lawndartleo 109 Posted December 5, 2016 Apparently... Drop module and done. So far i have not encounterd anything not working as id like it to work. Share this post Link to post Share on other sites
MANTIA 55 Posted December 6, 2016 We currently have a problem with using the Settings Framework when loading up the server config option. Everything appears to be working correctly except the "forceAllSettings". We do not want to force all settings so understand that the correct input would be "0" example: class ace_common_forceAllSettings { value = 0; typeName = "BOOL"; force = 1; }; However, when trying to access ACE Options once connected to our server nothing is listed. It is all blank. Are we missing something simple? Is this a bug? A workaround? Thanks! Share this post Link to post Share on other sites
Belbo 462 Posted December 6, 2016 However, when trying to access ACE Options once connected to our server nothing is listed. It is all blank. Are we missing something simple? Is this a bug? A workaround? Thanks! What should where be listed? There is no way to access your server's userconfig settings in game. Share this post Link to post Share on other sites
Devastator_cm 434 Posted December 12, 2016 Is there a way to create smoke which I beleive ACE3 is creating? I like that black smoke but couldn't find the classname of it :( Share this post Link to post Share on other sites
Iceman2004 48 Posted December 13, 2016 Not sure where I should post this but I'm looking for optimal settings what's good settings for damage taken for ai and players before death bleed and pain coefficient of any has anyone has ideas please let me know Share this post Link to post Share on other sites
Belbo 462 Posted December 13, 2016 4 hours ago, Iceman2004 said: Not sure where I should post this but I'm looking for optimal settings what's good settings for damage taken for ai and players before death bleed and pain coefficient of any has anyone has ideas please let me know Settings that we use are: ace_medical_bleedingCoefficient = 0.7; (otherwise your medics have to become fuel trucks) ace_medical_playerDamageThreshold = 2.0; (so you don't have to use PAK everytime a player was hit) ace_medical_AIDamageThreshold = 0.9; (especially with 5.56 weapons it's better to weaken the ai's ability to absorb damage - it may still take you up to 5 shots to drop a target even without heavy armour) Share this post Link to post Share on other sites
Iceman2004 48 Posted December 13, 2016 Awesome that was the sitting I was having issues with or another was the player having no heart rate but has a pulse Share this post Link to post Share on other sites
Belbo 462 Posted December 13, 2016 28 minutes ago, Iceman2004 said: Awesome that was the sitting I was having issues with or another was the player having no heart rate but has a pulse That'll still happen, but not as often. Share this post Link to post Share on other sites
MANTIA 55 Posted December 14, 2016 On 12/6/2016 at 4:09 AM, belbo said: What should where be listed? There is no way to access your server's userconfig settings in game. Sorry, I wasn't clear enough. Not looking to access the server's settings but the ace_3 client settings/preferences. Share this post Link to post Share on other sites
road runner 4344 Posted December 14, 2016 did dyslexi's night vision addon changes make it into the latest release? 2 Share this post Link to post Share on other sites
Belbo 462 Posted December 14, 2016 4 hours ago, MANTIA said: Sorry, I wasn't clear enough. Not looking to access the server's settings but the ace_3 client settings/preferences. I PMed with a guy (conversation has been lost in the forums update) about that. It seems like it's not regular behaviour. You should file a bug report at https://github.com/acemod/ACE3/issues Share this post Link to post Share on other sites
loopdk 92 Posted December 14, 2016 I am looking for the code to load ind som object in to a cargo container... i have been looking but no luck i found this LoadCargoLoad object into vehicle.[_object, _vehicle, _showHint]Local but no shure how to call it Share this post Link to post Share on other sites
Valken 623 Posted December 14, 2016 Playing with the current Dev build so I wanted to ask if there would be plans for a 64 bit version of ACE now? I hope so... can't play ARMA with out it yet want the benefits of new memory access to the game. 2 Share this post Link to post Share on other sites
ShiftyFR 14 Posted December 14, 2016 Hi, sorry if already asked, but i'm trying to setup advanced fatigue on my server with the serverconfig.hpp and aceserver.pbo, but it seems to not working or bad configurated. Is someone has some good and realistic settings ? Thank you Share this post Link to post Share on other sites
jonpas 294 Posted December 14, 2016 4 hours ago, Valken said: Playing with the current Dev build so I wanted to ask if there would be plans for a 64 bit version of ACE now? I hope so... can't play ARMA with out it yet want the benefits of new memory access to the game. Yes we will compile 64-bit extensions in a future version. 4 Share this post Link to post Share on other sites
O.Languedoc 67 Posted December 14, 2016 8 hours ago, road runner said: did dyslexi's night vision addon changes make it into the latest release? I guess it will come at some point. Its great that he his sharing his work with the ace team. That says a lot about the quality of the ace dev team. Great job guys! 3 Share this post Link to post Share on other sites
Devastator_cm 434 Posted December 14, 2016 Question to ACE Developers Is there a way to make vehicles explode directly incase a heavy damage occours? At the moment I am dropping a GBU from jet on to a tank and instead of I see a crater, crew disembarks and cook off kicks in.. I love the cookoff functionality and I don't want to disable it but it looks a bit weird in situations where heavy damage is given to vehicle and instead of instant explosion it starts the cook off process... :( 1 Share this post Link to post Share on other sites
BB_Frost 37 Posted December 15, 2016 The additional files (for ADR97 and RHS) - are those the same as the files in the "optional" folder? Share this post Link to post Share on other sites
Guest Posted December 15, 2016 New version frontpaged on the Armaholic homepage. Advanced Combat Environment 3 (ACE 3) v3.8.3 Community Base addons A3 Share this post Link to post Share on other sites
giorgygr 61 Posted December 15, 2016 Hi guys. I was wondering if any of you is having problems with weapons "safe" mode using the RHS units (along with its corresponding compatibility mod) What i came across while trying to change fire mode (on RHS units) the safe mode *Stucks in (even after i made sure nothing is conflicting via "Configure addons keys" and default game controls) For Vanilla units everything works as expected (Change firemodes with "F" /Activate -deactivate "Safe mode" with "Shift+S") Check it out plz *Added* Done https://github.com/acemod/ACE3/issues/4771 Share this post Link to post Share on other sites
commy2 188 Posted December 15, 2016 Bug reports go on the issue tracker. Forum posts are mostly ignored. Share this post Link to post Share on other sites
road runner 4344 Posted December 16, 2016 How do you get the AI to Fast rope when they reach the dedicated waypoint? I'm basically trying to have 4 chalks fastrope into an area and have them do a search and destroy I've asked this before but don' think it was ever answered.. if it was apologies. I have set up 4 Chinooks, added 1 squad to each Helo, gave the helo a move waypoint, then the allow units to fastrope......but nothing happens, the birds just sit there, and nobody gets out. The units also have a allow units to fastrope WP, and that's connected to the same one for the helo, and then I gave them a search and destroy WP in the hope they clear the village....but nothing happens Any takers lads? Share this post Link to post Share on other sites
ShiftyFR 14 Posted December 16, 2016 On 14/12/2016 at 5:04 PM, Shifty.FR said: Hi, sorry if already asked, but i'm trying to setup advanced fatigue on my server with the serverconfig.hpp and aceserver.pbo, but it seems to not working or bad configurated. Is someone has some good and realistic settings ? Thank you UP :) Share this post Link to post Share on other sites
Aniallator 164 Posted December 16, 2016 8 hours ago, road runner said: How do you get the AI to Fast rope when they reach the dedicated waypoint? I'm basically trying to have 4 chalks fastrope into an area and have them do a search and destroy I've asked this before but don' think it was ever answered.. if it was apologies. I have set up 4 Chinooks, added 1 squad to each Helo, gave the helo a move waypoint, then the allow units to fastrope......but nothing happens, the birds just sit there, and nobody gets out. The units also have a allow units to fastrope WP, and that's connected to the same one for the helo, and then I gave them a search and destroy WP in the hope they clear the village....but nothing happens Any takers lads? The fastroping waypoint is broken, AI don't fastrope :( Helos stop short of the waypoint and just hover. 1 Share this post Link to post Share on other sites
road runner 4344 Posted December 17, 2016 4 hours ago, Aniallator said: The fastroping waypoint is broken, AI don't fastrope :( Helos stop short of the waypoint and just hover. Yep, that's what I'm finding as well, even on complete flat surfaces. 1 Share this post Link to post Share on other sites