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EMSI

CDLC Developer
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Everything posted by EMSI

  1. 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.
  2. 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.
  3. 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.
  4. 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
  5. 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.
  6. 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.
  7. 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
  8. Hi Mirek, unfortunately, we have serious reasons why we are not able to do it. And please, don't ask for these reasons (some of them are serious secrets). :) Sorry.
  9. INFO: This small patch or better say fix, contains updated PBO for our SP campaign '89 which was released in the regular full release v2.26. So, you need to have installed this latest version of our Mod for Arma 2: Combined Operations. INSTALLATION: Copy all content of directory @CSLA into the same directory where you have installed Arma 2 and CSLA Mod. Usually: C:\Program Files\Bohemia Interactive\ArmA 2\@CSLA Confirm overwrite files. That's all for the update. OTHER STUFF: If you are interested in some bonus stuff, open the folder named Bonus. Here are three subfolders: CSLA_89_loading_screens (contains all loading screens from campaign in *.png file format) CSLA_89_other_graphics (contains few interesting graphics used in campaign in *.png file format) CSLA_89_overview_screens (contains all overview pictures of all missions from campaign in *.png file format) The last file in this fix is named "Ako_na_SP_kampan_89.pdf". This PDF document contains very detailed walkthrough for all the missions in the campaign '89. Unfortunately it is written only in slovak language, because major portion of our fans is from the Czech Republic and Slovakia. But if there will be any volunteer which will help us to translate this document into the ENG or GER language, we are able to share with him the source text. DOWNLOAD: http://www.moddb.com/mods/csla/downloads/sla-sp-campaign-89-fix-ver-2261 http://www.armaholic.com/page.php?id=27278 Enjoy!
  10. Thanks guys! That one West/BLUFOR faction in A2 was called AFMC (Armed Forces of Midland Coalition) and probably we will use them also in Mod for A3 as another independent faction - CSLA for OPFOR, US for BLUFOR and FIA+AFMC as RES.But this is still not resolved - we will decide later. ---------- Post added at 18:44 ---------- Previous post was at 18:42 ----------
  11. CSLA is back in the 80's. There's nothing more to say. Brand new models (by MAA) of riflemen for the CSLA faction are currently tested on Altis. But they are not alone there. US Army is also present there. Also these models are brand new models created by Martinius. Note that these models are in our internal Early Alpha status.
  12. Hi Mrobertnoel, you have answer in PM. Anyway, in the few hours we will release a very last patch for our Mod under the Arma 2: Combined Operations. Contents of this patch will be: new PBO (and signature) for the SP campaign '89 detailed walkthrough for campaign '89 (unfortunately only in Slovak language) all overview pictures from campaign in *.PNG format all loading screens from whole Mod in *.PNG format
  13. ArmaSeriesLauncher (by EMSI) With this launcher you are able to run any Arma series game (like CWA, AA, A2, A2:OA, A3) with previously adjusted parameters and selected Mods. Note that, this launcher was designed ONLY for my personal purposes, therefore it not contain any other for me unhelpful parameters or features. I'm using it primary for all testing purposes (SP/MP/Addon design phase), therefore its design is minimalistic as can be. Feel free to use it as you wish ... if you are satisfied with its functions of course. Download: Armaholic: http://www.armaholic.com/page.php?id=26457 ModDB: http://www.moddb.com/members/emsi/downloads/armaserieslauncher (55 kB) Installation: Unzip all content from the ZIP archive to any directory. How to: To launch an application (launcher): click on the executable file "ArmaSeriesLauncher.exe" you need to have these files in the same directory: ArmaSeriesLauncher.exe ArmaSeriesLauncher.ini ArmaSeriesLauncherMods.ini To define a location of executable file: click on the orange label "Arma3 executable file" locate and select the executable file using system dialog location will be saved by automated way To define selected parameters: click on the available checkboxes with description of parameters click on the label "Apply" to apply the current configuration if you want to save this configuration, click on the label "Save" To load predefined configuration: click on the label "Load" to load predefined/previously saved configuration if you want to modify this configuration, adjust parameters as you wish and then save the configuration NOTE: predefined/previously saved configuration is always loaded at the launcher startup To select available Mods: click on any available Mod in assigned listbox you need to check related checkbox for selected Mod you are able to check more Mods/checkboxes click on the label "Apply" to apply current configuration if you want to save selected Mods into the current configuration, click on the label "Save" To add a new Mod: click into the blank text field under the list of available Mods define a name for the currently added Mod click on the button "Add" new Mod will be added in to the list of available Mods and current configuration will be saved by automated way To remove selected Mod: click on the selected Mod to remove selected Mod must be checked click on the button "Remove" selected Mod will be permanently deleted from the list of available Mods refreshed list of available Mods and current configuration will be saved by automated way To launch a game: check your adjusted settings on the trackbar select action which will be performed by the launcher once the game will start click on the button "Launch" to start the game with all adjusted parameters
  14. EMSI

    [MP] Leading Sector [SC 25]

    This is correct. In case that the behaviour of AI is controlled via selected parameter, they have orders to capture and hold selected/assigned sectors (and respawn ponits on them). Once they capture the sector, they will stay on it and try to hold it at any cost.
  15. MP mission LEADING SECTOR [25] by EMSI Capture and hold all assigned sectors in chaotic SP/COOP/PvP battle. Features: no unofficial addons are required 10 BLUFOR vs. 10 OPFOR playable slots optional 5 playable slots for human/AI diversants (INDEPENDENT-RESISTANCE) selection of main battle sector (8 locations over the whole island) mission can be played as SP (via local MP) random counterattacks on captured sectors dynamic markers for all playable slots, respawn points and sectors Fast Travel between base and main respawn vehicle (and vice versa) score checking system for executing of selected actions various notifications (radio msgs, hints, task notifications) for many events various adjustable parameters adjustable daytime adjustable weather conditions radio chatter between AI in group can be disabled chopper support can be enabled/disabled additional cars can be enabled/disabled mortar support can be enabled/disabled possibility to re-configure AI groups adjustable combinations for advancing of all AI units (OPFOR/BLUFOR/INDEPENDENT-RESISTANCE) respawn for playable units on base, main vehicle and on captured sectors respawn of all available vehicles movable respawn point for vehicles random civilan boats over the whole island (mainly in ports) additional stuff (items/weapons/magazines) in cargo space of main vehicle players can change their clothing for diving main vehicle has action to unload ammo and weapon crates main vehicle has action to fix broken wheels and minor damage random air (plane/chopper) patrols randomly generated optional tasks once the main sector is captured randomly generated bonus vehicles related to accomplished optional tasks Installation: Extract the .pbo file into your Steam/SteamApps/common/ArmA 3/MPMissions folder or use Subscribe on SteamWorkshop. Want to play as SP? Launch Arma 3 and then select Multiplayer game. In the game menu select LAN game. Proceed to the mission selection -> select mission Leading Sector [25]. Proceed to the roles selection. Select one playable role from OPFOR or BLUFOR side (commander is preferred). Go to the parameters selection. Adjust parameters as you wish and then proceed to the mission. Now you can start to play. Want to play as COOP? Launch Arma 3 and then select Multiplayer game. In the game menu select Internet (or LAN) game. Proceed to the mission selection -> select mission Leading Sector [25]. Proceed to the roles selection. Wait for others to join and let them to select playable roles only from the OPFOR or BLUFOR side. Go to the parameters selection. Adjust parameters as you wish and then proceed to the mission. Now you can start to play. Want to play as PvP (Player vs. Player or Team vs. Team)? Launch Arma 3 and then select Multiplayer game. In the game menu select Internet (or LAN) game. Proceed to the mission selection -> select mission Leading Sector [25]. Proceed to the roles selection. Wait for others to join and let them to select playable roles from OPFOR or BLUFOR side. Go to the parameters selection. Adjust parameters as you wish and then proceed to the mission. Now you can start to play. Want to play in complete chaos? Launch Arma 3 and then select Multiplayer game. In the game menu select Internet (or LAN) game. Proceed to the mission selection -> select mission Leading Sector [25]. Proceed to the roles selection. Wait for others to join and let them to select playable roles from OPFOR, BLUFOR or INDEPENDENT (RESISTANCE) side. If you want to be a source of chaos and fear among the OPFOR and BLUFOR, just select one of the playable roles from INDEPENDENT (RESISTANCE) side (commander is preferred). Note that, you will not be able to win the mission anytime, but you will be able to bring chaos and fear by creating ambushes, laying mines, sniping etc. Now go to the parameters selection. Adjust parameters as you wish and then proceed to the mission. Now you can start to play. Important notes: If you will select and modify parameter called "Group management", all playable slots (mainly occupied by AIs) must be available. Else, after the mission start an error message will be shown and some functions related to commanding of group(s) will not be available. If you will select and modify parameter called "AI behaviour", it's highly recommended to have all playable slots (mainly occupied by AIs) available. Else, the behaviour of AI can be uncontrollable - they may stay in one position. If all (human or AI) units from your side are directly under your command, it's recommended to not turn on this functionality. Once OPFOR or BLUFOR side will capture the leading sector, only one optional task will be randomly generated. Therefore, this task is common for both sides. Once the task will be accomplished (doesn't matter if by OPFOR or BLUFOR), one randomly selected vehicle for INDEPENDENT (RESISTANCE) side will be created in assigned area - main airport. This vehicle can be also occupied by anyone from OPFOR or BLUFOR side. Special thanks to: Luki, MAA, Andy230 Download: ModDB - http://www.moddb.com/members/emsi/addons/leading-sector-sc-25 SteamWorkshop - http://steamcommunity.com/sharedfiles/filedetails/?id=271759037
  16. EMSI

    [MP] Leading Sector [SC 25]

    Final version has been released - first post with description of features and other notes has been updated too. Other download links will be added as they will be updated.
  17. EMSI

    [MP] Leading Sector [SC 25]

    New intro message New Special Actions Menu
  18. EMSI

    [MP] Leading Sector [SC 25]

    New Public BETA 29.06.2014 has been released. Download links and changelog in first post has been updated. What's new in current BETA: completely reworked menu for special actions (now as dialog window which is shown once the player will hit SPACEBAR) added various ammo crates added briefing fixed bugs with markers for playable/AI units fixed bugs with advancing of AI groups fixed bugs in parameters few minor changes and fixes
  19. EMSI

    [MP] Leading Sector [SC 25]

    Yes, PBO (in ZIP archive) can now be found here: http://www.moddb.com/mods/csla-mod-for-arma-3/addons/leading-sector-sc-25
  20. EMSI

    [MP] Leading Sector [SC 25]

    New version of mission has been released. Currently only on Steam Workshop (other links will be added as links will be updated). List of currently implemented features has been updated too. Constructive feedback is welcomed.
  21. EMSI

    [MP] Leading Sector [SC 25]

    Random aerial patrols are implemented in current version. Another public release will be announced soon.
  22. EMSI

    [MP] Leading Sector [SC 25]

    Good question. :) Mission is uploaded on ModDB, but waiting for approval. As soon as will be available, I will update the first post.
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