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EMSI

CDLC Developer
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Everything posted by EMSI

  1. EMSI

    CSLA for A2CO

    @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.
  2. EMSI

    CSLA for A2CO

    Yes, this was fixed in the past but will be included in the upcoming patch.
  3. EMSI

    CSLA for A2CO

    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
  4. Aha ... now I understand. Those AFMC guys are A1 models, but as I know that those vests aren't the MOLLE plate carriers (or?). Anyway in our plans is also some modification of BLUFOR models.
  5. As I remember, that camo was based on the old French lizard pattern.
  6. Hi folks, we are working now on upcoming patch 2.10 which will include also the new vehicle GM M1008 and some improvements on other existing models. Also another MP mission Protectors (CTI style) will be included. Stay tuned and don't forget on our ÄŒSLA SP/MP competition 2011 !
  7. EMSI

    CSLA for A2CO

    AFMC are using all the default faces from the original game. If you want to have an other face, you need to define this in the description.ext file. Otherwise the face will be selected automatically by the game.
  8. EMSI

    CSLA for A2CO

    @panda123: We have tested the Norrin's revive script working in the converted Domination where works fine. Maybe there is any un-compatibility between TaskPatrol/RandomGroup/Revive/CSLA. Maybe there is any requirement of cahnging some definitions. Our CfgFactionClasses are: CSLA, AFMC, FIA Keep in mind please, that isn't in our hands to hold the compatibility with all other unofficial addons. For the FIA, you can use the NAPA units ... it's the same. Not all the shells were colored. Ours are in "natural" brass color.
  9. If they are all also in the "lite" version and they can be linked, then everything will be okay. It's better to link them instead of any manual extraction. ;)
  10. Yes, but keep in mind that everybody doesn't have those extensions (BAF+PMC) ... if you want to link those files directly from the PBOs.In case of extracting of those files, there can be some conflict of interests with the EULA. This is the reason why we prefer the original soundtracks only from the A2 and A2:OA.
  11. EMSI

    CSLA for A2CO

    The name of the faction is CSLA_ and AFMC_ A good help is also the Editor's Reference Manual which is included in the installation directory. There you can find all the class names etc. In the past, I've tested the Norrin's revive scripts and everything works fine. Btw. CSLA is on the EAST, AFMC on the WEST and FIA on the RES side.
  12. EMSI

    CSLA for A2CO

    Mi-24D is original BIS model with changed texture via cfg, so we can't modify the core model.Mi-8T will be checked and fixed. Thanks for the report. ;)
  13. EMSI

    CSLA for A2CO

    What are the benefits for us? And what about bugs?
  14. EMSI

    CSLA for A2CO

    We don't know yet ...
  15. EMSI

    CSLA for A2CO

    Thanks, but MiG-29 isn't available yet, because of any upcoming improvements (flight parameters, effects etc.) and also for the future release in AFSR Mod.
  16. @Militantsausage: @Cobra5000: ... again, everything in the first post ...
  17. If you read again the first post, you will find there all the answers to your questions. Anyway ... a) yes b) yes, but I'm not sure about the woodland camo on the Takistan deserts :) c) yes
  18. EMSI

    CSLA for A2CO

    AFMC \csla_afmc\uni\afmc_flag.paa ÄŒSLA \CSLA_cfg\signs\csla_flag.paa
  19. Longer time period was reserved also for the creators of any short/long campaign. ;)
  20. EMSI

    CSLA for A2CO

    ÄŒSLA Studio opens the Arma 2:CO SP/MP missions competition 2011!
  21. EMSI

    CSLA for A2CO

    In this mission is used standard BIS module ACM (Ambient Combat Manager).Unfortunately, when you stay a long time period on one place, the module will still spawn enemy units over your position. We found during testing some compromise for the setting of this module when the player(s) are moving and staying. But sometimes can be the situation strange ;)
  22. EMSI

    CSLA for A2CO

    Some vehicles/units/weapons will be added, some "maybe" replaced
  23. EMSI

    CSLA for A2CO

    Thanks. Will be included in the next patch.
  24. EMSI

    CSLA for A2CO

    Standard installation is like C:\Program Files\Bohemia Interactive\ArmA 2 where you can find the directory for OA and also "@CSLA". Running A2 or A2:OA separately isn't correct because when you have both games installed correctly you are able to "turn on" the A2 extension under A2:OA. It's a mess but originaly the vanilla A2 its a datadisc ;) (not an A2:OA) ---------- Post added at 12:53 ---------- Previous post was at 12:49 ---------- Just another highlights ... - AI uses different types of weapons and ammunition according to the type of target and its distance - planes and choppers are using flares - AFMC tanks and APCs are using smoke shells - used core BIS system - CSLA tanks and APCs are using smoke shells with our own system - Mi-8 and UH-60 have own co-pilots (UH-60 have fully animated doors) - more other items and features (bayonet, hatchet, radios, ...) will be added in the upcoming patches - various special backpacks such as canisters, repair backpacks, which increase the gameplay (especially in the MP) - vehicles (CSLA, AFMC and FIA) has completely redesigned geometry and fire-penetrating materials so the vehicle can be damaged/destroyed by hitting on some specific place which depends on the distance and type of ammunition which is used. Interested are belts, wheels, an engine mount as well and also details such are wings or small boxes on the tower of T-72. - this means the possibility of a side hit to the armored cargo space of BMP with caliber 12.7, or dispose of motor in OT-64 Skot with armour piercing ammunition for Uk-59, or exclude crew of APC by throwing a hand grenade into the open cargo space... - some items/secondary weapons are designed for some special features like the blade, (player can build two types of trenches), the pick (a tank trenches can be builded), optics for rifles (they can be used as binoculars), etc. - various modifications of weapons such as optics, bipod, silencer, changing of a grenade type (everything is available in the items) - ammo can be freely refilled into the all static fireposts by ammunition backpacks (there are groups which are specifically designed to support others with ammunition) - all the wounds can be fixed with bandages but with a limited extent - M-52 can be used for direct shooting by using the sights or with the ballistic computer - different types of ammunition for some weapons (for Uk-59: armour piercing ammunition (can overshoot a weaker APC armor; armour piercing/cluster ammunition for PLDvK etc.) - possibility to change ammunition between different types of magazines (one box with 250 rounds to a static Uk-59 can be changed to 5 boxes with 50 rounds (this can also do AI), ...) - M-59 turret can be unfolded from the PLDvK and the vehicle can be then used as a standard transport vehicle ... turret can then loaded back of course
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