Update on the to-do list (25/08/2014).

Tasks

-Update all the 2013/2014 releases and place them properly in the mod (icons, descriptions, xml values and so on). Replace the old models.
* T-55 series (includes old models).
* Iran - Iraq series
* Type 59/69 series
* Artillery series
* Boats series
* T-64 series

* Some CSLA 1.11 airplanes which need either a new model or a new skin.
-New infantry for Iran, Iraq. New skins.
-Include the new weapons.

Patches (I'll work on most of them once the aims posted above are accomplished).

-Increase infantry's HP.
-Increase light armoured and non-armoured vehicles HP. Add some armour to all of them.
-Update track's lifetime and tone depending on the weight of the vehicles.
-Slightly increase turret's and track's rotating time. Decrease heavy weaponry reloading frequency.
-Decrease weaponry's attack power.
-Increase infantry's AT weaponry reload time.
-Revise the 25mm and 20mm guns.
-Decrease wheeled vehicles (specially civilian cars') speed.
-Dustshoot effect (as an alternative pack).
-AI Price and repair cost.
-Recon. vehicles SightPower.

Blue = Added
Red = Cancelled
Green = Accomplished

Berliet GBC 8KT (Command)

Modelo/Model: Jaguar/Kevin
Skin: gagarin





The screenshots were taken by gagarin and the landscape depicted above isn't CSLA's but gagarin's cancelled personal project OPFOR.

Update on the to-do list (18/08/2014).

Tasks

-Update all the 2013/2014 releases and place them properly in the mod (icons, descriptions, xml values and so on). Replace the old models.
 * T-55 series (includes old models).
* Iran - Iraq series
* Type 59/69 series
* Artillery series
* Boats series
* T-64 series
* M3 series
* Some CSLA 1.11 airplanes which need either a new model or a new skin.
-New infantry for Iran, Iraq, Syria and the IDF army.
-Include the new sounds and weapons.

Patches (I'll work on most of them once the aims posted above are accomplished).

-Increase infantry's HP.
-Increase light armoured and non-armoured vehicles HP. Add some armour to all of them.
-Update track's lifetime and tone depending on the weight of the vehicles.
-Slightly increase turret's and track's rotating time. Decrease heavy weaponry reloading frequency.
-Decrease weaponry's attack power.
-Increase infantry's AT weaponry reload time.
-Revise the 25mm and 20mm guns.
-Decrease wheeled vehicles (specially civilian cars') speed.
-Dustshoot effect (as an alternative pack).
-Update some weapons sounds.

Moreover:
-The bloody death skins of the USSR and US soldiers have been replaced by those without blood which look better and whose death animations work properly.
-The "priority" of all the guns has been revised and now the ammo count is properly displayed.
-Some sound and effects files have been re-organized too.
-CSLA's 1.11 MiG-25 has received a new skin created by Fasya.
-Now the armoured ambulances will be able to evacuate a few soldiers and the medical trucks will be able to resupply soldiers. The cargo trucks won't be able to resupply these anymore (these will be considered the new stardards for CSLA).

Blue = Added
Red = Cancelled
Green = Accomplished

CSLA 3.0's civilian units!

So here they are, the civilian vehicles that are being included in CSLA 3.0. The number of them isn't as big as CSLA 2.0's, I know, but that one was bigger because many units came from Kosovo Sunrise and Conflict 2012 (thank you so, so much, Aleks) and others came from the T-34 Mod.

You can find two great buses, the Ikarus 260. Moreover, you can see the Mercedes 450, the UAZ-452 and some others as well.

I expect to arrange the ZiL-157 series tomorrow (the one you see in that picture is already arranged) and then I'll get to work on the T-55 series.


Runway objects

Here are some new CSLA 3.0 objects (the last ones for this release) I've created specially to decorate runways. The groundlamps are based on gagarin's 2.0 groundlamp and the Cessna objects are based on the 3.0's Cessna. The other ones were based on simple objects and made and painted...
I hope you like them. As you might know, I am not a 2D artist, so that's not my cup of tea.


Update on the to-do list (12/08/2014).

Tasks

-Update all the 2013/2014 releases and place them properly in the mod (icons, descriptions, xml values and so on). Replace the old models.
-New infantry for Iran, Iraq, Syria and the IDF army.
-Include the new sounds and weapons.
-Some personal objects I've been creating based both on models and other objects.

Patches

-Increase infantry's HP.
-Increase light armoured and non-armoured vehicles HP. Add some armour to all of them.
-Update track's lifetime and tone depending on the weight of the vehicles.
-Slightly increase turret's and track's rotating time. Decrease heavy weaponry reloading frequency.
-Decrease weaponry's attack power.
-Increase infantry's AT weaponry reload time.
-Revise the 25mm and 20mm guns.
-Decrease wheeled vehicles (specially civilian cars') speed.
-Update some weapons sounds.

Blue = Added
Red = Cancelled
Green = Accomplished

14 years of Kursk


MiG-21-PFMs and US

Czechoslovakian MiG-21-PFMs and US, 1990

[Tutorial] LUA scripts for night and an allied IA

The first part of this little tutorial couldn't have been done without the help of ElGotele, whose script for his Pegasus Bridge map included in OBM 1.0 was the key to learn how a night effect using LUA scripts can be done in Blitzkrieg without need of changing tiles or skins (even thought maybe the result isn't as good as it was in Desert's Operation Vampire).

The code is as simple as what follows:

function DebugView()
Password( "www.dtf.ru" );
ChangeWarFog(2); -- Night.
Suicide();
end;

function Init()
RunScript("DebugView", 0000);
end;


The second part of this tutorial explains how an allied IA can be created in Blitzkrieg. It's basically a copy of what tedi88 posted on Blitz Srbija, so all the credits of this part go to him (well, we should also mention Stanenberg who helped to understand how it works and provided examples). Here are his wise words:
--------------------------------------------------------------------------------------------------------------------------

Tutorial for having several sides in single player map in BK, consists of 2 phases.

Phase 1 is done in MapEditor and includes adding new players to the map. Phase 2 requires a small script.

    I -  So Phase 1 consists of 4 steps:

1. Access the diplomacy tab in MapEditor (picture).


2. After you click on it will show a window which has following list of players:

Player 0 - Players forces
Player 1 - Enemy forces
Player 2 - Neutral forces

To increase the number of players you'll need to click on "Add" button. Be careful as the field which says "Game Type" must be set to Single Player. You can add a maximum of 16 players.

You must have at least one player that is "Side 0" (player), "Side 1" (enemy) and one player that is "Side 2" Neutral. For the remaining players it's up to you who will be enemy and who'll be the ally. One thing is certain there are a lot of possible combinations.

Game will by default assign players to Side 0 or 1 using the following system (this example uses 5 players):

Player 0 - Players forces
Player 1 - Enemy forces
Player 2 - Player 0 allies
Player 3 - Player 1 allies
Player 4 - Neutral forces

You of course don't have to follow that, you can change it as you wish by selecting Player and then selecting Side 0 or Side 1. (see the pictures below):

 

Once you decided how many players and which side they'll support it's click OK and you're done here.

3. This is an optional step, but it might be wise to do it.

See it's not enough to simply add sides. MapEditor won't assign different factions automatically. You'll have to do it manually. In MapEditor underneath diplomacy tab there is "Units Creation Info" tab. Open it.

It will show all players except "Neutral Player" (in this case player 4). Click on a plus and then click on a "Party Name". Select the faction from the menu that shows up. This servers the purpose of changing Gunners on arty. Unless this is selected Gunners will still be like default ones (in this case USSR).


After that we have nearly finished Phase 1.

4. Final step is:

No matter how many different players you place, under no circumstances you may place new Player (Player 3, 4, 5, etc) unit on a map. When you double click on a unit you can see the choice between the players. Leave it at 0 or 1. (see the picture)

Reason for this is simple: if you change the player on the unit in MapEditor and then start a map, the unit will not show up. You can't even call it via reinforcement script.

This step also has one more thing to do: assign ScriptID to a unit. Place any script ID on a unit (don't forget it). For example I placed ScriptID 4999 for Player 0 allies and 4998 for Player 1 Allies (enemy). (see the picture)



Finally we have completed the Phase 1.

  II - Phase 2 is a lot more simpler it consists of two steps:

Step 1: anywhere in the script place the following lines (I placed them in function Init() )

function Init()
 ChangePlayer(4998, 3); ------4998 ScriptID, 3 - Player
 ChangePlayer(4999, 2); ------4999 ScriptID, 2 - Player    
Suicide();
end;

This means that as soon as the map is started units that are assigned ScriptID of 4998 and 4999 will change Players. You can add multiple units under the same ScriptID.

After the change take place you'll be able to see what your allies can see. Units will also engage the enemy. You still must give them commands for the AI (Move commands, Ressuply commands etc).

Step 2: It's not really a step but a test to see if everything runs (as you'll see in the picture).


As you'll notice you can see what your allies see - there's no need to change Fog of War or anything else.

--------------------------------------------------------------------------------------------------------------------------

[Tutorial] How to blow up a bridge using a script

This title remembers me of "To Kill a Mockingbird", and I don't know why, maybe because the literal translation of that book's title into Spanish is "How to kill a...". Nevermind.
 
The question was posted on Blitz Srbija's chat box and wisely answered by Squire James. We all know the destruction of a building or a unit can be scripted, but how do we script that when we're working with bridges if we can't assign them an ID in the MapEditor. Well, easy:

You have to save the map as an XML and then manual edit it with an XML Editor to add the script ID to the bridge pieces.

BMP-2 series!

The CSLA 1.11 and CSLA 2.0's models have been updated and received new sets of animations (11 instead of 3), new exhaust points (the old ones had been placed in the wrong point) and new skins.
Moreover, the BMP-2 without skirts and the BMP-2K have been added to the series.


Bedford TM series!

Ready to join the battlefront.


Update on the to-do list (04/08/2014).

Tasks

-Update all the 2013/2014 releases and place them properly in the mod (icons, descriptions, xml values and so on). Replace the old models.
-New infantry for Iran, Iraq, Syria and the IDF army. + Blue Helmets + Animals
-Include the new sounds and weapons.
-Some personal objects I've been creating based both on models and other objects.
-Revise some small defaults (I know that's quite generic).

Patches

-Increase infantry's HP.
-Increase light armoured and non-armoured vehicles HP. Add some armour to all of them.
-Update track's lifetime and tone depending on the weight of the vehicles.
-Slightly increase turret's and track's rotating time. Decrease heavy weaponry reloading frequency.
-Decrease weaponry's attack power.
-Increase infantry's AT weaponry reload time.
-Revise the 25mm and 20mm guns.
-Decrease wheeled vehicles (specially civilian cars') speed.
-Update some weapons sounds.
-'Dustshoot' effect (?) 

Blue = Added
Red = Cancelled
Green = Accomplished

Some more wrecks!

This time I based them on CSLA 3.0's Ikarus 260.