SENSEII 104 Posted November 29, 2014 Yeah, in the CMS module, "Damage Player" and "Damage AI". A higher value means it takes more damage to kill unit. I enable modules using the CSE Server Side method, so I can only confirm that the thresholds work with this method. But I don't see a reason why they would not function through the editor placed modules. Share this post Link to post Share on other sites
Fennistil 10 Posted November 30, 2014 It would help if you would tell us how you set up the modules. I would guess that they are set up in a way that both players and AI do not get unconcious but instantly die when they get too much damage. Share this post Link to post Share on other sites
glowbal 13 Posted November 30, 2014 Is there a way to pre-load certain objects into certain vehicles on mission start?If i want a helicopter pre-loaded w. two boxes for an example. Also is there a way through triggers to activate the damage features? In the certain case, give pain to players within the trigger. Thanks :) Specifically, pain. For the loading objects; unfortunally not. But I will see about adding something for it in the next release. As for pain: Yes! [uNIT, AMOUNT, -1] call cse_fnc_increasePain_CMS; Share this post Link to post Share on other sites
J. Baago 10 Posted December 1, 2014 Thank you for the fast reply, its much appreciated. Im also experiencing that its very hard, if not impossible to get people back up "from the dead" so to speak with the basic revive module. Share this post Link to post Share on other sites
glowbal 13 Posted December 1, 2014 Thank you for the fast reply, its much appreciated.Im also experiencing that its very hard, if not impossible to get people back up "from the dead" so to speak with the basic revive module. The only possible way to do so is using the personal aid kit (full heal option). Note: we are aware of some issues with the basic revive module not activating properly: This is resolved for the next release and should be available soon. Share this post Link to post Share on other sites
Fennistil 10 Posted December 1, 2014 Any news on the incoming update? Share this post Link to post Share on other sites
Magirot 14 Posted December 1, 2014 Is there a way to pre-load certain objects into certain vehicles on mission start?If i want a helicopter pre-loaded w. two boxes for an example. For the loading objects; unfortunally not. In one mission I used this in a trigger and it seemed to work: if isServer then { [box1, convoyZamak1] call CSE_fnc_loadObject_LOG; }; Are there some problems with it that I didn't notice? Share this post Link to post Share on other sites
Baconeo 47 Posted December 1, 2014 The only possible way to do so is using the personal aid kit (full heal option). Note: we are aware of some issues with the basic revive module not activating properly: This is resolved for the next release and should be available soon. Do you have a fix until the update is out? Share this post Link to post Share on other sites
glowbal 13 Posted December 1, 2014 (edited) In one mission I used this in a trigger and it seemed to work: if isServer then { [box1, convoyZamak1] call CSE_fnc_loadObject_LOG; }; Are there some problems with it that I didn't notice? There shouldn't be, but you will need to make certain that the logistics module is enabled. Otherwise you will end up with an unusable object/crate. Do you have a fix until the update is out? At request: You can download it from here. Replace the cse_f_eh.pbo and its signature file from the download above by the files found in this hotfix. Same download link as previously. Should fix the issues with Basic Revive. Sorry for the delay. Edited December 1, 2014 by Glowbal Share this post Link to post Share on other sites
TheConen 78 Posted December 2, 2014 Hey guys, one question: with having IED modules to place different types of IEDs, triggermans etc., are there also some options planned to improve the defusing process and make it a bit more complex? Seeing you are open minded to other mods and actively working together with other mods developers', maybe working together with Goblin and including some parts of his EOD System (http://forums.bistudio.com/showthread.php?181438-WIP-Von-Quest-Industries-E-O-D-System) would be an option. Share this post Link to post Share on other sites
mihikle 2 Posted December 2, 2014 Hi Glowbal, is it possible to add unit details for the biometric scanner in their init field in the editor like in the ArmA 2 version? Share this post Link to post Share on other sites
TiborasaurusRex 11 Posted December 2, 2014 dear Glowbal, does your mod actually support Advanced Ballistics? Share this post Link to post Share on other sites
ruthberg 7 Posted December 2, 2014 Advanced Ballistics will be available as CSE Module in the upcoming release. Share this post Link to post Share on other sites
TiborasaurusRex 11 Posted December 2, 2014 @Ruthberg: Nice! super awesome bro \m/ Share this post Link to post Share on other sites
s3mp3rfi 10 Posted December 2, 2014 Can anyone explain the medical system? Like what bandages to use under what circumstances, how best to counter the low heart rate from administering morphine, (epi?), and then how to counter the high blood pressure, and so on. Thanks in advance! Share this post Link to post Share on other sites
SENSEII 104 Posted December 2, 2014 this should answer most of your questions. CMS Treatment Share this post Link to post Share on other sites
rebel12340 46 Posted December 2, 2014 Can anyone explain the medical system? Like what bandages to use under what circumstances, how best to counter the low heart rate from administering morphine, (epi?), and then how to counter the high blood pressure, and so on.Thanks in advance! This is the page somebody in my group found: http://3commandobrigade.com/viewtopic.php?f=47&t=2672 Share this post Link to post Share on other sites
Fadi 22 Posted December 2, 2014 This is the page somebody in my group found: http://3commandobrigade.com/viewtopic.php?f=47&t=2672 That's still missing a lot of information though; detox from medication, cardiac arrest, a better explanation of the conditions needed to revive. Share this post Link to post Share on other sites
EddiePrice 16 Posted December 2, 2014 I've got a question regarding the upcoming release: Currently when a player is incapacitated and enters the revive state, they are for all intents and purposes "killed". This causes some serious issues when considering the way usermade missions work. For example, a scenario where an entire group is incapacitated at different stages throughout a mission - the original group may no longer exist, and therefore all information, commands, conditions etc no longer apply to the playable group and can cause major game breaking issues including missing trigger firing or script conditions. I don't know how the next version of CSE handles this incapacitated state, but I was wondering if it's possible that rather than killing a player when they're incapacitated, they are preserved in their current squad. It would save a lot of hassle when it comes to mission conditions as well as having to rejoin a group after being revived. Thanks. Looking forward to the next update. Share this post Link to post Share on other sites
RaptorInMotion 10 Posted December 3, 2014 That's still missing a lot of information though; detox from medication, cardiac arrest, a better explanation of the conditions needed to revive. Haha yea i made that months ago when information was pretty scarce about the mod in general and it was pretty new. We arent using it at the moment because there isnt a whole lot of concrete info about how everything works and also mod stabilities. Share this post Link to post Share on other sites
glowbal 13 Posted December 6, 2014 (edited) Facebook | YouTube | Google+Combat Space Enhancement UpdatedVersion 0.10.0 ALPHA RC1 This is a public release candidate for CSE 0.10.0 alpha. An update will be follow after this most likely within the week. Since the release of our last version (0.9.0) over a month ago, we have been working hard to get you a more polished and complete version of CSE. A major focus of us has been addressing some performance issues that some of you have reported. Next to this we have reorganised most of the modules and included an array of new ones. This includes the inclusion of Advanced Ballistics by Ruthberg, who has also joined our team and helped improve some of our existing modules. Highlights: Advanced Ballistics, Reorganised and combined modules, Performance improvements. I have also updated the wiki page on enabling CSE features server side to include the latest changes that have come with this update. Same story for the classnames page. More updated documentation, tutorials and sample missions will come within the next week. Download You can download CSE here: csemod.com (Direct link: Download) If there are any issues with downloading CSE, please contact us on our forums or via our website Requirements Community Base AddOns A3 Changelog: Added: Action stitching (CMS). Uses the surgical kit. Added: Advanced Ballistics (by Ruthberg) Added: assignMedicalEquipment module for medical equipment (CMS) Added: ATragMX (by Ruthberg) Added: Bodybag and bodybag action (CMS) Added: CBA Dependency Added: CC item crates Added: Combat Deafness module Added: Concept AmbientCivilians module Added: First implementation of disposable launchers Added: getIn and getOut EH support Added: iedpack from A2 (by Aposky) Added: Implemented use equipment option for AIM Added: Kestrel 4500 (by Ruthberg) Added: Load and unload object eventhandlers Added: On initialization all CMS magazines will be replaced by items (TEMPORARLY) Added: Option to disable config execution of modules for certain entries (disableConfigExecution = 1; in CfgModules entry) Added: Polish translations to stringtables Added: Put eventhandler support Added: Replace darter battery option (vehicle) Added: Russian translation of CMS Added: Setting to disable vehicle crash damage (CMS) Added: Sounds for weaponResting and magazineRepack Added: Surgical Kit (CMS) Added: Take eventhandler support Added: Treatment now works for prone units (CMS) Added: Weapon Heating module Added: Weapon Safety module as part of (cse_sys_equipment.pbo) Added: Added support for disabling broadcasting your own position on the BFT tracker. Added: Advanced Interaction items to curator Added: Allow use of map screen setting for CC BFT trackers. Added: Ambiance sound module Added: Bodybag item for curator placement Added: Carry option to logistics. Added: Display icon when resting weapon or have bipod deployed (top right, making use of displayIcon function) Added: Drag option to logistics. Static weapons are now draggable. Added: Hide ammo information option within equipments module Added: displayIcon function (Shows icons in the top right of your screen) Added: drinking sound to drinking action of field rations module. Added: hasOpenWounds_CMS function Added: variable for tracking units in reviveState across network Changed: Action keybindings can now only be activated when player can interact Changed: Added bottom limit for blood volume Changed: Adjusted grain effect for night vision Changed: All CMS Items are now items instead of magazines (IMPORTANT) Changed: Combined pbo's NVG and weaponresting with sys_equipment.pbo Changed: Combined the following modules into one (cse_sys_equipment.pbo): NVG adjustments, Weapon Resting, Attachable Items, Magazine Repack, Ammo checking. Changed: Custom eventhandlers can now also be accessed through mission description.ext Changed: Improved performance from getDragOptions Changed: Logistic carry action now also works on objects with cse logistics carry enabled through a set variable Changed: Moved damage thresholds to separate module (No longer part of the CMS module) Changed: Now ejects dead units from vehicles Changed: Overworked the magazine repack feature Changed: Refined the old wind deflection code based on AdvancedBallistics Changed: Rewrite of handleDamage [CMS] Changed: Advanced Interaction magazines are now items Changed: Field Rations magazines are now items Changed: Message Display functions now support localization Changed: Tied bloosloss in with cardiac output. Should improve bloodless effect. WARNING: cse_fnc_getBloodLoss_CMS will no longer return accurate results on non local units! Changed: increasePain function now also supports string values representing bodyparts (same as addOpenWounds_CMS) Disabled: Config execution for legacy modules Fixed: CC Item names Fixed: Configuration button bug Fixed: Field Rations module arguments Fixed: gui_loadingbar no longer running twice as fast as it should Fixed: IR strobe effect sticking around Fixed: It is no longer possible to drag/carry units inside vehicles Fixed: Missing addon dependency lists Fixed: Position of icon on display messages (Was overlapping the content label) Fixed: Width of display messages Fixed: Zeus Placement bug Fixed: Damage thresholds didnt function properly. Fixed: Dropping objects before unit goes unconscious. Fixed: issues with CSE backblast module Replaced: cse_sys_backblast.pbo with cse_sys_launchers.pbo Improved: Scroll wheel option for name tags module Improved: CMS module now supports localization in everything but the activity log. Improved: Performance optimization for many parts of CSE. Improved: Scroll wheel option for name tags module Make Arma Not War If you like CSE and would like to show your support, please go to our MANW entry and click the support button! Edited December 7, 2014 by Glowbal Removed fastroping from changelog. Is not included in RC. Share this post Link to post Share on other sites
Fadi 22 Posted December 6, 2014 With 0.10.0 RC1 there are some RPT when RHS Escalation is loaded. No errors when it's not loaded. RPT: https://dl.dropboxusercontent.com/u/14592975/arma3/arma3_2014-12-05_20-52-54.rpt I really have no idea what the issue would be called so I haven't made a ticket on the feedback tracker. I'm also not sure if this should go here or on the RHS thread... but since it was fine with with 0.91.1 I'll leave it here for now. Share this post Link to post Share on other sites
TheMightyKovacs 6 Posted December 6, 2014 That's odd. I played earlier today with RHS+CSE (granted many other mods), and they worked fine. Share this post Link to post Share on other sites
*tcf*jackal 10 Posted December 6, 2014 Thanks for the new version guys. Share this post Link to post Share on other sites