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Combat Space Enhancement 0.2

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Thanks for sending us the update :cool:

New version frontpaged on the Armaholic homepage.

** the CSE Server Config is also available seperatly on Armaholic!

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

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

This means soon 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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Where i can find de earplugs?

There is a crate available in the editor, or use the classnames to add the items:

  • cse_earplugs
  • cse_earplugs_electronic

Edit: There is an issue with the earplugs crate at the moment: http://dev.withsix.com/issues/75791

We have fixed it and it will be included within the next release, which will be within a day or 2, if all goes well.

Edited by Glowbal

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Awesome work, guys, and a really nice Santa present :).

However I wasn't able to find the following classnames in the wiki:

- Earplugs (which Glowbal kindly provided above, I recommend to add them to the wiki, too)

- Darter replace battery

Furthermore I have a few questions: what exactly does the tracker item do? Does it allow you to be tracked in BFT without having a tablet/pda and therefore accessing it?

Where can I find the Fast Roping module? I wasn't able to find it under the CSE modules in editor. Or is it enabled by default?

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Awesome work, guys, and a really nice Santa present :).

However I wasn't able to find the following classnames in the wiki:

- Earplugs (which Glowbal kindly provided above, I recommend to add them to the wiki, too)

- Darter replace battery

Furthermore I have a few questions: what exactly does the tracker item do? Does it allow you to be tracked in BFT without having a tablet/pda and therefore accessing it?

Where can I find the Fast Roping module? I wasn't able to find it under the CSE modules in editor. Or is it enabled by default?

Classnames added to wiki page. Darter battery is: cse_battery_darter.

Fastroping has been pulled out of the release at last moment, as it isn't functioning properly. It seems I have forgotten to exclude it from the changelog as well. My mistake there, sorry.

The tracker item allows you to have an icon on the BFT without having access to a tablet or PDA.

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There is a crate available in the editor, or use the classnames to add the items:

  • cse_earplugs
  • cse_earplugs_electronic

Edit: There is an issue with the earplugs crate at the moment: http://dev.withsix.com/issues/75791

We have fixed it and it will be included within the next release, which will be within a day or 2, if all goes well.

Thanks, great mod.

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Classnames added to wiki page. Darter battery is: cse_battery_darter.

Fastroping has been pulled out of the release at last moment, as it isn't functioning properly. It seems I have forgotten to exclude it from the changelog as well. My mistake there, sorry.

The tracker item allows you to have an icon on the BFT without having access to a tablet or PDA.

Thanks for the info. I am currently implementing the new CSE version into LEA and stumbled upon one isse: LEA lists me all items twice, categorized as "item" and as "magazine". They all have the same classnames, but some of them have "DISPLAY" in their description while their double hasn't. Am I correct in thinking that all CSE items are categorized as items (according to the changelog) and I don't have to include the ones categorized as magazines?

Edited by TheConen

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Thanks for the info. I am currently implementing the new CSE version into LEA and stumbled upon one isse: LEA lists me all items twice, categorized as "item" and as "magazine". They all have the same classnames, but some of them have "DISPLAY" in their description while their double hasn't. Am I correct in thinking that all CSE items are categorized as items (according to the changelog) and I don't have to include the ones categorized as magazines?

You are correct. We have included the configs for the magazines in this version as well, to allow for backwards compatability. In a future update, those will be removed.

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One more question: there is an item which has the classname "cse_battery". Is that an item from the advanced interaction system, an item from the IED system (meaning it is "IED material") or something completely else? I couldn't find it in the wiki's classname list.

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After uploading the latest version to our server, and updating the enabledModules.hpp, we no longer can access our medic menu, and the configure CSE menu gives us very few options. Anything we might have done wrong? We use CSE and AGM together, although we have removed a great deal of the AGM pbos that we do not use or is known to conflict with CSE.

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One more question: there is an item which has the classname "cse_battery". Is that an item from the advanced interaction system, an item from the IED system (meaning it is "IED material") or something completely else? I couldn't find it in the wiki's classname list.

That is an item from advanced interaction.

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Thanks for the new version!

Changelog:
  • Added: assignMedicalEquipment module for medical equipment (CMS)

This is a great addition that should've really been part of CMS from the beginning. Are there plans to expand it in some way, for example to give it a few sets of items to choose from? "A few more bandages" option could be useful gameplay-wise, for example, given how many wounds you usually get.

On that note, what about introducing some kind of automatic replacing of vanilla medical items? I remember it was pretty frustrating early on to run out of bandages and then be unable to use all those first aid kits the enemy had. I made my own script, but things like this should really be part of the mod.

My script if someone is interested:

/*
 Follows and replaces First Aid Kits and Medkits when players pick them up.

 See _fakloadout and _medikitloadout to define what to replace each of them with.

 INSTALLATION:

 Save as follow_cse.sqf and put this into your init.sqf or initPlayerLocal.sqf:

   [] execVM "follow_cse.sqf";

 Another option is to run it through the Functions Library with postInit = 1;

*/

if ( !(isClass(configFile >> "CfgPatches" >> "cse_main"))) exitWith {};

if (!isDedicated && hasInterface) then
{

 [] spawn
 {
   waitUntil {["cse_sys_medical"] call CSE_fnc_isModuleEnabled_F};

   disableSerialization;

   private ["_unitBP", "_refresh", "_fakloadout", "_medikitloadout"];

   // Refresh every _refresh seconds..
   _refresh = 2;

   // What to replace First Aid Kits with
   _fakloadout =
   [
     ["cse_bandage_basic", 3]
   ];

   // What to replace Medikits with
   _medikitloadout =
   [
     //["cse_bandage_basic",      15],
     ["cse_bandageElastic",      8],
     ["cse_packing_bandage",     8],
     ["cse_quikclot",            5],
     ["cse_tourniquet",          4],
     ["cse_chestseal",           3],
     ["cse_nasopharyngeal_tube", 3],

     ["cse_saline_iv_500",       6],

     ["cse_morphine",            8],
     ["cse_epinephrine",         8],
     ["cse_personal_aid_kit",    2]
   ];


   while {TRUE} do
   {
     while {"FirstAidKit" in items player} do
     {
       player removeItem "FirstAidKit";

       {
         for "_i" from 1 to (_x select 1) do
         {
           player addItem (_x select 0);
         };
       } forEach _fakloadout;

     };

     while {"Medikit" in items player} do
     {
       player removeItem "Medikit";

       _unitBP = unitBackpack player;

       if (!isNull _unitBP) then
       {
         { _unitBP addItemCargoGlobal _x } forEach _medikitloadout;
       }
       else
       {
         {
           for "_i" from 1 to (_x select 1) do
           {
             player addItem (_x select 0);
           };
         } forEach _medikitloadout;
       };

     };

     sleep _refresh;
   };
 };
};

Edited by Magirot

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On that note, what about introducing some kind of automatic replacing of vanilla medical items? I remember it was pretty frustrating early on to run out of bandages and then be unable to use all those first aid kits the enemy had. I made my own script, but things like this should really be part of the mod.

My script if someone is interested:

/*
 Follows and replaces First Aid Kits and Medkits when players pick them up.

 See _fakloadout and _medikitloadout to define what to replace each of them with.

 INSTALLATION:

 Save as follow_cse.sqf and put this into your init.sqf or initPlayerLocal.sqf:

   [] execVM "follow_cse.sqf";

 Another option is to run it through the Functions Library with postInit = 1;

*/

if ( !(isClass(configFile >> "CfgPatches" >> "cse_main"))) exitWith {};

if (!isDedicated && hasInterface) then
{

 [] spawn
 {
   waitUntil {["cse_sys_medical"] call CSE_fnc_isModuleEnabled_F};

   disableSerialization;

   private ["_unitBP", "_refresh", "_fakloadout", "_medikitloadout"];

   // Refresh every _refresh seconds..
   _refresh = 2;

   // What to replace First Aid Kits with
   _fakloadout =
   [
     ["cse_bandage_basic", 3]
   ];

   // What to replace Medikits with
   _medikitloadout =
   [
     //["cse_bandage_basic",      15],
     ["cse_bandageElastic",      8],
     ["cse_packing_bandage",     8],
     ["cse_quikclot",            5],
     ["cse_tourniquet",          4],
     ["cse_chestseal",           3],
     ["cse_nasopharyngeal_tube", 3],

     ["cse_saline_iv_500",       6],

     ["cse_morphine",            8],
     ["cse_epinephrine",         8],
     ["cse_personal_aid_kit",    2]
   ];


   while {TRUE} do
   {
     while {"FirstAidKit" in items player} do
     {
       player removeItem "FirstAidKit";

       {
         for "_i" from 1 to (_x select 1) do
         {
           player addItem (_x select 0);
         };
       } forEach _fakloadout;

     };

     while {"Medikit" in items player} do
     {
       player removeItem "Medikit";

       _unitBP = unitBackpack player;

       if (!isNull _unitBP) then
       {
         { _unitBP addItemCargoGlobal _x } forEach _medikitloadout;
       }
       else
       {
         {
           for "_i" from 1 to (_x select 1) do
           {
             player addItem (_x select 0);
           };
         } forEach _medikitloadout;
       };

     };

     sleep _refresh;
   };
 };
};

Thank you for this script. If I might be so bold as to ask, how hard would it be to change the script to be applicable to CSE+AGM?

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Thank you for this script. If I might be so bold as to ask, how hard would it be to change the script to be applicable to CSE+AGM?

I thought AGM already has the "automatically replace vanilla items with addon items" thing, at least when I last tried it? Or am I misunderstanding something?

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Added: Fast roping module (WIP, not polished and error-prone)

I can't find anything on this on our server. Do we need to enable something specific to get it to work?

I couldn't find any commands to fast rope.

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I can't find anything on this on our server. Do we need to enable something specific to get it to work?

I couldn't find any commands to fast rope.

Dev Quote

Fastroping has been pulled out of the release at last moment, as it isn't functioning properly. It seems I have forgotten to exclude it from the changelog as well. My mistake there, sorry.

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hi,

thnx for the update!

is it possible to have one "all in one" module who enables or place all cse modules at once?

with this module we can activate the other cse modules with the yes/no option

and do not have to place in editor every cse module itself.

is the "advanced ballistic" module equal to the newest solo "advanced ballistic" mod?

ruhtberg gives us often new updates for his mod, so how you plan to integrate and

update cse if there is a new "advanced ballistic" update?

is it possible to give all sniper/spotter classes automaticly the kestrel and atragmx?

thnx for your hard work, love it.

---------- Post added at 12:46 ---------- Previous post was at 12:15 ----------

hi

i have more questions:

i found a "advanced ballistics" and a "basic ballistics" module in cse.

can someone explain me the differences?

do i have to activate both?

for weapon resting do it need a separate mod like

e.g. "vts simple weapon resting", or is a resting

option included in cse?

thnx for helping me!

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is the "advanced ballistic" module equal to the newest solo "advanced ballistic" mod?
Yes.
is it possible to give all sniper/spotter classes automaticly the kestrel and atragmx?
A feature that auto-adds certain items to certain units is planned.
i found a "advanced ballistics" and a "basic ballistics" module in cse.

can someone explain me the differences?

do i have to activate both?

The basic ballistics module is a light weight version of AdvancedBallistics. It only simulates wind deflection. You can not run both at the same time.
for weapon resting do it need a separate mod like

e.g. "vts simple weapon resting", or is a resting

option included in cse?

You do not need a separate mod for it. It is part of CSE.

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i found a "advanced ballistics" and a "basic ballistics" module in cse.

can someone explain me the differences?

do i have to activate both?

for weapon resting do it need a separate mod like

e.g. "vts simple weapon resting", or is a resting

option included in cse?

thnx for helping me!

well, i am not one of the makers, but the way i understand it, is that the basic ballistics module is the one which was in cse before advanced ballistics. so it should only be normal wind deflection and not the fancy stuff of advanced ballistics.

as for the weapon resting, yes cse has weapon resting, you just have to activate it in your mission in one of the modules.

but i have a question aswell. one or two updates ago advanced ballistics introduced a .dll for performance reasons. i am guessing the version in the cse rc is an older one? will the .dll make its way into cse aswell?

edit: damn, ruthberg was faster :D

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hi ruthberg,

thnx for your help.

you can enable both modules (advanced and basic)

and get no error hint, or something else.

is there a routine that automatic disable the basic

module if the advanced module is enabled.

that would help newbies like me!

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