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glowbal

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Everything posted by glowbal

  1. Not at all. The medical system from CSE, just like all other modules, are disabled by default. You can only use the parts you want/like and don't touch the rest.
  2. Did you place down the modules in the editor?
  3. It is possible to do so for both players and AI. Note though that the Advanced Interaction Module is not entirely reliable and possibly contains many bugs. The original plan was not to include it, however since we had already shown some parts of it in certain videos, we decided to include it regardless. Luckily though, it is set for our next iteration.
  4. No, I am afraid not (yet). We are mainly focused upon COOP and Multiplayer, which means players have been our first priority. We did start discussing on how to handle CMS treatment functionality for AI within our team recently, however, and we have got some ideas. Hopefully it will be in one of the next updates. That said, the system does work on AI. They just can't treat each other yet. --- I am publishing some videos on our Youtube page, showing different modules and features from CSE. You will also find some of those on our wiki.
  5. At the current stage, there is no plan to create an artillery system or anything similar. However, as development progresses and the modification matures, we might look at adding in extra modules.
  6. No. We will be staying with our own features. There is obviously some overlap of features with other mods such as ACE, as we both have a similar aim of creating a more indepth and rich experience on the battlefield for players. The intent of CSE has never been to re-create ACE, but to create a customisable and more indepth modification that we would like to play and (hopefully) the community would like to play.
  7. Yes, that is possible. You do need to lean though. So it's best used on corners.
  8. Misc Modules Showcases A little while ago we announced the upcoming public alpha release of CSE. Today, we show you some of the modules and features that will be part of this release through a short showcase video. Please note that there will be other modules included in the release, and we will tell you about them over the following week. In this module showcase video, you will see the following modules/features: Name Tags Weapon Resting Backblast Wind Deflection Adjustable NVGs Name Tags Name tags allow you to identify your friends in mutliplayer gameplay. The CSE Name tags module has been designed for large scale COOP sessions. The CSE version of name tags displays a tag above each units name that is on your side or that you have identified (this is a link with the advanced interaction modules). It does this for all the units within 7.5 meters of your position and will be transparent the further they are away from you (with 10m being 100% transparent). When the player is directly looking at a person on your side or that is identified, it will also show a name tag above their heads that is less transparent. This works up to 20 meters of your position. Task Force Arrowhead Radio support The Name Tags module comes with building support for the TFAR modification. This means that whenever a player is speaking on their radio, a sound wave will be displayed above their heads, indicating this. An example is shown in the below picture, above Lt. Ellis' nametag. Weapon Resting This is a very simple module that lets the players rest their weapons or deploy bipods on objects and or the ground. It decreases recoil and stabalizes your weapon. When you deploy your weapon a soft click can be heard, indicating that the weapon is deployed/rested. If you move away, you undeploy/unrest your weapon and another soft click can be heard indicating you no longer have the weapon rested. When the module is enabled, you can rest your weapon using either the self interaction menu (as demonstrated in the video) or the Weapon Resting keybinding. Backblast Firing an AT or AA launcher, creates a backblast. This will knock down anyone standing behind the launcher. It also has support for the CMS module. Wind Deflection In the current version, all weapons fired by a person will have their projectiles affected by the wind. With this module active, no longer can you fire your rifle without having to pay attention to the wind! Night vision This has been a much requested feature in some corners. This feature simply allows you to change the brightness of your night-vision goggles. Please note that the contents of the video and the upcoming public alpha release are from an ALPHA version of the modification. This means that things may be incomplete, buggy or otherwise under development.
  9. In the past few months, things have been fairly quiet regarding Combat Space Enhancement (CSE)... However, we are pleased to announce that we will be releasing our first public alpha soon! We are expecting to have the alpha released for all of you within the first half of July 2014, and will contain various modules and featues, including the Combat Medical System, Command and Control, and various others. Keep an eye out as we will be announcing other features and modules that we will be including in the weeks to come. The release will be avaliable from our forums (forums). For more information about CSE, visit our website!.
  10. Hello there. I recently started on a small island myself, my first project for Arma 2 mapping. Now I tried converting my satelite image to a height map, didn't turn out that well. So I was wondering if it was possible to draw the height map yourself, with a program such a Photoshop or GIMP? I'm using a real world satelite image as the template for it. This is an example of what I mean: (this is very early stage, not even near final result. And only a part of the entire image, in case someone wonders about the size) Would that be possible? Or rather, would it work? Regards, Glowbal
  11. The CMS module will indeed be present in this release. There will atleast be the basic documentation for this any other modules (the CMS wiki page contains a lot of information already). More advanced documentation will be available either on release or follow soon after.
  12. Yes, we are aiming for a first release around the end of this month or early July. More information on what this version will contain will follow shortly. I will mention however that we have been succesfully running closed testing sessions in large scale MP environments for quite some time now. We have received feedback from our closed testers and are currently working on, besides other things, implementing said feedback.
  13. Combat Medical System v0.1 Alpha A medical system based upon the Trauma Combat Casualty Care courses taught to thousands of US and UK military and civilian law enforcement medical professionals. This system will allow for players to feel the stress of trying to treat their teammates in the heat of battle in the most austere of situations, it will allow for an expanded medical system based on reality. We hope you enjoy it! ------------------------ CMS is released in an 'as is' state. The current version is feature incomplete and may contain bugs and errors. This version is released to gather feedback on our current modification. This version has been tested in MP enviroments with up to 70+ players. CMS is not compatible with any other mod or script that modifies damage taken or alters wounding systems. When using with ACE, please ensure you disabled the ACE Wounding system. Documentation: Proper documentation regarding CMS will be released at a later date. All current documentation found in this download is work in progress and may be subject to change. Some parts in the documentation may be refering to unimplemented features. Quick setting-up CMS Guide: Step 1) Place down the Enable Combat Medical System module (f7) in the editor. Step 2) Assign use action 20 to an un-used key. Step 3) When pressed you open a CMS menu, one of three options: Self, other, vehicle, depending what you look at Known bugs: - Only AI that were present from mission start will run CMS. Anything spawned in will not support CMS. - Blood pressure is only one number instead of two - Sometimes you get stuck in animation when being dragged - All models have been temperarly replaced by default pouch Mirrors: Direct Link Armaholic Requirements: Combined Operations CBA Credits; Glowbal/Cage, scripts/Code Raptor 6 Actual, Rye, FM and Scarle; medical background info Scarle, documentation found in download Donny, models & graphics Aposky, models & graphics 16AA Community, testing and feedback DET7 community Classnames:
  14. It has been a few months, but it finally arrived: CMS 0.5! What is CMS? CMS is a medical system based upon the Trauma Combat Casualty Care (TCCC) courses taught to thousands of US, AUS and UK Military and Law Enforcement medical professionals around the globe. This system will allow for players to feel the stress of trying to treat their team-mates in the heat of battle in the most austere of situations, it will allow for an expanded medical system that we hope you enjoy. CMS has been made to provide the Arma community with an alternative medical system that focuses on realism while keeping gameplay in mind. Any treatment option is always available, as long as you have the right equipment. Simply pressing every button until they disappear like checklist systems will no longer work and some (limited) medical knowledge is required. - From Glowbal Productions, CMS What is new? There are to many changes between 0.1 and 0.5 to list them all. The entirety of CMS has been rewritten and improved, from a new UI to new treatment options. A list of the major features can be found below: Editor Placeable Mission Modules and Customizable Global Variables for adjusting CMS to your play style and communities wants or needs, Further development support for third party modules/extensions for CMS (for the community adding new treatment options, items etc), Bleeding, Heart Rate, Blood Pressure and it's complications (such as low blood pressure, cardiac arrest), Various treatment possibilities including tourniquets, IV?s and medications, Vehicle Casualty Management for transport and evacuation, Medical Interaction Menu (GUI) and triage card system, Spawning of medical clutter when treating a person, Custom damage handling and hit detection script, Out of the box ACE2 and ACRE Support, New Medical equipment and items. Media Requirements Combined Operations Community Base Add-ons (@CBA) Advanced Combat Environment (@ACE) (OPTIONAL) Advanced Combat Radio Environment (@ACRE) (OPTIONAL) This modification is required to be run on both the server and all clients! Installation We strongly recommend using mod folders. You should never put addons inside the default addons folder. Extract the contents of the ZIP file into your: C:\Program Files\Bohemia Interactive\ArmA2 folder. Then either use a mod folder launcher or modify your start up link include the @CMS Mod folder eg: "C:\Program Files\Bohemia Interactive\ArmA2\arma2oa.exe" -mod=@CMS Once you launched your mod, you can place down the module in the editor (F7) '(CMS) Combat Medical System. CMS is enabled once you launch your mission. For further usage please read the documentation provided with this download. Download Mirror 1: Dev-Heaven Mirror 2: Armaholic The Future The future for CMS looks bright. We will continue releasing medical modifications and adjustments, but no longer will the project continue on ArmA 2. This release will be the final release for ArmA 2 as we move onto bigger and better projects with ArmA 3. We want to thank the community for their support and general feedback. We've used both the positive and negative (there wasn't a lot of the latter!) to keep this project going, and bring it to a level where it needed to be - with quality control in mind and playability on the highest list of our priorities. We thank you as a community for testing, for giving us feedback, providing us with bug reports and supporting us as a mod developers. Please continue requesting features and issuing bug reports at our dev-hev site here: https://dev-heaven.net/projects/cms/ The next version of CMS Will be based off this one so we will need it guys. :) Enjoy! - Glowbal / Cage CMS Team Lead Documentation Documentation is included in the download. You can find these in the docs folder. Files: - readme (includes basic documentation and how to use) Download - tps module (Third Party Support module, for developers. Includes eventhandler system and hooks Download - license Download Notes CMS has been designed for COOP and PvP but supports SinglePlayer and AI. Please be aware that when using CMS, AI will not be able to treat each other or a player. We recommend to use CMS in combination with the supported AddOns (ACE and ACRE). Contact The Team lead (Glowbal) can be contacted on the Bohemia Forums through the private messaging system or release thread of CMS. Additionally you can contact the CMS team through Skype in the dedicated Skype channel. Contact Rye on the Bohemia Interactive forums for details. Credits Special Thanks To All the Testers and Developers: Lead Developer: Glowbal (Cage) Developers: Kieran, Rye, Ogidor, C.B., TeTeTe Contributers: Aposky, Donny, FM, Jeff, DocScarle, Jonas, Testers: Neon, Carrot, SgtGunner, Keith, Asystolie, Heather, Tyler,Fusion Special thanks to: Jeff for starting this project, without you we would be nowhere at all, The 16AA, 7th CMBG clan for their participation, the Israeli Tactical Gaming Community, the Praetorian clan, the 88th Airborne, the 75th Rangers, the DET7 Community, the 7thID, 15thMEU, Sgt Gunner, Knudsen and Hope
  15. Over the past few weeks, we have given the UI from CMS an overhaul. This video shows a work in progress version of CMS (Original post).
  16. Yes, this should work for all sides.
  17. Combat Medical System Version: 0.5.13 Author: CMS Team Website: Glowbalproductions Download Dev-Heaven / withSix Dropbox Changelog changed: Treatment actions in MP should now be responding faster changed: UI should be more responsive (refresh rate isn't as low anymore) new: New module (activate on Damage): enables CMS for every unit - modules now determine when CMS enables (ie: players only means only players will have CMS running on spawn). When a unit is not running CMS, it will become activated once the unit takes damage/gets hit. changed: Updated bleeding, pain and hit effects changed: Different bandages have now also got different effects on wound sizes (Example: small bandage can get rid of 1x small wound, but only 0.3 of a large wound) fixed: Bug #73767 quick to no pulse and 0/0BP fixed: Bug #73623 Unconscious message on respawn fixed: Sometimes a unit that wakes up from unconscious keeps having 0bp / hr
  18. 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. Continue on the first page.. More media can be found on the first page or our webste
  19. Combat Medical System Version: 0.5.12 Author: CMS Team Website: Glowbalproductions - CMS We appreciate the feedback and bug reports you provided us with over the last few weeks since release. Therefore, we have taken some time to resolve some of the more serious bugs reported to us. Download Dev-Heaven / withSix Dropbox Changelog fixed: Bug #73551: Flashing injury list in vehicle UI fixed: Bug #73572: Morphine blur does not clear after medkit fixed: Bug #73573: people getting morphine overdose blur after one morphine fixed: Bug #73574: Atropine should decrease HR not increase fixed: morphine effect did not get removed by medkit fixed: csm_sys_ui hook got called and immediately afterwards the lb got cleared. fixed: Effects do no longer run on HC fixed: undefined script errors when using latest BETA changed: morphine effect now decreases over time changed: Can now spend a longer time while having pain without passing out new: Feature #73670: CAT removal new: Additional parameter to resolve Bug #73609 (CMS_DISABLE_INPUT_ON_UNCONSCIOUS). Use with care!
  20. Increasing damage done is not possible - you can however hook in and determine when someone should die. You can indeed do this through the TPS. The eventhandler you will want is: cms_handleDamage Comes with the following parameters: _unit, The unit that activates the eventhandler _selectionName, body part _amountOfDamageCor, the newly added damage. _sourceOfDamage, object where the damage originated from _typeOfProjectile, type of damage (round type etc) To get the full damage of a unit use this: _damage = [_unit,"cse_statusBodyParts"] call cse_fnc_getvariable; // output: array. Head, torso, arms, legs. Hope this helps.
  21. Hi! Good question. You will need to use the cms_sys_ui hook. in config: class cms_thirdPartySupport { class cms_hooks { class cms_sys_ui{ class myHook { file = "folder/file.sqf"; }; }; }; }; in file.sqf: // available variables: // _unit - This is the unit that is being displayed in the UI. // _bodyPart - This is the bodypart currently being looked at. Type is STRING. // possible values: Head,Body,Arms,Legs if (_bodyPart == "Legs") then { lbadd[301,"Amputation"]; }; Hope this helps. No, we do not have such a version planned. It would bring some complications with it: some missions use for example the ACE medical system - they are not compatible. Also, CMS requires it's own medical equipment. If that is not present in a mission, you can not treat anyone.
  22. I am hoping to get a first version out soon, even with only a few basic features. At the moment, I am still wrapping up some final things with some Arma 2 mods I am working on, however (CMS for example). So it may take some time, but it's getting there. Should be before the end of this year, if all goes well! :) PS. Feel free to ignore the rabbits.
  23. Things took a bit longer as expected, some issues were found and resolved and some new features have been added. In short, the result will be worth the wait, in my opinion.
  24. Battlefield Command Module 0.1 alpha Battlefield Command Module is a modification for Arma 2 based on work done for the A3 Modification Combat Space Enhancement. It introduces an adoption of Blueforce Tracking, as well as interfaces for displaying the data, without cluttering up the regular map. The goal of this module is to provide extra situational awareness to command elements of MILSIM communities. I had originally intended to keep this private until I had a more developed version however since I am short on time it's going to take a while to get a newer version completed. Therefor I decided to release this as an as is, with the possibility of updates. However please be aware that any possible future versions will not be compatible with this version. Requirements: Combined Operations Community Base Add-ons (@CBA) Advanced Combat Environment (@ACE) This modification is required to be run on both the server and all clients! Installation: We strongly recommend using mod folders. You should never put addons inside the default addons folder. Extract the contents of the ZIP file into your: C:\Program Files\Bohemia Interactive\ArmA2 folder. Then either use a mod folder launcher or modify your start up link include the @GBL Mod folder eg: "C:\Program Files\Bohemia Interactive\ArmA2\arma2oa.exe" -mod=@GBL Once you launched your mod, you can place down the module in the editor (F7) '(GBL) Battlefield Command'. The BFC module is enabled once you launch your mission. For further usage please read the documentation provided with this download. Reporting Issues or requesting features: Please use the Bug tracker to report any issues or feature requests. Contact The author ("Glowbal") can be contacted on the Bohemia Forums through the private messaging system or release thread of this software on said forums. Download: Battlefield Command Module v0.1 alpha Documentation (also included in mod download) Files included: gbl_sys_battlefieldcommand.pbo gbl_sys_battlefieldcommand.gbl_public.bisign Readme - GBL Battlefield Command Module.pdf Media: Future Versions: (1 month old)While the released version has been extensively tested and used by the 16AA, I have been working on improvements to the system. Future versions include: Performance increase Color filtering Toggle able layers Groups Select icons Additional displays (dialogs) Multi side support (OPFOR and IND versions) Note - Future versions will be incompatible with v0.1 alpha. Known Issues: Tablets do not function as a tracker. Disabling BFT when you have multiple trackers will disable all trackers on your person. Unable to disable BFT for a specific tracker, when the tracker is inside vehicle gear. Taking an active tracker of a dead body will sometimes leave a temporary marker in place on the dead body?s position. When a person disconnects with a tracker enabled and someone is watching at the screen, his marker will stay on the map after disconnect. Menu button on the Command and Control interface doesn?t have a function. Note: BCM has been tested for multiple months by the 16AA Community in a large scale MP environment (65+ players). The 16AA had not encountered any gameplay breaking bugs or performance issues during this testing.
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