serjames 357 Posted March 27, 2016 We've had seagull spawns too. Only since the last update SJ Share this post Link to post Share on other sites
mannulus 38 Posted March 27, 2016 We've had seagull spawns too. Only since the last update SJ I cut out the modules and now use the exported settings instead. I also moved the spawn area (and respawn area) outside and away from things that could cause a collision issue and it seemed to possibly have remedied a lot of the issues. I can't confirm until tonight though. Share this post Link to post Share on other sites
baermitumlaut 62 Posted March 28, 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. I'm not sure what you mean with "during gameplay". You cannot change the config while the game runs, if you mean that. Otherwise, the helicopter needs the proper config for "accepting" a FRIES, but you do not need to create your own FRIES model if you don't want to. You can instead use simple attachment points or one of the existing FRIES. You can find more information about that on the ACE3 wiki. Share this post Link to post Share on other sites
Tankbuster 1746 Posted March 28, 2016 I sometimes use setdamage 1 on all east units near me so that I can test and debug what happens when all the enemy AI are dead. But now that I'm using ACE medical, they don't all die. I'm assuming this is because some of the, perhaps those in vehicles, are put unconscious when their vehicle is destroyed and they survive to come back concious again shortly afterwards. Is there a way I can be sure to kill all east units without them potentially surviving in this way? Share this post Link to post Share on other sites
commy2 188 Posted March 29, 2016 { if (side group _x == east) then { _x setDamage 1; }; } forEach allUnits I think you were using the "entities" or "allMissionObjects" commands, which are buged and don't return units inside vehicles. Share this post Link to post Share on other sites
jinker 19 Posted March 29, 2016 I sometimes use setdamage 1 on all east units near me so that I can test and debug what happens when all the enemy AI are dead. But now that I'm using ACE medical, they don't all die. I'm assuming this is because some of the, perhaps those in vehicles, are put unconscious when their vehicle is destroyed and they survive to come back concious again shortly afterwards. Is there a way I can be sure to kill all east units without them potentially surviving in this way? If you place an ACE Medical module down there is a setting for "AI Unconsciousness", by default it's set to 50%. Share this post Link to post Share on other sites
jinker 19 Posted March 29, 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... Seagulls are a result of the Eden editor update. If you use the 2D editor this doesn't happen. Share this post Link to post Share on other sites
Crielaard 435 Posted March 29, 2016 I manually removed the class that has the spawning part. Then did it the old fashioned way with the description.ext. It seems to be solved now. Share this post Link to post Share on other sites
aloysiusblack 10 Posted March 29, 2016 Hello ACE Team i Have a Suggestion is it Possible that you Guy's ad an Acction to Pack a Backpack on Chest for Parachuting ? This wouldbe a Rly Cool and Needed Feature Share this post Link to post Share on other sites
Tankbuster 1746 Posted March 29, 2016 { if (side group _x == east) then { _x setDamage 1; }; } forEach allUnits I think you were using the "entities" or "allMissionObjects" commands, which are buged and don't return units inside vehicles. I was. {if(side _x isEqualTo east)then{_x setdamage 1}}foreach (player nearentities 1000) Share this post Link to post Share on other sites
commy2 188 Posted March 29, 2016 Exactly. And nearEntities skips units inside vehicles, so you can't do that reliably. Share this post Link to post Share on other sites
baermitumlaut 62 Posted March 29, 2016 Hello ACE Team i Have a Suggestion is it Possible that you Guy's ad an Acction to Pack a Backpack on Chest for Parachuting ? This wouldbe a Rly Cool and Needed Feature Unfortunately that's not possible to do without causing issues due to some technical limits. You can find more information here: https://github.com/acemod/ACE3/pull/2794 Share this post Link to post Share on other sites
Tankbuster 1746 Posted March 29, 2016 Exactly. And nearEntities skips units inside vehicles, so you can't do that reliably. And of course, I now get a bunch of BMPs and BTRs stopped in the AO with their engines running. lol. Share this post Link to post Share on other sites
commy2 188 Posted March 30, 2016 And of course, I now get a bunch of BMPs and BTRs stopped in the AO with their engines running. lol. You can figure that one out yourself ;) Share this post Link to post Share on other sites
Tankbuster 1746 Posted March 30, 2016 It's a Russian tea break, clearly. :) Share this post Link to post Share on other sites
eh chaser 285 Posted March 30, 2016 Hello ACE Team i Have a Suggestion is it Possible that you Guy's ad an Acction to Pack a Backpack on Chest for Parachuting ? This wouldbe a Rly Cool and Needed Feature It is already in..isn´t it?! Share this post Link to post Share on other sites
irishboy1690 10 Posted March 30, 2016 What happened to the new walking animation? Share this post Link to post Share on other sites
aloysiusblack 10 Posted March 30, 2016 Unfortunately that's not possible to do without causing issues due to some technical limits. You can find more information here: https://github.com/acemod/ACE3/pull/2794 I Know It's Possible There is a Extern Mod Out there That Adds exact This to the Ace Interface But and That is the Reason why i Ask you Guy's We Wont use too much Different mods for our Public Server Share this post Link to post Share on other sites
Moon_chilD 200 Posted March 30, 2016 I Know It's Possible There is a Extern Mod Out there That Adds exact This to the Ace Interface But and That is the Reason why i Ask you Guy's We Wont use too much Different mods for our Public Server They know that is possible, but if you read the github link he send you, you'll see why they don't choose to implement it. It will simply break other things! As soon as someone finds a way to not break anything with it then they'll happily take it in. (That's what I understood from the Link!) Share this post Link to post Share on other sites
alganthe 74 Posted March 30, 2016 @Moon_chilD reread the PR, it doesn't break anything per se, it just doesn't work. Share this post Link to post Share on other sites
Moon_chilD 200 Posted March 30, 2016 @Moon_chilD reread the PR, it doesn't break anything per se, it just doesn't work. Okay, can see that. Duh~ stupid me. However, it says it breaks ACRE or TFR xD But you are right. >.< Share this post Link to post Share on other sites
sargken 286 Posted April 1, 2016 I think someone pulled a april fools prank on your website. Just sayin. :lol: Share this post Link to post Share on other sites
Madhammy2000 0 Posted April 1, 2016 Hey gang, just wondering if there is a way of scripting in a way of being able to use the PAK (Personal Aid Kit) on yourself? I can only use it on other people.Cheers :) Share this post Link to post Share on other sites
Spectre3 1 Posted April 2, 2016 Hello all, I have a suggestion which could really improve the realism factor of managing equipment in Arma 3 and how to make a more realistic in the way we use our inventory. Obviously in real life when someone has to bring up a compass, map or sidearm, they have to drop their rifle. Instead of going through a unrealistic animation of putting the rifle on the back just to bring out a pistol (which if needed is going to be needed in an emergency or very quickly) as in real life you would have a sling so you can drop your primary and bring out your side arm. Obviously for some players putting their rifle down to bring out a compass would be very awkward and unwanted, perhaps like everything else this could be a modular feature. I first came across this idea in Arma itself as when changing to the pistol on an offroad using FFV. Look at screenshots. Primary out - gyazo.com/bcea5845932a6efc263ca71189786f4c Switches to Secondary - gyazo.com/222aaad8da30c17c774aa3d50f897d1b As you can see, when my character switches to his secondary his rifle drops down like it's attached to a 3 point sling (just like real life). I believe it would be a realistic and welcoming to groups to see this implimented where the rifle drops when the player switches to his side arm or uses equipment such as the compass or map. This encourages communication between members to cover each other as they check maps, and during contact they will have to use fire control orders and target indications to spot the enemy instead of pulling out a compass unrealistically. If it could be implemented when on foot and not just as part of FFV. Example in real life - Royal Marines - youtu.be/tBSA0eVXlyQ?t=53s His rifle has a stoppage so instead of going through the lengthy process of putting the rifle on his back to draw a pistol, he lets it drop so he can draw his pistol. Thanks :) 1 Share this post Link to post Share on other sites
Austin.G 0 Posted April 2, 2016 Hi, by the looks of it, it's such a great addon & I tried to use it on my arma 3 but it gives me an error, I can't remember the exact saying of the error but it had goggles in it ? Anyone know how to fix it ? I opened the game again & this is the error Bad animation file format in file 'z\ace\addons\goggles\anim\wipeglasses.rtm'. Share this post Link to post Share on other sites