Combat Space Enhancement
- <A2>Tsukaiden
- Visitante
- Mensajes: 1280
- Registrado: 22 Mar 2013, 15:57
Re: Combat Space Enhancement
muy wapo pero ya os digo que el video no muestra mas del 50% del contenido, tiene de todo es en pla ACE.
Y ademas haciendo pruebas por mi cuenta, si lo combinas con el Lifter y el ALIVE la cosa se pone muy interesante.
Y ademas haciendo pruebas por mi cuenta, si lo combinas con el Lifter y el ALIVE la cosa se pone muy interesante.
- <A2>Tsukaiden
- Visitante
- Mensajes: 1280
- Registrado: 22 Mar 2013, 15:57
Re: Combat Space Enhancement
el medsis del sce es de lo mejor que e visto y en las pruebas en mi dedicado va fino pero no e probado con mas players.
- <A2>Tsukaiden
- Visitante
- Mensajes: 1280
- Registrado: 22 Mar 2013, 15:57
Re: Combat Space Enhancement
Por ahora cuenta con:
-sistema medico completo con sistema de heridas avanzado(tmb se pueden incluso reabrir heridas graves al correr o ser alcanzado de nuevo).
-weapon resting y magazine repack(sistema de bipodes y apoyo y reorganizador de cargadores).
-Logistica de cajas y prsonas(puedes mover, meter y sacar cajas de municiones,personas y cuerpos).
-sistema backblast(esto añade el efecto de daño trasero tanto a edificios, personas como a vehiculos cuando un lanzador dispara e incluso si la pared esta detras y cerca daña a uno mismo).
-sistema de interaccion(Añade interacciones con la IA u otras personas,arrestar-soltar-mantener-meter en vehiculo-agarrar para llevarlo-registrarlo-escaneo mediante un aparato de huellas dactilares y retina...)
-attachable items(esto te aplia al traje una chemlight o un strobo si lo llevas en el inventario).
-name tags(como el ace o el clientside te muestra los nombreas de los aliados cuando estan en cercania).
-nightvision( te permite calibrar el contraste,brillo ....)
-Wind deflection ( y porfin el viento afecta a las balisticas y ademas tambien afecta a la IA).
hasta ahora solo lleva eso pero aun le quedan mas modulos por sacar.
-sistema medico completo con sistema de heridas avanzado(tmb se pueden incluso reabrir heridas graves al correr o ser alcanzado de nuevo).
-weapon resting y magazine repack(sistema de bipodes y apoyo y reorganizador de cargadores).
-Logistica de cajas y prsonas(puedes mover, meter y sacar cajas de municiones,personas y cuerpos).
-sistema backblast(esto añade el efecto de daño trasero tanto a edificios, personas como a vehiculos cuando un lanzador dispara e incluso si la pared esta detras y cerca daña a uno mismo).
-sistema de interaccion(Añade interacciones con la IA u otras personas,arrestar-soltar-mantener-meter en vehiculo-agarrar para llevarlo-registrarlo-escaneo mediante un aparato de huellas dactilares y retina...)
-attachable items(esto te aplia al traje una chemlight o un strobo si lo llevas en el inventario).
-name tags(como el ace o el clientside te muestra los nombreas de los aliados cuando estan en cercania).
-nightvision( te permite calibrar el contraste,brillo ....)
-Wind deflection ( y porfin el viento afecta a las balisticas y ademas tambien afecta a la IA).
hasta ahora solo lleva eso pero aun le quedan mas modulos por sacar.
Re: Combat Space Enhancement
A quien le interese, aqui dejo la wiki del sistema medico:
http://wiki.csemod.com/index.php/Combat_Medical_System
http://wiki.csemod.com/index.php/Combat_Medical_System
Re: Combat Space Enhancement
Nueva actu 2.8:
http://csemod.com/download/
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.
http://csemod.com/download/
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.
Re: Combat Space Enhancement
Nueva Actu
http://www.armaholic.com/page.php?id=26205Changelog:
v0.3.0 Alpha
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.