blackswater 11 Posted October 12, 2014 (edited) hey guys! i have a big problem with CSE on dedicated server! I used both the normal CSE and CSE_Server but with CSE i can load the mission but i get kicked back to the mission selction and the mission isnt loaded. With the CSE_Server i wrote the userconfig but if i selected the mission on the server, the server says 'you arent able to play/edit the mission because of missing addon cse and his whole modules'.. so my question is, what can i do that i can play with CSE on the server. greets Blackswater Edited October 12, 2014 by Blackswater Share this post Link to post Share on other sites
cyborg111 32 Posted October 14, 2014 (edited) Got an error since ArmA3 V1.32 on Linux dedicated Server?? 14:12:00 Error in expression <r"]; for [{_EHiterator=0}, {(_EHiterator< _numberOfEH)}, {_EHiterator=_EHiterato> 14:12:00 Error position: << _numberOfEH)}, {_EHiterator=_EHiterato> 14:12:00 Error Type Number, expected Bool 14:12:00 File cse\cse_f_eh\functions\fn_eventHandler_f.sqf, line 38 14:12:42 Error in expression <r"]; for [{_EHiterator=0}, {(_EHiterator< _numberOfEH)}, {_EHiterator=_EHiterato> 14:12:42 Error position: << _numberOfEH)}, {_EHiterator=_EHiterato> 14:12:42 Error Type Number, expected Bool 14:12:42 File cse\cse_f_eh\functions\fn_eventHandler_f.sqf, line 38 may be you can work with this?? Greets Cyb PS: this only happen with initial Life! after player died once, error is gone. May me a difference between init and respawn? Edited October 14, 2014 by Cyborg111 Share this post Link to post Share on other sites
janus0104 3 Posted October 14, 2014 (edited) Yea, we see it, still trying to figure out what's wrong there. http://forums.bistudio.com/showthread.php?180258-Combat-Space-Enhancement-0-2/page35 <- Fixed :D Edited October 14, 2014 by janus0104 Share this post Link to post Share on other sites
Alexus 17 Posted October 22, 2014 Pretty nice work you did there :) Share this post Link to post Share on other sites
ironmentalist 10 Posted October 24, 2014 Could anyone explane to me how does the "food" system work?thanks:) Share this post Link to post Share on other sites
GieNkoV 30 Posted October 25, 2014 It is not fully implemented atm cause cse dev team focuses on fixing bugs now, not adding new features but upgrading existing ones. Share this post Link to post Share on other sites
enngerek 10 Posted October 26, 2014 (edited) wrong thread Edited October 26, 2014 by enngerek wrong thread Share this post Link to post Share on other sites
Fennistil 10 Posted October 29, 2014 Any info if the partial feature freeze is lifted, since the second phase of MANW is and what features can we expect next? Share this post Link to post Share on other sites
Adeubal 10 Posted October 31, 2014 Hi, me again. I've tried some parts of the CSE and some are very good. I want to try it with my team. BUT, we only use Virtual Training Space (VTS - by Létranger) and I have no idea how to implement some CSE module. We can't modify the map with arma editor. I think we can [_spawn] some module but don't know how really. We will try medical, backblast and resting at first. I can't ask to létranger because he disapear. So I try my luck in the forum. Thanks by advance Share this post Link to post Share on other sites
XMDM 1 Posted November 3, 2014 I assume that when somebody is arrested that it fires a variable somewhere. Is there a way to start a mission with people already arrested and in the animation? As if your job was to go pick up bad guys and transport them. Share this post Link to post Share on other sites
DieselJC 196 Posted November 6, 2014 First time using CSE and am having issues with interaction with vehicles..I guess logistics..cant get an Engineer with a toolkit to repair a vehicle that is damaged..is this implemented yet or no? Great Mod by the way..Thanks Diesel Share this post Link to post Share on other sites
glowbal 13 Posted November 6, 2014 First time using CSE and am having issues with interaction with vehicles..I guess logistics..cant get an Engineer with a toolkit to repair a vehicle that is damaged..is this implemented yet or no?Great Mod by the way..Thanks Diesel No, this is not implemented within CSE. Note: Our active thread can be found here. I normally do not check this one, but I should be pretty active on the one I linked. Share this post Link to post Share on other sites
R. Brown 10 Posted November 6, 2014 Just wondering in the most recent update if weapon resting was taken out? I know that there is a button combo for it and it was great before however now there is a ton of sway while resting on a all or window. Share this post Link to post Share on other sites
cyborg111 32 Posted December 7, 2014 (edited) _unit spawn { _playerDead = isPlayer _unit; private ["_unit","_counter"]; _un> 0:42:59 Error position: <_unit; private ["_unit","_counter"]; _un> 0:42:59 Error Nicht definierte Variable in Ausdruck: _unit 0:42:59 File cse\cse_main\misc\functions\fn_setDead.sqf, line 34 any Idea what this means??? ---------- Post added at 00:09 ---------- Previous post was at 23:46 ---------- If Player is down (revivable) he has no earplug anymore. If now a grenade explodes near the player and he is KIA or respawn, the piiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii sound is present after respawn. Please fix that, thanks. ---------- Post added at 00:16 ---------- Previous post was at 00:09 ---------- There is a small error in stand up animation when weapon is rested in prone stance. Edited December 7, 2014 by Cyborg111 Share this post Link to post Share on other sites
cyborg111 32 Posted December 7, 2014 It seems that the "Basic Revive" is not working as it should work, isn´t it? If it is "player only" it causes script errors when player goes into unconscious state. If it is "player and AI" it causes script errors when player or AI goes into unconscious state. If it is deactivated it works (do not work) without errors. Undefined variable in expression: _unit File cse\cse_main\misc\functions\fn_setDead.sqf, line 34 Undefined variable in expression: _playerdead File cse\cse_main\misc\functions\fn_setDead.sqf, line 67 Can anybody confirm that issue? Share this post Link to post Share on other sites
Fadi 22 Posted December 7, 2014 The release thread is much more active: http://forums.bistudio.com/showthread.php?180258-Combat-Space-Enhancement-0-2 Share this post Link to post Share on other sites
CyclonicTuna 87 Posted December 22, 2014 I have a question regarding this mod. Will in short term things such as a CCIP for vehicle HUD's and proper FLIR simulation be added to the mod? Because those are 2 things I believe the game is severly lacking right now. Share this post Link to post Share on other sites
dystopian 25 Posted January 15, 2015 Hello I am trying to put CSE on my rented server via Vilayer and I've come across an issue uploading "cse_sys_medical." To the servers ftp. I am not sure why this one is causing issues but I've tried uploading from Chrome, and IE. Just won't upload all the way says connection reset? May not be an issue with CSE per say but figured I'd post it here see if anybody else had issues uploading this mod to their servers. Share this post Link to post Share on other sites
law-giver 190 Posted January 16, 2015 Hello I am trying to put CSE on my rented server via Vilayer and I've come across an issue uploading "cse_sys_medical." To the servers ftp. I am not sure why this one is causing issues but I've tried uploading from Chrome, and IE. Just won't upload all the way says connection reset? May not be an issue with CSE per say but figured I'd post it here see if anybody else had issues uploading this mod to their servers. I use Villayer for ArmA2 but use Filezilla to upload files. Never had a problem. Try it if you haven't already. ;) Share this post Link to post Share on other sites
heinzmcdurgen 10 Posted January 28, 2015 (edited) I'm making an adversarial mission. I would like both teams to have BFT, but right now they are both showing up on each others maps/PDAs. I'd like for only their own team to show up on the maps/PDAs. Is there a way to do this? Here is what I have done to this point: I've given the OPFOR guys the OPFOR trackers (TLs) and OPFOR PDA (SLs). I've given the BLUFOR guys the BLUFOR trackers (TLs) and BLUFOR PDA (SLs). Each TL/SL had the Assign BFT Info module sync'ed to them with a call sign identified and their name in the list. The module settings for the Command and Control are: Live feed: No UAV: No Restrict UAV: Yes Vehicles: Yes Auto Call signs: No On map: Yes Edited January 28, 2015 by HeinzMcDurgen Double post Share this post Link to post Share on other sites
Rook Mk1 46 Posted February 18, 2015 Will the medical system ever work with AI in future? Share this post Link to post Share on other sites