bullet purveyor 85 Posted April 10, 2015 Erm, anyone?To clarify, the numbers on keyboard are now used to switch weapons and I can't issue orders with it. Select AI with F keys then hold down alt button+1-8, then you override the weapon selection. Share this post Link to post Share on other sites
Takoda 10 Posted April 10, 2015 I cannot emphasise enough how thrilled I am about the improved ragdoll physics. Thankyou so much for all your hours of hard work and dedication guys, I truly appreciate your effort. Share this post Link to post Share on other sites
kecharles28 197 Posted April 10, 2015 Updated mod v0.0.0.1-alpha_unofficial available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
enex 11 Posted April 10, 2015 I'm waiting for first "arma 3 ace 2" video. Share this post Link to post Share on other sites
EnigmaticallyEerie 10 Posted April 10, 2015 Still waiting on how to use the new launch feature for the Titan compact Share this post Link to post Share on other sites
arkblade 1 Posted April 10, 2015 (edited) holding tab key to target, and fire after lock on. tab + ctrl to change fire mode (DIR and TOP) however it seem to broken. it can't hit javelins correctly... Explosion on the different place and draw a very strange trajectory. both DIR and TOP. and it can't seem to lock VR vehicle targets. Edited April 10, 2015 by Arkblade Share this post Link to post Share on other sites
Brisse 78 Posted April 10, 2015 Managed to create another CTD. This time I tried to inject morphine into my own leg on my perfectly healthy character. The result was immediate crash to desktop. Share this post Link to post Share on other sites
devildog664 25 Posted April 10, 2015 Was getting really low fps. Anyone else got this? Share this post Link to post Share on other sites
krazikilla 5 Posted April 10, 2015 cannot pull unconsious player out of a car, anyone knows how to do it? Share this post Link to post Share on other sites
SilEighty 13 Posted April 10, 2015 I found you need to be in the vehicle to get the option to unload them. Share this post Link to post Share on other sites
pvtdancer 5 Posted April 10, 2015 Can I just say that I'm so excited to see you all coming together and using previous made content to build something amazing? I love this community! And 2 loving the work you guys are doing I played with it for a few min last night and loved what I'm seeing so far!!! Thanks for your work guys you're all awesome. Share this post Link to post Share on other sites
kremator 1065 Posted April 10, 2015 Is it possible to get the cursor to appear in normal interactions as well? Works perfectly in self interaction but other interaction would be good too guys ! Share this post Link to post Share on other sites
krazikilla 5 Posted April 10, 2015 Is it possible to get the cursor to appear in normal interactions as well? Works perfectly in self interaction but other interaction would be good too guys ! This! The menu is somehow nice, but also annoying. You should see the curser, not always turn your hole view. + You should be kind of guided to the fields with your mouse, so you just move your mouse in the direction and it selects the right stuff. its a bit too clunky for now. Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted April 10, 2015 From what i've tested so far... The ragdolls seem to fall the exact same way per pose. Kinda... idk, in Vanilla Arma 3 the ragdolls seem to go down depending on where you shoot them and it's always different. Share this post Link to post Share on other sites
Brisse 78 Posted April 10, 2015 (edited) I just had a thought when I tried out the night vision googles to see if they were carried over from AGM. The thought was that depth of field effect might be used to simulate focus. I feel that especially the gen1 needs some kind of nerf, but it's already pretty noisy so adding more noise is not the solution. I personally own some night vision equipment and one of the drawbacks of the cheap gen1 stuff is that you have to constantly and manually adjust focus. The stuff that is out of focus is super blurry, so it would be nice to simulate that. Any thoughts on this ACE3-team? Edit: I put it up as a feature request on github. Edited April 10, 2015 by Brisse Share this post Link to post Share on other sites
SagJangi 12 Posted April 10, 2015 This shit just keeps getting better and better... Awesome. Share this post Link to post Share on other sites
miasdad 94 Posted April 10, 2015 In-game Map Screen empty.Just made a mission & during play in preview press map key but no map? Share this post Link to post Share on other sites
Brisse 78 Posted April 10, 2015 In-game Map Screen empty.Just made a mission & during play in preview press map key but no map? You need a map in your inventory. Share this post Link to post Share on other sites
miasdad 94 Posted April 10, 2015 If you're referring to "items" I had one & to double check I retrieved one from an items crate I placed in the editor yet still blank map.Can you be a little more explicit? Share this post Link to post Share on other sites
voiper 18 Posted April 10, 2015 (edited) Are there plans to add a flashlight feature to the map? Wondering if I should start a fork of ace_map that includes features from my LIT module. Edited April 10, 2015 by voiper Share this post Link to post Share on other sites
EnigmaticallyEerie 10 Posted April 10, 2015 I just had a thought when I tried out the night vision googles to see if they were carried over from AGM. The thought was that depth of field effect might be used to simulate focus. I feel that especially the gen1 needs some kind of nerf, but it's already pretty noisy so adding more noise is not the solution. I personally own some night vision equipment and one of the drawbacks of the cheap gen1 stuff is that you have to constantly and manually adjust focus. The stuff that is out of focus is super blurry, so it would be nice to simulate that. Any thoughts on this ACE3-team? Edit: I put it up as a feature request on github. The year is 2035, I'm pretty certain that by this point the nightvision technology would have evolved significantly to rid of just such inconveniences as having to constantly adjust the focus on the goggles. Not shooting down the idea, but it wouldn't seem logical to base the nightvision effects on outdated equipment functionality. Share this post Link to post Share on other sites
jonpas 294 Posted April 10, 2015 Are there plans to add a flashlight feature to the map? Wondering if I should start a fork of ace_map that includes features from my LIT module. If you are willing to, do so! I am sure many would love to see it, of course being modular (toggleable by a setting preferably). Share this post Link to post Share on other sites
naizarak 4 Posted April 11, 2015 The year is 2035, I'm pretty certain that by this point the nightvision technology would have evolved significantly to rid of just such inconveniences as having to constantly adjust the focus on the goggles. Not shooting down the idea, but it wouldn't seem logical to base the nightvision effects on outdated equipment functionality. hence the gen1,2,3 models of nvgs Share this post Link to post Share on other sites
jaynus 10 Posted April 11, 2015 Are there plans to add a flashlight feature to the map? Wondering if I should start a fork of ace_map that includes features from my LIT module. It has been on our plan, but we have not gotten around to it. You are free to fork and implement, but please read our coding and implementation guidelines very carefully. We will not accept merges breaking any of our "Thou Shall Nots" in the code (spawn, execvm, non-pfh, etc). Share this post Link to post Share on other sites
das attorney 858 Posted April 11, 2015 It has been on our plan, but we have not gotten around to it. You are free to fork and implement, but please read our coding and implementation guidelines very carefully. We will not accept merges breaking any of our "Thou Shall Nots" in the code (spawn, execvm, non-pfh, etc). Hi Jaynus, Sorry I'm not trying to be a dick or anything but I can't work out from your github page where the "Thou Shall Nots" are. I checked here: https://github.com/acemod/ACE3 But it wasn't apparent where they were to me. (not familiar with GH format). I ask as an indy code guy. I'd like to make sure what I'm doing doesn't break the work of others etc. Thanks. Share this post Link to post Share on other sites