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TinfoilHate

CSE - Server-side Forced Settings

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Gentlemen,

 

Per the GSO's recent update, server-side settings for CSE are now forced on. This means you should be able to dispense with the various modules that are hurled into missions to be broken with every new step forward (or backward, depending).

 

Remove your CSE modules from missions when you update, otherwise it may cause problems.

 

class cse_sys_medical   {
openingOfWounds = true;         // When set to true, bandaged wounds could on occasion re-open, resulting in new open wounds that need to be bandaged.
medicSetting = true;            // Medics only are able to view the detailed information.
difficultySetting = 1;          // The aggressiveness of the medical simulation. 0.5 = recruit, 1.5 = Expert.
enableFor = 0;                  // Select what units CMS will be enabled for. 0 = Players only. 1 = Players and AI.
enableAirway = 1;               // 1 = CMS Airway enabled. 0 = disabled.
aidKitRestrictions = 3;         // Determines where the aid kit can be used. 0 = Medical facility. 1 = Med Facility & No Bleeding restriction. 2 = Anywhere. 3 = Anywhere & No Bleeding restriction.
vehCrashes = false; 			// Enable injuries on vehicle crashes
stitchingAllow = 0; 			// -1 = disabled, 0 = medics only, 1 = everyone,
aidKitUponUsage = true;		// Personal aid kits are disposable items if true.
aidKitMedicsOnly = true; 		// Only medics can use personal aid kits for full heal.
bandageTime = 15;				// Time in seconds.
};
 
class cse_sys_winddeflection {
	forAI = true; 				// Should wind deflection be enabled for AI? True = enabled. False = disabled.
	allowNonLocal = false; 			// Simulate ballistics for non local units.
};
 
class cse_sys_backblast {
	inBuilding = true;                      // Should backblast be affected by structures
	forAI = false;                           // Should backblast be enabled for AI
	damageModifier = 1;           // The aggressiveness of the backblast damage. 0.5 = Recruit, 1 = Regular (Default), 1.2 = Veteran, 1.4 = Expert.
	advanced = false;                        // Should enviroment and walls have an effect on backblast
};
 
class cse_basic_revive {
	enableFor = 0;                          // Select what units Basic Revive will be enabled for. 0 = disabled. 1 = Players only. 2 = Players and AI. ONLY USE 2 IF A DAMAGE THRESHOLD MODULE IS ENABLED FOR AI (Either CMS or cse_damage_ai)
	timer = 600;                            // Time is seconds that a unit will spend in unconscious mode before dieing
	amountOf = -1;                          // Number of times a unit can be hit/killed before being force killed. -1 is disabled (Recommended).
};

class cse_adjust_stamina {
	adjustment = 1;			// fast should the stamina be adjusted? Default = 1. Lower is slower, higher as 1 is faster as vanilla.
};
 
class cse_moduleDamageSettings {
	damageThresholdAI = 1;		// How much damage does it take for an AI to be killed. 1 = Default.
	damageThresholdPlayers = 1;	// How much damage does it take for a player to be killed. 1 = Default.
};
 
class cse_sys_logistics {};

class cse_sys_groups {
	allowGroupSwitch = false;	// Allow players to join and leave groups
	allowFormationSwitch = false;	// Group leaders can order formation changes through the action menu
	allowShoulderTap = true;	// Allow usage of shoulder taps
};

class cse_sys_gestures {
	allowAIControl = true; 			// Allow Group leaders to issue basic orders through gestures
};

 
class cse_sys_equipment {
 	magazineRepack = true; // former magazine repack module
 	attachableItems = true; // former attachable items module
 	weaponResting = true; // former weapon resting module
 	weaponSafety = true; // allow weapon safety keybinding
 	adjustableNVG = true; // former NVG module
 	allowWeaponSelect = true; // allow selecting weapons through keybindings
 	allowAmmoChecking = true; // allow check ammo keybinding
 	hideAmmoValues = 1; // 0 = disabled, 1 = enabled
 };
 
class cse_sys_cc {
 	allowFeeds = true;		// Enable Live Feeds & UAV control
 	showUAV = true;			// Automatically show UAVs on the BFT Map
 	uavRestriction = false;		// Should UAV Feeds be restricted
 	allowVehicleDisplays = false;	// Allow Vehicle Displays
 	autoAssignCallSigns = -1;	// Automatically assign callsigns for units (-1 = disabled, 0 = all, 1 = vehicles only, 2 = group leaders only)
 	allowDisplayOnMainMap = false;	// allow displaying the BFT on the map.
 };
 
class cse_sys_advanced_interaction {
 	enableDetain = 3; 		// -1 = disabled, 0 = Opposite side AI only, 1 = AI (all sides), 2 = Opposite side (Players & AI), 3 = Everyone
 	enableSearch = 3; 		// -1 = disabled, 0 = Opposite side AI only, 1 = AI (all sides), 2 = Opposite side (Players & AI), 3 = Everyone
 	enableBiometric = 3; 		// -1 = disabled, 0 = Opposite side AI only, 1 = AI (all sides), 2 = Opposite side (Players & AI), 3 = Everyone
 	enableConversation = true; 	// enable the AIM conversation system
 	useEquipment = true; 		// whatever or not equipment usage is required
 };
 
class cse_sys_weaponheat {
 	genericSpareBarrel = true; 	// Allow players to use a generic spare barrel that fits all weapons.
 };
 
class cse_sys_combatdeaf {
	DeafnessIntensity = 0.0;	// Sets aggressiveness of combat deafness (0.5 = halfed, 1.0 = default, 2.0 = doubled)
};

 class cse_AB_moduleAdvancedBallistics {
 	FORCE_CLIENT_SETTINGS_OVERRIDE = true; 	  	// Force Client Settings override
 	WIND_ENABLED = true;  	 	 	  	// Add wind drift
 	SPIN_DRIFT_ENABLED = true;   	 	 	// add spin drift
 	CORIOLIS_ENABLED = true;   	 	 	// Horizontal Coriolis drift
 	EOETVOES_ENABLED = true;  	 	 	// Vertical Coriolis drift
 	ADVANCED_AIR_DRAG_ENABLED = true;  	 	// Enabled the advanced air drag model (only availible with compatible 3rd party ammunition)
 	ATMOSPHERIC_DENSITY_SIMULATION_ENABLED = true;  // The bullets ability to cut through air becomes affected by the ambient air density
 	TRANSONIC_REGION_ENABLED = true;   	 	// Adds dispersion beyond supersonic flight of rifle bullets
 	MIL_TURRETS_ENABLED = true;   	 	 	// Adds the ability to zero your scope in 1/10 Mil steps
 	AMMO_TEMPERATURE_ENABLED = true;   	 	// Muzzle velocity changes with ammo temperature
 	DISABLED_IN_FULL_AUTO_MODE = true;   	 	// Disables the advanced ballistics during full auto fire
 	BULLET_TRACE_ENABLED = true;   	 	 	// Adds a bullet trace effect to high caliber bullets
 	MIRAGE_ENABLED = true;   	 	 	// Adds mirage and scope parallax adjustment
 	BARREL_LENGTH_INFLUENCE = true;   	 	// Enables barrel length dependent muzzle velocity
 	VEHICLE_GUNNER_ENABLED = true;   	 	// Enables the advanced ballistics for rounds fired as vehicle gunner			
 	EXTENSIONS_ENABLED = true;   	 	        // Allows the use of the DLL extension
 	INIT_MESSAGE_ENABLED = false;                   // Prints a system chat message once the terrain initialization is finished
 	ONLY_ACTIVE_FOR_LOCAL_PLAYER  = true;   	// Disables the advanced ballistics for bullets coming from other players
 	ONLY_ACTIVE_FOR_PLAYER_GROUP = false;           // Disables the advanced ballistics for bullets coming from players in other groups		
 	DISABLED_BY_DEFAULT = false;   	 	 	// Allows you to enable the advanced ballistics selectively in the unit initialization
 	PRECISION = 3;   	 	 	  	// Allows to reduces the calculation precision to avoid frame drops (1 - maximum precision, 2 - medium precision, 3 - minimal precision)
 };
Edited by TinfoilHate
Updated

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Basic revive

 

Current setting is enableFor = 0; // Select what units Basic Revive will be enabled for. 0 = disabled

 

setting "class cse_basicRevive" "enableFor =" from 0 to 1,

as medics will have a role to play instead of doing literally nothing for the

entire mission.

 

Will this allow enough time for medics to act? Or will the patient die before the medic is able to do his job?

Edited by Jimbo

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Mission makers can disable the server-side settings if they want and insert their own, by plopping the following line in the description:

 

class Combat_Space_Enhancement {DisableModuleConfig = 1;};

 

 

As a note, CSE ballistics cause severe FPS drop for many people when fired on full auto, in a real scenario I go from 30 fps to 20 when using automatic fire.

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Jimbo, there's a 5 minute timer to revive the person, but I think CPR might extend that or even revive the person.

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As a note, CSE ballistics cause severe FPS drop for many people when fired on full auto, in a real scenario I go from 30 fps to 20 when using automatic fire.

 

I've noticed this too and know for certain that it's the Adv.Ballistics causing it, I've been running the regular Ballistics module in my missions for the wind adjustments and never had the same drop as I do now.

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Re: frame drops, revive, whatever, these are apparently experimental settings. As they're updated I believe Impulse will update here.

 

class Combat_Space_Enhancement {DisableModuleConfig = 1;};

As far as I know, that won't work anymore, but I didn't set it up or choose the settings, so you'll have to hit up Impulse for specifics.

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revive is not experimental, you just need to set it correctly.

 

if there is no revive - then you can't fall unconsciousness.

 

i can provide you my serverside configs i use on my server if you can't figure out how to set it up.

 
 class cse_moduleDamageSettings {
 	damageThresholdAI = 0.5;		// How much damage does it take for an AI to be killed. 1 = Default.
 	damageThresholdPlayers = 1;	// How much damage does it take for a player to be killed. 1 = Default.
 };
 
  class cse_basicRevive {
 	enableFor = 1; 				// Select what units Basic Revive will be enabled for. 0 = disabled. 1 = Players only. 2 = Players and AI. ONLY USE 2 IF A DAMAGE THRESHOLD MODULE IS ENABLED FOR AI (Either CMS or cse_damage_ai)
 	timer = 600; 				// Can obviously be adjusted to any desired time frame
 	amountOf = 2;				// Works fine with 2, can be decreased to 1.5 - 1, less makes no sense as you will get killed on next bullet
 };
 
 class cse_sys_medical	{
 	openingOfWounds = true; 	// When set to true, bandaged wounds could on occasion re-open, resulting in new open wounds that need to be bandaged.
 	medicSetting = true; 		// Medics only are able to view the detailed information.
 	difficultySetting = 1; 		// The aggressiveness of the medical simulation. 0.5 = recruit, 1.5 = Expert.
 	enableFor = 0; 			// Select what units CMS will be enabled for. 0 = Players only. 1 = Players and AI.
 	enableAirway = 0; 		// 1 = CMS Airway enabled. 0 = disabled.
 	aidKitRestrictions = 3; 	// Determines where the aid kit can be used. 0 = Medical facility. 1 = Med Facility & No Bleeding restriction. 2 = Anywhere. 3 = Anywhere & No Bleeding restriction.
 	vehCrashes = true; 		// Enable injuries on vehicle crashes
 	stitchingAllow = 1; 		// -1 = disabled, 0 = medics only, 1 = everyone, 
 	aidKitUponUsage = false;	// Personal aid kits are disposable items if true.
 	aidKitMedicsOnly = false; 	// Only medics can use personal aid kits for full heal.
 	bandageTime = 5;			// Time in seconds.
 };
also, to clarify:

 

all modules in mission are rewriting server configs, so don't worry about it

Edited by n2-

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That was changed in the patch n2.

 

You can also go unconscious without the revive system, the revive system is what allows you to come back from the "dead". As you can have no heart rate and blood left in you yet still be revived if a Medic gets to you quick enough. 

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all modules in mission are rewriting server configs, so don't worry about it

 

 

You are completely, 100% incorrect. CSE added an undocumented feature which forces server-side settings despite the module configuration settings or the mission settings. This was given to us by the CSE team in the form of a separate pbo, specifically at our request. The "server-default settings" have existed for months, but this last update CSE added the ability for servers to force the settings.

 

 

These settings are server-side forced, and cannot be disabled by a mission.

 

 

RE: revive, you folks are incorrect on your revive assumptions as well. Please test before talking like you are reading gospel here. Revive happens *after a unit has died*, which means the unit has bled out and gone unconcious and then died. That is why its called 'basic revive', it allows medics to bring anyone they want back from the dead. 

 

Additionally, if I had my choice, we would also disable aid kits. Since they are bit gamey.

Edited by jaynus

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Wait a minute...

 

Can we change settings at all? If not why?

 

No, because Impulse requested that we have a uniform gaming experience across missions; which is the format we have always stuck to since A2. Mission makers have habitually set the wrong medical settings, or tweaked them slightly, or forgotten to put in settings, causing a completely disparity across missions so it is a task to figure out exactly how you can do on any given mission.

 

This prevents those issues, and gives them a generic medical system to work with and a basic assumption that "this is how medical works at UO". It will continue like this (the settings will most likley change) moving forward. Future medical systems will also operate more in this manner, allowing us all to "get used to it" until those come along.

Edited by jaynus

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From a training standpoint an unified and enforced medical system makes it so much easier to write and teach courses. We won't have to spend time covering the one in a hundred mission or unpredictable what-if scenarios. 

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What about the missions that are smaller and do not want CMS enabled at all, and want to use the BIS for simplicity.

 

"CSE lays with (larger) COOP gameplay"

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100% forced?there was no public discussion about what settings would go, is this how much you guys care about the input of other community members?

This change is absolutely terrible and stifles mission making and absolutely ruins smaller coops that do not have a dedicated medic, I urge whoever can to cancel this change or put a way to change it inside missions.

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You can assign everyone as a Medic and have a large IFAK for smaller missions, the changes are easier than ACE Medical which we managed with for years in ArmA 2. This won't suddenly stifle missions or limit anything that wasn't done before.

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 absolutely ruins smaller coops that do not have a dedicated medic

 

If one thinks for solutions rather than whining, you could have worked out that you can set every player to be a medic, hence getting around this problem.

 

*edit*

Bloody Deathstrike Ninja.

Edited by Herbiie

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This change is absolutely needed and fixes lazy mission making and absolutely allows smaller coops that do not have a dedicated medic to work still, I urge whoever can to be applauded for finally making things less confusing for the player.

 

FTFY.

 

Side-note: We wont have CSE medical in its current incarnation for much longer anyways, so getting used to a more formalized system is in everyone's best interest.

Edited by jaynus

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You can assign everyone as a Medic and have a large IFAK for smaller missions, the changes are easier than ACE Medical which we managed with for years in ArmA 2. This won't suddenly stifle missions or limit anything that wasn't done before.

 

You are right on the ACE comparison I over reacted, if we want to get around the medical system by forcing everyone to be medics it defeats the point of this change to say the least, my other point is still up there - no consulting with the player base, no caring for inputs.

 

As a request - please lets disable CSE ballistics, it causes a big performance drop when used with automatic fire.

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You are right on the ACE comparison I over reacted, if we want to get around the medical system by forcing everyone to be medics it defeats the point of this change to say the least, my other point is still up there - no consulting with the player base, no caring for inputs.

 

As a request - please lets disable CSE ballistics, it causes a big performance drop when used with automatic fire.

 

As a MM I was waiting for this change. I was hoping it would've been done sooner per SOP or MM guideline since it was confusing beforehand. Now at least we have a documented baseline to work from. And honestly there's still MM intervention possible if there needs to be

 

Until Jay+Nou break everything again at least. (Looking forward to it).

 

Question:

 

Do mission placed modules take precedence over the server side settings?

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A few questions:

1. Is CMS airway management not functional yet? 

2. What if we want MEDEVAC in our mission and we want aid kits to only be used at a medical facility?

3. Why is cse_sys_medical vehCrashes = false?

4. Why is cse_sys_backblast advanced = false?

5. Can you please enable group switch for reorganization and special task organization purposes?

6. Why is cse_sys_equipment attachableItems = false?

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I think using disposable first aid kits would remove some gamey-ness at least. Hopefully CSE will add more usage conditions, but making them a finite resource should help somewhat.

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A few questions:

1. Is CMS airway management not functional yet? 

2. What if we want MEDEVAC in our mission and we want aid kits to only be used at a medical facility?

3. Why is cse_sys_medical vehCrashes = false?

4. Why is cse_sys_backblast advanced = false?

5. Can you please enable group switch for reorganization and special task organization purposes?

6. Why is cse_sys_equipment attachableItems = false?

 

1. I was told CSE airways is broken

2. I would prefer this as well; maybe we should make this the default and allow medics to drop a "medical tent" ?  This would be in addon - basically, either the mission maker places a tent or the medic can drop one?

3. Because RHS vehicles and CSE vehicle crashes do not play nice right now and the majority of our vehicles used are RHS

4. Because those calculations dont work atm. This will be different in the coming months.

5. (My opinion) No. This does nothing but allow people to fuck shit up all the time. The mission maker should be able to choose if this is possible. The only time this is needed is Zeus missions.

6. Because AI can see the attached chemlights, and these are the only things which are attachable atm. 

 

 

I think using disposable first aid kits would remove some gamey-ness at least. Hopefully CSE will add more usage conditions, but making them a finite resource should help somewhat.

 

CSE will be removed (with backwards compat patches for missions) within the next 3 months for something more advanced

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words

2. What if we want MEDEVAC in our mission and we want aid kits to only be used at a medical facility?

words

you can make it so people can only have FAKs within the medical facility, and if they leave, then it removes the FAKs from the inventory. 

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