lordprimate 159 Posted May 20, 2015 can someone tell me if i should be using the ACE_server.pbo on our dedicated server... I ask because when i try to launch the server with the ace_server.pbo in the folder, the server hangs up and is unresponsive. Once removed the server starts fine. thats all the testing i have done. whats it for? Share this post Link to post Share on other sites
Jastreb 69 Posted May 20, 2015 Only if you use @ace3\optionals\userconfig\ace\serverconfig.hpp and if you don't then just don't use it, or it might crash or complain its missing serverconfig.hpp See here > http://ace3mod.com/wiki/framework/settings.html and read the wiki. It is still WIP however. You surely do not need this on the client, just on the server if you wish to use seetings framework. If you do see also this > https://github.com/acemod/ACE3/issues/1158 Share this post Link to post Share on other sites
Belbo 462 Posted May 20, 2015 I guess there is some sort of variable to check if the advanced or the basic medical system is running, is there? Share this post Link to post Share on other sites
luckylegs 19 Posted May 20, 2015 Its not ACE3 issue its PWS. They haven't marked 3.0.1 as "stable" and PWS client is per default notifying and updating only stable build of mods. Users need to click on change version on ACE3 mod in PWS and select 3.0.1, only then it will allow to update. Thanks for this tip; in that case, it's a different issue to what I was referencing on the previous page. Share this post Link to post Share on other sites
d_pfrommer 10 Posted May 20, 2015 Hi, Will there be a way to disable features with ACE through modules and/or script without the need to remove PBOs from all client machines? That certainly would make it quite a bit easier. Several of our players are not as technical, and the use of PWS is great. To have them go into their file system and remove PBOs has proven challenging upon each new release. Thanks Share this post Link to post Share on other sites
tortuosit 486 Posted May 20, 2015 (edited) Is there some visualisation of the dependencies somewhere? Maybe I miss some info in Git or a readme? I usually cannot use all aspects of ACE, but usually it's not easy to leave pbo's out without error messages and necessary dependencies. And it very much reminds me of AGM, where I was too often sorting technical errors out instead of playing. I know this is a bit generally spoken. Or does ACE follow an ALL OR NOTHING idea officially? Which I can respect and understand btw. I take ACE from github and pbo with a pbo tool, i.e. the pbo's have the name of their directory. Someone recommended to use the python script but I realized, I need ArmA tools then, lots of GB for my SSD which I do not want. Is using the python script mandatory? EDIT: question is deprecated, I realize there is a proper build to download, yay. Edited May 20, 2015 by tortuosit Share this post Link to post Share on other sites
SilentSpike 84 Posted May 20, 2015 -snip- http://ace3mod.com/wiki/framework/settings.html Share this post Link to post Share on other sites
CameronMcDonald 146 Posted May 20, 2015 I usually cannot use all aspects of ACE, but usually it's not easy to leave pbo's out without error messages and necessary dependencies. And it very much reminds me of AGM, where I was too often sorting technical errors out instead of playing. I know this is a bit generally spoken. I haven't had a single error yet, picking and choosing as I please. Give your desired configuration a shot and if you get an error, raise an issue on the tracker. Share this post Link to post Share on other sites
tortuosit 486 Posted May 20, 2015 You are right, cameron. I come back if I have specific problems. Will start from scratch with the official version (not my own build), also I just saw the fantastic documentation which may help. https://github.com/acemod/ACE3/tree/master/documentation Share this post Link to post Share on other sites
spencefoz 10 Posted May 20, 2015 I'm still having the problem when Prevent Instant Death is enabled that the AI can become invincible. I do not see this under the "known issues" but I have seen other people mention this already. Is this going to be fixed or fixed already and I just don't know how to fix it? Share this post Link to post Share on other sites
MrSanchez 243 Posted May 20, 2015 I'm still having the problem when Prevent Instant Death is enabled that the AI can become invincible. I do not see this under the "known issues" but I have seen other people mention this already. Is this going to be fixed or fixed already and I just don't know how to fix it? Probably next release it'd be fixed. Share this post Link to post Share on other sites
dfsgdcfa 1 Posted May 20, 2015 (edited) Stupid question. How can I use the advanced medical system? I want to use it in a mission like DUWS. Which file I have to edit? Got it. Edited May 20, 2015 by dfsgdcfa Share this post Link to post Share on other sites
tortuosit 486 Posted May 20, 2015 How can I disable ACE_Weather? I know modules are dependent on it so probably I cannot simply delete the pbo. I don't need it as I am on single player and want to use my own mod, but I have seen ACE does things like setwind. Is it useful to mess with the pbo? ace_weather.pbo\ace_settings.hpp has: class GVAR(useACEWeather) { displayName = "ACE Weather"; description = "Overrides the default weather (editor, mission settings) with ACE weather (map based)"; typeName = "BOOL"; value = 1; }; Share this post Link to post Share on other sites
ruthberg 7 Posted May 20, 2015 @tortuosit, you should use the module options, not mess with the PBO: http://ace3mod.com/wiki/missionmaker/modules.html#1.18-weather Share this post Link to post Share on other sites
glowbal 13 Posted May 20, 2015 I'm still having the problem when Prevent Instant Death is enabled that the AI can become invincible. I do not see this under the "known issues" but I have seen other people mention this already. Is this going to be fixed or fixed already and I just don't know how to fix it? What version are you running? Share this post Link to post Share on other sites
dfsgdcfa 1 Posted May 20, 2015 (edited) So... I exported the config. Now I want to use it on DUWS (MP). So I copy everything to the serverconfig.hpp and I am using ACE_server as an addon. This is my code. But it does not work. Neither in DUWS nor in Editor (tested with real players). There are no advanced options. class ace_common_forceAllSettings { value = 1; typeName = "BOOL"; force = 1; }; class ace_frag_enabled { value = 1; typeName = "BOOL"; force = 1; }; class ace_interaction_EnableTeamManagement { value = 1; typeName = "BOOL"; force = 1; }; class ace_magazinerepack_TimePerAmmo { value = 1.5; typeName = "SCALAR"; force = 1; }; class ace_magazinerepack_TimePerMagazine { value = 2; typeName = "SCALAR"; force = 1; }; class ace_magazinerepack_TimePerBeltLink { value = 8; typeName = "SCALAR"; force = 1; }; class ace_maptools_EveryoneCanDrawOnBriefing { value = 1; typeName = "BOOL"; force = 1; }; class ace_microdagr_MapDataAvailable { value = 2; typeName = "SCALAR"; force = 1; }; class ace_mk6mortar_airResistanceEnabled { value = 1; typeName = "BOOL"; force = 1; }; class ace_mk6mortar_allowComputerRangefinder { value = 1; typeName = "BOOL"; force = 1; }; class ace_mk6mortar_allowCompass { value = 1; typeName = "BOOL"; force = 1; }; class ace_nametags_showCursorTagForVehicles { value = 0; typeName = "BOOL"; force = 1; }; class ace_nametags_PlayerNamesViewDistance { value = 5; typeName = "SCALAR"; force = 1; }; class ace_nametags_PlayerNamesMaxAlpha { value = 0.8; typeName = "SCALAR"; force = 1; }; class ace_respawn_SavePreDeathGear { value = 1; typeName = "BOOL"; force = 1; }; class ace_respawn_RemoveDeadBodiesDisconnected { value = 1; typeName = "BOOL"; force = 1; }; class ace_respawn_BodyRemoveTimer { value = 0; typeName = "SCALAR"; force = 1; }; class ace_switchunits_EnableSwitchUnits { value = 0; typeName = "BOOL"; force = 1; }; class ace_switchunits_SwitchToWest { value = 0; typeName = "BOOL"; force = 1; }; class ace_switchunits_SwitchToEast { value = 0; typeName = "BOOL"; force = 1; }; class ace_switchunits_SwitchToIndependent { value = 0; typeName = "BOOL"; force = 1; }; class ace_switchunits_SwitchToCivilian { value = 0; typeName = "BOOL"; force = 1; }; class ace_switchunits_EnableSafeZone { value = 1; typeName = "BOOL"; force = 1; }; class ace_switchunits_SafeZoneRadius { value = 100; typeName = "SCALAR"; force = 1; }; class ace_vehiclelock_DefaultLockpickStrength { value = 10; typeName = "SCALAR"; force = 1; }; class ace_vehiclelock_LockVehicleInventory { value = 0; typeName = "BOOL"; force = 1; }; class ace_vehiclelock_VehicleStartingLockState { value = -1; typeName = "SCALAR"; force = 1; }; class ace_weather_enableServerController { value = 1; typeName = "BOOL"; force = 1; }; class ace_weather_useACEWeather { value = 1; typeName = "BOOL"; force = 1; }; class ace_weather_syncRain { value = 1; typeName = "BOOL"; force = 1; }; class ace_weather_syncWind { value = 1; typeName = "BOOL"; force = 1; }; class ace_weather_syncMisc { value = 1; typeName = "BOOL"; force = 1; }; class ace_weather_serverUpdateInterval { value = 60; typeName = "SCALAR"; force = 1; }; class ace_winddeflection_enabled { value = 1; typeName = "BOOL"; force = 1; }; class ace_winddeflection_vehicleEnabled { value = 1; typeName = "BOOL"; force = 1; }; class ace_winddeflection_simulationInterval { value = 0.05; typeName = "SCALAR"; force = 1; }; class ace_winddeflection_simulationRadius { value = 3000; typeName = "SCALAR"; force = 1; }; class ace_explosives_RequireSpecialist { value = 0; typeName = "BOOL"; force = 1; }; class ace_explosives_PunishNonSpecialists { value = 1; typeName = "BOOL"; force = 1; }; class ace_hearing_EnableCombatDeafness { value = 1; typeName = "BOOL"; force = 1; }; class ace_hearing_EarplugsVolume { value = 0.5; typeName = "SCALAR"; force = 1; }; class ace_hearing_UnconsciousnessVolume { value = 0.4; typeName = "SCALAR"; force = 1; }; class ace_medical_level { value = 2; typeName = "SCALAR"; force = 1; }; class ace_medical_medicSetting { value = 2; typeName = "SCALAR"; force = 1; }; class ace_medical_enableFor { value = 1; typeName = "SCALAR"; force = 1; }; class ace_medical_enableOverdosing { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_bleedingCoefficient { value = 1; typeName = "SCALAR"; force = 1; }; class ace_medical_painCoefficient { value = 1; typeName = "SCALAR"; force = 1; }; class ace_medical_enableAirway { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_enableFractures { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_enableAdvancedWounds { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_enableVehicleCrashes { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_enableScreams { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_playerDamageThreshold { value = 1; typeName = "SCALAR"; force = 1; }; class ace_medical_AIDamageThreshold { value = 1; typeName = "SCALAR"; force = 1; }; class ace_medical_enableUnconsciousnessAI { value = 1; typeName = "SCALAR"; force = 1; }; class ace_medical_preventInstaDeath { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_enableRevive { value = 2; typeName = "SCALAR"; force = 1; }; class ace_medical_maxReviveTime { value = 400; typeName = "SCALAR"; force = 1; }; class ace_medical_amountOfReviveLives { value = -1; typeName = "SCALAR"; force = 1; }; class ace_medical_allowDeadBodyMovement { value = 0; typeName = "BOOL"; force = 1; }; class ace_medical_allowLitterCreation { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_litterCleanUpDelay { value = 0; typeName = "SCALAR"; force = 1; }; class ace_medical_medicSetting_PAK { value = 1; typeName = "SCALAR"; force = 1; }; class ace_medical_medicSetting_SurgicalKit { value = 1; typeName = "SCALAR"; force = 1; }; class ace_medical_consumeItem_PAK { value = 0; typeName = "SCALAR"; force = 1; }; class ace_medical_consumeItem_SurgicalKit { value = 0; typeName = "SCALAR"; force = 1; }; class ace_medical_useLocation_PAK { value = 3; typeName = "SCALAR"; force = 1; }; class ace_medical_useLocation_SurgicalKit { value = 2; typeName = "SCALAR"; force = 1; }; class ace_medical_keepLocalSettingsSynced { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_healHitPointAfterAdvBandage { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_allowUnconsciousAnimationOnTreatment { value = 0; typeName = "BOOL"; force = 1; }; class ace_medical_moveUnitsFromGroupOnUnconscious { value = 0; typeName = "BOOL"; force = 1; }; class ace_medical_menuTypeStyle { value = 0; typeName = "SCALAR"; force = 1; }; class ace_advanced_ballistics_enabled { value = 1; typeName = "BOOL"; force = 1; }; class ace_advanced_ballistics_alwaysSimulateForSnipers { value = 1; typeName = "BOOL"; force = 1; }; class ace_advanced_ballistics_disabledInFullAutoMode { value = 0; typeName = "BOOL"; force = 1; }; class ace_advanced_ballistics_onlyActiveForLocalPlayers { value = 0; typeName = "BOOL"; force = 1; }; class ace_advanced_ballistics_ammoTemperatureEnabled { value = 1; typeName = "BOOL"; force = 1; }; class ace_advanced_ballistics_barrelLengthInfluenceEnabled { value = 1; typeName = "BOOL"; force = 1; }; class ace_advanced_ballistics_bulletTraceEnabled { value = 1; typeName = "BOOL"; force = 1; }; class ace_advanced_ballistics_simulationInterval { value = 0; typeName = "SCALAR"; force = 1; }; class ace_advanced_ballistics_simulationRadius { value = 3000; typeName = "SCALAR"; force = 1; };; Edited May 20, 2015 by dfsgdcfa Share this post Link to post Share on other sites
jaynus 10 Posted May 20, 2015 So...I exported the config. Now I want to use it on DUWS (MP). So I copy everything to the serverconfig.hpp and I am using ACE_server as an addon. This is my code. But it does not work. Neither in DUWS nor in Editor (tested with real players). There are no advanced options. No advanced options show because they are forced to the server. You cannot change the options on the client when you are forcing them. This is by design, and means the settings are forced Share this post Link to post Share on other sites
nsnipe 10 Posted May 20, 2015 Everyone is talking about pip scopes, but i havent seen one since the release. I don't see optics_pip.pbo even on github. Can someone elaborate? Share this post Link to post Share on other sites
Chairborne 2594 Posted May 20, 2015 Probably because they're from RHS, not ACE3. Share this post Link to post Share on other sites
nsnipe 10 Posted May 20, 2015 (edited) Oh - I have and use RHS ones each day - but I saw people talking about ACE3 pip scopes mentioning ace_optics_pip.pbo can't recall where but definitely it wasnt a dream :) Maybe it was a dream after all. But it was so lucid... Edited May 20, 2015 by nsnipe steadily loosing my mind Share this post Link to post Share on other sites
dfsgdcfa 1 Posted May 20, 2015 No advanced options show because they are forced to the server. You cannot change the options on the client when you are forcing them. This is by design, and means the settings are forced Sorry, but what does this mean for me? I am not able to use advanced medic system in DUWS? Even when I set forceAllSettings to 0, it does not work. I am hosting the server... Share this post Link to post Share on other sites
7Cav Wiper 10 Posted May 20, 2015 )---------- Post added at 10:21 AM ---------- Previous post was at 10:20 AM ---------- Nou made the paladin, you don't have to show us :p Yeah I know haha, I have been pestering nou about it for about a year. http://forums.bistudio.com/showthread.php?121095-M109A6-Paladin-v1-1-(UPDATED)&p=2860503#post2860503 Share this post Link to post Share on other sites
jaynus 10 Posted May 20, 2015 Sorry, but what does this mean for me?I am not able to use advanced medic system in DUWS? Even when I set forceAllSettings to 0, it does not work. I am hosting the server... When settings are forced, (force=1) on the server - they do not show up in client configurations. They are on, but they just do not show in the configuration. They are, in fact, working - but a client cannot change them hence they do not appear in the menu. Share this post Link to post Share on other sites
PuFu 4600 Posted May 20, 2015 Nou made the paladin, you don't have to show us :p ahhh...what? Share this post Link to post Share on other sites
das attorney 858 Posted May 20, 2015 Probably because they're from RHS, not ACE3. Not true - there's LRPS (PIP), ARCO (PIP) RCO (PIP) etc etc They're in the ACE Misc Items Box classes: ACE_optic_Hamr_PIP ACE_optic_LRPS_PIP and so on Share this post Link to post Share on other sites