Thumba-umba 0 Posted August 3, 2015 Can i ask a few questions?Firstly, i don't get why the in-mod interaction menu does not replace the in-game interaction menu. Let me explain:In vanilla we got an interaction menu that is called up (by default) by rolling the mouse wheel. It contains standart interactions.Since the mod adds a helluva lot of new actions and interactions, in brings another menu system, 'cause the old one obviously would not fit. I get it.But boy, how it's done...The mod basically brings up two new menus that have to be called up by their own button combinations (that are somewhat relative, but still), and they are handled in entirely different way than vanilla one. AND they dont contain the vanilla interactions! (such as get in the car, change weapon, etc.) So, we have to utilise two types of menus that are called out differently, handled differently, and there is no single way to get rid of one of them.Is it intended to be so?Secondly, why mod's devices are working right from the backpack and not going into standart device slots? It just adds more complexity to handling all them, with each device requires another button for activation and configuration. I mean, what is the problem with putting aTrag into backpack, then swapping it for, let's say, GPS, when necessary. Share this post Link to post Share on other sites
arkhir 135 Posted August 3, 2015 Are you guys aware of the bug with technical gunners being nearly invincible? I've looked through your bug tracker, but couldn't find anything. Share this post Link to post Share on other sites
CoolSpy 9 Posted August 3, 2015 So does REVIVE work for anyone her please ? What do you have to do to make it work ?thanks :( Share this post Link to post Share on other sites
DAGGER ARMANET 172 Posted August 4, 2015 Sorry if this has been brought up. But i am running 1.48 arma and ace 3 version 3.1.1 and i cant open doors. I was holding off of ACE3.2 until the medical issues are fixed. But now i cant open up doors at all. Is this an arma 1.48 / ace three compat issue ? Our missions were working great before but with 1.48 arma it seems i am either having an ace issue or an arma issue. Anyone experiencing the same ? Share this post Link to post Share on other sites
kennyleif 20 Posted August 4, 2015 Currently the issue isn't with the grenade but with the basic medical system, you will only have small cuts if you use advanced. Currently i'm going to document config entries and the interaction framework and fix some typos in the medical documentation, git had a cpu fart when merging. Is it the same with weapons fire in basic medical system? My unit tested the medical system last night on basic. One pistol shot, gave red wounds all over the body. No mather where the shot was aimed at. Every time. Share this post Link to post Share on other sites
alganthe 74 Posted August 4, 2015 @PhonicStudios Yes indeed the sharpnel slows down, it's mostly notable in advanced where you get only small cuts from it at a distance higher than 15-20 meters. @Thumba Umba Yes it is intended to be so. For your second question that's a technical limitation and a design decision. (GPS slot items acts as GPS only.) @Arkhir That's not an ACE3 issue, verify if it's not a mod you're using that is causing that issue, ACE3 doesn't modify the technicals geometry. @CoolSpy Check the medical documentation / the modules documentation (click them) @Opsixdelta I don't have that issue here in 3.1.1 nor 3.2.0. @Kennyleif Yes this bug impact all source of damages (bullets, sharpnel, vehicle impacts, rockets...) Share this post Link to post Share on other sites
bux578 65 Posted August 4, 2015 Unless grenades are made out of a magic material that doesn't have friction with air nor is affected by gravity, getting hit by a fragment further away is less and less harmful because said fragment loses velocity (in this case, 15m is reported as the max distance to which they are harmful). It's like kicking a soccer ball, you can get hit 200m away but the energy with which you're hit isn't the same as if you were 5m away when the same soccer ball was kicked. I've double checked this with an acquaintance from the Bundeswehr before I made this statement. Though, you are right, that with higher distance the velocity drops, there are multiple designs of fragments (from round to triangular to spiked) to lower air resistance and to migitate the velocity. Fragments can be deadly to a distance of 250 metres (speaking of a german DM51 fragmentation grenade). I'm not saying that every fragment is. Share this post Link to post Share on other sites
arkhir 135 Posted August 4, 2015 @alganthe I know you probably won't believe anecdotal evidence but I'll still try to explain what's the case, perhaps it might give you a better picture, I don't know, I'm just trying to help with what I suspect might be a problem; We've been Zeus community for a long time. We played on CSE, we used AGM. We were so happy to move over to ACE, but soon after we started noticing this thing that has never happened to us before. It's hard to reproduce, it's sorta random - sometimes they fall down as usual, after taking one to two bullets, other than that... Well -- Whille flying around on Zeus cam and watching action from the first row I've noticed chunks of brain (the particle effect) and blood flying off an AI who was still manning the .50 on default ArmA III technical, sustaining multiple hits from RHS:USAF hmmvw .50 cal. In the end, he outgunned our player, killing him, before finally taking an AT-4. The issue is making .50s much more dangerous than they should be and we don't really know what causes it - it may be desync, lag, or other issue - I trust your judgement, but I still have reasons to believe it's an issue with how damage is being processed. We're using advanced medical without instakill prevention if that helps, and default A3 technicals, so I don't think the geometry is a problem. Sometimes I've got to just manually Michael Bay the whole technical by pressing 'end' on the keyboard, sometimes I have enough time to select gunner and make him die. I'll try to catch it on video for you during one of our sessions, because it's been happening at least once per couple of encounters with these trucks. I have no other idea what might that be. Share this post Link to post Share on other sites
alganthe 74 Posted August 4, 2015 If you could provide an RPT file and a mission for reproduction that would be very helpful and would help pinpoint your issue. Share this post Link to post Share on other sites
MrSanchez 243 Posted August 4, 2015 What does: class ace_common_forceAllSettings do? Does it overwrite mission config/modules? (extremely doubtful) If set to false, what is the difference from true? Are clients able to change some of these settings o.O? (In my case I'm setting up a server sided config) Would be nice to get some documentation and an answer ;) Kind regards, Sanchez Share this post Link to post Share on other sites
alganthe 74 Posted August 4, 2015 There's doc for that sanchezz http://ace3mod.com/wiki/framework/settings.html Share this post Link to post Share on other sites
the m 17 Posted August 4, 2015 The cocumentation for the hunt IR says: N Toggle NV and TI modes But there is only a NV mode Share this post Link to post Share on other sites
alganthe 74 Posted August 4, 2015 It's a typo from me, the huntIR only have normal and NV modes. Share this post Link to post Share on other sites
DAGGER ARMANET 172 Posted August 4, 2015 @Opsixdelta I don't have that issue here in 3.1.1 nor 3.2.0. Ah ok thanks Alganthe, quick question ... your running ARMA3 version 1.48 ? If so then... hrmm i dunno what the issue is. I have never seen this before. Mission works great one day then doesn't. Also apologies if i thought it was ACE causing the issue, i see that in ACE you can "check door" now under interaction so i thought maybe it was related. Either way appreciate it ! Share this post Link to post Share on other sites
MrSanchez 243 Posted August 4, 2015 Yeah. I read through the settings framework, that's why I asked here. I ask again, what does it do? That page does not document it well. This is still open ye know https://github.com/acemod/ACE3/issues/1501:P Share this post Link to post Share on other sites
alganthe 74 Posted August 4, 2015 Not me who documented it. For it's usage If my memory serves me right it is used to force all settings, meaning that you can't override them with mission modules / mission settings Share this post Link to post Share on other sites
kennyleif 20 Posted August 4, 2015 @Kennyleif Yes this bug impact all source of damages (bullets, sharpnel, vehicle impacts, rockets...) Then is it possible to roll back to previous version, would that fix the basic medical system, until at hotfix is out? Share this post Link to post Share on other sites
alganthe 74 Posted August 4, 2015 Yes the bug isn't present in 3.1.1. Share this post Link to post Share on other sites
soulis6 24 Posted August 4, 2015 @CoolSpy Check the medical documentation / the modules documentation (click them) I have the same question about the revive system, and unfortunately the documentation is very vague on this subject. All it says in the module documentation is "This modules allows a mission maker to limit the amount of revives for units in basic and advanced medical." Is that really all it does? The language is confusing if so, because the options make it sound like a 'basic revive system' is something special, and if that IS all that it does, why is there a 'number of lives' setting and a 'revive enabled' setting? Wouldn't having revive enabled and number of lives set to the default of -1 end up having no effect at all? Share this post Link to post Share on other sites
alganthe 74 Posted August 4, 2015 By default the revive system is disabled, to enable it just set enable revive to true and adjust the number of lives (in the module). On what it does, the revive system keep the unit alive for 120 seconds (default) in that time you need to wake up the unit (Get the unit to a conscious state) to "revive" it. Everytime the unit get "revived" the live count goes down by 1, a unit in the revive state can't die from any damage until the timer runs out. Share this post Link to post Share on other sites
soulis6 24 Posted August 4, 2015 Oh ok, that's awesome thanks. So if you set the 'Max Revive Time' to -1 or 99999 or something, could you essentially have a system where the players will never die from any amount of damage or type, only be knocked unconscious, and able to be revived by other players? That would be great, that's exactly what i'm looking for. How does a player revive someone? Is it just an ACE action, does it need any items or a medic or anything else? And my last question is does this actually work right now? Unless it has changed in the last update, I tried setting the revive system to enabled and it didn't seem to actually work, or at least I didn't notice any difference from the standard ace basic medical behavior Share this post Link to post Share on other sites
alganthe 74 Posted August 4, 2015 Yes, a setting of 999 would work, -1 just disable it. To "revive" someone you need to get the patient conscious. The person will get shot, and fall unconscious from then the unit will be in the revive state, get the patient to be responsive or he'll die when the timer run out. Share this post Link to post Share on other sites
Mynock 244 Posted August 4, 2015 I did some searching and did what was suggested, but I've been unable to solve my multi-key binding issue: Only running ACE 3 (3.2.0.0) and CBA 7 (Latest Version from their thread). 110% positive I have the latest version of CBA. I am unable to do multi-key binding using a letter at the first of the required key strokes. Due to my personal preferences, I have switched out my "Z" and "Left Ctrl" keys for everything, including functions that require pressing one of those keys first and then another (example, vanilla function was default "left ctrl+g" I changed it to "z+g"). I am unable to do this in the ACE control set-up. Several of the ACE controls require pressing Left Ctrl and then another key, but since that is my prone key now, my unit lays down whenever I try to do something. Whenever I try to change the function to "Z+whatever" it does not allow me to do so. It simply sets the "Z" key for everything and I cannot figure out how to add a second button to the sequence. It will let me set up "Crtl+whatever", but not "Z+whatever", which doesn't help me unfortunately. Any help would be greatly appreciated. I downloaded this with high hopes and great anticipation, but now I'm unable to use it the way I'd like, and I do not want to go back to the default key mapping for the vanilla game. I've been using Left Ctrl to prone since the CoD 1 days and it's an impossible habit for me to break to use Z instead. I have to imagine I can't be the only player out there who does not want to use the Z for prone and wants to map Z to various other functions, including in mods like ACE 3. Edit: I thought as a temporary workaround I would use "Shift+whatever" for various things, but for example when I assign "Shift+Left Windows" to open the self interaction menu, it does not work in the game any longer, so this is unfortunately not a possible solution to my issue. I also tried going back to 3.1.1 version and this did not change anything either. Any help on how to make it so I can assign a letter as the first key in a multi-key binding for ACE? Open a certain file in the mod somewhere and change it manually? Share this post Link to post Share on other sites
foffy 58 Posted August 4, 2015 Hey guys. I've been out of the loop for a while with the game - I last played it when the Marksmen DLC launched, and all we had publicly was AGM, but I wanted to know does the AI have the ability to self-heal with the basic ACE wounding system? Are there certain conditions the AI has to be in to handle a wound? I ask because I am messing around in the editor, shooting an ally to see how long it takes him to heal, but it looks like he never bothers, as if the wounds can be acknowledged but cannot be addressed. I find it odd because AGM allowed not only the AI to self-heal, but heal players, and required nothing to be activated or played with. No idea if it would be conflicting with other mods, but the only other mod that involves the AI that I also use is ASR AI. I'm on whatever the current version of ACE that's on PwS, if that helps. Share this post Link to post Share on other sites
soulis6 24 Posted August 4, 2015 Hey guys. I've been out of the loop for a while with the game - I last played it when the Marksmen DLC launched, and all we had publicly was AGM, but I wanted to know does the AI have the ability to self-heal with the basic ACE wounding system? Are there certain conditions the AI has to be in to handle a wound? I ask because I am messing around in the editor, shooting an ally to see how long it takes him to heal, but it looks like he never bothers, as if the wounds can be acknowledged but cannot be addressed. I find it odd because AGM allowed not only the AI to self-heal, but heal players, and required nothing to be activated or played with. No idea if it would be conflicting with other mods, but the only other mod that involves the AI that I also use is ASR AI. I'm on whatever the current version of ACE that's on PwS, if that helps. AI healing with ACE hasn't been added yet if I recall. Share this post Link to post Share on other sites