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

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Indeed, but the main difference is that you will use CCIP, CCRP or a combination of both. Vanilla lock-on/diamond is way closer to reality than the current no-assistance-whatsoever method in ACE3 ;)

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Copy that! Thanks for letting us now <3

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Advanced Combat Environment 3 Updated
Version 3.3.0

Download:
Github

Changelog Summary:

CHANGED:

  • Explosive placement is now virtual (#1902)
  • Low levels of pain will decrease over time (#1954)
  • Default keybind to cycle down laser codes (#1956)
  • Wind indicator now accounts for freelook (#1980)
  • Codebase was largely refactored (#2003-#2017, #2046-#2051)
  • Bandaging a healthy body part will create clean bandages (not bloody) (#2026)
  • Integrated the ASDG JR optional PBO now that ASDG JR is part of CBA (#2211)
  • Time taken to fill a bodybag increased (#2233)
  • Time taken to bandage and tourniquet were modified (#2263)
  • Tourniquet will interfere with blood pressure and heart rate of applied limb (#2268)
  • Hearing protection given to helmets with peltor headsets (#2297)
  • Spotting scope animation improved (#2314)
  • Laser pointer code using lineIntersectsSurfaces command (#2328)
  • Tracer sizes improved (#2341)
  • Clock on map is hidden if unit has no watch (#2344)
  • Flashbangs are sorted under explosive throwables rather than misc. (#2358)
  • Clarified description of heal hitpoints medical setting (#2392)
  • Large overhaul of the medical handle damage system (#2361)

 
FIXED:

  • Reserve parachute was set as public item (#1974)
  • Some actions didn't work with the "click to interact" setting (#1977)
  • Actions couldn't be added to an object/class if the main actions node was missing (#1986)
  • Incorrect inheritance was used in changes to map compass object (#1993)
  • Medical actions would reset the current fire mode (#2000)
  • The "Join group" action wasn't respecting the team management enabled setting (#2027)
  • Medical litter creation was producing unnecessary code loops (#2031)
  • Unloading patients from vehicles (#2032)
  • Slideshows didn't work on dedicated servers (#2040)
  • Awkward sitting positions/movement (#2057, #2338)
  • CPR would never succeed when patient was in revive state (#2099)
  • Unpushable SDVs (#2109)
  • Nametags were drawn on the escape menu (#2135)
  • Unable to load captives into helicopters (#2136)
  • CheckPBO had an endless loop under certain settings (#2137)
  • Nametag soundwave icons didn't fade with distance (#2148)
  • 1.50 "Updating base class" nonsense (#2160)
  • Zeus interaction menu prevented/enabled use of various other hotkeys (#2216)
  • MicroDAGR minor display bugs (#2235)
  • Bad animation used when captives loaded into an FFV seat (#2249)
  • Exporting client color settings (#2250)
  • Bruises would prevent hitpoints being healed with relevant setting active (#2298, #2389)
  • Animation clipping and camera on the tactical ladder (#2299)
  • Door interaction in 3rd person (#2312)
  • Autoriflemen spawning with ghost grenades (#2315)
  • Inappropriate interaction while on a ladder (#2320)
  • Goggles overlay would disappear in FFV seats and gunner seats (#2327)
  • Map tools rendered badly when used with incorrect aspect ratios (#2334)
  • High command module would break ACE file checking (#2336)
  • Flashbangs now properly rebound from surfaces (#2337)
  • Flickering hand flares (#2343)
  • Gear restoration when death occured in a vehicle (#2359)
  • Fixes for unconscious waking up in basic medical (#2361)
  • Fixed shotgun ammo would not do any damage (#2361)

 
ADDED:

  • Repair (#186)
  • Cargo (#275)
  • Flashlights (#1816)
  • Support for magazine overpressure definitions (#1832)
  • Increased vertical head movmement range (#1854)
  • Spectator (#1915, #2083)
  • Map tools support for itemMap children (#2036)
  • Medical menu (#2039)
  • Setting for captive arrest circumstances (#2053)
  • Settings menu categories (#2058)
  • CPR action to basic medical (#2114)
  • Zeus modules to assign medical vehicles/facilities/personnel (#2162)
  • Setting to automatically make all created objects editable by all zeus units (#2163)
  • Allow diagnose action on torso (#2361)

REMOVED:

  • Protection PBO (now handled as part of medical) (#2361)

 

A full list of merged pull requests

KNOWN ISSUES
We have noticed that when using ACE with 3rd-Party mods that do not fully support CBA Extended Eventhandlers (XEH) that some units do not work with Interaction fully. You may see the cursor but no menus.

WORKAROUND: The latest CBA RC7 Hotfix 2, v1.1.23 has an optional PBO that you can activate to help resolve these situations.
1. Move the cba_enable_auto_xeh.pbo and its signature file from the CBA optional folder to the CBA Addons folder
2. Restart Arma.

If you have identified the 3rd-Party mod that causes ACE Interaction to break, contact the developer and ask them to support the CBA XEH. They can contact CBA Devs for help.

Developers can update their mods by one of the following methods to work with ACE.
Reference: Two guides to help developers get started with the CBA extended event handler system

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This keeps getting better and better. Just got a Tweet from you guys that you updated. RHS now ACE3 great news. Keep up the work. 1? does the compat still work with the RHS update. Great Work cant wait to check it out.

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I'm wondering about this as well. For the past few updates I haven't been able to attach chemlights nor IR strobes to my person. Tried removing and adding different .pbos with no luck.

 

Disregard, this appears to be fixed in the newest version  :)

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After updating to the newest ace with the optionel rhs files, i get this error, when i try to start my dedicated server: "Attempt to override final function - rscunitinfo_script" this line just repeats in my rpt and the server doesn't starts up?

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The compatibilty pbos are not assured to work with this version, they were mostly example for modders until they introduced ACE3 native compatibility themselves see HLC weapons, BWMod.

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The compatibilty pbos are not assured to work with this version, they were mostly example for modders until they introduced ACE3 native compatibility themselves see HLC weapons, BWMod.

After removing the rhs files i still get the "Attempt to override final function - rscunitinfo_script" problem. Please help, cant play this game without this great mod.

 

Sixt

 

When i moved back to 3.2.1 the problem was gone.

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Guys any reason we have a tyre and a spare track link Floating 150ft in the air above each of our base template vehicles ? Could that be something to do with ACE repair ?

 

U6vMZko.jpg

 

vqCfQtl.jpg

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The current release was NOT done properly and is being investigated, please refrain from updating.

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I just wanted to bombard you with bug reports but I see you got this. Good to see you handling it profesionally :)

 

 

Will you add the repair modules for Zeus? Like you did with medical ones. Also - what happened to fragmentation? :(

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Realize that we are not supposed to update but as its out there and it may be missed in the corrected/fixed release. Here is another thing i noticed.

 

Just as an fyi. taking captives with zipties no longer works. You hear the ziptie and it gets used from your inventory but it doesnt lock their hands and you thus arent able to escort them.

 

Either way cant wait for it to get ironed out. 3.3 looks like a hell of an update ! Thanks ACE team

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Either way cant wait for it to get ironed out. 3.3 looks like a hell of an update ! Thanks ACE team

Agreed. 1? To who can answer it whos responsibility is it for a compat to RHS them or you guys releaseing it?

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All of the issues mentionned above are now fixed, a hotfix is on the way.

The documentation for the frameworks and usage of the new features should come in end of this week / next week.

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All of the issues mentionned above are now fixed, a hotfix is on the way.

The documentation for the frameworks and usage of the new features should come in end of this week / next week.

Didn't see if it was mentioned or if you realized already but there is also an issue with AI taking many shots to down, sometimes they are pretty much invulnerable.

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All of the issues mentionned above are now fixed, a hotfix is on the way.

The documentation for the frameworks and usage of the new features should come in end of this week / next week.

 

Awesome Alganthe, great news. Super excited about this 3.3 release. This is def a big one.

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I'm not sure if this has been posted. But I can't seem to fix any vehicles wheels. Even with a spare wheel near by, even with an engineer. I was under the impression anyone could fix a wheel but only the engineer could repair the vehicle hull, fuel system and turret. But I can't seem to get anything to work no matter what class.

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I'm not sure if this has been posted. But I can't seem to fix any vehicles wheels. Even with a spare wheel near by, even with an engineer. I was under the impression anyone could fix a wheel but only the engineer could repair the vehicle hull, fuel system and turret. But I can't seem to get anything to work no matter what class.

Yeah read the previous two pages the release has not gone right, hotfix is on the way.

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Question. How can I have custom damage applied to a player when using ACE3 advanced medical configuration? I'm using setHit command, using the hitpoints names that are in the configuration ("head", "neck", "leg_r", etc) and it is not applying any damage. It is working with basic medical configuration thouigh.

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