lawndartleo 109 Posted June 26, 2016 Sniper setup... Noreen is matched up with a MOS(2D). I've set ZERO dead on at 100 yards. I pulled out my trusty range card (baby steps) and determined at a temp of 25C and a 100m ZERO I need -9.4 clicks to hit a target at 1050. So I start dialing in -9.4... and the clicks stop at -4. I can crank it all the way up to +30 which would probably hit me in my shoe laces but I cant dial any lower than -4. Help! I'm reading and watching and loosing my mind (I swear senility is setting in). What have I missed in setup or study?... or maybe some ACE module setting Never mind. I dislocated my rectocranial joint and got it all sorted after realizing what I was doing completly wrong. Do it the right way and it unsurprisingly works as advertised. ​ Share this post Link to post Share on other sites
Laid3acK 79 Posted June 26, 2016 If you read carefully, the range card indicates the bullet drop. :) //post after your edit, sorry. Have a good Sunday// Share this post Link to post Share on other sites
1212PDMCDMPPM 200 Posted June 26, 2016 I've been using it with no issues on Apex branch and DEV branch.Which parts don't work?Only thing I don't use is medical. I've lost the abitily to modify the Gendarmerie offroad inventory while using ACE. I can edit or script but I always end up with an empty offroad. Didn't try with other vehicles. Share this post Link to post Share on other sites
anfo 118 Posted June 27, 2016 btw. where I can get classnames? It seems your wiki isnt updated :unsure: +1 Share this post Link to post Share on other sites
acemod 312 Posted June 29, 2016 ACE3 v3.6.0 released Requires CBA Version 2.4.1 or later. Download 3.6.0 on Github ------- It has been a while, but our next update (3.6.0) has finally arrived. And it's a big one! We say this each time but the changes are really getting more numerous on each release. This release has mainly focused upon improvements and fixes, while also largely being one where we clean up our internal frameworks. See our blog post about deprecating frameworks in favour of CBA. Our goal with 3.6.0 is to polish the project and mature its code, making it easier to maintain and work on ACE3 in the long run. Translations We are still in need for translations for some languages within the ACE3 project. Please have a look at this github issue to track the progress and what languages lack translations. Any and all help with this is appreciated. Slack Chat And most finally, we would like to invite you to our ACE3 public Slack chat. Here you can chat with fellow ACE3 users and developers, ask questions and receive help. Registration is open for everyone: http://slackin.ace3mod.com ------- CHANGE LOG SUMMARY ADDED: Selective UI Elements (#1857) Add function for custom rank icons displayed below nametags (#4004) Add Russian rank icons (#3995) Added beautified component names (#3960) Add Deprecate components support (#3795) Add NonSteerable Reserve Parachute (#3689) Add backwards compatibility for InventoryChanged (#3797) Add blockEngine status effect (#3753) Add canPush config entry (#3789) Add cargo to Taru pods (#3729) Add component dependencies to feature wiki pages (#3786) Add day (non night vision) version of the vector 21 (#3702) Add icons for mine detector actions (#3951) Add interaction support to Motorcycle class (#3787) Add key to toggle wind info display (#3762) Add map altitude to GPS (#3651) Add maxDam for medium velocity wounds (#3910) Add mine detector port from ACE2 (#3755) Add more zeus modules (#3796) Add new zeus addObjects setting to settings module ((#2451) #3767) Add remove trench and continue digging trench actions (#3612) Add size parameter to displayTextPicture, Improve parameter checking … (#3871) Add support for custom textures in tagging (#3631) Add zeus objects setting (#3768) Add fastroping sounds (#3517) Add 'name' to components (#3955) Add a line to get rid of 4 first aid kits in the invisible fast roping helper (#3887) Add a line to support JSRS Eden (#3823) Add framework to add virtual mass to containers (#3750) add missing magazines, fix (#3685 #3772) add gunbag for DMRs (#3749, #3903) Add Overheating Master Enabled Setting (barrelPR) (#3758) Add Tanoa Weather Data (#3902) Add Tanoa map data (#3897) Add compat for adr-97 (#3728) Add drag and carry icons. (#3676) Add filter minor falling damage to non-leg hitpoints (#3629) Add show virtual load in inventory menu (#3779) Add throw a globalEvent when a tag is created. (#3529) CHANGED: Switch EFUNC(common,waitAndExecute) to CBA (#4008) Align tags upward in non-horizontal surfaces (#4005) Disable auto weather (#4003) Deprecate ACE Sitting component in favour of ACEX Sitting (#3795) Finger component cleanup (#4002) Rename ACE event names (#4001) Convert common events to CBA playerEvents (#3975, #3973, #3972) Make dirt/dust effects less bright at night (#3996) Change use backpack command for backpack classname (#3987) Increase required CBA version (#3982) Update compat_r3f CfgAmmo.hpp (#3979) Update compat_r3f config.cpp (#3978) Update fnc_getMapData.sqf (#3977) Adjust bandage configuration (#3909) Adjusted weight of bodybag (#3780) Allow drivers of vehicles to show microDagr (#3808) Always add finger keybind so it is changeable (#3914) Always use junctions for manual setup on wiki (#3654) BFT - Use params command and private keyword (#3677) Better handle unloading on slopes (#3692) Carry, drag and load metal and plastic cases (#3518) Clarify repair while engine is running (#3690) Improve cargo initialization XEH (#3655) Improve selective UI API (#3805) Improve synced event error logging (#3723) Improve zeus auto-add XEH behaviour (#3948) Update 3den attributes to use 1.60 scaling (#3857) Update Spotting Scope (#3880) Update coding guidelines (#3785) Use new CBA delayed execution functions and deprecate ACE functions (#3812) Use new CBA get config functions and deprecate ACE functions (#3813) Use new binocular magazine CBA functions and deprecate ACE functions (#3814) Use new quoted function macros (#3670) Use new quoted path macros (#3669) Change Gforces - Add ace_setting to only run in aircraft (#3705) Change Goggles - Fix script error from CBA_fnc_waitAndExecute (#3856) Change Googles - Only play wipe anim for primary weapon (#3680) Change Integrate 1.60 marker shape color map interface (#3860) Change Make 40mm Grenades Frag (#3679) Change Make explosives helpers hidden in eden. (#3714) Change MicroDAGR overhaul (#3567) Change Move Defuse action to main action (#3883) Change Optics - Create PIP camera only when needed (#3900) Change Raise a local event when a weapon is jammed (#3678) Change Repair - Improve wheel detection for RHS (#3760) Change Replace execRemoteFnc with CBA events in rearm (#3943) Change Replace execRemoteFnc with events (#3811) Change Uniformize interaction distance for vehicle based on bounding box (#3342) Change delay calling addCuratorEditableObjects for a frame (#3640) Change deprecate ACE events framework (#3815) Change end spectator by global mission end event from server (#3659) Change flashSuppressors to use CBA's JM configs (#3709) Change getVehPos - Tweak heli width, and put at eye level (#3932) Change hearing - New XEH, Fix dead effects, Medical var (#3802) Change make FUNC(scriptedExplosive) work in scheduled env, ref (#3621 #3633) Change moved IR Strobe to left shoulder when attached. (#3770) Change replace timePFH with CBA_missionTime (#3516) Change skip 'playerInventoryChanged' after firing (#3793) Change use 'getUnitLoadout' instead of 'FUNC(getAllGear)' and deprecate getAllGear (#3792) Change wait until postInit to install playerChanged event (#3658) Improve ACE medical code part (#3915) Improve Unify deployables (#3861) Improve fullCrew new parameter to improve FUNC(getTurretX) (#3809) Improve greatly improve the accuracy of the protractor display (#3611) Improve javelin LOS check - Verify player has LOS to cursorTarget (#3682) Update Tactical Ladder model cfg (#3746) FIXED: Fix incorrect values for bandage configuration (#4012) Fix skip selectWeapon on nil in rearm (#4010) Block FCS when controlling a UAV (#3991) missleGuidance - Fix seeker los check (#3986) Fix lead indicator for B_APC_Tracked_01_AA_F (#3985) Handle "loadout" changed event when player is null (#3984) Fix mine updated base class error (#3970) Fix some rogue mission dependencies (#3963) Fix freeing prisoners after they've switched locality (#3958) Fix Comanche's weapon lock and guidance (#3957) Fix "remove dead bodies on disconnect" when enabled and forced (#3752) Fix 1.60 UBC (slingloads) (#3849) Fix AB Terrain Extension (#3623) Fix BIS gesture keybinds (#3713) Fix Can't toggle safemode in FFV seats (#3820) Fix Capitalization of Many ACE_Settings classes. (#3627) Fix CfgPatches author/ is not a value (#3850) Fix Line Of Sight check for wire cutter helper (#3930) Fix NVG overbright when player throws grenades (#3873) Fix UBC errors for RHS 4.1 (#3800) Fix WEB_URL end of line error (#3854) Fix ability to carry a chair someone is sitting on (#3947) Fix basic UI being overwritten on RscDiary unload (#3920) Fix c4996 (#3905) Fix double displayName in medical settings (#3615) Fix explosive sync on dedicated server (#3761) Fix extra HTML tag (#3617) Fix for misaligned list (#3618) Fix getting stuck on rope whilst fastroping (#3734) Fix goKneeling changing animation inside vehicle (1.60) (#3870) Fix inverted gestures Stop and Freeze and minor gestures cleanup (#3635) Fix nametag error when assignedTeam is nil (#3894) Fix no gray screen for advanced medical (#3945) Fix selective UI in FFV slots (#3877) Fix selective UI script error when changing certain other settings (#3872) Fix ship view distance using foot instead of vehicle setting (#3693) Fix showHud if set before display loaded (#3844) Fix spectator unit tree refreshing (#3781) Fix strange animation played when using PAK (#3946) Fix the placement of spotting scopes on slopes (#3919) Fix vanilla CCIP on A-10 (#3848) Fix wind info keybind string (#3884) Fixed HuntIR deployment (#3851) Fixed redundant privates in setCardiacArrest (#3703) Fixed strncpy in parse_imagepath (#3552) Fix FUNC(setName) for Zeus and alive spawned units (#3634) Fix getWeaponState, fix (#3777 #3778) Fix mine detector not picking up fused explosives (#3936) Fix rallypoint being objNull, when created via 'createvehicle' (#3836) Fix script error in tagging (#3648) Fix wrong macro names (#3722) Fix AAR actions + track temperatures of spare barrels (#3438) Fix Fix missing ace_settings.hpp include in gforce (#3837) Fix Linebreak extension (#3620) Fix LoadPerson - Only try vehicles that have room (#3688) Fix On Detach, delete used chemlights (#3924) Fix RHS Ballistic Glasses Tint - Fix (#3941) Fix UI - Don't overwrite other showHud indexes (#3756) Fix ace_map: More realistic flashlight glow + minor fix (#3824) Fix concertina Wire - Don't recoil broken wire, fix killer (#3699) Fix correct mildot reticle LRPS/AMS/KHS (#3664) Fix div0 error when naked (#3893) Fix exclude FRIES from repair interactions (#3694) Fix execute take nozzle actions only on progress bar success (#3783) Fix fcs scopes ffv (#3804) Fix for change to handleDamage in dev branch (#3895) Fix handle objNull in virtualMass in movement (#3901) Fix only do gunbag things when target has a gunbag (#3908) Fix only play fastroping sounds for player (#3878) Fix specify helicopter cargo spaces (#3643) Fix vehicle inventory lock compatibility with acre (#3718) Spottingscope fixes (#3862) REMOVED: Remove difficulties component (#3766) Remove line drawing (#3864) Remove old test-mission (#3791) Remove redundant spare part adding and improve addSpareParts function (#3788) Remove remaining usage of player (#3710) Removed old occurrences of AGM and CSE (#3754) Remove BI blood overlay (#2331) DOCUMENTATION: Overhaul of ACE3 scheduler practices (#3976) Add wiki improvements for Interaction Menu Framework (#3681) Update overheating documentation (#3716) Add documentation of focus feature system (#3029) CODE MAINTAINANCE AND TOOLS: Cleanup some undefined functions and strings (#3961) Cleaned up excessive white-space (#3751) Cleanup Function Headers Titles (#3944) Cleanup medical PFHs (#3462) Cleanup movement and improve debugging (#3876) Cleanup reload launchers (#3730) Cleanup transitions to CBA's waitAndExec (#3858) Cleanup Remove unused files (#3949) Cleanup code cleanup fnc_blending (#3874) Cleanup improve Code to String (#3641) Clean up medical components (#3912) Compat pbo warnings (#3624) 11 Share this post Link to post Share on other sites
acemod 312 Posted June 29, 2016 ACEX v3.0.0 released Download ACEX v3.0.0 from Github ---- This is the first release of the ACEX package. This is a mod aimed at adding in extra and optional modules on top of ACE3. At the moment ACEX is focused on gameplay that the ACE team considers added value, but does not properly fit within the main project itself. The initial release contains mission and multiplayer enhanced frameworks, such as the Headless Client Load Balancing. Requirements: CBA Version 2.4.1 or later. ACE3 version 3.6.0 or later. CHANGE LOG SUMMARY Initial release 4 Share this post Link to post Share on other sites
kecharles28 197 Posted June 29, 2016 Updated mod v3.6.0 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
Guest Posted June 29, 2016 New version frontpaged on the Armaholic homepage. Advanced Combat Environment 3 (ACE 3) v3.6.0 Community Base addons A3 Share this post Link to post Share on other sites
Guest Posted June 29, 2016 Release frontpaged on the Armaholic homepage. ACEX v3.0.0 Advanced Combat Environment 3 (ACE 3) Community Base addons A3 Share this post Link to post Share on other sites
thearies 12 Posted June 29, 2016 new apex sights are no longer available Share this post Link to post Share on other sites
Max255 59 Posted June 29, 2016 The 3.6.0 release is meant only for Stable branch of A3. That means no support for Apex content on sneak peak/ dev/ RC branch of the game. After Apex releases officialy, ACE will be updated accordingly. 1 Share this post Link to post Share on other sites
the1krisrob 67 Posted June 29, 2016 Is there a better way to disable certain things in ACE rather than deleting PBO's?We don't really do much in the way of sniper missions so we removed the scopes PBO and I think advanced ballistics/rangecard in favour of the more "arcadey" scope zeroing/ranging. But that means if someone drops in to play with us they then need to delete/rename those same PBO's and then reverse that when they go play on another server. Is there a way (or in fact would it be possible) to have "per mission" ACE settings for everything? I know I can add modules for a lot of stuff, but there are a number of things (like the scopes) which I can't seem to remove from a mission without deleting the PBO's Having said all that, thanks for adding SO much immersion to the game. It's really hard to play without ACE. You guys have done an amazing job. Share this post Link to post Share on other sites
ski2060 167 Posted June 29, 2016 So, how is that Gunbag used? Unit members are trying to figure out how it stores weapons?N/M.. appears to be direct drag from inventory, but it only holds mid size and smaller weapons. No DMRs or Sniper weapons? Share this post Link to post Share on other sites
jonpas 293 Posted June 30, 2016 Is there a better way to disable certain things in ACE rather than deleting PBO's? We don't really do much in the way of sniper missions so we removed the scopes PBO and I think advanced ballistics/rangecard in favour of the more "arcadey" scope zeroing/ranging. But that means if someone drops in to play with us they then need to delete/rename those same PBO's and then reverse that when they go play on another server. Is there a way (or in fact would it be possible) to have "per mission" ACE settings for everything? I know I can add modules for a lot of stuff, but there are a number of things (like the scopes) which I can't seem to remove from a mission without deleting the PBO's Having said all that, thanks for adding SO much immersion to the game. It's really hard to play without ACE. You guys have done an amazing job. Things like scope can't be changed during runtime at the moment, only config and config can't be changed once the game is running, only on start. We are experimenting with some of those components to support settings, but for some it is simply impossible. So, how is that Gunbag used? Unit members are trying to figure out how it stores weapons? N/M.. appears to be direct drag from inventory, but it only holds mid size and smaller weapons. No DMRs or Sniper weapons? Self-interaction menu, it is meant to store sniper rifles and some smaller items next to it. That is so you can carry a sniper rifle next to another weapon while on move. 1 Share this post Link to post Share on other sites
R. Razor [WP] 14 Posted June 30, 2016 Hi ACE Team, Is there a function that I could call that would cause the fragmentation effect? Thanks in advance. Share this post Link to post Share on other sites
mannulus 38 Posted June 30, 2016 Not sure if I missed it, but does this add the supposedly new grenade system to so you can throw grenades into windows and such easier? Share this post Link to post Share on other sites
the1krisrob 67 Posted June 30, 2016 Things like scope can't be changed during runtime at the moment, only config and config can't be changed once the game is running, only on start. We are experimenting with some of those components to support settings, but for some it is simply impossible. Self-interaction menu, it is meant to store sniper rifles and some smaller items next to it. That is so you can carry a sniper rifle next to another weapon while on move. Cool, glad to know you guys are looking into it. I'll just keep using 2 different mod folders in the meantime. Keep up the great work Share this post Link to post Share on other sites
lugiahua 26 Posted June 30, 2016 After today's update, I can no longer see my teammate icons as a squad leader.Is this a feature? Is there a way to re-enable it? Share this post Link to post Share on other sites
Gruman 123 Posted June 30, 2016 Not sure if I missed it, but does this add the supposedly new grenade system to so you can throw grenades into windows and such easier? I think this feature was pushed to 3.7.0 Milestone because of some issues. @ACE-Dev's. Congrats on release. Looking sweet. Share this post Link to post Share on other sites
willithappen 194 Posted June 30, 2016 Does anyone else have issues with "Prevent Instant" death not working if there is a headless client? EDIT: To clarify, the same mission run with and without headless client WITH HEADLESS: AI instantly kills player no matter what armour player has or weapon AI is using WITHOUT HEADLESS: Medical system and revive system works This is a bit problematic as we use ALIVE and Headless client to keep the AI responsive and the lag down. Does anyone have/had this issue that knows of a solution? Share this post Link to post Share on other sites
Ghost_Warden 30 Posted June 30, 2016 Hi ACE Team, I've updated to the last version of the mod. I use all the RHS mods too. Then, after launching the game and a personnal mission, I have some warning messages concerning the optional files in the "Optional" folder. As I understand, optional mean not an obligation. Or maybe it's a reference to another mod ? But I don't see it mentioned in the dependencies when downloading it. Why did I have this message if the specified file is an optional or another mod that is not listed in the dependencies ? Thanks for your answer and the mod :) I let you a screen capture to see the warning message : Share this post Link to post Share on other sites
Jackal326 1181 Posted June 30, 2016 [...] I use all the RHS mods too. Then, after launching the game and a personnal mission, I have some warning messages concerning the optional files in the "Optional" folder. As I understand, optional mean not an obligation. Or maybe it's a reference to another mod ? But I don't see it mentioned in the dependencies when downloading it. Why did I have this message if the specified file is an optional or another mod that is not listed in the dependencies ? [...] They are listed as optional because if you don't run RHS you don't require them (running RHS without them throws the errors you're getting and likewise running ACE with the compatibility PBOs but without RHS also throws up errors). As you do run RHS as well as ACE, you kinda need them for things to work properly. Share this post Link to post Share on other sites
commy2 188 Posted June 30, 2016 If you are using ACE together with RHS, you'll have to move "ace_compat_rhs_afrf3" and "ace_compat_rhs_usf3" from the @ACE\optionals folder to the @ACE\addons folder. This error message is warning you that RHS content will not work as expected with ACE features. This has always been the case, but we implemented the warning messages now. 1 Share this post Link to post Share on other sites
Private Evans 498 Posted June 30, 2016 It would be very nice if modules/features like radio, realistic names, ballistics etc. could be toggled via config options :) (if possible). I know it is all modular and one can simply remove and add pbo"s to its liking, but there are so many kind of scenarios and playstyles that do not work with some modules while the same modules work brilliant in different scenarios . It is simply inconvenient to remove and add modules all the time just for removing or adding a feature temporary, especially when using the Steam version which makes removing pbo"s a pain in the behind. Not nagging or complaining just my thoughts... thx for your amazing work :) Share this post Link to post Share on other sites