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SLX Replacement Mod (1.07)
Filename: slx_replacement_pack_mod_addons.rar


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37.19 MB
1.07
Solus
2423
11-25-2006
Addons > Mods


Average User Rating: 8.8
Number of Votes: 12
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SLX Replacement Mod (1.07) - File Description  

  NOTE: This file has become outdated and there's a newer / better version available.
  You can still get this file but we suggest you have a look at the NEW / UPDATED VERSION first!





Tech: 10
Quality: 10
FunFactor: 10
Creativity: 10

Overall Rating: 10

Description:
This mod completely surprised me with the amount of work and unique features put into it, it's one the best mods EVER made for OFP, it even tops FFUR and ECP which is certainly something. Solus the creator of the mod has created some very good smoke and fire effects, extremely intelligent AI, proper animations for vehicle doors, best wounded script ever, dragging body script etc. Solus even included several mod configs so you can play SLX with the new Tonal Redux or FFUR. This mod gets a 10 out of 10.

Make sure you read the readme!

I have also included the latest patch at version 1.07

Quote:
Hi, I have decided to release what I have been working on for a while, the SLX replacement pack, mod, and addons. There are many features so read on to find out all about them or just download and install to try it out for yourself!

There are three parts, the replacement pack, the mod configs, and the addons. The first part is the replacement pack which replaces default OFP content and should work with absolutely any mod. The second part is the mod configs which come with GL3 and SLX Wounds scripts added by default, along with many gameplay changes. The third part is the addons, which are individual features in themselves, but can also work together with each other and are combined and used by the mod configs. The addons are Global Group Link 3, SLX Wounds, SLX Cloudlets, SLX Vehicles, SLX Melee, SLX Grass, and SLX Grass CWC Islands. You can read the included readme's to learn more about each one.

The replacement pack:
The pack adds new effects and replaces default content with different versions. The pack replaces buildings, foliage, cloudlets, skies, moon, sun, light flare, muzzle flashes, atmosphereic lights, and various other objects. Most replacements are things from Resistance, some are just copies of stuff in Flashpoint, others are modified or made from scratch. Most buildings are replaced with entereable ones. Some of the bushes and grass in the replacement pack use a technique that works as concealment. It can be shot and walked through, but AI's cannot see through it. The islands Everon and Malden with SLX Grass replacing some bushes and grass is included and used in the config.cpp. The included config.cpp uses different cloudlet effects to make use of the new cloudlets. It also has a supersonic bullet crack sound and includes GroupLink 3 effects for all units which include the SLX Wounds effects. Also includes various gameplay changes and Sanctuary's DMA UNIGEN animation pack with the DMA leaning and rolling mod. Includes vehicles with get in animations, with units opening doors climbing in and then closing the doors, and opening and closing the doors to get out.

Models and textures replaced:

Cloudlets/particles replaced with high resolution effects. The fire is from Call of Duty, the same as John's fire and smoke effects uses. cl_basic and cl_water has animated curling cloudy smoke, animated in 3D Studio Max, base texture is from Call of Duty. The cl_basic cloudlet was designed to fit almost all places it is used(vehicle dust, smoke, drop effects, etc). Textures are stored in SLX_Cloud.pbo.

Sky textures replaced with very low resolution textures for smooth gradients. Smooth weather transitions work and don't slow down. Because they are very low res they have a smoother gradient blur and you can't see any graininess even when you zoom in. Sky model replaced with a version with 3D Studio UV mapping made from scratch so there's no stretching or warping at the top just a smooth gradient all the way from one horizon to the next. Sky model is made of triangles to minimize "tearing" or flashing in the sky.

Sky clouds replaced with higher resolution textures from Call of Duty.

Moon replaced with more phases to represent the phases of the moon. Only half of the phases are actually used in OFP, the other half of the lunar cycle is just flipped upside down. Moon textures are all from high resolution pictures so you can even see the shadows of the craters on the moon at different phases.

Forests replaced with modified resistance versions. The forests have shadows, geometry in bushes so AI's cannot see through them, canopy geometry to give concealment from AI's on higher terrain or in aircraft, and have optimized geometry for faster AI pathfinding while on foot.

All trees and bushes replaced with resistance versions.

Most grass replaced with larger tall grass that can be used as concealment.

Muzzle flashes replaced with one flash and two blanks so that only one third of shots make a muzzle flash. Unsuppressed and six pronged flash suppressed flashes replaced with unsuppressed muzzle flash. Suppressed/compensated side muzzle flashes added. M16 five prong birdcage flash suppressor and AK74 muzzle brake front muzzle flashes added. Suppressed and unsuppressed side muzzle flashes made from high quality muzzle flash pictures.

Some rifles modified to have the pilot LOD as the first resolution LOD so the details can be seen in third person. AK74, AK74 w/ Launcher, AK47, M16, M16 w/ Launcher replaced. M16's and AK74's use flash suppressor/muzzle brake muzzle flashes. M16 front texture modified to make holes in flash suppressor visible. M16 optics have suppressed muzzle flash. AK74 optics with muzzle brake flash added.

Replaced bullet hole on wall/vehicle model so CraterOnVehicle can use the model entry to display bullet holes on objects. Texture is very transparent to try and camouflage bullet holes where bullet holes should not be but sometimes be visible where they should be.

Night vision optics replaced with a larger, circular view.

Many unenterable buildings replaced with enterable versions. Makes it more likely that Group Link 3 will be able to pick a building for a squad to garrison.

All roads replaced with resistance versions. Dirt road modified to be more visible, modified end of dirt road to branch out so it looks like dirt is rubbed in different directions that vehicles left at.

Civilians replaced with resistance civilians.

Helicopter rotors replaced with 3D Studio rendered motion blur.

TOW missile modified to have flight engine exausts on the sides.

Various object models replaced with anything that had a resistance counterpart.

Volumetric lights replaced with less visible versions.

Light flare replaced with PhotoShop lens flare.

Spent shell casing modified to have different geometry so they can stay on the ground.


Global Group Link 3:
Based on Group Link 2 by KeyCat and Toadlife

The purpose of Group Link 3 is to analyze the situation on the battlefield, make groups perform maneuvers according to the situation, make the AI appear smarter, more difficult, and more interesting, and to add additional effects. Any squad can be initialized into GL3 and will dynamically react to all other GL3 squads.


GL3 Features:
AI routines roughly follow Sun Tzu's "The Art of War." Calculations measuring strength: Morale (strength, skill of leaders, backup, etc), Weather(bad weather affects things, like aircraft and munitions), Terrain (higher altitude versus enemy = tactical advantage), Skill (of leaders, backup, units), Amount of Reinforcements/Support (supplies, arty, air, nearby squads, etc). Flow like water: Flow to low places(fight weak squads), stay and watch slightly higher places(wait and see), run away from high places(fall back and find a weaker spot).

Squads scan through all other GL3 squads to collect information about known friendly and enemy forces.

Squads pass information about enemy squads to each other.

The strength of a squad is based on the number of armed units, type of vehicles, skill of units, skill of leader, and strength of nearby squads.

Infantry squads rush weaker enemies using bounding overwatch. Squads split up into teams and try to stay in a small group when they are rushing while the other teams are laying down. By rushing in a team it's more likely that one of them will get a shot off when they run into an enemy, where as if they were alone they could be picked off one by one.

Squads take cover when overmatched. If there are enterable buildings nearby infantry squads will garrison the building and use it's cover for a while. If the player is squad leader and enters a building with formation set to "Vee" then the player's squad will garrison the building. AI squads garrison nearby buildings at mission start. All buildings can be garrisoned from mission start but only buildings placed in the mission work for garrisoning after loading a save game.

Squads call for backup when they need reinforcements or support.

Squads retreat when they are severely outnumbered. They use bounding overwatch to perform an orderly withdrawl.

Squad radios for communications. Default radio is SINCGARS (SINgle Channel Ground and Air Radio System), each side can be set up to have their own type of radio but only the SINCGARS is included as default for all sides, some modern Russian manpack radios may look similar to the SINCGARS though. If someone in the squad has a radio and there are CoC artillery available then they will call in artillery when they come in contact with the enemy.

Groups shout out relevant commands while performing most actions and maneuvers.


GL3 Effects:
Suppressive fire on squads. Rate of fire is determined from any known enemy, so two rifle squads could suppress if they are all firing. A unit can suppress by quickly firing a weapon at an enemy squad.

Some unit types can be configured to create a CoC artillery platoon near them. The unit can be of any side but it must be manned. The default artillery creating units are the ammo trucks for each side.

Working smoke concealment. Smoke can not be seen through by AI's but can be walked and shot through.

APC's deploy smoke when infantry is disembarking in combat.

Tanks and APC's fire smoke grenades when attacked or injured to make them harder targets.

Wind affects aircraft and munitions. Aircraft flying with a headwind will slow down but get extra lift, flying with a tailwind gives more speed but can lose lift and drop in altitude. Wind speed is tied to the weather, so the more windy it is the more affected objects are. Flying in inclement weather can be dangerous, be careful of cross winds and wind shear. To tell how fast the wind is blowing and in which direction, watch for visual cues such as smoke or dust blowing in the wind.

Munition effects. Firing munitions creates effects such as smoke around the barrel, muzzle, and ejection port, a faint vapour trail along the munition's trajectory, tracers, munitions are affected by wind, hit effects with debris and dust, and riccochets. Be careful with grenades, they are affected by wind and a stong gust can throw your grenade back at you or your allies! Wind will also carry grenades farther, so being upwind is a tactical advantage when throwing grenades, and also being downwind is a disadvantage since you can't throw as far. Smoke grenades create actual concealment, it takes a few seconds for the AI's to lose track of you if you're already in their sights, and don't shoot while depending on concealment or the AI's will fire at you. If the AI's are not targeting you then they will never see you if you stay behind the smoke. The smoke screen is affected by the wind, so if the wind changes the screen will move with it. Smoke is hazardous to breathe in for too long, and being in a confined space with smoke can be deadly. Firing a lot of tracers or explosives can set things on fire. Grass can be set on fire with machine gun tracers. Fire flows downwind, so you can plan for where it might go, but beware a change in wind direction sending the fire somewhere else. Uncontroled fires can cause widespread destruction. Launched grenades are not armed until they reach a safe distance of 14 to 27 meters, but unarmed grenades can still ricochet and hurt things that they hit. Constantly shifting winds can play hell with your aim, in bad weather your shots might even get blown off course in several directions while in flight, just watch any smoke you can see and try to fire while the wind is steady. If you are using a weapon with good optics and the conditions are right you can see the "trace," or vapor trail, of the shot even if it's not a tracer round. You can use the trace to make corrections to your aim.

Vehicle damage. When a vehicle is damaged an effect will happen relevant to the amount and position of the damage. Vehicle damage effects include munitions malfunctions, fuel leaks, fire, tire blowouts, broken glass, main rotor damage, tail rotor failure, and temporary engine failure. For example, if a helicopter gets hit in the tail rotor casuing too much damage it will fail and start to go down. If a vehicle is hit in the engine, fuel tank, or body, it has a chance of starting a fuel leak. If a vehicle is leaking fuel it is vulnerable to catching on fire if it gets damaged again. The extent of the fire is based on the amount of damage the vehicle has, starting out as a small fire and eventually consuming the entire vehicle, then burning back down before extinguishing. The fire does damage to the vehicle and nearby things, ammunition cooks off while burning, and sometimes nearby things get set on fire. Fire can be put out by repairing the vehicle, submerging it in water, going over 400 kph, or if the fire is small enough you can try using the "put out fire" action (which has a somewhat random chance of working) until the fire goes out. People disembarking from a burning vehicle have a chance of catching fire proportional to the damage of the vehicle. They can put the fire out by getting healed or by keeping moving. People on fire will automatically crawl forward prone to keep moving, you can also try rolling on the ground to put the fire out if you are using a rolling mod such as DMA's. People sometimes burn up into charred body parts after they die and SLX Wounds is active. Helicopters with main rotor damage become more unstable the more damaged they are, eventually tearing themselves apart and crashing if they are too damaged. When a helicopter with main rotor damage crashes it throws up lots of dirt and dust as the blades are smashed apart on the ground.

When getting in or out of tanks and APC's the crew will turn out and then turn in, to simulate having to open hatches to get in or out.

Commander machine guns on tanks that can shoot at low flying aircraft. Crew turns out when commander's gun is fired.

Vehicle lights are left on when ejecting from a moving vehicle.

AI's do not eject from damaged helicopters while in the air to increase AI survivability.



SLX Wounds:

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_Wound" 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 units 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 unit giving first aid. If first aid is unsuccessful in stabilizing the unit'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 unit 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 unit 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 or captives in vehicles:
Wounded, dead, and captive units 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 unit to enter.

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 units. 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 unit 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.

Catching fire:
If Group Link 3 is active and a unit is thrown into the air from a high explosive but not fast enough to dismember them then they might catch on fire.


SLX Mod binConfig.cpp changes:

CfgCloudlet effects:
The cloudlet effects are all based on videos and photographs of their real life counterparts.

The explosion effects follow the basic descriptions of an explosion written in "U.S. Army Field Manual 3-50 Smoke Operations | Appendix G : Munition-Produced Dust"(http://www.globalsecurity.org/military/library/policy/army/fm/3-50/Appg.htm), the dust/fire ball, the dust skirt, the rising column of smoke, and some small lingering smoke. They are also based on videos of explosions of laser guided bombs, explosive ordinance disposal, hand grenades, aerial rockets and missiles, and improvised explosive devices. The fireball is usually very brief being usually a bright flash then mostly dust, but sometimes has a lot of fire. The dust skirt comes quickly after the dust/fire ball, it lingers for a while after the explosion before disipating. For larger explosions it spreads out over a large area but for smaller explosions it is just a single cloud and looks fairly good for the low fast appearing smoke from hand grenades. The smoke column rises after the explosion and dust skirt and drifts away in the wind, it is usually light grey and sometimes darker. Then a thin low smoke lingers near the crater.

The unguided rocket smoke is based on a videos of helicopters firing rockets, it starts off dark black and then thins out turning grey.

The guided missile smoke is based on pictures and videos of TOW missiles firing, a thin grey smoke that can be seen through, especially since some missiles are gunner controlled.

The water hit effect is based on videos and pictures of bullets hitting water, a thin plume of water.

The blood effect is based on videos of people getting shot, a small, thin, white, pink, or red vapour puff that sometimes lingers for a second.

The cfgCloudlets section can be copied directly over any other mod's config.cpp cfgCloudlets and should work fine. The same can be done for the WeaponGunClouds which are based on many videos of rifles and machine guns firing. Also, apparently due to the way OFP works the dust skirt and gun smoke blow in the opposite direction of the wind but the rest blow in the right direction.

Bayonets, melee weapons, and SLX_Melee.pbo:
All basic rifles have bayonets that can be used just by switching to them by changing the firing mode. Group Link 3 also gives armed units an always selectable "Hand-to-Hand" ability, and an item slot bayonet knife for each side(M9 bayonet knife for west and AK74 bayonet knife for east and resistance) that can be used as a knife, and for east soldiers, an item slot entrenching shovel. Item slot weapons can be used the same as the bayonets. Bayonets and item slot melee weapons should be used with the Group Link 3 shot effects active to make sure the "shots" don't fly too far. AI units are fairly effective with all melee weapons. Also, tanks and APC's are equipped with shovels and axes that can be taken from the vehicle and used.

Gameplay changes:
Higher AI rates of fire at longer ranges, higher man class armor for more wounding while still being easily killed, smaller grenades for more capacity, many changes to missiles to make them work with manual control smoke, vehicles don't deform when they are destroyed, spent casings stay around, less accurate aiming precision, no radar on tanks or APC's, ammo counter removed(only number of magazines or last bullets shown), and many more all listed with comments in the config.cpp.


There are still some things that have been left out but that's basically it! I hope you have as much fun playing around and looking at it as I had making it! :]

-SLX

Contact info:
You can contact me by PM or send e-mail to: md-k at pacbell dot net






  NOTE: This file has become outdated and there's a newer / better version available.
  You can still get this file but we suggest you have a look at the NEW / UPDATED VERSION first!




SLX Replacement Mod (1.07) - Screenshots  
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SLX Replacement Mod (1.07) - Readme  
Readme File:
SLX OFP Replacement Pack
Version 1.07

The pack adds new effects and replaces default content with different versions. The pack replaces buildings, foliage, cloudlets, skies, moon, sun, light flare, muzzle flashes, atmosphereic lights, and various other objects. Most replacements are things from Resistance, some are just copies of stuff in Flashpoint, others are modified or made from scratch. Most buildings are replaced with entereable ones. Some of the bushes and grass in the replacement pack use a technique that works as concealment. It can be shot and walked through, but AI's cannot see through it. The islands Everon and Malden with SLX Grass replacing some bushes and grass is included and used in the config.cpp. The included config.cpp uses different cloudlet effects to make use of the new cloudlets. It also has a supersonic bullet crack sound and includes GroupLink 3 effects for all units which include the SLX Wounds effects. For more about GroupLink 3 and SLX Wounds read the relevant readme files. Also includes various gameplay changes and Sanctuary's DMA UNIGEN animation pack with the DMA leaning and rolling mod. Includes vehicles with get in animations, with units opening doors climbing in and then closing the doors, and opening and closing the doors to get out.

Other mods:
The replacement parts should work with any mod. New effects have to be added to other mods manually. Some modified configs with the new effects are included in the configs folder. The default included config is commented with modifications and additions that can be copied to other configs.


Features:

SLX Mod bin\Config.cpp changes:

CfgCloudlet effects:
The cloudlet effects are all based on videos and photographs of their real life counterparts.

The explosion effects follow the basic descriptions of an explosion written in "U.S. Army Field Manual 3-50 Smoke Operations | Appendix G : Munition-Produced Dust"(http://www.globalsecurity.org/military/library/policy/army/fm/3-50/Appg.htm), the dust/fire ball, the dust skirt, the rising column of smoke, and some small lingering smoke. They are also based on videos of explosions of laser guided bombs, explosive ordinance disposal, hand grenades, aerial rockets and missiles, and improvised explosive devices. The fireball is usually very brief being usually a bright flash then mostly dust, but sometimes has a lot of fire. The dust skirt comes quickly after the dust/fire ball, it lingers for a while after the explosion before disipating. For larger explosions it spreads out over a large area but for smaller explosions it is just a single cloud and looks fairly good for the low fast appearing smoke from hand grenades. The smoke column rises after the explosion and dust skirt and drifts away in the wind, it is usually light grey and sometimes darker. Then a thin low smoke lingers near the crater.

The unguided rocket smoke is based on a videos of helicopters firing rockets, it starts off dark black and then thins out turning grey.

The guided missile smoke is based on pictures and videos of TOW missiles firing, a thin grey smoke that can be seen through, especially since some missiles are gunner controlled.

The water hit effect is based on videos and pictures of bullets hitting water, a thin plume of water.

The blood effect is based on videos of people getting shot, a small, thin, white, pink, or red vapour puff that sometimes lingers for a second.

The cfgCloudlets section can be copied directly over any other mod's config.cpp cfgCloudlets and should work fine. The same can be done for the WeaponGunClouds which are based on many videos of rifles and machine guns firing. Also, apparently due to the way OFP works the dust skirt and gun smoke blow in the opposite direction of the wind but the rest blow in the right direction.


SLX_Cloud.pbo:
Contains cloudlet models that can be used with the drop command or in a config. Read more about it in the readme.

Particles:
CloudySmoke.p3d (cl_basic) : Thick curling clouds of dust/smoke.
Explosion.p3d : Exploding into the air.
ExplosionDust.p3d : Dust flying into the air.
ExplosionDirt.p3d : Dirt being thrown into the air.
Fire.p3d (cl_fire,cl_fired) : Flames.
FlatSmoke.p3d (cl_water) : Flat colored smoke, has soft edges and spins. White colored, and can be recolored well.
WaterHit.p3d : Small thin plume from a bullet striking water.
WaterSplash.p3d : Wide water splash from something large hitting/crashing into water.


Concealment models and SLX_Grass.pbo:
If you are a modeler and are interested in making concealment models, you can take a look at the included MLOD grass(SLX_Grass.p3d in SLX_Grass.pbo and "ker trs travy.p3d" in the NewData folder) to see how it's done. The important parts are:
Geometry LOD: Geometry where visibility should be blocked and have zero weight.
View Geometry LOD: Shape matches Geometry LOD.


Bayonets, melee weapons, and SLX_Melee.pbo:
All basic rifles have bayonets that can be used just by switching to them by changing the firing mode. Group Link 3 also gives armed units an always selectable "Hand-to-Hand" ability, and an item slot bayonet knife for each side(M9 bayonet knife for west and AK74 bayonet knife for east and resistance) that can be used as a knife, and for east soldiers, an item slot entrenching shovel. Item slot weapons can be used the same as the bayonets. Bayonets and item slot melee weapons should be used with the Group Link 3 shot effects active to make sure the "shots" don't fly too far. AI units are fairly effective with all melee weapons. Also, tanks and APC's are equipped with shovels and axes that can be taken from the vehicle and used.


Gameplay changes:
Higher AI rates of fire at longer ranges, higher man class armor for more wounding while still being easily killed, smaller grenades for more capacity, many changes to missiles to make them work with manual control smoke, vehicles don't deform when they are destroyed, spent casings stay around, less accurate aiming precision, no radar on tanks or APC's, ammo counter removed(only number of magazines or last bullets shown), and many more all listed with comments in the config.cpp.



To install the SLX Replacement Pack:
Copy the @SLX folder to your OFP directory where your FlashPointResistance.exe is located. Then run the Install .bat file in the new @SLX folder. Then you can run OFP with "-mod=@SLX" in the command line. Be sure you have at least 400MB free space on your disk before running the install.bat.

To install updates:
Extract the update content on top of the existing content, then use the installer.

To install mod configs:
First backup the other mod's original config.bin or config.cpp in their bin folder, then copy the SLX config to their bin folder and then run OFP with -mod @SLX;Mod

To edit the shortcut command line:
Find or make a shorcut to OFP and right click it then select properties. Find the line that says "Target:" and has something like this:
"C:\Program Files\Operation Flashpoint\FLASHPOINTRESISTANCE.EXE"

Then add -mod=@SLX on the end so it looks like this:
"C:\Program Files\Operation Flashpoint\FLASHPOINTRESISTANCE.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:\Program Files\Operation Flashpoint\FLASHPOINTRESISTANCE.EXE" -nosplash -mod=@ECP;@COC;@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. To use other replacement packs with the SLX replacement pack you could copy their content that you want to use into the NewData folder then run the Install .bat again. If you want to revert back to the default SLX replacement content, just extract the original content from the archive into your NewData folder and run the Install .bat.



To use Tonal Redux config, Tonal GL3, and SLX Wounds:
Copy the @SLX\Mod configs\@TonalRedux\bin\ folder to the @TonalRedux mod folder. Then in @SLX\SLX_GL3_Settings.sqf uncomment the Tonal GL3 and SLX Wounds paths. Make sure you comment out the paths before using another mod though.





Using SLX mod effects with other mods:
The cloudlets and other effects are very easy to add to any other mod's config.cpp. To do it just open up the @SLX\bin\config.cpp and copy the relevant sections you want to use. To use the new cloudlet effects in another config copy cfgCloudlets, WeaponCloudsGun, and WeaponCloudsMGun over the other config's matching sections.

To use the GL3 and SLX Wounds effects just add the init event handler to the AllVehicles class of the mod, and any other init event handlers for other units. Here's how it looks in the default config:

class AllVehicles:All
{
icon="unknown_move";
// SLX ADD : Event handler for GL3.
class EventHandlers
{
Init="_this exec {\SLX_GL3\SLX_Init_GL3.sqs};";
};
// SLX ADD : Vehicles don't get funky vertex deformed on destruction anymore.
destrType=DestructMan;
};

And for something that already has init event handlers like ECP or FFUR just add that little line on the end like this example from the included WGL config:

init = "_this exec{\wglevents\wglinit.sqs}; if(format[{%1},wgl_On] == {scalar bool array string 0xfcffffef}) then { _this call loadfile {\wgl_zm\wgl_zinit.sqf};}; _this call loadfile {\wgl_zm\men\men_init.sqf}; VBS_AAR_path={\}; VBS_core_path={\}; VBS_OBS_path={\}; VBS_VESL_path={\}; VBS_init=nil; VBS_trig=nil; _this exec {\SLX_GL3\SLX_Init_GL3.sqs};";

So basically just add "_this exec {\SLX_GL3\SLX_Init_GL3.sqs}" to an init event handler and you're good to go. Also be sure that all classes that inherit from the AllVehicles class either don't have an init event handler so they inherit it from the AllVehicles class or have the GL3 init added to their init line. Also you need to add the SLX section from PreLoadAddons and PreLoadBanks to the mod's config, look at the end of the default SLX mod config to see how it's done.






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



Change log:
1.0 @ 14-11-06 Initial release
1.01 @ 15-11-06
Removed ninja addon dependancy.
Made pistols much less likely to be selected by AI's.
Installers for non HWTL users.
Changed CraterOnVehicle model.
Added FFUR configs.
1.02 @ 15-11-06
Fixes from 1.01.
Fixed text in regular installers.
Added WGL 5.1 config.
Added WGL fix in SLX_GL3_Settings.sqf.
Removed OFP radio voices in default config. Thanks Extremeus Decimus!
1.03 @ 15-11-06
Fixed SLX_GL3_Settings.sqf.
1.04 @ 15-11-06
Added CSLA config.
1.05 @ 16-11-06
Updated SLX_GL3.pbo to version 1.01.
Added FFUR binarized configs.
1.06 @ 17-11-06
Changes:
Updated SLX_GL3.pbo to version 1.02. Firefights are much smoother now. Almost no excessive lag. Hit effect should be more accurate than first release.
Added basic "embers" effect to fire, as a visual aid for why fire spreads.
Made burning dropped weapons have a smaller fire.
Added binarized CSLA config.
1.07 @ 21-11-06
Changes:
Updated SLX_GL3.pbo to version 1.03.
Updated SLX_Wounds.pbo to version 1.01.
Updated SLX_Melee.pbo to version 1.01.
Updated SLX_Vehicles.pbo to version 1.01.
Fixed FFUR2006 2.5 light config: Throwable FFUR grenades in light configs.
Added Tonal Redux config with GL3 Tonal units and JAM ammo with supersonic bullet sounds and working FN FAL Scout bayonet. Includes GL3 mission with tonal african dialect voices shout script.
Added all SLX config changes to WGL 5.12 config: supersonic bullet sounds, hand to hand, bayonets, vehicles with animations, dive anim, extended view abilities. Dive anim is optional and can be uncommented in cpp.
Added VTE+JAM config with supersonic bullet sounds.
Added backup default mod configs.
Updated readmes.
Added example missions for GL3 and SLX Wounds.




Future additions\fixes:
Binarized SLX config.
BOH and SFP configs.



Disclaimer:
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 addon is not responsible for any harm that comes to anything resulting in your use of this addon. All content in this addon made by SLX may be modified and used in any way with or without credit. All content copyright by it's respective author(s).



Credits and Thanks to:
Bohemia Interactive Studio for making Operation Flashpoint, Oxygen, TexView, the Flashpoint1985 forums, all content from OFP and OFP: Resistance, ARMA, and all kinds of great stuff
Kegety, Mikero, and Llauma for installer programs and batch files
Sanctuary and DMA for the UNIGEN animation pack and leaning mod
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
Programs, teams, and people in no particular order: PBOX, ODOL Explorer, WRPtool, Irfanview, OFPanim, WinPBO, Suma, Visual C++, txtpathswap, cpbo, dxdll, Dslyecxi, ECP, WGL, BergHoff, FFUR, COC, a-lone-wolf, BINView, and many more
BIS, FDF, Flashpoint1985 forums, OFPEC, OFP.info, PMC, many forums, GlobalSecurity.org, YouTube, Google, and all of the Flashpoint community
Forumites, mission makers, addon makers, island makers, texture makers, modelers, animators, innovators, mod teams, and OFP players


SLX Replacement Mod (1.07) - User Comments  
The following comments are owned by the user that posted them. AA & OFP Files is not responsible for their content.

Total comments: 15 | Last comment: 04-03-2007 at 10:48

Click the Expand symbol to expand all comments (view full comments)

 Expand#1 - Posted by: woffe (Member) - 11-26-2006 at 02:33

 Expand#2 - Posted by: Tichondrius_L (Member) - 11-26-2006 at 03:02

 Expand#3 - Posted by: scotchsoldier (Member) - 11-26-2006 at 10:30

 Expand#4 - Posted by: woffe (Member) - 11-27-2006 at 12:47

 Expand#5 - Posted by: scotchsoldier (Member) - 11-28-2006 at 12:34

 Expand#6 - Posted by: woffe (Member) - 12-02-2006 at 12:32

 Expand#7 - Posted by: Rambo91 (Member) - 12-03-2006 at 09:57

 Expand#8 - Wrong Language! - Posted by: Dashkatt (Member) - 12-05-2006 at 10:59

 Expand#9 - Posted by: scotchsoldier (Member) - 12-06-2006 at 02:46

 Expand#10 - doesnt work - Posted by: RedDragon111 (Member) - 12-06-2006 at 19:31

 Expand#11 - Posted by: Anthony1991 (Member) - 12-23-2006 at 11:17

 Expand#12 - Posted by: scotchsoldier (Member) - 12-24-2006 at 04:30

 Expand#13 - Posted by: Anthony1991 (Member) - 12-25-2006 at 09:11

 Expand#14 - Help - Posted by: Tonyr0423 (Member) - 01-08-2007 at 21:24

 Expand#15 - Posted by: TheBountyHunter (Member) - 04-03-2007 at 10:48



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