Version: 0.11.1 alpha
Signed: Yes, serverkey included
Short description: CSE offers an extensive amount of game-play features such as: a Combat Medical System, Blueforce Tracking, Counter-Insurgency modules including Biometric Scanning, detaining suspects and much more.
Combat Space Enhancement is a standalone full modification for the game Arma III and is developed by the team behind Combat Medical System.
CSE offers an extensive amount of game-play features such as: a Combat Medical System, Blueforce Tracking, Counter-Insurgency modules including Biometric Scanning, detaining suspects and much more.
These game-play features all come in modular form, 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.
Supports Singleplayer, Multiplayer and Dedicated servers
Modular features, turn non-core modules on/off at your liking
Fully standalone. No extra Add-Ons required
Many customisation settings for gameplay modules
Extract into the ArmA 3 Directory, by default this is located in:
32-Bit - C:\Program Files\Steam/Steamapps\Common\ArmA 3\
64-Bit - C:\Program Files (x86)\Steam/Steamapps\Common\ArmA 3\
After extraction it should look like this:
You can also use the "Arma 3 Alpha" folder in your "My Documents" folder. Your folder setup could than look like for example this:
When present place the "userconfig" folder into your game install folder, usually:
"C:\Program Files (x86)\Steam\steamapps\common\Arma 3".
You may already have "userconfig" folder from other addons and/or mods in which case it is safe to merge the contents from this archive.
You'll also need to add a Launch Parameter to Steam, in order to do so right-click on ArmA 3 Alpha and click Properties and then Set Launch Options. In the window that opens enter in -mod=@your_mod_folder_name
For using multiple mods you would then do so like this:
You can also use -nosplash to get rid of the splash art and intro videos.
And of course you can also enable and disable community made addons and mods through the in-game Options Expansions menu if you do not want to mess with startup parameters!
When the above information still does not provide you with enough to learn how to install custom addons and mods you can always ask in our Guide On Installing Mods.
CSE Server Config:
For those of you whom are using the cse_server_extensions.pbo, the server config has been updated with the latest examples. If you want to stay up to date with the latest versions, please keep an eye on our wiki page.
The pbo file and its signature file are the same.
The download comes with an empty userconfig file (enabledModules.hpp) and a sample (enabledModules_sample.hpp).
Install the userconfig folder in the root directory of your (server) Arma III installation. Modify the enabledModules.hpp file to contain the proper config entries. Examples can be found in the sample file or on the wiki page linked above.
If you like our work, please support us in the contest!
Vote for us in MakeArmaNotWar.
Credits & Thanks:
Developers: Glowbal, Kieran, Rye, Aposky, Raptor 6 Actual & Janus
Contributors: DocScarle, -FM-, Carrot, Ogirdor, Beardmoresam, Bovin3dome, Tupolov (Weapon Resting), & Donny
A full list of our development team, contributors, and testers can be found on our webpage.
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),
3 Commando Brigade GU,
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.
Fixed: Logistics load bug
Fixed: minor issues in f_modules
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.
v0.11.0 alpha RC1
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.
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.
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.
v0.10.0 ALPHA RC1
Added: Action stitching (CMS). Uses the surgical kit.
Added: Advanced Ballistics (by Ruthberg)
Added: assignMedicalEquipment module for medical equipment (CMS)
Added: ATragMX (by Ruthberg)
Added: Bodybag and bodybag action (CMS)
Added: CBA Dependency
Added: CC item crates
Added: Combat Deafness module
Added: Concept AmbientCivilians module
Added: Fast roping module (WIP, not polished and error-prone)
Added: First implementation of disposable launchers
Added: getIn and getOut EH support
Added: iedpack from A2 (by Aposky)
Added: Implemented use equipment option for AIM
Added: Kestrel 4500 (by Ruthberg)
Added: Load and unload object eventhandlers
Added: On initialization all CMS magazines will be replaced by items (TEMPORARLY)
Added: Option to disable config execution of modules for certain entries (disableConfigExecution = 1; in CfgModules entry)
Added: Polish translations to stringtables
Added: Put eventhandler support
Added: Replace darter battery option (vehicle)
Added: Russian translation of CMS
Added: Setting to disable vehicle crash damage (CMS)
Added: Sounds for weaponResting and magazineRepack
Added: Surgical Kit (CMS)
Added: Take eventhandler support
Added: Treatment now works for prone units (CMS)
Added: Weapon Heating module
Added: Weapon Safety module as part of (cse_sys_equipment.pbo)
Added: Added support for disabling broadcasting your own position on the BFT tracker.
Added: Advanced Interaction items to curator
Added: Allow use of map screen setting for CC BFT trackers.
Added: Ambiance sound module
Added: Bodybag item for curator placement
Added: Carry option to logistics.
Added: Display icon when resting weapon or have bipod deployed (top right, making use of displayIcon function)
Added: Drag option to logistics. Static weapons are now draggable.
Added: Hide ammo information option within equipments module
Added: displayIcon function (Shows icons in the top right of your screen)
Added: drinking sound to drinking action of field rations module.
Added: hasOpenWounds_CMS function
Added: variable for tracking units in reviveState across network
Changed: Action keybindings can now only be activated when player can interact
Changed: Added bottom limit for blood volume
Changed: Adjusted grain effect for night vision
Changed: All CMS Items are now items instead of magazines (IMPORTANT)
Changed: Combined pbo's NVG and weaponresting with sys_equipment.pbo
Changed: Combined the following modules into one (cse_sys_equipment.pbo): NVG adjustments, Weapon Resting, Attachable Items, Magazine Repack, Ammo checking.
Changed: Custom eventhandlers can now also be accessed through mission description.ext
Changed: Improved performance from getDragOptions
Changed: Logistic carry action now also works on objects with cse logistics carry enabled through a set variable
Changed: Moved damage thresholds to separate module (No longer part of the CMS module)
Changed: Now ejects dead units from vehicles
Changed: Overworked the magazine repack feature
Changed: Refined the old wind deflection code based on AdvancedBallistics
Changed: Rewrite of handleDamage [CMS]
Changed: Advanced Interaction magazines are now items
Changed: Field Rations magazines are now items
Changed: Message Display functions now support localization
Changed: Tied bloosloss in with cardiac output. Should improve bloodless effect. WARNING: cse_fnc_getBloodLoss_CMS will no longer return accurate results on non local units!
Changed: increasePain function now also supports string values representing bodyparts (same as addOpenWounds_CMS)
Disabled: Config execution for legacy modules
Fixed: CC Item names
Fixed: Configuration button bug
Fixed: Field Rations module arguments
Fixed: gui_loadingbar no longer running twice as fast as it should
Fixed: IR strobe effect sticking around
Fixed: It is no longer possible to drag/carry units inside vehicles
Fixed: Missing addon dependency lists
Fixed: Position of icon on display messages (Was overlapping the content label)
Fixed: Width of display messages
Fixed: Zeus Placement bug
Fixed: Damage thresholds didnt function properly.
Fixed: Dropping objects before unit goes unconscious.
Fixed: issues with CSE backblast module
Replaced: cse_sys_backblast.pbo with cse_sys_launchers.pbo
Improved: Scroll wheel option for name tags module
Improved: CMS module now supports localization in everything but the activity log.
Improved: Performance optimization for many parts of CSE.
Improved: Scroll wheel option for name tags module
v0.9.1 alpha hotfix
fix only the infinite explosions bug.
Improved: Adjustments to weapon resting
Improved: Improvements for getBloodLoss
Removed: Removed debug prints in fn_bloodConditions_CMS.sqf
Fixed: Live Feeds and vehicles
Fixed: request functions
Added: icons for helmet camera and flight display.
Added: assign medical vehicle module for CMS
Fixed: Item classes. Can you properly pick up items.
Fixed: issues with duplicate bodies staying put.
Fixed: flashing and resetting of selected entry in lb (vehicle UI).
fixed: CBA compatibility
fixed: kill on unload unconscious bodies
fixed: handledamage with fire (again)
Changed: damage thresholds can now be determined on a unit basis
Fixed: Name was set to nil when units would take damage.
Improved: Rewrite of large parts of handleDamage CMS.
Fixed: Usage of Medical items often was duplicated.
Fixed: Can now assign Medical Vehicles in editor.
Fixed: Not able to pick up Items
Fixed: Dead units got 'unknown' name
Fixed: unconscious units killed when unloaded from vehicle
Fixed: Blood IV 250 ml / "cse_blood_iv_250" has a " sign in his name
Added: UAV Support with CC (Includes new options for the CC module).
Added: Vehicle Displays for CC (Includes new options for the CC module).
Added: Various configuration options for Name Tags.
Added: Shared equipment for medical. Includes option in configuration settings.
Added: Medical Vehicles.
Added: Options for name tag module to define distance for direct and indirect tags.
Added: When CMS is enabled, CMS can be turned on/off for specific units (this setvariable ["cse_sys_medical_enabled", true]).
Fixed: Backwards compatibility for older TFAR versions.
Fixed: IR Strobe flashing would stay when detached.
Fixed: Issues with addOpenWounds function.
Changed: Action Menu won't open while remote controlling units.
Improved: Performance for cse_sys_tags and cse_sys_medical.
Improved: BFT Code has been updated.
Improved: Advanced Interaction 'ask about enemy' option now has better results.
Added: More localization (German).
Added: Shoulder tap functionality (Groups Module).
Added: keybindings for accepting/declining request.
Added: cse_fnc_addOpenWounds_CMS function for easy adding of CMS injuries.
Added: keybinding for checking ammo status.
Added: Shared equipment between patient and medic for CMS.
Changed: Joining a group is now making use of the request function (leader has to accept).
Changed: Made use of TFAR API.
Improved: CBA/CSE eventhandler compatibility.
Changed: CMS UI body has been switched around (left and right are now shown properly)
Fixed: Issues with client side setting configurations menu.
Fixed: Bug #75464: Dead units not playing correct animation when loaded into vehicles.
Fixed: Bug in cse_fnc_debug.
Changed: Can no longer talk to players through Advanced Interaction.
Fixed: CC Unknown side marker was using independent colours.
Fixed: bandage opening bug.
Improved: Performance of cse_fnc_getBloodLoss_CMS.
Added: Custom Eventhandlers shoulderTapped, groupJoined.
Fixed: Script error in cse_fnc_eventHandler_f
Fixed: Bug #75436: Broken Config enabled modules. Always used back up values for arguments, instead of actual arguments.
Fixed: Broken animation function
Added: cellphone triggered IEDs.
Added: Player placed IEDs.
Changed: Minor improvements to eventhandler_f.
Improved: Improved duplicate activation entries detection.
Improved: setUnconsciousState function.
Fixed: cseLogoPlain.hpp missiong ; error.
Added: Player Request action framework (cse_fnc_sendRequest_f)
Changed: cse_name is now set with setDead call.
Added: Request BFT device access for players.
Added: Camelbaks for Field Rations Module (Prototype work in progress).
Added: Request to become group leader for cse_sys_groups.
Added: Custom Eventhandlers for drag, carry and drop (onDropInjured, onDragInjured, onCarryInjured).
Fixed: Duplicate entry in cse_sys_wind stringtable.
Fixed: NVG brightness adjustment didn't work.
Fixed: Bug #75368: Animation Bug: CPR.
Fixed: Bug #75370: Medkit Usage by Non-Medics.
Fixed: Bug #75377: Unconscious Bug.
Added: Feature #74811: Logistics now works with static weapons.
Added: Feature #74837: Weapon selection with keybindings.
Added: Feature #74936: Keybinding for putting weapon on back.
Added: Feature #75373: Adjustable Time for Bandage and Medical Item use.
Fixed: Loading bar function would throw an error if waiting time was 0.
Fixed: Bug #75324: Blood loss is not working.
Fixed: Bug #75358: ACRE2 Tags rpt spam.
Fixed: Bug #75365: Chemlights do not attach.
Fixed: Bug #75366: Basic Revive Module / Server Extensions.
Fixed: Bug #75367: Medkit Not Consumed On Usage (No setting in module menu).
Fixed: Bug #75369: Can't cancel CPR if player wakes up.
Fixed: Bug #75371: Set Medical Class module / unit undefined.
Fixed: Bug #75374: Load Detainee Group Switch.
Possible fix for Bug #75377: Unconscious Bug.
Restored: Backwards compatibility for Set Medic/BFT Modules. New approach is still recommended for all new missions, but old method still works (with original limitations).
Changed: Only grabs config modules if module has not been enabled.
Added: AI damage threshold as part of Misc Modules
Added: Stamina Adjustment as part of Misc Modules
Added: Stacked handler for disableUserInput_f
Added: Loading screen for tablets/pda when opening
Added: Configuration now also supports client side settings.
Added: client side setting for activation & client side setting for color
Added: Feature #74806: Brightness on NVG
Added: Feature #74827: Infinite Personal First Aid kit
Added: Feature #74917: CPR Animation
Added: Feature #74930: Ability to change textcolor of nametags
Added: Feature #75128: showing nametags via a key defined in userconfig
Added: More localization support
Added: Prototype of live feed.
Added: Helmet Camear for west (cse_itemHelmetCamera_W)
Added: Blur of screen when a CSE menu is opened. Prototype.
Added: support for prioritizing injury treatment for open wounds (Select open wound. Press on bandage action).
Added: New function in GUI Framework: cse_fnc_gui_blurScreen.
Added: Reset all eventhandlers on module initialization
Added: basic default arguments collection in case of outdated modules. Should prevent old missions from breaking.
Added: Extra logging and error handling for module initializations
Added: ACRE2 support
Added: Implemented noObject area and backblast damage area for backblast.
Added AidKit usage setting for CMS.
Added: Support for Config based module initialization. Supports server side remote initialization in combination with cse_server_extensions.pbo (separate release).
Changed: Keybindings are now doing through config instead of script only
Changed: CMS Delay Triage color to orange.
Changed: New pain effect
Changed: Overhauled category selection in configuration menu
Changed: Monitor variable functionality is now disabled.
Changed: Overhauled module framework for more modularity
Changed: Making use of pushback instead of set in more functions
Changed: Disabled synchronized object approach. Now has to make use of an initialization lists for the following modules: assign medic roles, assign BFT information.
Fixed: Detach IR Strobe effect stayed put
Fixed: Bug #74472: IR Grenade - Detached yet the strobe effect sticks around.
Fixed: Bug where ctrl, shift or alt settings on first entry in keybinding list would be reset
Fixed: Incorrect width dimensions for CSE Hints.
Fixed: Speaking detection was wrong way around.
Fixed large amount of calls for setDead while in revive state
Fixed checkBloodPressureLocal retrieving incorrect values
Fixed: multiple triggers for fired EH
Fixed: Bug #74929: Campfires cause bleeding
Fixed: Bug #74935: Carrying a vehicle loaded body creates a clone
Fixed: Bug #74992: Logistics: Running while carrying = pain
Fixed: Bug #74997: Grenade throwing enabled while in incapacitated state
Fixed: Bug #75000: Broken Basic Revive
Fixed: Bug #75075: CPR doesn't reanimates
Fixed: Bug #75076: Unable to move after Full Heal
Fixed: Bug #75129: Set Medical Facility + Personal Aid Kits + Set Medic Class
Fixed: Bug #75144: Difficulty Setting Bug - CSM Module
Fixed: Bug #75147: Treating is FPS dependent
Fixed: Bug #74841: Zeus/Curator remote control breaks the unconscious state
Fixed: Bug #74850: Player is able to do things while unconscious.
Fixed: Bug #74853: you lying on the ground + drag unit + go backwards = you get stuck and the animation gets bugged
Fixed: Bug #74861: Unit is duplicating after death
Fixed: Bug #74729: When passed out in gunner seat ai and players can still use gun and shoot.
Fixed: Bug #74786: When unit is unconscious it can still rotate it's body
Fixed: Bug #74408: Arrest player, move, arrested player can shoot
Fixed: HandleHeal wouldn't function properly
Fixed: Basic Revive would sometimes still break.
Changed: ALiVE category in menu only shows up if ALiVE has been loaded
Improved: Performance improvements for Eventhandler framework
Removed: instant dead setting for CMS. Use damage thresholds and basic Revive for future.
Changed: Disabled fall down when running while carrying a crate (Logistics)
Changed: Rewrite of handleFired Deflection. Now uses call instead of spawn.
Added: Field Rations Module (Prototype, might be unstable)
Added: Spawn IED Module.
Changed: CMS Effects only display if unit is conscious
Fixed: Basic Revive not functioning correctly.
Fixed: Full Heal not functioning
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.
- 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.
- 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
- 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
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