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noubernou

ACE3 - A collaborative merger between AGM, CSE, and ACE

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We've been using submodules on ACRE for a while (Jay and I). I have no idea still how they work haha. The main project always seems to bitch about something.

some approximate date of the 1st stable version of ACE 3? :confused: :suspicious:

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on the subjectof the ace 3 recoil addon.

they seem to be really too low and return too perfectly to center. Ace 2 increased recoil for all the right reasons and it was good for gamelay and realism. Here i can use the mk 1 7.62 dmr, put it on full auto and just unload with hardly any effort or disturbance. the .338 just auto returns to center over and over again. pont, click, point, click. no need to move the mouse much. even the navid is stand up laser accurate.

Would love to see this aspect further developed but right now its pretty simplified and removes most need to do anything but point, click.

reckon this must be work in progess. that's the issue with a non offical builds, i get it.

thing is, on the range, if i dont concentrate on each shot it can go bad and i get groupings i woouldnt be happy with. but here alot of the work and compesation is done for you. sort of takes the marksmanship out of it.

kudos for one of the best mods out there. cant wait for the full release of ACE3. its going to be revolutionary!

Edited by twisted

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This is the correct answer. If you want the wind very specific/technical details, check our variables.

We also synchronize the game wind & weather across clients correctly periodically; so the vanilla command values should mostly match and be accurate. This is not the case in regular arma.

I want to make my weather mod ACE compatible, it processes those commands:

- setovercast

- setfog

- setwind (array)

- setrain

AFAICS you only touch wind .. yet. So if ACE is running, I don't want to run the wind module of my mod.

What do you recommend, should I do a more global check (if ACE is running) or is there an ideal variable which I could check?

Thx

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Find another issue XD.

Rallypoint:

seems that I can deploy the "back to base" rallypoint via self interaction, but it seems that I can't interact those rallypoints via interactions (not self) and teleport to base or to the field rally.

Ahhmm..

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I want to make my weather mod ACE compatible, it processes those commands:

- setovercast

- setfog

- setwind (array)

- setrain

AFAICS you only touch wind .. yet. So if ACE is running, I don't want to run the wind module of my mod.

What do you recommend, should I do a more global check (if ACE is running) or is there an ideal variable which I could check?

Thx

Please keep in mind, if you are using those settings, they are completely wrong and incorrect across clients and none of the data across clients matches at all (unless you allow ACE weather to synchronize it for you).

This means that one player may get major wind drift to the left from hurricane force windows, another persons bullets will drift to the right, while one guy will say its a perfectly calm day. This is how bad the A3 weather simulation is, and why ACE weather exists.

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Please keep in mind, if you are using those settings, they are completely wrong and incorrect across clients and none of the data across clients matches at all (unless you allow ACE weather to synchronize it for you).

This means that one player may get major wind drift to the left from hurricane force windows, another persons bullets will drift to the right, while one guy will say its a perfectly calm day. This is how bad the A3 weather simulation is, and why ACE weather exists.

Hey, I'm living in an SP world mainly :-) So ACE basically creates an artificial weather world? (i.e. wind deflection etc. is calculated by the value of your own variables, not ArmA weather data?)

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So ACE basically creates an artificial weather world? (i.e. wind deflection etc. is calculated by the value of your own variables, not ArmA weather data?)
Yes, but this data is also written back (via setWind, setRain, ...).

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Where i can find the actual Version of the mod?

the "actual" version of the mod is still in development. Which is why there no download links on the 1st post of this thread.

There are people taking it upon themselves to create unofficial releases of the 0.0.1 etc beta from the registry available on github. I would suggest waiting for an official beta, I can imagine it won't be much longer, and would better represent what the Mod Team has in mind for the release.

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Amen.

---------- Post added at 09:06 ---------- Previous post was at 09:04 ----------

ohh.. you start talking when you have an enemy in front of you at 5m.

REALISM!!

when i do that when I play Airsoft Im dead. We must communicate through signals.

It's a video game... I don't need hand signals to role play.( I hate roleplaying, I prefer realism, but I don't roleplay) The only time I see it useful is if you're using acre in pvp or something. Even then, this is Arma, not CoD. Never get that close to an enemy player. And lol at your airsoft comment. If you go watch real combat, you don't see guys sneaking around and getting "5m" from the enemy. They are yelling at each other over gunfire, no hand signals and tacticool non sense.( only one I've seen is cease fire, but they're also yelling it) Only time I've ever seen anyone use hand signals is in hollywood movies. Or people who play "airsoft"

---------- Post added at 03:23 ---------- Previous post was at 03:11 ----------

Maybe I was not clear but I don't like the vanilla game crosshair, and that's why I'am here, the vanilla crosshair allow for too accurate shooting while personally I would like to have something minimal like this

I like realism, I'am passionate of Osprey books and I read a tons of them, but I also have an open mind and I know this is a game, we shooting using a mouse and in games you can't have certain "feelings" like feeling your arms/body/weapon positioning.

In game I know where my weapon is pointing just because I see my weapon (when I'am able to see it) and because I see tracers/bullet impacts, in reality I know it by also feeling my body, and I'am not saying that you can shoot with accuracy without aiming but just that in reality you have that extra feeling that in a game is missing.

If in AIII for example I aim my weapon against a door and then I move my head in the other direction, I know my weapon is pointing there because I memorized the fact that I'am aiming there, in reality I would know that I'am aiming there not just because I memorized my action but also because I can feel my body is pointing there, it's pretty different, that's what I think the crosshair represent, it helps you in having a reference of your body, it's like the Stance/Resting indicator.

I know my english is not the best so I'll just link dslyecxi opinion as I think he made some good points http://blog.dslyecxi.com/post/28884709725/hey-dslyecxi-i-noticed-that-you-guys-play-with

Mine was just a suggestion and hope, I don't want to force or convince other people that using the crosshair is realistic, however I know some share my vision and for us would be cool to have a more realistic crosshair, just that, it would be just an option to chose from, nothing mandatory.

I don't use any of that hud magic, I don't have my stance indictor turned on, not my bullet count, any of that non sense. And I don't agree with your points about the crosshair at all. To each their own, but I don't think a "realistic" crosshair is something that fits into ace.

This is what my Arma looks like(me playing)

Edited by germ

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that's the thing, for people on ACRE in PvP hand signals are useful, everyone else can just ignore them (like I do). are you worried implementing them would take away from other features? highly unlikely

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Well there's your problem Germ, you're playing as ISIS in a singleplayer scenario (AI do not respond to hand signals, unless they're coded to work alongside squad commands). Also, Call of Duty does not have hand signals, so how does "This isn't CoD" even apply to the argument? I think you're trolling, which wouldn't surprise me since almost all of your posts are biased and negative. Why is it even a debate to add hand signals or not? The hand signals are already done and about ready to be implemented and it doesn't break anything whatsoever.

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Also, Call of Duty does not have hand signals, so how does "This isn't CoD" even apply to the argument?

I think he was responding to the comment about an enemy being 5m away, and how that doesn't happen very often in Arma as opposed to CoD where it's the norm.

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It's a video game... I don't need hand signals to role play.( I hate roleplaying, I prefer realism, but I don't roleplay) The only time I see it useful is if you're using acre in pvp or something. Even then, this is Arma, not CoD. Never get that close to an enemy player. And lol at your airsoft comment. If you go watch real combat, you don't see guys sneaking around and getting "5m" from the enemy. They are yelling at each other over gunfire, no hand signals and tacticool non sense.( only one I've seen is cease fire, but they're also yelling it) Only time I've ever seen anyone use hand signals is in hollywood movies. Or people who play "airsoft"

hand signals isn't necessarily roleplay. You can use it for discretion in PvP, yes, but you can also use it between squads who aren't in the same radio channel, or for don't spam radio channel. You can use it if, like you said, you like realism and that all soldiers don't have a radio.

I understand your point of view, but hand signals are not intended to be used all the time (which would be roleplay, it's true, but there are people who like it), but only occasionally to respond to particular situations where voice communication is not possible.

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@Germ, you haven't played any PvP, have you? Hand signal are/would be/should be* essential in PvP games like Tactical Battlefield.

*unfortunately they are not implemented yet.

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It's a video game... I don't need hand signals to role play.( I hate roleplaying, I prefer realism, but I don't roleplay) The only time I see it useful is if you're using acre in pvp or something. Even then, this is Arma, not CoD. Never get that close to an enemy player. And lol at your airsoft comment. If you go watch real combat, you don't see guys sneaking around and getting "5m" from the enemy. They are yelling at each other over gunfire, no hand signals and tacticool non sense.( only one I've seen is cease fire, but they're also yelling it) Only time I've ever seen anyone use hand signals is in hollywood movies. Or people who play "airsoft"

.....

This is what my Arma looks like(me playing)

3th person enabled (

and also in others video you uploaded on your channel ).. and you start a war against people who like crosshair talking about simulation, bla bla

I don't use both but I don't shoot to person who use features I don't like ;)

Edited by ramius86

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Hello!

Right now I am converting some older Missions from AGM to ACE3 and I have some problems with the variables. I have already looked up the related functions, but since I am not a very experienced scripter, I couldn't figure out how to translate things like

(_unit getVariable [QGVAR(isHandcuffed), false])

into something that I could actually use in a script or a trigger to check for.

Examples:

1. To handcuff a unit (Hostage) I use:

[hostage1, true] call ACE_captives_fnc_setHandcuffed;

(I have noted, this has to be run a few seconds after missionstart for the animation to be correctly displayed for the clients)

Question: How do I check if the unit is handcuffed?

2. To make a unit surrender I use:

[coward1, true] call ACE_captives_fnc_setSurrendered;

Question: How do I check if the unit has surrendered?

Maybe someone with a little more experience could help me figure out the correct code for the following basic tasks:

1. Check if unit is still handcuffed

2. Check if unit has surrendered

3. Set unit unconscious

4. Check if unit is unconscious - EDIT: Just figured that one out by myself: _unit getVariable ["ACE_isUnconscious", false];

5. Add injuries to a unit (and is there a way to set "force walk" on a unit like in AGM?)

6. Define unit as Medic/EOD via init field

Thank you in advance!

Edited by Grollig

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Hello!

Right now I am converting some older Missions from AGM to ACE3 and I have some problems with the variables. I have already looked up the related functions, but since I am not a very experienced scripter, I couldn't figure out how to translate things like

(_unit getVariable [QGVAR(isHandcuffed), false])

into something that I could actually use in a script or a trigger to check for.

These are CBA macros, which we use across our entire code base. They translate to ace_<pbo>_<string>. This applies to most of our short hand macros.

inside of say, ace_captives:

GVAR(boob) = ace_captives_boob

QGVAR(boob) = "ace_captives_boob"

FUNC(boob) = ace_captives_fnc_boob

EFUNC(common,doStuff) = ace_common_fnc_doStuff

This is all documented in our development wiki, which may be worth are read if you are trying to understand things :)

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and is there a way to set "force walk" on a unit like in AGM?

ACE_common_fnc_setForceWalkStatus

https://github.com/acemod/ACE3/blob/master/addons/common/functions/fnc_setForceWalkStatus.sqf

_unit getVariable ["ace_captives_isEscorting", false];

_unit getVariable ["ace_captives_isHandcuffed", false];

_unit getVariable ["ace_captives_isSurrendering", false];

No idea about medical.

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