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[MCF] Frantz  

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#31 Posted at 2008-12-14 14:24        
     
Like W0lle said each byte of the mod is worth downloading it, excellent work. :)

This post was edited by [MCF] Frantz (2008-12-14 17:04, ago)


All hail Foxhound, our beloved leader, our great guide to the ArmA news, HAIL FOXHOUND !!! XD

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#32 Posted at 2008-12-14 15:35        
     
Really NICE Vehicles!

One question please: Can you post the Script Commands for manual animation of the Vehicle Doors etc.

Thanks


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W0lle  

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#33 Posted at 2008-12-14 16:21        
     
I know only those for the backdoors from the BMP, probably they work for every other vehicle too:

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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#34 Posted at 2008-12-14 20:29        
     
:)Thank you!


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#35 Posted at 2008-12-16 08:18        
     
Syntaxes and descriptions of scripts used in


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#36 Posted at 2008-12-24 02:46        
     
not that it matters of what I say but this mod rocks. Its probably the best looknig mod Ive seen sense Madd effects. Love the Tripod on the ground love the textures, and Even the AI seem to be doing beter then Bis rofl. God I hope all the effort in releasing Arma 2 is as well as your mod. But anyways just my opinion. ;) My only complaint would be the Tracers, but beggers cant be choosy ;)ohh and it seems the west units dont have wounds. But this is just you 1st version I'm sure You will blow me away before long lol. Hopefully before Arma 2 if i get it.


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#37 Posted at 2009-05-30 06:54        
     
Phase 1 released !
Your patience has paid off soldier !
The first part of the Mod is released, and so you can fight together with our comrades across the Sahrani. Have fun in the number of single player, Evo or Warfare missions ...


Version 1.00
- first public release

Version 1.01
- 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)


Version 1.02 (May. 27 2009)
- updated models and textures of soldiers from version 1.01
- added paratroopers and scouts
- added static AGS-17 on tripod
- added feature - possibility to build nests with AGS-17
- added Sa-58 with bipod and optics
- added Sa-61 with silencer
- added feature – Sapper can build static defense positions (sandbag walls)
- added feature – AI can be mounted to positions behind new sandbag walls
- added feature – soldiers can build trench
- added feature – possibility to deploy static M2, TOW, Mk19 from US vehicles
- added feature – smoke grenade launchers on armored vehicles
- added feature – added ATGM 9M112 Kobra to T-72M
- added feature – reworked changing of weapons on tanks
- updated MP missions Warfare, Evolution and Domination
- many updates and tweaks in CFG, scripts, models and textures
- added 2 new SP missions
- many other updates and tweaks

Singleplayer missions:
Convoy
In The Army Now
Operation Marjoram
Operation Carmen
Everon
Road To Pita
Clean Sweep (Queen's Gambit datadisk required.)
Hips (Queen's Gambit datadisk required.)
First Blood (Queen's Gambit datadisk required.)
Steal The Tractor (Queen's Gambit datadisk required.)
Travel Agency
Kill The Beasts

Multiplayer missions:
CSLA Evolution
- South Sahrani map
- CSLA vs. US Army
- possibility to build MG nests with UK-59 (see Features)

CSLA Domination
- base on 3.70 version by Xeno
- added new weapons and features from CSLA 1.02
- added possibility to recruit AI

CSLA Warfare for 16 players
CSLA Warfare for 32 players
CSLA Warfare for 48 players
- more than 870 fighting units in one huge war for South Sahrani
- CSLA vs. US Army
- AI uses helicopters
- RACS land and air patrols
- RACS convoys (RACS protiútoky)
- added new RACS static defenses on strategic positions on the island
- used new CSLA WF objects
- possibility to build nests with UK-59 or AGS-17 (see Features)
- increased HQ endurance

Everon
- cooperative version of SP mission
- attack on village of Everon for 1-8 players

Paratroopers
- cooperative mission

Features
All features are MP-compatible.
New units, vehicles, weapons and objects made according to real-life documents
New MP and SP missions
Armament, equipment and parameters of CSLa units are as close to real-life specs as possible
New fully animated weapons
RPG-75 dispsable AT launcher is capable of firing only single round.
New intro animations for all official maps
Improved AI behaviour in formations
Improved behaviour of wheeled combat vehicles
Every CSLA unit may build sandbag entrenchment if he is equipped with "CSLA_sandBagE" magazine.
Sa-58P assault rifle and UK-59L machinegun can be fitted with optics, provided player has optics magazine (CSLA_ZD4x8).
Portable UK-59 machinegun tripod
Script for AI to build/dismantle *MG tripod on a waypoint
Many new additional features on CSLA units, weapons and vehicles:
- numbering of combat vehicles (turn off by *CSLA_noRandomNumbers=true;" in mission init)
- random animation on vehicle destruction
- AI uses vehicle-mounted weapons efficiently, including use of fire bursts
- AI uses pistols as auxiliary weapon
- Bandage Vz.80: when soldier is more than 20% injured, he can administer bandage as a first aid. It will restore up to +20% health. Soldier cannot heal himself over 90% of health.
- Sa-58P assault rifle and UK-59L machinegun can be fitted with optics, provided player has optics magazine (CSLA_ZD4x8).
- Sa-61 can be fitted with silencer, provided player has silencer magazine (CSLA_Sa61t)
- Possibility to shot smoke grenades from vehicles eqipped with smoke grenade launchers by gunner or commander of vehicle. AI uses this feature if vehicle is damaged and can't move.
- Possibility to deploy static M2, TOW, Mk19 from US vehicles
...and many more

detailed info about features...etc:
http://www.csla-studio.info/GFX/CSLA_PHASE1_Readme_1.02_ENG.pdf

List of all classes:
http://www.csla-studio.info/classes/classesMenu.htm


Development team
Core team:
MAA
Faly
EMSI
Yano.t11
TheSun
Pochyst
Martinius
Hurby

Contributors:
Sarge
Vojtoo
Jirkus
Bobby

Special thanks:
BI - especially: Edge, bxbx, Str, Jennik, Gugla, Armored Sheep
Raedor
W0lle (CWR Mod)
Tomáš Hanich and CSLA Military History Club in Piešťany (http://www.kvh-csla.sk)
Pavel Vladyka a Tomáš Daněk and KVH CSLA Kolin - Pardubice (http://www.csla.cz)
Miro Hornik (R-129 photos)
Parvus
Adamicz
Foxhound (http://www.armaholic.com)
OFP/ARMA community

.. we hope we don't forgot to someone...

Special thanks belong to our wives and girlfriends, children, families and friends who kept supporting us durings the months we spent working in the project. We sincerelly hope they will keep supporting us in the future.

DOWNLOAD PAGE version 1.02 full setup (322 MB)
http://www.csla-studio.info/download.htm

--------------------------------------------------------
Copyright ©2008. CSLA Development Team and respective authors.
CSLA Studio (http://www.csla-studio.info)


... and some pics:






This post was edited by Foxhound (2012-03-29 20:37, ago)


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#38 Posted at 2009-05-30 21:38        
     
Hey :)

I get an error when I use the OT64 I get this error:
No entry
'bin\config.bin/cfgVehicles/CSLA_OT64/turrets/mainTurrets.maxHorizontalRotSpeed

Anyone know what to do? :)


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#39 Posted at 2009-05-31 09:15        
     
Do you use CSLA together with another addons? It looks like another addon rewrite/update base classes.


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#40 Posted at 2009-05-31 13:29        
     
Yep, I use it with other addons.


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#41 Posted at 2009-05-31 19:00        
     
Krom@stag : Yep, I use it with other addons.
It looks like some of those another addons rewrite original definitions of turrets so it causes problems with our vehicles :(
We have played huge online battle today (CSLA Studio vs community... CSLA Warfare 48 players :)) few hours and MOD works fine ;)


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#42 Posted at 2009-06-02 14:38        
     
Krom@stag : Hey :)

I get an error when I use the OT64 I get this error:
No entry
'bin\config.bin/cfgVehicles/CSLA_OT64/turrets/mainTurrets.maxHorizontalRotSpeed

Anyone know what to do? :)
Hi all! I'm from RB and don't speak English well. I have this problem too.

MAA:
It looks like some of those another addons rewrite original definitions of turrets so it causes problems with our vehicles

But i have so many addons that i don't know what addon do that error. Please, write the names of addon which should make this. Thanks.:)


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#43 Posted at 2009-06-02 14:56        
     
Ehm, I am sorry but its up to you to find whats causing this, not CSLA!
You should use modfolders for any custom addons, that way you can just disable them all and enable them one by one till you find the addon causing this.


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#44 Posted at 2009-06-02 19:20        
     
May be this problem in 1.16 patch?:con


[edit]
And I don't have modfolders without CSLA and SW, other addons I simply put in "Addons" :brik

This post was edited by Foxhound (2009-06-03 13:06, ago)


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#45 Posted at 2009-06-03 13:08        
     
Well, than you are up for a lot of work. You will have to remove all custom files from the addons folder until you have it brought back to only official files.
If this sounds like to much work you can always uninstall the game, manually remove any leftover files and re-install the games + any of your addons by using modfolders this time.
That way you can pinpoint the problem.

And nope, I don't think the issue is with 1.16, but you can easily try that by disabling the 1.16 beta modfolder and just run 1.14 + csla.