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glowbal

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Everything posted by glowbal

  1. Combat Space Enhancement Updated Version 0.3.1 ALPHA This patch is aimed at adressing some of the issues introduced with the 0.3 release, more specifically the Basic Revive module, which is meant to be used in combination with CMS. 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: Changed: CMS Effects only display if unit is conscious Fixed: Basic Revive not functioning correctly. Fixed: Full Heal not functioning
  2. The current integration is very limited and only covers the Advanced Interaction Module. There is no special action required by users for this and works out of the box if both ALiVE civilians and CSE Advanced Interaction are enabled.
  3. this addItem CLASSNAME. http://wiki.csemod.com/index.php/Command_and_Control#Classnames
  4. Facebook | YouTube | Google+ Combat Space Enhancement Updated Version 0.3.0 ALPHA This update brings new features and many improvements to the existing onces. The Interaction Menu, while still enabled, has been replaced by the Action Menu. This menu merged the self and other interaction into one menu and allows for quick navigation through a large amount of options. Besides the new menu, we have also made improvements to the Advanced Interaction module, which should now be in a playable state. This also contains some basic integration with the awesome ALiVE Modification. Futher more, we have rewritten large parts of the Combat Medical System based upon your feedback. The Module and it's system should now be more reliable and it has many new customization options. 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: Weather Meter (Keybinding). Added: Prototype of Advanced Interaction Conversation Module. Added: new radial menu (CSE action menu). Added: Large collection of basic icons for action menu. Added: Many functions now contain proper headers. Added: Custom Eventhandler framework functions. Added: basic revive module. Added: Groups Module. Allows for leaving and joining of groups by players. Can only join groups on same side as player. Added: option for disabling CMS for AI (Ensure you replace your CMS module in existing missions!). Added: !isArrested check for canInteract Added: sys_gestures. Created as a test for new Radial Menu Approach. Works good enough for including within CSE project. Added: Option for ordering formation switches by formation leaders Added: Basic airway functionality for CMS (Includes treatment and injury (able to breath or not) EXPIRMENTAL). Added: pda and tablet_uk icons. Updated tablet icon. Added: Cardiac Output and peripheral Resistance for blood pressure calculation. Added: HeartRate adjustment over time period functionality. No longer is heart rate instantly increased by 30 bp/m. Added: loadPerson framework. Added: Damage thresholds for AI / Players within CMS. Added: New models for field dressing & Packing bandage. Added: Option for med kit settings within CMS. Added: Heart Rate drops if blood volume is below 75%. Added: Started on localization for CSE. Added: ALiVE mod integration with AIM and CSE Action Menu. Fixed: Bug #74920 Adds a extra attachment on every use. Fixed: Bug #74848: Minutes in tablet/pda aren't displayed properly. Fixed: Some config errors. Fixed: Unconscious loop bug for low blood pressure. Fixed: units wouldn't receive blood texture. Fixed: Issues with weapon resting. Fixed: Tooltips not showing up properly. Fixed: Cardiac arrest. Should now handle all use cases. Fixed: HandleBackblast exit conditions. Only works on local units now. Fixed: Now fully supports revive module from CSE. Fixed: name tags and freefall. Fixed: Group switches for loading in vehicle and unconscious are now compatible Fixed: Paths for models, textures and rvmats. Fixed: missing semicolons in cfgVehicle.h files. Fixed: Missing stringtable.h entries. Fixed: Unload person will spawn and wait until unit is out of vehicle, before setting unit into animation. Changed: Profilenamespace is now being saved upon menu close (cse_f_configuration menu). Changed: Medical Menu no longer works for snakes. Changed: Reorganized module categories. Changed: Updated style of loading bar. Changed: Disabled all init eventhandlers for objects. Changed: Additional safety check for unconscious state + cardiac arrest. Changed: Decreased mass of medical equipment. Changed: InitalizeModule now use calls instead of spawn. Changed: Increased unload area for logistics from 25m to 50m. Changed: Certain core loops now make use of BIS_fnc_Loop instead of waituntil (Experimental) Changed: rewritten the vitals script of CMS Changed: Refactored a lot of internal code Improved: Name tags detection script. Improved: Improvements made to variable framework - Should improve performance. Removed: Excessive debug prints.
  5. What's coming in 0.3 Version 0.2 was released about 3 weeks ago, and we have released several patches fixing various bugs that have been identified. So far we are pleased with the feedback that we have received, and we appreciate all the reports, and suggestions. For those of you who have submitted bug reports or feature requests, please be aware that we have seen them, and will get around to fixing and/or implementing them as soon as we can. While a stream of bug fixes is nice, in time we would also like to include new features, so here is a quick overview of what is ahead. Firstly, we have rewritten large parts of the Combat Medical System module. Vitals should now be producing more accurate and reliable results. We have added also in the possibility to add in your own treatment and examine actions. This of course means that the third party support is slowly being integrated within the CSE modules. We have also completely overhauled the Interaction Menu and replaced it by a new Action menu. For the first few versions, we will be keeping both systems running along side each other, but eventually it will be used alone. All new modules coming with 0.3, will be making use of the new Action menu only. Attached to this post, you will find some images of the new menu. These are just some of the new features that will make it in 0.3 release and we will show you more in the upcoming week(s). Change formation, part of the Sys Groups module, in the new CSE Action menu New CSE Action menu, Magazine repack
  6. Unfortunally the guy who was working on that has left the arma community. I have some assets, but they are largely incomplete. So I am afraid not, sorry. Correct, not necessary anymore.
  7. I have rewritten the vitals script for 0.3 and it is working a lot better now. That means that giving saline or any other IV will raise blood pressure, depending on heart rate and various other things.
  8. Not yet but it will be in 0.3. (feature)
  9. Short answer: Yes. More details: Unfortunately it's not possible to fully overwrite the healing behaviour (basically the default engine healing will continue to exist wiki). What AI can do, however, is heal themselves. (Ensure CSE_ALLOW_AI_FULL_HEAL_CMS = true; is set in your mission if you want to be certain about it. Will make it into an argument for the module in a future update). Unfortunately this is the best I could do, until the issue on BI's side has been resolved, and it sort of works. It just means that the blood on model will disappear after the healing action. Yes please. I have tried it myself using vanilla, and AI took at most 3 hits at ~500m distance, before they went down. This was using that 6. something round from Vanilla, if I recall correctly. From up close, it can be instant or multiple shots, depending on whatever or not I hit the body armour. Any data that you can provide will be useful. If the issue is still around, I will try and do another update to fix this asap (this weekend or early next week, depending on your report).
  10. Combat Space Enhancement Updated Version 0.2.8 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: Fixed: Bug #74823: BackBlast damage not showing on model Fixed: Bug #74846: Enough damage can revive unconscious patients and make them invincible Fixed: Bug #74849: can not modify keybinds in CSE Fixed: Bug #74860: Unit is lying when someone is carrying him Fixed: Bug #74862: Blufor Tracking in Tablet Fixed: Bug #74863: AI Taking extreme amounts of bullets without dying. Fixed: Bug #74873: CSE Medic System does not Override ArmA Vanilla Medic System Fixed: Bug #74876: Shooting AI causes them to briefly stand up Fixed: Bug #74877: AI appear alive when they're actually dead Fixed: Bug #74879: Typo in QuikClot field dressings (Option button) Fixed: Bug #74897: TFR Revived - Cannot be heard Fixed: Disabled allow instant death made units invincible.
  11. There will be a patch later this week, that should address this issue. I am afraid it took a bit longer as I hoped, as I have been spending some time away from Arma for a couple of days. Currently the advise is to switch 'allow instant death' to true.
  12. There is a way, however I think it might be a bit buggy. I will make certain it works for the 0.3 release, as well as provide a wiki article about it. No, however I will add a few functions for this. Though perhaps the following would help you out for now: if (["cse_sys_medical"] call cse_fnc_isModuleEnabled_F) then { [_unit, _damage, 0] call cse_fnc_increasePain_CMS; [_unit] call cse_fnc_setUnconsciousState; }; Did you enable any CSE module in your mission?
  13. Happy to hear that. Currently the allow instant death to false basically means; all injuries through the CMS module will not result in death. This will be adjusted in a future update, where I will include a separate module for just this, and tweak the instant death setting for CMS to be more true to it's description.
  14. Have you put the allow instant death to false? If so, switch it to true. Otherwise, like Rye said, please make a bug report and I will get on it asap.
  15. cse_personal_aid_kit Will update wiki with latest classnames. There are a couple of others missing. Does it work without CBA? Also, what menu are you trying to open?
  16. Yes. And the response can be affected by high ping. I will see if I can improve this.
  17. Thank you, Kecharles. :)
  18. Combat Space Enhancement Updated Version 0.2.7 ALPHA Second patch this week, however we have some more bugs resolved, while we continue working on version 0.3. 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 #74770: Unit is bleeding after ramming other car as a driver in vehicle Fixed: Bug #74815: Unable to drag or carry when holding pistol. Fixed: Bug #74821: No option to provide CPR Fixed: Bug #74822: Callsigns don't not always work in MP environment Fixed: Bug #74826: Vehicles loose the Medical facility when they respawn. Fixed: Bug #74829: Arma3 FirstAidKit and MedicalKit Fixed: Bug #74832: Unable to carry/drag dead player. Fixed: Bug #74833: Unable to manually stop giving CPR. Fixed: Bug #74834: Dragging AI "revives" them Fixed: Bug #74835: NVG brightness setting is not adhered to when inside vehicles Fixed: Bug #74836: keybinding special keys
  19. 1. It works in SP, but the AI will not properly treat each other. I am looking into this and already got some possible solutions. 2. They should be, yes. 3. I am afraid airway and fractures both are not working yet. 4. I am still trying to figure out how to disable the A3 default medical system, optional. -------------- We had quite a few people ask for support with enabling features from CSE, so we created a quick video about it. It covers CMS, CC and a few of the smaller modules. The concept for all of those is the same. We also wrote a short wiki article about this.
  20. Thanks. The callsigns issue has a work around; this setvariable ["cse_bft_info_cc",[TYPE,CALLSIGN,true,false]]; Allowed types: CALLSIGN is just a simple string, whatever you would like the call sign to be. This work around should work fine. I will try and come up with a fix for this asap.
  21. Hi, it is much more efficient if you post up your bug reports on our tracker. It helps me a great deal if I only have to look at once place for all reported issues. I will answer some of your questions though; 1. Currently that is largely the only difference. There will be more implemented in the future, such as change of success for CPR, for example 2. Top right, hit the three lines icon to open the side bar. Press toggle call signs. AIM is as stated on our website, currently unstable and lacking. Almost every feature it has is incomplete and might be buggy. For my own community, I advise people to not use it until I get around to updating it (which will be in 0.3). I believe there is some way to load prisoners into vehicles, but I do recall having to fix a large amount of bugs in that one quite recently, when I started on implementing AIM properly. This is intentional behaviour. ------ Thanks for your feedback, everyone. It is really appreciated and we hope to be able to use it to improve CSE. I am working on some of the still lacking features from this release currently as well as implementing some feature requests, which hopefully will be done before the end of next month (no promise!)
  22. A very quick list: - When shot; Check pulse and BP. Use tourniquet, bandage and stop all bleeding. Provide an IV. Check pulse and BP again. If near or above normal levels and patient has pain, consider providing morphine (1x). Not always necessary though. Don't forget to remove the tourniquet after some time, or it will start to hurt the patient. - When unconscious; ensure pulse and BP are still present. If the unit has been shot, first thing to do is again stopping all bleeding, followed by providing at least 1000ml of an IV, usually Saline. If there is an heart rate but very weak, consider applying epinephrine, though usually unconscious with a heart rate means blood loss or heavy pain. So morphine could also work, but only IF the patient has a decent heart rate. - when unconscious but no pulse; CPR might sometimes do the trick. Do not apply more as one epinephrine. It might help with CPR, but only a little bit. It does not wake up your patient! Only other thing left to do, is rush the patient to the medical facility and patch up there, using a personal aid kit. You can continue giving CPR while in the casevac vehicle. Note: This is for the current version and is not 100% complete. We will try and put some more information (a proper one) on how to treat casualties on our wiki. Note2: Not everyone can be saved.
  23. Combat Space Enhancement Updated Version 0.2.6 ALPHA This version should have the majority of the reported issues from 0.2.5 resolved. We are happy with the feedback and reactions you guys have given us. It gives us motivation to keep working on this. 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: Disabled: init eventhandler for objects. Currently not in use. No point in keeping it enabled. Added: function for ragdoll. Preperation for (#74469: Animations when a unit is shot or goes unconscious) Added: function to check if a unit is in water (cse_fnc_inWater_F) Changed: split up onMenuOpen update Icon function. Now icon updating has it's own function. Fixed #74722: When prone and passed out player still has gun up as if still conscious Fixed #74781: CSE CMS Menu flickering/flashing. Should be called once per frame now. Should no longer cause flickering. Fixed #74782: CMS Medical menu "Toggle 'self'" button works only one way Fixed #74784: Backblast damage making weird animation loop Fixed #74787: Medical System doesn't work over water Fixed #74788: Unit is standing when someone is dragging it. Fixed #74789: Placed ammo crates are being placed at ground level not feet level. Fixed #74790: AI group is stopping after 1 of their teammate went down and is unconscious Fixed #74793: CMS not Showing status Fixed #74798: Name tags don't work after respawn Fixed #74799: unconscious player after full heal does not come back up out of unconscious state Fixed #74804: Location of attached objects Fixed #74809: Vehicle tracker is not shown if Tracker is synced with vehicle with AI. Fixed: Full heal when instant death was set to false wouldn't work Fixed: Full heal would sometimes magically wake up the dead
  24. Hi. The keybindings can be set to whatever you would like. We have listed all action that have default keybindings on our wiki, for each specific module. The default for interaction is left windows, and everything should be accessible through this as well. To get an overview of your keybindings, you can open the CSE configuration menu. We have a tutorial video on how to use and access this;
  25. Currently, it is only for MP environment. Though it does work exactly the same in SP. Perhaps the ability to control AI squads is an interesting feature to add in the future. Assign waypoints and other commands to groups.
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