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

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I have one quick question about rearming: how can I manage the rearming capability of an ammo truck ? I don't want it to be able to provide ammunitions indefinitely.

 

Thx !

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Hello there, 

 

After the latest patch i cant seem to interact? I can interact with myself and vehicles, but that is it, anything such as explosives and the ladder I cant,

 

Hope this will be fixed in the next patch :) 

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I'm using only the following components of ACE 3

ace_advanced_ballistics.pbo
ace_advanced_ballistics.pbo.ace_3.4.2.0-1ee4c12a.bisign
ace_ai.pbo
ace_ai.pbo.ace_3.4.2.0-1ee4c12a.bisign
ace_ballistics.pbo
ace_ballistics.pbo.ace_3.4.2.0-1ee4c12a.bisign
ace_common.pbo
ace_common.pbo.ace_3.4.2.0-1ee4c12a.bisign
ace_frag.pbo
ace_frag.pbo.ace_3.4.2.0-1ee4c12a.bisign
ace_hitreactions.pbo
ace_hitreactions.pbo.ace_3.4.2.0-1ee4c12a.bisign
ace_main.pbo
ace_main.pbo.ace_3.4.2.0-1ee4c12a.bisign
ace_modules.pbo
ace_modules.pbo.ace_3.4.2.0-1ee4c12a.bisign
ace_ragdolls.pbo
ace_ragdolls.pbo.ace_3.4.2.0-1ee4c12a.bisign
ace_recoil.pbo
ace_recoil.pbo.ace_3.4.2.0-1ee4c12a.bisign
ace_testmissions.pbo
ace_testmissions.pbo.ace_3.4.2.0-1ee4c12a.bisign
ace_weather.pbo
ace_weather.pbo.ace_3.4.2.0-1ee4c12a.bisign
ace_winddeflection.pbo
ace_winddeflection.pbo.ace_3.4.2.0-1ee4c12a.bisign

and I get the following error while loading any mission

cfgweapons.ace_muzzle_mzls_h no entry

Any suggestions?

 

Latest version of ACE and ArmA (stable).

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Any suggestions?

 

Post full RPT and I can take a look.

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Looks like you need `ace_flashsuppressors.pbo` for the mission you are playing.

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Could you please explain why? I'm playing the last mission in the official Win campaign. I have not altered the mission.

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I have no idea. Maybe it's not the mission, but another addon. You definitely need it though.

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OK, thank you. That did the trick. It doesn't affect my savegame either.

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Trying to find explanation of all the optional PBOs.  Looks like this has been answered quite a few times but most the replies have dead links.  Any updated information on these pbos?

 

Most I can take a guess on what they do but a few others I'm clueless.   noactionmenu, server, tracers, ect mostly

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tracers changes the tracer / projectile models.

 

noactionmenu removes the "Select Handgun" and other weapons actions from the scroll menu, so you can either use the vanilla keybinds or the ACE keybinds instead and have a less cluttered action menu.

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Will it wver be possible to have unconcious units ragdol? Right now it is easy to tell the difference between a dead player vs unconcious player as you can see by the animation or ragdol effect...

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No. There is unfortunately no ragdoll scripting API currently in the game.

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tracers changes the tracer / projectile models.

 

noactionmenu removes the "Select Handgun" and other weapons actions from the scroll menu, so you can either use the vanilla keybinds or the ACE keybinds instead and have a less cluttered action menu.

 

How does it change the tracers?

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IDK. I never tried it personally. It has issues with Blastcore iirc.

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Guys i have a problem with ACE medical sys. So i have ACE Basic medical system turned on, Level = Basic, Setting = Disable Medics, AI uncons. = disabled, prevent instant death = yes, but AI goes uncons. all the time. Do you know whats the problem?

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So, is there a list of features that are being worked on for implementation in the next update?  Just wondering if that is something put out, or if it's more "surprise! Updates!" ?
If you guys don't like to talk about upcoming iterations that's fine.

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So, is there a list of features that are being worked on for implementation in the next update?  Just wondering if that is something put out, or if it's more "surprise! Updates!" ?

If you guys don't like to talk about upcoming iterations that's fine.

 

https://github.com/acemod/ACE3/milestones

 

Click on the milestone you are interested in and then check out any open issues as well as any closed issues and that should answer your question.

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ACE3 have a lot of things what i like, so i would like to use it in our games, but the medical system isn't compatible with ai, so is it possible to completely disable it?

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This link or Fix eden didn't work can you upload to speedyshare or zippyshare ?

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ACE 3.5.0 Release

Please be aware that all extensions have been recompiled in this release. This means that if you use BattleEye, the new extensions could potentially be blocked until BE adds them to their whitelist.

CHANGE LOG SUMMARY

ADDED:

- Config options for auto downloading ACE from the Steam Workshop (#3336, #3396)

- 3DEN integration of various modules (#3359, #3288)

- Fastroping (#2904)

- Advanced Mortar interaction and ammunition handling (#3043)

- Trench digging (#2104)

- Tagging with spraypaint (#3210)

- Interaction with portable lamps (#2230)

- Model for the fuel nozzle (#3249, #3262)

- Deadman switch can now trigger explosives in inventory (#3272)

- RHS Compat: Add PSO-1M2-1 windage adjust (#3179)

- Sandbags are now placeable in the editor (#3102)

- Optional colorblind wind speed indicator (#3126)

- Events for missionmakers added to ACE_Explosives (#3106)

- Function to detonate explosives via script added to ACE_Explosives (#3146)

- Add action to detonate all explosives attached to a detonator (#3119)

- Refuel actions to fuel bladder objects (#3162)

- Setting to enable Medical Locations to Boost medical Training (#3138)

- Spectator text chat (#3154)

- Added new "Get Out" action that will eject selected civilian from a vehicle (#3070)

- Added an option to show player names on the BFT module (#3415)

CHANGED:

- Medical Improvements (#3174)

- Add adenosine to replace atropine effects

- Add option to enable / disable epinephrine for medics or everyone (basic medical)

- Add option to allow treat everyone as a medic in medical facility

- Fix various bugs

- Fix bandage configuration

- Improved mission load time by recompile on game start (#3389)

- Optimized load time of various modules with displayLoad XEH (#3369)

- Darken and improve sandbag texture (#3358)

- Better flashbang effects (#3346)

- Change the name for wheeled apc 01 cannon from Patria to Badger IFV (#3275)

- Optimized ACE_Nametags (#3290)

- Remove Swag Walk Fix, now fixed in Arma itself (#3267)

- Remove old ragdoll tweaks, now fixed in Arma itself ( #3278)

- Optimized various function replacing filter and map with select and apply (#3276)

- Overhaul and optimization of ACE_Hearing (#3082, #3200, #3279)

- Optimized fire handling with the unified fired event handler (#3280)

- Overhaul and optimization of ACE_Overheating (#3337)

- Reloading no longer unjams weapons by default (#3371)

- General cleanup and optimization of the interaction menu (#3132)

- Optimized the interaction menu inside vehicles (#3312)

- Reserve parachutes are now steerable (#2237)

- Optimize ACE_Frag and make explosion reflections optional, default off. Greatly improves the performance of ACE_Frag (#3129, #3283)

- Various improvements to the FCS (#3190, #3187, #3189, #3193, #3218)

- Tourniquets now block medication until released (#3255)

- Free looking in no longer forced while jumping (#2339)

- Various explosives enhancements in ACE_Explosives (#3151)

- Move the detonator actions outside the "Detonate" submenu (#3120)

- Remove VehicleLock Items from Virtual Arsenal (#3223)

- Unloaded cargo position greatly improved with a custom function (#3228)

- Can no longer refuel a vehicle with its engine on (#2954)

- Default font replaced by Roboto (#3402, #3406)

- Spare barrels are no longer added to starting equipment, due to grenades not having enough remaining space (#3485)

FIXED:

- Fix empty callbacks in medical/repair (#3384)

- Handling disconnect and removal of fuel truck (#3018, #3347)

- Make wound assignment consistent for dll/sqf (#3326)

- Remove ace fake weapon from 3den cargo editor (#3325)

- Don't allow passing mags when not in same vehicle (#3318)

- Fixed wrong damage when shooting at units mounted in static weapons and cars (#3299)

- "setAllGear" - abort function and print warning when used on remote units (#3268, #3274)

- Fixed error when flashbangs were thrown to the water (#3257)

- Fix typo in ACE_Hearing config (#3195)

- Fix Handgrenade DisplayNameShort to M67 (#3204)

- Fix ACE_Scopes capturing native adjustment keys for the PSO scope (#3244)

- Fix ACE_Goggle changing the tint on the 3den camera (#3259)

- Fix damage for passengers during vehicle crashes (#3323)

- Do not add or remove earplugs if gear should be preserved (#3181)

- Scopes: Don't show adjustment or play click sound if the adjustment doesn't happen (#3178)

- Flashsupressor not compatible with .338 rifles (#3345)

- RHS Compat: fix AB for subsonic ammo (#3130, #3343)

- Fixed ACE_Weather producing wind inversions ( #3126)

- Prevent Tactical Ladder interaction if unit on ladder (#3079)

- Fix some spectator errors (#3155)

- Fix the amount of backblast received by the firer via reflection (#3148)

- Fix module settings for medical litter (#3164)

- Reduce the chance of interacting through walls (#3293)

- SwitchUnits conflicts with MenuPosition respawn template (#3142)

- Fix rearming vehicles with no remaining ammo(#3245)

- Fix locked vehicle inventory not being locked (#3173)

- Wounds are now shown as integer numbers (#2949)

- Fixed backblast effect when firing from a vehicle (#3172)

- Fix dragged object been moved to random locations (#3230)

- Fix corpes not been able to be bagged while the player is respawning (#3354)

- Fix Javelin conflict with Zeus Remore Control (#3177)

- Fix unit showing duplicated in the spectator mode unit list (#3147)

- Removed "Get Down" and "Get Away" actions for civilians in vehicles (#3070)

- Prevent the interact menu collapsing during animations (#3445)

- Fix mines orientations for JIP players (#3398)

REMOVED:

- Remove BWA3 compat pbo, now included in BW mod (#3390)

- Disabled ACE_Laser for the Comanche, so DAGR missiles can work with vanilla designators (#3305)

DOCUMENTATION:

- Improved documentation (#2571, #2711, #3030, #3036, #3059, #3185, #3149, #3341, #3135, #3182, #3271, #3408)

CODE MAINTAINANCE AND TOOLS:

- Code Cleanup laser Self Designate Module (#2168)

- Fix some undefined functions / strings (#3368)

- Replace some ace_common_fnc_X with CBA_fnc_X (#3366)

- Replace execRemoteFnc in ace_medical (#3333)

- Use location hash for ace events (#3282)

- Update cba files under tools (#3277)

- Changes for CBA 2.3 (#3214)

- Unified status effect handler (#3163)

- Add subfolder support to importantFiles and versionFiles to make.py (#2264)

- Code cleanup of Gforces module (#3183)

- Cargo Cleanup, Add makeLoadable (#3191)

- Use Function Caching in CBA (#3133)

- Remove deprecated functions (#3131)

- Rewrite ace_common_fnc_getTargetDistance to use LineIntersectsSurfaces (#3192)

- Delay captivity until 0.05s after settings are initialized (#3362)

- Use new selectRandom command (#2893)

- Overpressure cleanup (#3172)

- Remove extra PREPs in the ACE_Zeus (#3265)

- Added the correct preprocessor macro for parse_imagepath (#3232)

- Swap execRemoteFnc for ace events in doAnim (#3382)

- Update fnc_treatment_success.sqf (#3313)

- Reimplement old parameter syntax for (Un)LoadCargo events (#3403)

- Remove unused non API functions (#3405)

- Cleanup old cba SLX_XEH_COMPILE_NEW code (#3395)

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Nice to include the fast-roping, thank you guys.

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