.kju 3245 Posted April 4, 2011 Thanks for the release :) Cannot give much feedback as I just started to get into it. Cannot create entity with abstract type AFMC_abM16A2 (scope = private?)Cannot create entity with abstract type AFMC_abM16A2GL (scope = private?) Either you forgot scope = 2 for these two or they should not be part of cfgGroups. Do you provide flags for CSLA and AFMC? I wasn't able to find some in the configs - would be nice to add some in the next patch. :) Share this post Link to post Share on other sites
EMSI 960 Posted April 5, 2011 This is OK. Those are "older" soldiers with Grenadelaunchers. They are there to save the compatibility with older missions where they were used. According to the flags look here: http://forums.bistudio.com/showpost.php?p=1851554&postcount=143 Share this post Link to post Share on other sites
.kju 3245 Posted April 5, 2011 If you want to hide them for backwards compatibility, you should set them to scope = 1; Thanks for the flags path! Share this post Link to post Share on other sites
EMSI 960 Posted April 5, 2011 (edited) Yes, this was fixed in the past but will be included in the upcoming patch. Edited April 5, 2011 by EMSI Share this post Link to post Share on other sites
.kju 3245 Posted April 5, 2011 (edited) Good to hear :) Can you please change this definition: class CSLA_VG70: CSLA_Sa58P { muzzles[] = {"CSLA_VG70rfl","CSLA_VG70gl"}; class CSLA_VG70rfl: CSLA_Sa58P to class CSLA_VG70: CSLA_Sa58P { muzzles[] = {"this","CSLA_VG70gl"}; class CSLA_VG70: CSLA_Sa58P The reasoning is that it is the standard to name the weapon's first muzzle the same as the weapon itself. Many infantry equipping scripts are designed to take this for granted. Without it, the player gets an empty weapon and first has to switch the modes once - otherwise he cannot use the weapon. Even BI only violates their schema just once. :rolleyes: Thanks! --- Do you have any scripts running to equip automatically units with single use launchers? Even though I do removeAllWeapons on the AFMC_sfOfc, he still ends up with an M72LAW weapon (AFMC_LAW72). Same for classes with CSLA_9M32M - is there a way to stop/disable this? --- Feedback welcome on the modsets definitions. Especially the static weapons, rucks, additional items and meaningful equipment could be improved I guess. CSLA: http://pastebin.jonasscholz.de/1381 AFMC: http://pastebin.jonasscholz.de/1382 PS: You can find the weapon definitions (magazine count) here (temp acc: guest/guest). Edited April 5, 2011 by .kju [PvPscene] Share this post Link to post Share on other sites
BigMorgan 11 Posted April 5, 2011 Did the "feature" where you can ripple fire 3 tank shells in a second ever get patched out? Forgive me if the answers lies somewhere within the thread, but it's a simple yes/no question. :D Share this post Link to post Share on other sites
EMSI 960 Posted April 5, 2011 @PvPscene: Thanks for your suggestions. Passed to right person ;) @BigMorgan: No, until someone will fix this in engine. If we want allow to AI to use a different ammo for a different targets, this feature will be there. Share this post Link to post Share on other sites
BigMorgan 11 Posted April 5, 2011 Thanks for the kind response. You guys have really made some beautiful vehicles and units here. Share this post Link to post Share on other sites
gossamersolid 155 Posted April 5, 2011 @BigMorgan: No, until someone will fix this in engine. If we want allow to AI to use a different ammo for a different targets, this feature will be there. I understand what you are saying, but it really breaks gameplay for humans. I can fire out three shells in about 2 seconds. Maybe make an optional config to remove this feature? Share this post Link to post Share on other sites
EMSI 960 Posted April 5, 2011 You know ... this is 50 to 50. Someone wants this "feature" there (for the AI) and someone don't like this. I'm not sure about any "selectable" possibility nor two different configs - this is not our priority. This is simply a limitation of the engine as is for example situation when you are not able to change the empty wheel after the shooting (but can be fixed in the future = ArmA 13? :) ). Share this post Link to post Share on other sites
mr burns 133 Posted April 6, 2011 You know ... this is 50 to 50.Someone wants this "feature" there (for the AI) and someone don't like this. I'm not sure about any "selectable" possibility nor two different configs - this is not our priority. This is simply a limitation of the engine as is for example situation when you are not able to change the empty wheel after the shooting (but can be fixed in the future = ArmA 13? :) ). And you´ll never be able to seperate a working SP usership from a working MP community (sad as it is, all in one boat, we´re still riding solo). Back in the days some package from kegetys *afair* offered two sorts of tanks, one to be controlled by 1 human (gunner & driver - for gameplay reasons, BF style) and the other one just like all others (with all their restrictions). I understand this is stretching the issue to "will the user ever use it" but at least there was the possibility, and we all know arma, so the possibilty might aswell be gone ... the question is, "can you do it?" :) Share this post Link to post Share on other sites
EMSI 960 Posted April 6, 2011 Hmmm ... two different "tank addons" ... this can be possible. ;) Share this post Link to post Share on other sites
faly 0 Posted May 18, 2011 (edited) Don't forget!1.VIII.2011 is approaching! Edited May 18, 2011 by Faly Share this post Link to post Share on other sites
EMSI 960 Posted July 14, 2011 Just only few weeks ... Share this post Link to post Share on other sites
gossamersolid 155 Posted August 17, 2011 http://forums.bistudio.com/showthread.php?p=2005456#post2005456 That mod claims to have AI using HE/Sabot rounds on tanks properly. Maybe you guys could take a look at how he has it configured so you can implement it for your tanks rather than putting different weapons for vehicle. Share this post Link to post Share on other sites
EMSI 960 Posted September 12, 2011 (edited) Post moved to the right section: http://forums.bistudio.com/showthread.php?p=2021412#post2021412 Edited September 12, 2011 by EMSI Share this post Link to post Share on other sites
EMSI 960 Posted January 6, 2012 Hi folks, we are celebrating the 10th anniversary of CSLA Studio. A new version of our MOD has been released. Check the first post of this thread: http://forums.bistudio.com/showthread.php?t=114170 Share this post Link to post Share on other sites
MAA 127 Posted January 6, 2012 (edited) travel through our history: Note: v.2.10 is standalone version... not only update/patch! It replaces previous v.2.00. Edited January 6, 2012 by Maa Share this post Link to post Share on other sites
tom3kb 15 Posted January 6, 2012 Great :) i was waiting many months for this update. Share this post Link to post Share on other sites
lennard 447 Posted January 6, 2012 Happy anniversary! Always love your stuff for it's quality. Share this post Link to post Share on other sites
GD Mast 0 Posted January 6, 2012 Congrats! :cool: Downloading Share this post Link to post Share on other sites
gossamersolid 155 Posted January 7, 2012 I have a suggestion, please don't only make an installer. A lot of people prefer to just have an archive (zip, rar, 7zip, etc) for a variety of reasons including security. I'll post again after testing the new version. Share this post Link to post Share on other sites
miller 49 Posted January 7, 2012 Congratulations CSLA Team and thank you one of my favorite mods since OFP ArmA2Base.de Mirror updated: CSLA for A2CO v2.10 greetz Miller Share this post Link to post Share on other sites
CameronMcDonald 146 Posted January 7, 2012 Awwww chyeeeeahhhh! :D Share this post Link to post Share on other sites