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Combat Space Enhancement 0.2

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I'm fairly sure that's an issue with the game not the mod. By default init lines are no longer present when a unit respawns so you have to use something like waitUntil {alive unitname} or a respawn event handler to achieve what you want.

Might be, but same thing happens for JIP players that go into medic slots. And as far as I know, the setMedic module isn't working properly, but will be addressed in the next update.

Right now, it's a 50/50 chance of the medicclass working properly from mission start. The medics can always check the pulse, but when it's not working properly the pulse is 1017/80 and when it's working it's 120/80

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Any news about the extended fired eventhandlers firing two times for each shot?

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Is there any way ATM to enable field rations module? I can't get it working.

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Any news about the extended fired eventhandlers firing two times for each shot?

I have got it resolved in the dev version.

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ok this is really wierd, idk how this mod effect it but it does. in my game if i go to select the MX SW the hand postions are way off when i have CSE enabled if i disable it i goes back to the proper hand placement

https://imgur.com/a/H1kob

here is a pic of with and without CSE, one with the messed up animations is with only CSE and CBA where the other has all my mods activated

Edited by Garverick

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Combat Space Enhancement Updated

Version 0.5.0 ALPHA

Download

You can download CSE here: csemod.com (Direct link: Download)

If there are any issues with downloading CSE, please contact us on facebook, forums or via our website

Changelog:

Added: AI damage threshold as part of Misc Modules

Added: Stamina Adjustment as part of Misc Modules

Added: Stacked handler for disableUserInput_f

Added: Loading screen for tablets/pda when opening

Added: Configuration now also supports client side settings.

Added: client side setting for activation & client side setting for color

Added: Feature #74806: Brightness on NVG

Added: Feature #74827: Infinite Personal First Aid kit

Added: Feature #74917: CPR Animation

Added: Feature #74930: Ability to change textcolor of nametags

Added: Feature #75128: showing nametags via a key defined in userconfig

Added: More localization support

Added: Prototype of live feed.

Added: Helmet Camear for west (cse_itemHelmetCamera_W)

Added: Blur of screen when a CSE menu is opened. Prototype.

Added: support for prioritizing injury treatment for open wounds (Select open wound. Press on bandage action).

Added: New function in GUI Framework: cse_fnc_gui_blurScreen.

Added: Reset all eventhandlers on module initialization

Added: basic default arguments collection in case of outdated modules. Should prevent old missions from breaking.

Added: Extra logging and error handling for module initializations

Added: ACRE2 support

Added: Implemented noObject area and backblast damage area for backblast.

Added AidKit usage setting for CMS.

Added: Support for Config based module initialization. Supports server side remote initialization in combination with cse_server_extensions.pbo (separate release).

Changed: Keybindings are now doing through config instead of script only

Changed: CMS Delay Triage color to orange.

Changed: New pain effect

Changed: Overhauled category selection in configuration menu

Changed: Monitor variable functionality is now disabled.

Changed: Overhauled module framework for more modularity

Changed: Making use of pushback instead of set in more functions

Changed: Disabled synchronized object approach. Now has to make use of an initialization lists for the following modules: assign medic roles, assign BFT information.

Fixed: Detach IR Strobe effect stayed put

Fixed: Bug #74472: IR Grenade - Detached yet the strobe effect sticks around.

Fixed: Bug where ctrl, shift or alt settings on first entry in keybinding list would be reset

Fixed: Incorrect width dimensions for CSE Hints.

Fixed: Speaking detection was wrong way around.

Fixed large amount of calls for setDead while in revive state

Fixed checkBloodPressureLocal retrieving incorrect values

Fixed: multiple triggers for fired EH

Fixed: Bug #74929: Campfires cause bleeding

Fixed: Bug #74935: Carrying a vehicle loaded body creates a clone

Fixed: Bug #74992: Logistics: Running while carrying = pain

Fixed: Bug #74997: Grenade throwing enabled while in incapacitated state

Fixed: Bug #75000: Broken Basic Revive

Fixed: Bug #75075: CPR doesn't reanimates

Fixed: Bug #75076: Unable to move after Full Heal

Fixed: Bug #75129: Set Medical Facility + Personal Aid Kits + Set Medic Class

Fixed: Bug #75144: Difficulty Setting Bug - CSM Module

Fixed: Bug #75147: Treating is FPS dependent

Fixed: Bug #74841: Zeus/Curator remote control breaks the unconscious state

Fixed: Bug #74850: Player is able to do things while unconscious.

Fixed: Bug #74853: you lying on the ground + drag unit + go backwards = you get stuck and the animation gets bugged

Fixed: Bug #74861: Unit is duplicating after death

Fixed: Bug #74729: When passed out in gunner seat ai and players can still use gun and shoot.

Fixed: Bug #74786: When unit is unconscious it can still rotate it's body

Fixed: Bug #74408: Arrest player, move, arrested player can shoot

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Thanks for sending us the new version :cool:

Update frontpaged on the Armaholic homepage.

================================================

We have also "connected" these pages to your account (Glowbal) on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

** Note:

since this is a project on which more people are working we will contact you in the future to discuss how you want this to be setup on Armaholic.

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Yes nice one been waiting for this! Quick question: Do the personal first aid kits still give a full heal regardless of injuries/other treatment or have they been modified?

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I like CSE a bit more with every update. Keep up the good work!

Questions:

1. Can the revive and medical module be used together without problems?

2. Can I bind gestures to keys?

3. Will gestures to signal/marshall aircraft amd helicopters be added?

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still very relevant bug in CMS is like this: when a full heal to a unit, the animation is hung spinning on the floor unable to move, when a unit is loaded and loaded onto a vehicle is poorly positioned it to and feel repeatedly or simply out of the vehicle ...

NOTE: this was tested in SP

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Yes nice one been waiting for this! Quick question: Do the personal first aid kits still give a full heal regardless of injuries/other treatment or have they been modified?

There is a setting for this in the CMS module menu. You can pick your prefered method.

I like CSE a bit more with every update. Keep up the good work!

Questions:

1. Can the revive and medical module be used together without problems?

2. Can I bind gestures to keys?

3. Will gestures to signal/marshall aircraft amd helicopters be added?

1. Yes, there should be no problems since 0.5.0 with this.

2. No, I'm afraid not.

3. Maybe, but not in the near future I suspect.

I am still polishing up the existing features and implementing the missing ones (such as radio triggered IEDs, CC for every faction instead of WEST only, etc).

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Hi Glowbal, thanks for the quick answer.

I have a found a bug with the revive - seems sometimes when you're brought round you are stuck in the incapacitated animation. You can spin around and use the action menu, and getting in and out of a vehicle fixes it. Just thought I'd let you know.

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Hi Hello thx for this great mod

but...CSE is still unavailable when i recall my save game ...please could you take a look at this :redface:

thank you

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It appears I made a mistake with some new code for the personal aid kit / full heal option. It has been fixed now and after some brief testing a new update will be released, including some other things I already finished. My appologizes for any inconvenience with the full heal option.

Also: I shall release a pbo, some documentation, examples for every module within CSE on how to enable CSE Modules server side with no need to edit older or new missions. It's something that has been requested many months ago and made it into the 0.5 release, however the documentation on it + the necessary server side pbo has not been released yet. So for those interested; it shall be here shortly (this weekend).

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Combat Space Enhancement Updated

Version 0.6.0 ALPHA

Download

You can download CSE here: csemod.com (Direct link: Download)

If there are any issues with downloading CSE, please contact us on facebook, forums or via our website

Changelog:

Added: Command and Control implemented for all sides (BlUFOR, OPFOR, IND)

Added: THOR III backpack.

Added: Triggerman module for IEDs.

Changed: Injured sound only is checked upon if unit is in pain.

Improved: More responsive UI.

Improved: Performance optimization.

Fixed: bug with full heal / revive.

Fixed: Configuration Menu sometimes reset a keybinding.

-----------

Combat Space Enhancement - Server Extensions

Version 1.0

Since Combat Space Enhancement version 0.5 it is possible to enable CSE modules server side. This is AddOn is only necessary server side.

Clients require the standard CSE release (version 0.5 or later) and have no need for this pbo. The server still also requires the standard CSE Version in addition to this.

Documentation can be found here.

The download comes with an empty userconfig file (enabledModules.hpp) and a sample (enabledModules_sample.hpp).

Install the userconfig folder in the root directory of your (server) Arma III installation. Modify the enabledModules.hpp file to contain the proper config entries. Examples can be found in the sample file or on the wiki page linked above.

Download

You can download CSE Server Extensions here: csemod.com (Direct link: Download)

If there are any issues with downloading CSE, please contact us on facebook, forums or via our website

Requirements

Combat Space Enhancement - Version 0.5 or later

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Is there a chance that the server-side addon can be added to play withSix?

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Maybe, when we launch dedicated server or host one, @CSE_Server are REQUIRED.

@CSE_Server is optional for both players and servers.

While it will not cause any issues if clients run it, it is not necessary; it will only add the trouble of having a userconfig file for them.

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i may be blind, but i just can't find the thor III backpack, neither in the arsenal, nor on your classnames wiki.

so i just have to ask, is ir actually in the update and if yes could you post the classname?! pretty please :)

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i may be blind, but i just can't find the thor III backpack, neither in the arsenal, nor on your classnames wiki.

so i just have to ask, is ir actually in the update and if yes could you post the classname?! pretty please :)

It appears I forgot to include the classnames for the newest items within CSE. I have updated the classnames list on the wiki with the backpack.

Here it is as well:

[i]cse_thorIII_backpack[/i]

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hi guys, about cse revive system ? i am intending to use it with alive mod,

does it work with new alive spawn module ?

any specific configuration needed ? (marker ? or dont use alivemods spawn module etc.)

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Combat Space Enhancement Updated

Version 0.6.1 ALPHA

A minor patch this time to adress some of the bugs that have been introduced with the 0.5 release of CSE, that due to the fast release of 0.6 did not make it in the last update.

Note for those using CSE Server Extensions:

The CSE Basic Revive (cse_basic_revive) has an incorrect classname in the example files provided with the download link. The incorrect classname should work without script errors after this patch, however it could potentially cause issues including settings not being as defined in the config. The correct classname is: cse_basicRevive. My appologies for any inconvenience.

Download

You can download CSE here: csemod.com (Direct link: Download)

If there are any issues with downloading CSE, please contact us on facebook, forums or via our website

Changelog:

Fixed: Bug #75324: Blood loss is not working.

Fixed: Bug #75358: ACRE2 Tags rpt spam.

Fixed: Bug #75365: Chemlights do not attach.

Fixed: Bug #75366: Basic Revive Module / Server Extensions.

Fixed: Bug #75367: Medkit Not Consumed On Usage (No setting in module menu).

Fixed: Bug #75369: Can't cancel CPR if player wakes up.

Fixed: Bug #75371: Set Medical Class module / unit undefined.

Fixed: Bug #75374: Load Detainee Group Switch.

Possible fix for Bug #75377: Unconscious Bug.

Restored: Backwards compatibility for Set Medic/BFT Modules. New approach is still recommended for all new missions, but old method still works (with original limitations).

Changed: Only grabs config modules if module has not been enabled.

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