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CSLA3 Phase1

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@Lagus_FinP:

Are you sure that your keymapping is right ? smile_o.gif

Anyway, maybe your "switchable" guys are dead before you want to switch to them.

Just only note: Teamswitch is enabled after succesfully destroyed Vulcan and another units may than start with attack

@Slayer89:

BMP-1

Open left/right rear door:

this animate ["BackDoorL", 1];

this animate ["BackDoorP", 1];

Close left/right rear door:

this animate ["BackDoorL", 0];

this animate ["BackDoorP", 0];

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Quote[/b] ]@Lagus_FinP:

Are you sure that your keymapping is right ?  smile_o.gif

Yes, keymapping ok
Quote[/b] ]Anyway, maybe your "switchable" guys are dead before you want to switch to them.
Nope, they are still there
Quote[/b] ]Just only note: Teamswitch is enabled after succesfully destroyed Vulcan and another units may than start with attack
Yesh! That's the trick. Vulcan was down, but it took a while before "teamswitching" was enabled..and unfortunately there was couple of bad guys knocking me down before that (bad saving point).

Thanks for correcting me and sorry for incorrect bug reporting!

And now back to CSLA...

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My Laser designator is not working well with this addon.

When I lase something, it says it is 0 meters away, even though it is around 800m. I made a mission where i placed an m113 on a hill and then I stood around 800m away and tested the laser, and it did not work. I saved the mission, shut the game down, put the CSLA .pbo's in a temporary file so that the game wouldn't load the CSLA addons. I started the game and loaded the same laser mission and it did work.

Can you guys do anything about that? Also, im looking forward to the praga m53/59, it is my favorite vehicle smile_o.gif

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congratz  smile_o.gif

the camo of the infantry is great. from first tests it seems to

blend really well with sara green ground textures.

inf weapons sounds are up to personal taste as always.

nice fog setting in the mission "operation majoranka" smile_o.gif

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Hi CSLA team,

I am very glad you continue this great work.

I enjoy it a lot and cannot wait to get more of your great stuff.

Improvements are just great...

Many regards

Yoshimitsu

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Great stuff, love it inlove.gif

It might be just how they are suppose to be, but I miss a bit of reverb on some weapons. Just an opinion, otherwise ... inlove.gif

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Patch 1.01:

--------------------------------------------------------

Changelog

- fixed FSMs

- tweaked UK-59 tripod scripts

- temporarily removed cannon animation on BMP-2

- tweaked scripts for generating numbers on vehicles

- added 4th digit on numbering of air vehicles

- tweaked "CSLA: US '80s" groups containing M1A1

- removed M1A1 model, default BI model used instead

- added bandage "Bandage vz.80" (CSLA_Ob80) and possibility of self-healing (+20%)

- updated zoom on Meopta optics

- updated CSLA Warfare 1.1 Ares (does not require update of csla_warfare.pbo)

--------------------------------------------------------

New feature:

Bandage Vz.80

- When player is more than 20% injured, he can administer bandage as a first aid. It will restore up to +20% health. Player cannot heal himself over 90% of health.

For more info about scripts and features look here:

http://www.csla-studio.info/classes/editorMenu.htm

--------------------------------------------------------

D O W N L O A D  --- (19MB WinRAR file)

ARMAHOLIC

Filefront

--------------------------------------------------------

Merry Xmas wink_o.gif

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Thanks MAA and your team  xmas_o.gif

Enjoy playing CSLA3, so every update is very welcome!

From a brief look at scripts.htm

Maybe its just me and the late time, yet I find it a bit hard to

read with the Czech(?) param names (vehiculum, gradus to

soldier manus) and script abbreviations (CSLA_mrDrM,

CSLA_tnkEnl).

Something you might want to keep in mind for the future.

Descriptive, long/full names are easier to read and to understand.

One question on the FSM. Do you have some documentation out

there what it does / what is changed?

Thanks!

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@Q: our scripter use latin language for naming of varialbles and scripts wink_o.gif

There is updated behaviour of AI mainly in formations... AI doesn't keep formations as machines now wink_o.gif This update solves some problems with pathfinding in urban areas. This FSM is used only by CSLA and CSLA-US soldiers so it doesn't change behaviour of original units. You can test this improvements by placing groups of original SLA and CSLA units with some waypoints... and look at them.

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There is updated behaviour of AI mainly in formations... AI doesn't keep formations as machines now wink_o.gif This update solves some problems with pathfinding in urban areas. This FSM is used only by CSLA and CSLA-US soldiers so it doesn't change behaviour of original units. You can test this improvements by placing groups of original SLA and CSLA units with some waypoints... and look at them.

That sounds good. Maybe it would be a good idea to release that as a seperate small mod that replaces the FSM for all units?  smile_o.gif

Not many people are modding FSMs so things like that are welcome.

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This FSM needs more testing/updating so we don't want update any original units (or release as standalone addon) yet.

BTW, there are more improvements of AI behaviour in CFG and scripts:

- Improved AI behaviour of wheeled vehicles (AI can turn and brake effectively,..etc)

- AI uses vehicle-mounted weapons efficiently, including use of fire bursts (as in real life ... don't wasting of ammo and overheating of weapons,...)

- AI uses pistols as auxiliary weapon  (AI snipers (and machinegunners) don't use pistols at short distances,..etc)

...and many more

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Thanks for the details Maa thumbs-up.gif

Same thoughts as Maddmatt. It would be great to share your

great config and FSM improvements by allowing a general addon

apply it on the default classes and any that inherits from them.

Maybe its an idea to open another thread for that to point this

changes out and asking directly for peoples feedback on them. smile_o.gif

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hello again!

I implemented a CSLA option for my vehicle DM.

It reads dynamically the available vehicles from the configs.

Unfortunately there is an error in your config in terms of

cfgPatches-requiredAddons definitions.

I wasnt able to spot it myself from a brief look.

Yet a (bad) workaround is to preload the class by

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgAddons

{

class PreloadAddons

{

class CSLA {list[]={"CSLA"};};

};

};

This at least makes my mission to work at all on a dedicated

server with CSLA.

Hopefully you can find the problem.  smile_o.gif

Message from the server otherwise:

Quote[/b] ]Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.

csla

Same for CSLA_US.

Most likely the reason is that you didn't define all new

vehicle and unit classes.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches {

class CSLA_US {

units[] = {}; // <=

requiredVersion = 0.14;

requiredAddons[] = {...};

};

};

Quote[/b] ]class CfgPatches {

class CSLA {

requiredVersion = 1.14;

units[] = {...}; // <= probably some missing

weapons[] = {...}; //  <= probably some missing

requiredAddons[] = {...};

};

};

I would appreciate it a lot, if you could release a small hotfix

with either using the PreloadAddons workaround or by fixing

the cfgPatches definitions. Thanks!

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Thanks for mentioning this Q. I noticed something similar in the SP missions I make and play. When ever I have this Mod "active" in my target line of a shortcut, all missions I save in the Editor will have "csla" inserted into the addons[]= area of the mission.sqm. This happens regardless if I use any CSLA content or not. It's not a big deal cause it can be removed from the mission.sqm after editor work is done or, if I leave it, it doesn't seem to cause any problems I've noticed up til now.

I just figured I'd bring this to light. It doesn't cause any problems and doesn't bother me but it wouldn't hurt to get this squared away if possible.

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Thanx for report.

We are working on 1.02 with some new features now so we will fix this problem too.

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CSLA3 Phase 1 Version 1.02 released !!!

You need to download complete setup because all original PBOs are updated.

More info and download in first post!

csla_v102_290509_03.jpg

csla_v102_290509_05.jpg

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Really awesome, downloading now but very slow. It seems added many new animations for real combats! Such as entrenching, building sandbags by AI would also be very useful for other WW2 addons. Just a query, when I put the other addons under CSLA Mod, could AI act like that?

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Please Maa can you help me? When I put ot-64 in editor and then I want play with it, arma is turned off when loading.

*I have 1.02

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Really awesome, downloading now but very slow. It seems added many new animations for real combats! Such as entrenching, building sandbags by AI would also be very useful for other WW2 addons. Just a query, when I put the other addons under CSLA Mod, could AI act like that?

All Ai updates and actions are added only to CSLA and CSLA US units. I'm not a good scripter but I think that actions from CSLA units can be added to another units too via some scripting commands. Maybe we will make some features as game logics as are in ARMA2.

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Please Maa can you help me? When I put ot-64 in editor and then I want play with it, arma is turned off when loading.

*I have 1.02

I have added CSLA OT-64 to Rahmadi in editor and it works fine. Can you look into arma.rpt if there is any error message?

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