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

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  dragonsyr said:
again my question

the agm fast ropping command will continue in ACE3 ?

agm fastroping =1

coords......

thanks and regards

They already answered it, instead of asking again maybe you should search for it. The way that did it in AGM was not up to ACE 3 standards so they left it out of the first release. Like every other requested feature it's going to be here at some point (soonâ„¢). If not, you can always take AGM's open source code and apply it to ACE3's open source code.

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Flummi is working on fastroping, for the GBU locking it's being worked on atm by jayjay but in 3.0.1 (current release) it's disabled.

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SteamWorkshop? Disservice? So your only concern about mods here in BI forum is that it didnt get on this bloody bullshit workshop? Just download it, there are serveral sources to get it from.

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current server key is not compatible with latest update.

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  Tonys said:
current server key is not compatible with latest update.

It is, i tested it. Test the github download source.

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How can i remove the Black Screen when im in a Jet? (G)

Is tehre a script or something like that?

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  oOKokaKolaOo said:
How can i remove the Black Screen when im in a Jet? (G)

Is tehre a script or something like that?

Remove the ace_gforces.pbo file in your addon folder.

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What options can I do with the weather system? Can I set it to have a squall blow through every once in a while? Something terrifying and tone setting? kind of a random occurrence. Basically change a setting in ACE weather so that heavy storms blow through every once in a while. The whole gamut of possible weather conditions.

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Hi!

I contacted to one of the Project leaders with no response, maybe it's better here.

I want to give my mission (Antistasi, glad if you check it out) some ACE integration.

Specially, as the concept is to make just one single file/misison with everything a player may need, but with compatibility chances with major mods (as posible) for those players which use them, I need some data about ACE.

Specifically:

- What variable to check if the players implemented whatever ACE medical / revive module, in order to disable mine.

- Same with Player Tags.

- Same with backblast effect.

Currently, I integrate with TFAR disabling the radio when player is unconscious with my revive. Don't know if it's important to say here...

Thanks in advance for the help!!

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For us this has broke our gameplay because we are playing with AI cooperative.

AGM was and still is the only way to push medic AI do his work in MP mission.

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  Heavygunner said:
Remove the ace_gforces.pbo file in your addon folder.

ACE team, will you try tp expose all settings? So that we, also the singleplayers, can put anything into serverconfig.hpp? Because there are some functions one never might want and it required some action by the user to remove pbo. (Because after an update it is back again and usually you will not remember). Tinting because of sunglasses comes to my mind. I do pbo removal with a line of code (del) in my startup batches, but that is a personal thing, I'm always working with startup templates.

  LinuxMaster9 said:
What options can I do with the weather system? Can I set it to have a squall blow through every once in a while? Something terrifying and tone setting? kind of a random occurrence. Basically change a setting in ACE weather so that heavy storms blow through every once in a while. The whole gamut of possible weather conditions.

I can't speak for the ACE team, but I don't think that is the goal of weather in ACE.

Edited by tortuosit

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Thanks SilentSpike, but Reading this I think you misunderstood my message.

The capability of tuning ACE for players is not what I am searching.

I am searching a way to automate the settings detection by mission scripts.

Let's say If I enabled the medical system, no matter if by those dialogs or just unpboing my mission putting a module, for sure some missionnamespace, global or whatever variable is set, so, my script, regarding revive script on player init will say something like: if (!aceMedSysEnabled) then {[player] spawn barbolaniReviveSystem}

For example, regarding TFAR I do something as easy as this:

hayTFAR = false;

if (isClass (configFile >> "CfgPatches" >> "task_force_radio")) then {hayTFAR = true; publicVariable "hayTFAR"};

Then with hayTFAR as condition I can integrate my scripts with that mod (I use it to disable the radio when player is unconscious).

The difference here is mod detection is not enough, as you have a lot of submodules that can be tuned. I need (and sure it exists) the way to know which modules are active via script.

Edited by barbolani

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I have an idea about the revive system.

Players suffer very serious injury can only wait for other players to help him (this time he could be killed), more serious injuries will be directly killed.

Edited by Narcissu

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two weeks late on this post, but I've not been on the forums for a while and not seen the release on Armaholic until last night. But this was released on my Birthday. cheers, thanks for the Bday prezzie. lol!

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When using the module that allow config export for serverside userconfig creation, I encounter a problem.

When I press export, the text that is saved in my clipboard is not complete, the last classes are missing, (see below)

  Reveal hidden contents

I guess it is because I'm using the "include client" option. When I do not inculde the client settings, everything works fine.

Am I doing something wrong ? Looks like to clipboard can't support a such amount of text ?

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  BullHorn said:
Dat Google Translate.

Sounds like the revive system?

yes,is revive system

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  Sparfell_19 said:
When using the module that allow config export for serverside userconfig creation, I encounter a problem.

When I press export, the text that is saved in my clipboard is not complete, the last classes are missing, (see below)

Believe this is a known issue, I know I've seen an issue on github about something like this but can't track down the link.

  barbolani said:
Thanks SilentSpike, but Reading this I think you misunderstood my message.

I get you now, well you can just check the following variable:

ace_medical_level

nil - disabled

0 - disabled

1 - basic

2 - advanced

If you need to check for other modules too, take a look at their respective ACE_Settings config entries (you can generally just check ACE_Settings.hpp in their addon folder). The ACE settings framework turns the subclasses of that class into global variables containing the setting.

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  Sparfell_19 said:
When using the module that allow config export for serverside userconfig creation, I encounter a problem.

When I press export, the text that is saved in my clipboard is not complete, the last classes are missing, (see below)

I guess it is because I'm using the "include client" option. When I do not inculde the client settings, everything works fine.

Am I doing something wrong ? Looks like to clipboard can't support a such amount of text ?

That issue was fixed 5 days ago on master, here's the commit (click me)

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  SilentSpike said:
Believe this is a known issue, I know I've seen an issue on github about something like this but can't track down the link.
  alganthe said:
That issue was fixed 5 days ago on master, here's the commit (click me)

Ok Guys, thanks.

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  Numrollen said:
SteamWorkshop? Disservice? So your only concern about mods here in BI forum is that it didnt get on this bloody bullshit workshop? Just download it, there are serveral sources to get it from.

I guess you hate BIS then? The SteamWorkshop is the only official tool. It helps make things easy for NEW and CURRENT players.

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