glowbal
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Medals
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Medals
Everything posted by glowbal
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Battlefield Command Module - v0.1 ALPHA
glowbal replied to glowbal's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thank you, Foxhoud. It's just @ACE. None of the extra ones, only the core. -
Combat Medical System v0.1 Alpha Released
glowbal replied to glowbal's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
After a very long time, we are finally close to the next release. We have just entered a new testing stage, which will hopefully result into RC0.5.3 BETA. A lot has been changed and improved and I am quite happy with the results. The majority now will come down to adjusting values, before the public release. Hopefully more soon! -
GBL Advanced Interaction
glowbal replied to glowbal's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
You have to place them down - there is a post somewhere in this thread that explains how. -
GBL Advanced Interaction
glowbal replied to glowbal's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
If there are 'insurgents' walking around, you can identify them by talking with them - somethings they can also pull out a gun and start shooting you. -
Combat Medical System v0.1 Alpha Released
glowbal replied to glowbal's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Status update for CMS; It has been a very long while since I showed anything regarding CMS. I have showed snippets from the A3 version as part of the Combat Space Enhancement modification I am working on but haven't show anything for A2. After many prototypes and rewrites of features/modules such as CMS for CSE, I have decided to first make a version that works well in A2 (and will continue to do so until A3 has been released) and then convert it to A3 for inclusion in CSE. Let me first start of that we are now many versions ahead with CMS. We are currently at 0.5 Alpha. Which kinda means I have redone the entire code of CMS for the 5th time. This has as a benefit that a lot of the code has been improved, not only performance wise (mainly network), but also to allow myself easy updating and integrating new features without having to modify a lot of things. The features we had planned, such as a system for airway management and broken bones, can now easily be included into the existing code (once that has been fully tested). Before I continue to talk about what is new, I will first show you a video briefly showing a week old version; New in CMS Let us start with the obvious; there is a new UI. I wasn't quite satisfied with the existing UI we had in CMS. This current UI, is much cleaner looking. It also allows for custom additions from yourself to the different categories. For example you would like to add an extra option to the bandage menu or examine menu; it's possible now. As you have probably noticed, since the video is mainly about that, the UI also has little icons on the top. These icons will display some of the status a person is in; it will display things as whatever or not that person currently is on an IV, or has a tourniquet somewhere. It will also display whatever someone has lost a lot of blood and more. Further more we now have an image of a body in the center. This was one of our original ideas to implement in our UI but didn't fit in the old one. I am happy we have it now, as it helps the medic a lot with identifying areas that need to be looked at. Note though that it will only show up red for visual wounds; if there is a hidden type of wound on a person the medic still has to specifically look for that. Another addition to the UI is the implementation of shortcut keys. This contributes a lot to the fluid usage of the menu and if you know them all it will allow you to treat someone very fast. There are a few new things about the UI which I didn't show in the video but those will have to wait for later. After all, some are still in development and might change (a lot). We now have integrated support for the ACE backpacks. Upon treating someone it will now automatically take items from your backpack as well. Priority is still given to the items in your inventory however. Some other features implemented are: Tourniquets (they are no longer a bandage, they now cut off the limb blood supply), support for spawned in units, a bunch of new treatment options, new vehicle casualty management UI and many many more changes and bug fixes. -
Combat Medical System v0.1 Alpha Released
glowbal replied to glowbal's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
It has been in the new version. I have been out of the arma modding for a while but since a week or so I am back working on things again, including CMS. -
Combat Medical System v0.1 Alpha Released
glowbal replied to glowbal's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
You are referring to spectator scripts, with the ability to revive a person when they are dead, instead of re-spawning, no? I will see if I can build in either a hook so someone else can make the script or come up with something myself; but it's low priority. -
Combat Medical System v0.1 Alpha Released
glowbal replied to glowbal's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
When it's done. I am not going to give out a date, since I know I might not be able to stick to it. Perhaps I can give you guys something else in a bit. -
Combat Space Enhancement Modification
glowbal replied to glowbal's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Just letting you guys know we are still working on this, although slowly. The Combat Medical System module(also the A2 version) is currently taking up most of my time, but I have something else in the works for quite some time now that should hopefully soon be ready for a video. In the main time, I suppose I could show you this image, which I believe had not been posted here yet: http://i.imgur.com/YV24BPP.jpg And hopefully by the end of this week I will show you guys a new video again, probably displaying the current implementation of the CMS and Advanced Interaction modules. -
Combat Medical System v0.1 Alpha Released
glowbal replied to glowbal's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
This is not in any of the near plans. I have been out of the arma modding (mainly A2) for a while, but I am back and I will have some nice things to show you guys hopefully soon. -
Combat Medical System v0.1 Alpha Released
glowbal replied to glowbal's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I have send a reply to your PM. If there is anything regarding CMS specifically you need help, please ask. :) -
Combat Space Enhancement Modification
glowbal replied to glowbal's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
It will be an improved unconscious system, based on CMS for A2. There will be instant kill, but it is also possible to stay unconscious for up to many minutes (there isn't really any real limit). Everything is depended on the wounds, a bit of chance, and provided treatment (or not). -
Combat Space Enhancement Modification
glowbal replied to glowbal's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I had hoped to show some more, but unfortunately some other things popped up. So for the time being, only this video to show we are still making progress: The system is side dependent as well. So BLUFOR and OPFOR can both have different information on a certain person. Note that the British kit shown in this video is a few weeks outdated, I expect Donny will be posting an update with his latest progress on these later on (and it's good progress, they look awesome in game). -
Handle Damage before it's processed
glowbal replied to farooqaaa's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
if (!Isdedicated) then { waitUntil {!isNull player}; player addEventHandler ["HandleDamage", {_damage = _this select 2; _unit setdamage _damage;}]; }; A few notes: It gets executed 5 times, for each selection ("head_hit", "torso", "legs", "arms" and ""). Using the example code above will give you undesired behavior most likely. Personally, I would put it in a call anyway, but: private ["_unit", "_selectionName", "_amountOfDamage", "_sourceOfDamage", "_typeOfProjectile","_statusBodyParts"]; _unit = _this select 0; _selectionName = _this select 1; _amountOfDamage = _this select 2; _sourceOfDamage = _this select 3; _typeOfProjectile = _this select 4; // modify _amountOfDamage here however you like. For example: // _amountOfDamage = _amountOfDamage/2; // (not advised to do this, see below) // one note: The damage passed on is damage done by the bullet + previous damage on the selection (ie previous damage was 0.2, bullet did 0.6 damage. Damage passed on would be 0.8). // in arma 3, I found that when setting damage with sethit, any value above or equal to 1.0, kills the unit. // safest bet, if you want to modify damage is storing it in an array with setvariable on the unit. Grabbing the previous variable, extract that from the passed on damage (_amountOfDamage), and modify that number. // Then you add the outcome to this, add that to the original value and adjust _amountOfDamage with this. // Example: // _storedDamage = _unit getvariable "stored_damage": // _difference = _amountOfDamage - _storedDamage; // _amountOfDamage = _storedDamage + (_difference/2); if (_selectionName != "") then { _unit setHit [_selectionName, _amountOfDamage]; }; This might be what you're after? Note, you have to set damage yourself, this handler does not do that for you, thus the setHit. Feel free to PM if you got any questions. -
Combat Space Enhancement Modification
glowbal replied to glowbal's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
We are certainly planning to include as many parameters to adjust/disable/enable specific features or values. Thank you for the feedback we recieved so far. We are very excited that CSE has been recieved mainly positive by the community and we hope to be able to show you some more of our progress soon. -
Combat Space Enhancement Modification
glowbal replied to glowbal's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
It was supported in MSO for Arma 2. Anyway, here is a little preview: It also shows a bit of the interaction menu. -
Combat Medical System v0.1 Alpha Released
glowbal replied to glowbal's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
https://dev-heaven.net/projects/cms/issues Also in use for the A3 version, which is part of CSE. Documentation should be done sometime soon, I hope. I will poke our documentation people a bit more to get futher details. Note, with the download came a pdf which would explain the majority of medical items available (ie what does morphine do and what are the effects of it?). -
Combat Space Enhancement Modification
glowbal replied to glowbal's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Yes, it's still very much work in progress. Ideally,it would show a max of 2 wounds (entry and exit), I suppose. -
Combat Space Enhancement Modification
glowbal replied to glowbal's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
While working on the UAVs, I got another idea; I suppose this can be justified, given the date. :p Hopefully we will be able to show you more work in progress content/features later on this week. -
Combat Medical System v0.1 Alpha Released
glowbal replied to glowbal's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
We have not. What was the error? And I just checked, the page is public. -
wow you are fast. Thanks! :)
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Sweet! Will you be making a black variant as well? :)
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Combat Space Enhancement Modification
glowbal replied to glowbal's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Where possible, yes. With additional parameters and options possible for some. Currently the only exeption most likely is going to be the interaction menu (not shown yet), since other modules depend on that. Certain other things will most likely be accesable through settings. Current set up is that all modules are disabled by default. -
GBL Advanced Interaction
glowbal replied to glowbal's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Do you have the keycuffs in your inventory? -
Congratulations on the release, very interesting stuff in there!