EMSI 960 Posted December 15, 2008 @Lagus_FinP: Are you sure that your keymapping is right ? 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]; Share this post Link to post Share on other sites
Slayer89 0 Posted December 15, 2008 Cheers for the info EMSI Share this post Link to post Share on other sites
Lagussi 9 Posted December 16, 2008 Quote[/b] ]@Lagus_FinP:Are you sure that your keymapping is right ? Â Yes, keymapping okQuote[/b] ]Anyway, maybe your "switchable" guys are dead before you want to switch to them.Nope, they are still thereQuote[/b] ]Just only note: Teamswitch is enabled after succesfully destroyed Vulcan and another units may than start with attackYesh! 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... Share this post Link to post Share on other sites
faly 0 Posted December 16, 2008 syntaxes and descriptions of scripts used in ÄŒSLA 3 mod Share this post Link to post Share on other sites
popcorn 0 Posted December 19, 2008 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 Share this post Link to post Share on other sites
.kju 3244 Posted December 19, 2008 congratz  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" Share this post Link to post Share on other sites
Yoshimitsu 0 Posted December 20, 2008 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 Share this post Link to post Share on other sites
Colossus 2 Posted December 21, 2008 Great stuff, love it It might be just how they are suppose to be, but I miss a bit of reverb on some weapons. Just an opinion, otherwise ... Share this post Link to post Share on other sites
sic-disaster 311 Posted December 21, 2008 A bit late, but i posted the news over at www.TangoDown.nl and get some attention towards the mod from our players as well. Good luck with the mod! Share this post Link to post Share on other sites
MAA 127 Posted December 23, 2008 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 Â --- (19MB WinRAR file) ARMAHOLIC Filefront -------------------------------------------------------- Merry Xmas Share this post Link to post Share on other sites
.kju 3244 Posted December 23, 2008 Thanks MAA and your team  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! Share this post Link to post Share on other sites
MAA 127 Posted December 23, 2008 @Q: our scripter use latin language for naming of varialbles and scripts There is updated behaviour of AI mainly in formations... AI doesn't keep formations as machines now 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. Share this post Link to post Share on other sites
-MCF- Frantz 0 Posted December 23, 2008 Armaholic news and mirror : - CSLA Phase 1 - Patch 1.01 Share this post Link to post Share on other sites
Maddmatt 1 Posted December 23, 2008 There is updated behaviour of AI mainly in formations... AI doesn't keep formations as machines now 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? Â Not many people are modding FSMs so things like that are welcome. Share this post Link to post Share on other sites
MAA 127 Posted December 24, 2008 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 Share this post Link to post Share on other sites
.kju 3244 Posted December 24, 2008 Thanks for the details Maa 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. Share this post Link to post Share on other sites
.kju 3244 Posted January 5, 2009 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. Â 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[] = {...}; // Â <= 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! Share this post Link to post Share on other sites
manzilla 1 Posted January 5, 2009 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. Share this post Link to post Share on other sites
MAA 127 Posted January 6, 2009 Thanx for report. We are working on 1.02 with some new features now so we will fix this problem too. Share this post Link to post Share on other sites
MAA 127 Posted May 30, 2009 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! Share this post Link to post Share on other sites
william1 0 Posted May 30, 2009 excellent, thank you :icon_eek: Share this post Link to post Share on other sites
RUDOLF 9 Posted May 30, 2009 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? Share this post Link to post Share on other sites
duro 10 Posted May 30, 2009 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 Share this post Link to post Share on other sites
MAA 127 Posted May 30, 2009 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. Share this post Link to post Share on other sites
MAA 127 Posted May 30, 2009 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? Share this post Link to post Share on other sites