johnny-o-rama 34 Posted November 25, 2016 thanks for the update!was expecting dslexy's night vision mod tho? still working on that? 1 Share this post Link to post Share on other sites
jonpas 294 Posted November 25, 2016 was expecting dslexy's night vision mod tho? still working on that? Is WIP, and patch versions don't get new features as per semver.org. 3 Share this post Link to post Share on other sites
Aniallator 164 Posted November 26, 2016 I just have to ask, but does the ACE "Let units fastrope" waypoint work for anyone else? It has never worked for me and still doesn't work, just curious if I'm the only one. The helicopter stops short of the waypoint and just hovers. 2 Share this post Link to post Share on other sites
opendome 91 Posted November 27, 2016 Congrats on another great release! I was wondering is there a way to completely disable cookoffs in the mission besides for individual vehicles with VEHICLE setVariable ["ace_cookoff_enable", false, false]; Share this post Link to post Share on other sites
sammael 366 Posted November 27, 2016 I saw that a work is underway( rewrite ace3 medecine ), and since project open source- I would like to offer some ideas to enthusiasts. Restrict the number of treatments on each part of a body (no more than two times). Set a threshold of a mortal wound (If less than 20% of health - impossible to heal). Wounded in leg (weak) - forced limping animation. Wounded in leg (strong) - forced prone animation. Any serious injury - weapon falls out of hands. Thank you for attention 2 Share this post Link to post Share on other sites
Rich_R 1087 Posted November 27, 2016 Is it just me or does the current armaholic download go in circles? Clicking the download link take me back to the ACE armaholic download page. Ended up getting mine from here. Share this post Link to post Share on other sites
lawndartleo 109 Posted November 27, 2016 Are you right clicking on the main page link and asking to open the next page in another tab? That screws things up for me. if I just keep following the trail in one tab I have no issues. Share this post Link to post Share on other sites
Rich_R 1087 Posted November 27, 2016 Nope, clicking on the links and staying within the same tab. No biggie, I have the download from ACEs site :) Share this post Link to post Share on other sites
loopdk 92 Posted November 27, 2016 I just have to ask, but does the ACE "Let units fastrope" waypoint work for anyone else? It has never worked for me and still doesn't work, just curious if I'm the only one. The helicopter stops short of the waypoint and just hovers. nope dont work Share this post Link to post Share on other sites
Aniallator 164 Posted November 28, 2016 Is it just me or does the current armaholic download go in circles? Clicking the download link take me back to the ACE armaholic download page. Ended up getting mine from here. I've found that sometimes when downloading a mod from Armaholic, clicking the download link basically results in the page refreshing, but clicking it a second time after that starts the download. Share this post Link to post Share on other sites
bloodbomb 12 Posted November 28, 2016 Playing around with the latest ACE3 and the Captives features, which are awesome. Heres my problem: I want to be the opfor unit that when the players yell "Freeze! hands up!" I can put my hands up, and be captured. How do I put my hands up and surrender though? Please help! Share this post Link to post Share on other sites
bloodbomb 12 Posted November 28, 2016 Help! How do I surrender as a player? Like put my hands up and give up?I am playing opfor and I want to surrender to my friends if they capture me, so they can use the (excellent) capture feature. Please help! Share this post Link to post Share on other sites
commy2 188 Posted November 28, 2016 There is a module / setting that must be used to enable the surrendering feature. AI won't shoot you when surrendered, so it's disabled by default, as it would break missions. Share this post Link to post Share on other sites
irving_mainway 105 Posted November 28, 2016 Disregard* Share this post Link to post Share on other sites
MANTIA 55 Posted November 28, 2016 QUESTION When researching how people build mission I often unpack them and look through everything, learning through tearing it apart kinda. I've noticed some mission makers do not utilize the in editor ACE 3 modules but instead set ACE features, parameters, settings, ect by calling them in a .hpp file type. Why is this? Are there any benefits to either method? Mission performance? easy cut and paste for mission templates? Share this post Link to post Share on other sites
commy2 188 Posted November 29, 2016 QUESTION When researching how people build mission I often unpack them and look through everything, learning through tearing it apart kinda. I've noticed some mission makers do not utilize the in editor ACE 3 modules but instead set ACE features, parameters, settings, ect by calling them in a .hpp file type. Why is this? Are there any benefits to either method? Mission performance? easy cut and paste for mission templates? - Every module is a game object. The more of them, the worse performance gets, even though the effect of one alone is probably not measureable. - Every module runs a small script at mission start. More code to execute = slower mission start. - Modules can become outdated when their parameters are changed in an update, which can lead to script errors and you having to delete and replace the module. - Modules are a PITA to handle, because you have to use the slow editor to change them. A .hpp file can be edited with text editors. - Many settings don't have a module. 1 Share this post Link to post Share on other sites
evrik 844 Posted November 29, 2016 Interesting. Do you have any mission examples I can take a look at? Running it from a .hpp might be a better alternative for our Public Server missions. It can be a pain to constantly update each module across each mission after each update. This .hpp approach might be a massive time saver. 1 Share this post Link to post Share on other sites
sparfell_19 188 Posted November 29, 2016 Interesting. Do you have any mission examples I can take a look at? Running it from a .hpp might be a better alternative for our Public Server missions. It can be a pain to constantly update each module across each mission after each update. This .hpp approach might be a massive time saver. I think it's the purpose of the settings framework : http://ace3mod.com/wiki/framework/settings-framework.html In my opinion serverconfig is even a better solution, much easier to manage than having to edit each mission. 1 Share this post Link to post Share on other sites
evrik 844 Posted November 29, 2016 Thanks for that. I'll check it out. Share this post Link to post Share on other sites
SilentSpike 84 Posted November 29, 2016 An unlisted bonus of not using modules: No dependency is created, the mission won't error when played without ace installed. I tend to make my mission work both with/without ace this way. 3 Share this post Link to post Share on other sites
opendome 91 Posted November 30, 2016 Does anyone know how to turn off ACE blood splatter? Share this post Link to post Share on other sites
anfo 118 Posted December 1, 2016 Despite a search of this thread and Google, I was wondering if someone might answer a question for me please. Can an AI in a MP game be dragged or preferably carried by a player(s) if the AI is wounded? Was hoping to perform a medevac mission involving wounded AI that are carried to a waiting Chinook, loaded and flown out. Ignore me, it was right in front of my eyes! :P It only seems to work if the AI is actually damaged which makes sense, but would prefer to have the AI lying on their back rather than being able to walk around. Share this post Link to post Share on other sites
lawndartleo 109 Posted December 2, 2016 Is anyone aware of a mission with ACE cargo functions enabled? I'm dumber than a bag of hammers when it comes to reading wiki pages and I am just not getting the implementation. Thanks in advance. Share this post Link to post Share on other sites
Matosh 34 Posted December 2, 2016 Despite a search of this thread and Google, I was wondering if someone might answer a question for me please. Can an AI in a MP game be dragged or preferably carried by a player(s) if the AI is wounded? Was hoping to perform a medevac mission involving wounded AI that are carried to a waiting Chinook, loaded and flown out. Ignore me, it was right in front of my eyes! :P It only seems to work if the AI is actually damaged which makes sense, but would prefer to have the AI lying on their back rather than being able to walk around. I think the AI has to be unconscious for it to use drag and carry actions. There's a setting which defines can the AI go to unconscious mode or not. Default setting is 50/50. 1 Share this post Link to post Share on other sites
Bamse 223 Posted December 5, 2016 Question regarding Adv. Ballistics and ACE3 Scopes: We're looking at enabling advanced ballistics and implementing that on a sniper team in a mission. We tried it and it works great. We do however also have integrated marksmen in the squads (think along the lines of an SPR/Mk12 and it like the bigger sniper rifles are using high powered optics) and do not want Adv. Ballistics or the scope adjustments to apply to them. Think of it like a stepping stone of difficulty of sorts. Is this possible? Is there some variable I can apply to a unit or mission variable I can set to disable scopes and/or adv. ballistics to certain units and/or scopes? 1 Share this post Link to post Share on other sites