glowbal
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Everything posted by glowbal
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ACE3 - A collaborative merger between AGM, CSE, and ACE
glowbal replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Keybindings are done through CBA, not a userconfig file. While in game, press esc -> configuration -> controls -> Configure addons -> ACE * -
ACE3 - A collaborative merger between AGM, CSE, and ACE
glowbal replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I've done the documentation for the settings framework this morning. It's now available on our wiki: http://ace3mod.com/wiki/framework/settings.html#3.1-getting-all-the-settings! -
ACE3 - A collaborative merger between AGM, CSE, and ACE
glowbal replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
ace_wep_javelin is a very old pbo and no longer exist. He probably merged the release version with an outdated build. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
glowbal replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Bananas for everyone! -
ACE3 - A collaborative merger between AGM, CSE, and ACE
glowbal replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Note if you use this: if (isServer) then {this setVariable ["ace_medical_medicClass", 1];}; You want to also add the public flag; if (isServer) then {this setVariable ["ace_medical_medicClass", 1, true];}; Assuming you do this through the mission init field for objects, you could also use this: this setVariable ["ace_medical_medicClass", 1]; The variable needs to be set on all localities/clients, otherwise it may not work reliably. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
glowbal replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Edit: What flummi said. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
glowbal replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
What error messages are you getting? Also if that are your pbo names, it may not have been build using our make.py in the tools directory. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
glowbal replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
No. It are classes. The documentation for this will be coming soon. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
glowbal replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
http://ace3mod.com/wiki/user/how-to-report-an-issue.html -
ACE3 - A collaborative merger between AGM, CSE, and ACE
glowbal replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Yes, you will be able to force any ACE setting through it. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
glowbal replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
The server folder in optionals is a pbo only used on the server side; same with the files in the userconfig folder. If you use the server pbo, you will require the userconfig folder on your server. Clients will require neither (and shouldn't want to use the server pbo or userconfig files at all). It is meant as an easy way to adjust all and any ACE setting for all missions on a server. Documentation on the server config and settings framework is not yet written but I imaging that will be sometime soon. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
glowbal replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
We won't be forcing anyone to play with either ACRE2 or TFAR. I am not certain what is meant with seamless integration of radio addions in this context, so if clarified I could provide you with a more detailed answer. Eitherway we have both ACRE2 and TFAR developers involved with ACE3. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
glowbal replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hi everyone, In the past few days I have seen a lot of questions regarding the medical system in ACE3. So I have listed the answers to your questions in this post. My apologies if I have missed some! Q: Will the medical system be based upon AGM or CSE? Or ACE2? A: Both and none. The entire medical system is a complete rewrite with inspiration taken from all 3 systems. It is a brand new system. And while the medical system has been rewritten, veterans of AGM or CSE will find their respective systems very accessible. Q: In the video I saw torso before the medical actions. What is that about? A: Our interaction system is done in 3D as much as possible. This also means all medical actions are tied to specific body parts (left leg, torso, etc). Q: CSE has vitals such as heart rate and blood pressure. Is this also part of ACE3? A: Yes. We have implemented a level based system with as many as possible togglable features. We provide a basic and advanced medical simulation setting. Basic provides a medical system similarly to the AGM version. Advanced allows for a system such as in CSE, or even more complexity if that is preferred. Q: CSE has server side enforcement of medical settings. Will this be in ACE? A: Yes. We have a powerful settings framework for ACE3. This allows server admins but also mission makers to force features on/off how they like it. This is not just medical specific but for the entire modification. Q: There was an issue in CSE where you would get a massive amount of injuries for a single bullet. Is this fixed? A: Yes. Using techniques for filtering handleDamage from AGM we have managed to improve both the accuracy and reliability of the advanced wound assignment. No longer a possible 4 new wounds for a single gun shot, but 1 instead. Q: Does medical use an extension / dll? A: No. Q: Within AGM, units would automatically be provided with basic medical equipment by replacing the vanilla med kit. Is this in ACE3? A: Yes, ACE3 has this as well. ---- And to finish this post, a sneak peak at one of the features within ACE3 medical: -
Facebook | YouTube | Google+ Version 0.10.0 ALPHA RC1 Combat Space Enhancement is a modification for the game Arma III and is developed by the team behind Combat Medical System. All features from CSE are build on top of our in house developed framework, allowing for compatibility between various modules/features with ease by both our in house created modules and any third party made content. The focus of CSE lays with (larger) COOP gameplay, but also supports singleplayer and PvP whenever possible. About From medical simulation to logistical capabilities, we provide modules that allows you to enhance your gameplay. Adjust settings, enable modules and components you like, and leave out the ones you don't. All our modules work standalone, however when you have multiple enabled, they are able to talk to each other to further increase the immersion and functionality that the CSE framework provides. 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 Additional mirrors Armaholic.com Arma3.de withSIX License Combat Space Enhancement is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. Permissions beyond the scope of this license may be available at http://www.csemod.com/license. Highlights Modular features, turn modules on/off at your liking Many customisation settings for gameplay modules Supports TFAR, ACRE2 and ALiVE Media Youtube Video Gallery Documentation Documentation about CSE and its features can be found at wiki.csemod.com. Please be aware that the documentation found can be work in progress, incomplete or missing. Credits Developers: Glowbal, Kieran, Rye, Aposky, Janus, Ruthberg Contributors: DocScarle, -FM-, Carrot, Ogirdor, Beardmoresam, Bovin3dome,Raptor 6 Actual, Tupolov (Weapon Resting), & Donny A full list of our development team, contributors, and testers can be found on our webpage. Special Thanks A huge thanks to the communities that have helped us with testing, feedback and other various things; 16 Air Assault (16AA), 4th Marine Special Operations Battalion (4MSOB), Whiskey Company, 3 Commando Brigade GU, Gruppe W, ALiVE Modification Team. And last we would like to thank all of you whom have showed your support on our Make Arma Not War page.
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Turns out AGM also closed today..
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Combat Space Enhancement Closed Version 0.11.1 ALPHA A few of you have send me PMs asking where I have been. It has been a while since you last heard from me on the BI forums. Unfortunately I have to announce that due to circumstances in the Arma modding community, it is no longer feasible for myself to continue work on CSE. I'd like to thank everyone for their support over the past year, it would not have been possible without you. Coming with this announcement, I also release the for now last patch for CSE. The changelog is small however, as I did not have the time these past months to work much on CSE. Eventually, due to the fact that the game and the environment of it change due to Bohemia releasing new updates, things changing, new awesome modifications being released in the future, features within CSE might no longer function over time. If the need arrives, there are other good alternatives available for some of the functionality we provided with CSE, such as AGM, made by a bunch of awesome people, who are very active in the Arma 3 modding community. Download You can download CSE here Download Changelog: Fixed: Logistics load bug Fixed: minor issues in f_modules ---- My thanks to everyone involved in the project, contributors, developers and users. It has been a blast. Glowbal & the CSE Team
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Facebook | YouTube | Google+ Combat Space Enhancement has started development shortly after release of the Alpha. Due to many reasons, half way through the BETA of A3 we decided to focus upon CMS A2 and leave CSE until it was released. Now with the release of CMS for A2 last month, myself and the CMS team have been working hard to reshape the project. Therefore I am glad to finally introduce you all to the expanded CSE Team and our new website. New Website We recently got ourselves a website. You can find all information about the CSE project, it's team and more. http://csemod.com Once the first version of CSE has been released, you will be able to find the API and various tutorials on there as well. Media All content shown is work in progress. Development Team The Development team has been expended with the CMS A2 team. Glowbal, Team Lead Kieran Rye Aposky Raptor 6 Actual Plans Our main efforts are to provide functionality in areas that have previously not gotten the attention we believe it deserves and implement features based upon real life while keeping gameplay value in mind. These areas are but not limited to: Medical Simulation, Engineering, Civilian Interaction. These are the modules that will be focused upon for the first releases: Combat Medical System Command and Control Field Rations Logistics Advanced Interaction Enhanced Engineering As with CMS A2, we are also going to offer a third party support framework integrated in all our modules. This means that we provide various eventhandlers, hooks and functions that allow third party developers to create AddOns for CSE and it's components, without having to alter its original form. Glowbal Combat Space Enhancement Team Lead http://csemod.com
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Combat Space Enhancement Updated Version 0.11.0 ALPHA Download You can download CSE here: csemod.com (Direct link: Download) If there are any issues with downloading CSE, please contact us here or via our website. Changelog: Fixed: debug print in combat deafness. Changed: Minor improvements to weapon heat jamming. Fixed: Some fixes for treatment actions from cse medical. Fixed: Logistics actions. When trying to load you would load your self, not the object. Fixed: Script errors for advanced interaction when using config init. Added: Keybindings for gestures.
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You will have to handle that yourself. CSE does not provide persistancy. Those are mainly internal improvements to the code. You will not notice it as a user, other then maybe slightly better performance.
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Combat Space Enhancement Updated Version 0.11.0 ALPHA RC1 This update should address the majority of the issues that have been reported since the last version. This is a Release candidate however, so there might be a patch coming later on to fix any issues that may come to light with this update, as per usual. My appologies for the delay with this update. We are only a small team and we all are doing this in our spare time. Unfortunally this means that sometimes we will be late with releasing a new version or answering any questions on the forums. Download You can download CSE here: csemod.com (Direct link: Download) If there are any issues with downloading CSE, please contact us here or via our website. Changelog: Added: a setAllSetVariables function. Added: custom eventhandler calls to enable module. Added: Expanded the nametags module with setting to work with friendly sides as well. Added: Missing items in CfgPatches. Added: Weapon safety icon. Added: getAllSetVariables for categories. Added: module initialization settings. Changed: Improved nametags module compatibility with Curator. Changed: Overworked combat deafness sound pressure calculation. Changed: Reduced the amount of spawns. Changed: Weapon safety to be a toggle. Changed: minor improvements to ambient civilians module. Fixed: Bug in advanced ballistics exit condition. Fixed: Civilian_F classes not working anymore. Fixed: NVG module is no longer activated for Curator view Fixed: handleFixed: handleDamage would treat firing mortars as vehicle crashes. Fixed: initial call for hide unit ammo info inside vehicles. Improved: Improvements made to various CSE modules (mainly medical). Removed: Backwards compatible magazines instead of items. Removed: Unused modules and textures from various places.
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Hmm, I will see if I can go about improving that for a next version. Does it all function correctly now you changed the keys to be different from each other?
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I am currently on holiday break, but will catch up with all questions and bug reports soon. That sounds like a new version of the bug I solved a few months ago. Thanks for reporting, will fix it or at least make it so the fix animation button will actually fix it.
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Thank you both, Foxhound and Kecharles28. :) ---- Coming soon..
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Facebook | YouTube | Google+ Combat Space Enhancement Updated Version 0.10.1 ALPHA This is the public release for version 0.10.1 alpha of CSE. 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 NONE Changelog: Added: Option to disallow the use of the DLL extension (Advanced Ballistics). Added: Option to turn on system chat information messages. Added: Option to disable AB by default. Improved: Made basicBallistics fully compatible with AdvancedBallistics. Fixed: Bug in fn_advanced_ballistics_extension.sqf. Fixed: Bug #75827: Heart rate and Blood pressure not working. Fixed: Bug #75828: Stitching button label is Missing. Fixed: Field Rations parameters weren't correct. 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!
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Facebook | YouTube | Google+ Combat Space Enhancement Updated Version 0.10.0 ALPHA This is the public release for version 0.10.0 alpha of CSE. 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 NONE Changelog: Added: Client side option for grain effect from NVG. Added: Surgical kit to crate (CMS). Added: Unrest action to weapon resting module. Added: Weapon resting (without bipod) on terrain. Added: Improved convective cooling (weapon overheating). Added: Sounds for weapon unrest/undeploy actions. Changed: Adjusted grain effect from NVG. Changed: CBA is now optional again. No longer a requirement but is supported. Changed: Can now also repack magazines while prone. Changed: Can now also swap barrel while prone. Changed: Damage is now only down if wounds are being added (CMS). Changed: Hint from deafness is now an small icon in the top right of your screen -> cse_fnc_gui_displayIcon. Changed: Made the ear ringing sound replay less often . Changed: Output for check ammo is now a CSE display message. Fixed: Ambiance Sound module. Fixed: Bug #75789: Modules defined on server aren't initializing. Fixed: Bug #75790: Error Undefined variable in expression cse_fnc_setDead. Fixed: Bug #75791: Ballistic Items and Earplugs Crates are transparent when placed in editor. Fixed: Bug #75813: Parallax Adjustment Script Error. Fixed: Bug #75814: Opening Kestrel on Dedicated Server. Fixed: Bug #75816: OPA item does not work (airway from CMS). Fixed: Bug #75817: Combat Deafness Continuous Ringing. Fixed: CMS would sometimes play a ringing noise. Fixed: When using force dead with cse_fnc_setDead, _force would not receive a value. Fixed: Icon never fading out (weapon resting) Fixed: Bug in weapon unresting code (weapon resting) Removed: No longer supporting Disposable launchers. Config remains for backwards compatibility for the time being. 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!