Guest Posted March 19, 2016 New version frontpaged on the Armaholic homepage. Advanced Combat Environment 3 (ACE 3) v3.5.1 Community Base addons A3 Share this post Link to post Share on other sites
serjames 357 Posted March 19, 2016 Chaps, any chance you can add an ACE module so Admins/mission makers can control how the entrenching tool is used ? At the moment it's getting abused with massive fortifications springing up all over the map in a matter of minutes... I like the functionality, but it should take more than 5 seconds to place this kind of cover and at the moment it's a little gamey imo... Would be great to have an Ace module that allows me to set "build time" 5, 10, 15, 20, minutes or Disabled etc..... 6 Share this post Link to post Share on other sites
irishboy1690 10 Posted March 21, 2016 Why does the new version of ACE remove the new walking animation? Share this post Link to post Share on other sites
Max255 59 Posted March 21, 2016 It doesn't, they removed their fix for old animation. Since A3 has a new one, this fix is not needed anymore. 1 Share this post Link to post Share on other sites
nicoliani 20 Posted March 21, 2016 If I wish to play a scenario downloaded from the workshop is advanced ballistics enabled? Should I change the value to yes? Advanced Ballistics Boolean Enables Advanced Ballistics. No What does this exactly mean, and do I need to enable the upper code for it to be in effect? Enabled For Snipers Boolean Enables Advanced Ballistics for non local snipers (when using high power optics). Yes Share this post Link to post Share on other sites
snowman88 0 Posted March 21, 2016 what would it take to make something like a npc on a table and give the table a menu to select wounds you would like to practice on and have a option for random so you would have to diagnose the problem and fix it so you would not have to injure another person to learn first aid I do not know if you have something in the game like that if you do can you tell me how to get to it I would like a sever set up to learn from people who know what they are doing and then go off line to practice and become a better medic Share this post Link to post Share on other sites
Moon_chilD 200 Posted March 22, 2016 Is there any way I can make an object act like a refueling object, meaning that I can refuel vehicle at some other object? Share this post Link to post Share on other sites
nicoliani 20 Posted March 22, 2016 If I wish to play a scenario downloaded from the workshop is advanced ballistics enabled? Should I change the value to yes? Advanced Ballistics Boolean Enables Advanced Ballistics. No What does this exactly mean, and do I need to enable the upper code for it to be in effect? Enabled For Snipers Boolean Enables Advanced Ballistics for non local snipers (when using high power optics). Yes As well if the scenario is not an ACE 3 scenario, but you load the ACE 3 mod, and setup your own settings in the conf file, will those things apply when you play the scenario? Share this post Link to post Share on other sites
jinker 19 Posted March 22, 2016 Quick question... I've been searching for a bit and I can't find anything that answers this: With AGM you could add things to the interaction menu using AGM_Interaction_fnc_addInteractionSelf. My question is can you do this in ACE3? Share this post Link to post Share on other sites
svarun 16 Posted March 22, 2016 FRIES is bugged on the Wildcat helicopter. The bars are not attached to the model but float in the air, about one meter away from the chopper. Share this post Link to post Share on other sites
dvdbrewster 12 Posted March 23, 2016 I need to know about FRIES. Just placing the module on the map doesn't enable it for Vanilla Choppers. Synching it OK. But if mission is built with the vehicles classed only in the SQM file (not on map) you cannot synch to it. It would be nice if enabling was effective for synch to Players. And I see in FRIES .pbo it appears to have a "0" where it indicates enables - so requires the module? Whats the Deal? Who has cti mission with all of this? Share this post Link to post Share on other sites
Bamse 223 Posted March 23, 2016 Oh, yeah that's a good question. Same goes for missions with Zeus spawned or helis that respawn. Would be awesome if it could be enabled for all helicopters that has the capability somehow without the need for both a pre-placed module and a pre-placed helicopter. Or perhaps make the module Zeus-placeable. When it comes to fastroping, we had a small short practice run on a third party map yesterday and with a very high probability the two first ppl fastroping (first person per rope) would end up stuck in the ground still clinging to the rope and while the persons are stuck no one else gets the fastrope interaction option. The players are stuck in the ground until the pilot cuts the ropes (tried letting ppl be stuck for 2+ minutes), and when the rope is cut the player shoots up on top of the ground and business continues as normal. Out of ten fast roping attempts (that means 2x10 ppl fast roping) I think one person didn't get stuck but that same person got stuck the next time he tried and all attempts afterwards. Granted, we run quite the mod pack so it's very probable that it might be a mod compatibility issue and we are going to test it on the same map later this week but with just ACE3 and CBA loaded and see what happens .... just wanted to check if someone else ran into this issue? Share this post Link to post Share on other sites
pulstar 55 Posted March 23, 2016 Is ragdoll modification removed from ACE? Because now it looks like stock Arma 2 animation ie sucks. Share this post Link to post Share on other sites
Max255 59 Posted March 23, 2016 The ragdolls are still there for killed units, nothing changed there except they now use corrected BI values which were in ACE previously. If you mean animation for unconscious units - still nothing changed and also nothing can be done about it since you cannot force ragdoll on a unit. Share this post Link to post Share on other sites
dvdbrewster 12 Posted March 23, 2016 I need to know about FRIES. Just placing the module on the map doesn't enable it for Vanilla Choppers. Synching it OK. But if mission is built with the vehicles classed only in the SQM file (not on map) you cannot synch to it. It would be nice if enabling was effective for synch to Players. And I see in FRIES .pbo it appears to have a "0" where it indicates enables - so requires the module? Whats the Deal? Who has cti mission with all of this? Oh, yeah that's a good question. Same goes for missions with Zeus spawned or helis that respawn. Would be awesome if it could be enabled for all helicopters that has the capability somehow without the need for both a pre-placed module and a pre-placed helicopter. Or perhaps make the module Zeus-placeable. When it comes to fastroping, we had a small short practice run on a third party map yesterday and with a very high probability the two first ppl fastroping (first person per rope) would end up stuck in the ground still clinging to the rope and while the persons are stuck no one else gets the fastrope interaction option. The players are stuck in the ground until the pilot cuts the ropes (tried letting ppl be stuck for 2+ minutes), and when the rope is cut the player shoots up on top of the ground and business continues as normal. Out of ten fast roping attempts (that means 2x10 ppl fast roping) I think one person didn't get stuck but that same person got stuck the next time he tried and all attempts afterwards. Granted, we run quite the mod pack so it's very probable that it might be a mod compatibility issue and we are going to test it on the same map later this week but with just ACE3 and CBA loaded and see what happens .... just wanted to check if someone else ran into this issue? So how is it supposed to work? Open every mission and place the module.. even for Vanilla Choppers enable? B) Share this post Link to post Share on other sites
baermitumlaut 62 Posted March 23, 2016 You can equip helicopters with a FRIES with the following piece of code: [_vehicle] call ace_fastroping_fnc_equipFRIES With _vehicle being your helicopter. This function should be called serverside and is not public API (yet), so it might change at a later stage. @dvdbrewster:If you mean the ace_fastroping_enabled value in the config, 0 means you cannot fastrope from that helicopter, 1 means you can, and 2 means it requires a FRIES. All of this is documented in the ACE3 wiki. @Bamse & @svarun:I've heard of these issues and I am looking into them. I'm not sure what's causing it yet. @jinker:You should take a look at the following functions: ace_interact_menu_fnc_createAction ace_interact_menu_fnc_addActionToClass ace_interact_menu_fnc_addActionToObject Share this post Link to post Share on other sites
Bamse 223 Posted March 23, 2016 Thanks for the fast answer. We'll continue testing just to be sure that's not caused by another mod. Thanks for the FRIES snippet, it will come to good use :) Share this post Link to post Share on other sites
Gilatar 272 Posted March 23, 2016 Oh, yeah that's a good question. Same goes for missions with Zeus spawned or helis that respawn. Would be awesome if it could be enabled for all helicopters that has the capability somehow without the need for both a pre-placed module and a pre-placed helicopter. Or perhaps make the module Zeus-placeable. When it comes to fastroping, we had a small short practice run on a third party map yesterday and with a very high probability the two first ppl fastroping (first person per rope) would end up stuck in the ground still clinging to the rope and while the persons are stuck no one else gets the fastrope interaction option. The players are stuck in the ground until the pilot cuts the ropes (tried letting ppl be stuck for 2+ minutes), and when the rope is cut the player shoots up on top of the ground and business continues as normal. Out of ten fast roping attempts (that means 2x10 ppl fast roping) I think one person didn't get stuck but that same person got stuck the next time he tried and all attempts afterwards. Granted, we run quite the mod pack so it's very probable that it might be a mod compatibility issue and we are going to test it on the same map later this week but with just ACE3 and CBA loaded and see what happens .... just wanted to check if someone else ran into this issue? Yep, my unit has experienced the same issue. We did about 10-15 attempts with 4 people, and one of the 4 would always get stuck at the end of the rope, forcing the pilot to cut the ropes. It was never consistent though, sometimes it was the first person to go down the ropes, sometimes the third. Share this post Link to post Share on other sites
Moon_chilD 200 Posted March 23, 2016 Is there any way I can make an object act like a refueling object, meaning that I can refuel vehicle at some other object? Just gonna bump this! ^^" Share this post Link to post Share on other sites
coverfire001 10 Posted March 23, 2016 hello i would like to ask if you could integrate a teleport system. my idea is if possible having a map {altis} on a board and interaction with it to pick a location to teleport to. is that possible? Share this post Link to post Share on other sites
dvdbrewster 12 Posted March 24, 2016 You can equip helicopters with a FRIES with the following piece of code: [_vehicle] call ace_fastroping_fnc_equipFRIES With _vehicle being your helicopter. This function should be called serverside and is not public API (yet), so it might change at a later stage. @dvdbrewster: If you mean the ace_fastroping_enabled value in the config, 0 means you cannot fastrope from that helicopter, 1 means you can, and 2 means it requires a FRIES. All of this is documented in the ACE3 wiki. @Bamse & @svarun: I've heard of these issues and I am looking into them. I'm not sure what's causing it yet. @jinker: You should take a look at the following functions: ace_interact_menu_fnc_createAction ace_interact_menu_fnc_addActionToClass ace_interact_menu_fnc_addActionToObject Got It thanks Share this post Link to post Share on other sites
Moon_chilD 200 Posted March 26, 2016 I have a huge problem, when I try to place an explosive or when I carry a player I can't use the left mouse button to place the explosive or drop the player. Instead of doing the action... I just shoot my weapon! What could that be?It seems that I'm the only one in my group having this problem (other can use these features with no problem)I hope you guys have an idea! Share this post Link to post Share on other sites
stu81 45 Posted March 26, 2016 Just gonna bump this! ^^"Not sure if I get what you mean but in 3d editor if you type "station" there are 2 petrol pump objects that have ace fuel interactions. I usually just add it beside an object that looks like it holds fuel and job done. I'm sure if you really wanted you could use the attachTo command to attach it to the object :)Oh and the petrol pump object has unlimited fuel supply. Share this post Link to post Share on other sites
UK_Apollo 476 Posted March 27, 2016 Is ace fast rope availability on modded helicopters controllable through config code during game play? EDIT: I was trying to use ace_fastroping_enabled = 0/1 but suspect the correct way is to create a custom FRIES. Share this post Link to post Share on other sites
mannulus 38 Posted March 27, 2016 I am curious. Has anyone else had an issue with players spawning in as the ace modules before? I seem to have narrowed it down to when they lose connection and rejoin and/or when they get disconnected by the server due to mod issues. They also sometimes spawn as a seagull instead too... Share this post Link to post Share on other sites