300 meters.
Why do grenadiers shoot smoke grenades on the first grenade shot?
This is intentional, the first loaded round in the grenade launchers is a smoke grenade. The smoke grenade is supposed to be fired by the more experienced people to give the squad a better idea of where the enemy is upon contact. The smoke also creates concealment which should block the enemies view more because it is closer to them. By giving concealment the smoke gives the squad more time to get behind cover. The only problem is that the magazine name is not shown in the top left display so you don't know what kind of grenade you have loaded, just remember that grenadiers always have a smoke grenade loaded first. You can load a regular grenade with the action menu.
Why do squad leaders always shoot tracers?
Squad leaders have tracer magazines that are loaded first. When the squad leader fires a tracer round the rest of the squad can see where the squad leader wants them to shoot. Squad leaders also have regular magazines that you can load using the action menu.
Reloading the M136 switches to the put down animation:
This is to simulate dropping a disposable launcher tube and taking out another one. The M136 is fired from a disposable launcher tube that is thrown away after being fired.
Silenced weapons aren't effective enough:
SD magazines have slower bullets that make less sound but do less damage. Most people that are equipped with silenced weapons also have regular magazines with faster bullets that do more damage that you can load using the action menu.
Headshots aren't always instantly fatal:
This happens because sometimes hits graze off when they don't hit directly and armor helmets can make this more likey to happen.
When the binoculars or laser designator are selected they get brought up but the optics don't appear:
The binocular and laser designator optics are toggleable now. Press the optics button to toggle looking through the optics. You can also walk forward with the binoculars by using the evasive forward move, then use it again to stop moving.
How do I change stances (go prone/stand) with a launcher?
From crouching with a launcher, press sprint forward to stand, or sprint back to go prone. From standing, press sprint back to crouch. From prone, press evasive forward to go to crouch.
Installation & Infos...
######### Installation #########
To install SLX Mod:
Copy the @SLX folder to your ArmA directory where your ARMA.exe is located. Then double click the "Start SLX.bat" file.
To install extra content:
Run the .bat files after extracting SLX to the ArmA folder. CA installer installs the Kegetys MP spectator script starter. Weapons installer installs SLX muzzle flashes.
To install updates:
Extract the update content on top of the existing content, then use the installer.
To edit the shortcut command line:
Find or make a shorcut to ArmA and right click it then select properties. Find the line that says "Target:" and has something like this:
"C:\ArmA\ARMA.EXE"
Then add -mod=@SLX on the end so it looks like this:
"C:\ArmA\ARMA.EXE" -mod=@SLX
Remember to keep the quotation marks in the same position. Then click apply and OK. You can also run other mods and disable the spash screen like this:
"C:\ArmA\ARMA.EXE" -nosplash -mod=@Addons;@SLX
Also remember that content in mods listed after the first mod will be used over the previous ones, so other installed replacement packs or configs cannot be used together.
Contact info:
You can contact me by PM on the Flashpoint1985.com forums as "Solus" or send e-mail to: md-k at pacbell dot net
Disclaimer and license:
USE AT YOUR OWN RISK. This is an unofficial addon, and is in no way connected with Bohemia Interactive or Codemasters. The maker of this software is not responsible for any harm that comes to anything resulting in the use of this software. All SLX releases are provided "as is" with no warranty or guarantee of support of any kind. All content in this addon made by SLX may be modified and used in any way with or without credit, except for parts that are under other licenses. SLX_ModWeapons is under the BIS models license. All content copyright by it's respective author(s).
Credits and Thanks to:
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
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28. 04. 2008 um 20:44
28. 04. 2008 um 20:44
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