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EMSI

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Everything posted by EMSI

  1. Tarasnice will be placeable as a static weapon according to the reality, but as in Mod for A2:CO, you will be able to disassemble the weapon and relocate it.
  2. I don't want to answer like than my post will sounds like I or we are "bigheaded"/"conceited"/"arrogant", but ... CSLA Studio was, is and probably will be an independent group of only a few people, which are creating CSLA Mods mainly for their own pleasure. Any dependencies on other Mods is for us a pure technical challenge and non value added time-consuming - our priority is to have working and bug-free configs for all our models and features at the beginning. Our focus is to finish parts of/whole Mod to be playable and funny for us. Then we are releasing our work to community. Anyway, our priorities are our families and the real work, therefore, some of the releases for community takes more time then expected - see the release for A2:CO for example ;) I hope you understand that w/o any dedicated member which will focus and work in real-time on any compatibility with ACE or other Mods, we are not able to do it. :)
  3. Click to see in HD Click to see in HD Click to see in HD Click to see in HD Click to see in HD Click to see in HD Click to see in HD Click to see in HD
  4. EMSI

    [SP] Finding Pandora - TANGO

    Mission has been updated - download links in first post has been populated. Changelog: Extended time limit for first phase of mission Lowered skill of enemy AIs All sights for groups HYDRA and ARES were changed Composition of group ARES has been slightly modified slightly modified gears added AT weapon to one team member [*]Added various items and weapons into the cargo space of helicopter [*]Added various items and weapons into the cargo space of Zamak truck (located close to the harbor) [*]Added info hint about utilization of all available resources rearming in helicopter during approaching phase utilization of enemy weapons and sights utilization of enemy vehicles and other stuff [*]Fixed problem with boats approaching to Exfil [*]Modified and added patrols on the floors in the building where the TANGO is located [*]Various small tweaks in many scripts
  5. EMSI

    [SP] Finding Pandora - TANGO

    Thanks for your feedback zonker3210! I was looking for this kind of "report" as my internal doubts were similar after the release, but I was trying to wait for any reaction from the community. New version is already in WIP ;)
  6. For sure, but now we are showing our WIP progress. Other loadout/camo variants will be presented later as mentioned TheSun.
  7. It's a river with floating water :)But this is our internal wip and we don't want to share something which contains major bugs (wait for a final version - if will be working, will be included in any release). ---------- Post added at 12:45 ---------- Previous post was at 12:41 ---------- As wrote TheSun + we want to respect also a real possible loadouts. And there, for L-39 is the number of loadouts very limited as this plane is an advanced trainer/light CAS plane.Table with possible loads for L-39 variant ZA: samonaváděcí rakety = self-guided rockets raketomety = rocket pods nádrže = fuel tanks pumy = bombs fotokontejner = photo pod Important note: not all weapons were used in CSLA in period on which we are focused with our Mod
  8. Updated birds on the sky (click on the pics to see them in HD) Note that all of them are still in WIP status.
  9. For sure, if we will release something for the community, any pack of addons, some showcase missions will be included - it's our standard. Anyway, the same MiG-29 is already included in our release for Arma 2:CO - http://forums.bistudio.com/showthread.php?164081-CSLA-for-A2-CO-%28with-campaign-89%29
  10. The terrain will be real of course. Exact location and other details are still classified.
  11. EMSI

    [SP] Finding Pandora

    Second part (sequel) has been released: http://forums.bistudio.com/showthread.php?190006-SP-Finding-Pandora-TANGO
  12. EMSI

    [SP] Finding Pandora

    Second part (Finding Pandora - TANGO) will be released this week.
  13. EMSI

    [SP] Finding Pandora

    Thanks mate. :) Part 2 (of 3?) is currently WIP - initial release can be available in 2-3 weeks(?)
  14. EMSI

    [SP] Finding Pandora

    Mission has been updated - download links in first post has been populated. Changelog: Tweaks in "follow me" script for FIA contact Automated selection of advance (if player will not decide) Tweaks in "helicopter" section
  15. This is the early alpha, so the feature is not fully functional yet.And as was in Mod for A2, you will be able to eliminate the troops inside while the ramp will be opened.
  16. Hey, thanks to all for positive feedback ... now ... Have a look into the "boxy beast" ;) Click to see in HD Click to see in HD As a standard feature of all our own vehicles, interior will be detailed from all views.
  17. EMSI

    [SP] Finding Pandora

    Hi Zonker3210, thanks for another feedback. It's a good idea with that predefined selection. I will modify the logic of that. I need to check the script for the "follow-me" logic because I did there a little change and maybe this is causing that unexpected stop of FIA mate. Amount of enemies in and close to Zaros is something like average amount for playing mission as a hardcore stealth lone-wolf/3 mates group/3+FIA group. I know that from the first view looks like there is a lot of troops, but it's possible go get them down a lot from a safety distance or crawl between them and houses just close to the Pandora's building. And yes, I removed all "un-usefull" stuff from the playable units due to BLOODY stamina (grrrr ). Anyway, you are still able to steal any equipment from another dead AIs.
  18. EMSI

    [SP] Finding Pandora

    Mission has been updated - download links in first post has been populated. Changelog: Boat is no more locked as player's group will get out on the coast Extended time limit for taking of decision while selecting next advance in a mission Various typo corrections in localized strings Added hint at the very beginning (to drive the boat) Polishing of all hints Modification of "follow me" script for player and FIA contact Various small tweaks in many scripts
  19. EMSI

    [SP] Finding Pandora

    Hi zonker3210, many thanks for your feedback. I appreciate it. Let me try to answer and explain. I observed the same issue with landing and exiting from the boat last week after the update of mission (but any part of the update was not applied to this part of the mission) - this should be the 100% engine bug. In the past (during the editing phase) this strange behaviour was not observed - if I remember correctly, 1 game update at least was released - I'm using only the full updates - not BETAs. Therefore, it looks like that in any kind of config for ejecting from vehicles, someone overrides the exiting from boat with the "real ejecting" like from the planes(?). Or there is any change on the model of the boat(?), or unknown bug directly on the map in that position(?). Let's see if this will change with another update. Until now I'm not able to find the exact situation or find the the reason which is causing this, because the exiting and the "strange throwing" of player is occuring randomly and also I will not die always after the approx. 100m high fall(!). Another strange think is that this will never happened to AI team mates. Note that there is no special command/script for exiting, there is only waiting for a player action - to get out from the boat. Once you will exit this boat, you will don't need it anymore - in the briefing there is a last task - Exfil (via helicopter) in a completely different sector. Behaviour of the boat is driven by the game engine - I'm not affecting its move with any command/script except lock once all units are out. Anyway, OK, in the next update I will unlock the boat, but it not make sense for further gameplay. Once you will meet the guy from FIA and he will ask you to select next advance, an internal counter is launched - there is no trigger limiting the area of move. If I remember correctly, it takes 60 seconds time to player to decide and select the option. This is an easy protection to avoid to player consume playing time w/o any move or other actions. Or let's say to forget to select any option and be stucked in a "opened" mission. Therefore, if you will not select any option and the counter will reach the zero value, mission is restarted from the last known save - in your situation, from the landing. I will little bit extend the time. But note that you don't need to have your team mates close to you - they may be everywhere - checking the surroundings, waiting close to the boat, advancing to the target zone etc. As is mentioned in features of this mission, you are able to fulfill this mission as a lone wolf. Except the main milestones of the mission like contact with FIA - selection of advance, finding and destroying of Pandora, you are completely free. There are main tasks and it's up to you how you will accomplish them. I will do all the changes regarding to the feedback from other players and the update will be released soon, so stay watching this thread.
  20. Island, in our case "full" land á la Chernarus is a brand new terrain inspired by the real piece of country in former CSSR. The name of this terrain is not defined yet. We call it Bohemia Forest. :) Therefore the houses and all entire environment will be brand new - to be in line with this terrain.
  21. Something new ... just taken from our sandbox ... or find 5 differences :) For Hi-Res pictures follow our gallery on ModDB: http://www.moddb.com/mods/csla-mod-for-arma-3/images
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