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ACE3 - A collaborative merger between AGM, CSE, and ACE

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9 hours ago, FireWalker said:

Sorry in advance for this question, but does ACE control whether third person view works or not?

Or ACEX View Restriction.

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Hello! I use the "Fired" event handler to spit out a message everytime a player throws something near the base. It works for regular throwing of grenades but it doesnt seem to work for ACE Advanced Throwing. May i ask on how to catch the advanced throwing event?

 

initplayerlocal.sqf

player addEventHandler ["fired", {call compile preprocessFilelineNumbers "Throw.sqf"}];

Throw.sqf

params ["_unit", "_weapon"];
_basedistance = player distance baseFlagPole;
if (isPlayer _unit && {_weapon == "Throw"} && {_basedistance < 200}) then {private _message = format ["%1 threw something", name _unit];_message  remoteExec ["systemChat"];};

 

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Thanks For replying to the PM Jonpas! 

 

for anyone curious about the "Advanced Throwing" event:

Quote

It will throw the CBA's XEH "Fired" event, but no the vanilla one, as there is no way to make it throw the vanilla EH.

There is also an ACE3 CBA event that gets thrown here https://github.com/acemod/ACE3/blob/master/addons/advanced_throwing/functions/fnc_throw.sqf#L58

 

Difference between the two is that XEH "Fired" is throw when you prime (start cooking) the grenade and "ace_throwableThrown" is thrown when you actually throw the grenade (when it leaves your hands). If you are not priming (cooking) then ACE3's will be thrown ~0.3s later due to delay between priming and throwing (animation). That way you can hook into both, or whichever you need.

 

 

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Hi Guys,

anybody knows how to defuse ACE IEDs?
I can find them with metal detactor but defusal kid is not working..

I cannot open the interaction menu. If I come too close they simply explode :(

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I remember a few patches ago, the jerrycan stopped working.  Now on this current build it works but by using the given code it now works only as a fuel nozzle and not as a loadable item.  What's up with the jerrycan?

 

example:

 

Name a jerrycan CAN1 

init="[CAN1]remoteExecCall[""ACE_refuel_fnc_makeJerryCan"",0];";

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2 hours ago, Devastator_cm said:

Hi Guys,

anybody knows how to defuse ACE IEDs?
I can find them with metal detactor but defusal kid is not working..

I cannot open the interaction menu. If I come too close they simply explode :(


and one more question, how to set explosive specialists? I can't find the attribute in explosive module. Do I need to synch it to a unit?

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It wasn't working a while back, but now that there's been a lot of changes with the medical system, does anyone know how to full heal and revive a player or AI through scripts?

 

I'd like to be able to full heal and revive from unconscious state (i have players always go unconscious instead of dying), in case accidents or bugs happen. I've been able to wake a unit back up before, but if they're hurt they will just quickly pass out again.

 

 

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Anyone have Issues when using the Ace unit traits switching around when u move to another player in the editor 

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I cannot come close enough to use defusekit. It explodes every single time before I can open interaction menu..

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Crawling very slowly towards an IED and keeping the ace interaction key pressed while doing so always worked for me - if the IED has a weighted pressure plate and isn't remotely detonated.

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hm I didn't crawl but walked slowly next to it. Will try the crawling and report back tonight.
Thanks to you both

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16 minutes ago, Devastator_cm said:


Crawling and dying... Please tell me what am I doing wrong :(

 

Do you not have to be an Engineer to be able to disarm, not a Civilian?  Also - is that an ACE IED?

 

 

 

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Hmm then the hint in explosives module mislead me :(
It was saying require specialist and I set it to disabled. So I thought any class can disarm it but looks like still it needs to be an engineer class but not at level of specialist
Thanks for the help !

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1 hour ago, Devastator_cm said:

Hmm then the hint in explosives module mislead me :(
It was saying require specialist and I set it to disabled. So I thought any class can disarm it but looks like still it needs to be an engineer class but not at level of specialist
Thanks for the help !

Another good thing I use REVOS mine detector mod and when you get to about 1.4 meters is when the ace interaction shows up for me 

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4 hours ago, Devastator_cm said:

Hmm then the hint in explosives module mislead me :(
It was saying require specialist and I set it to disabled. So I thought any class can disarm it but looks like still it needs to be an engineer class but not at level of specialist
Thanks for the help !

 

My initial post may not be correct - just trying to offer a possible alternative suggestion ;)  Let us know if you have any success.  My best course of action when coming across an IED is to either avoid it or send a team mate over to investigate, lol

 

 

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Is there a video tutorial on how to pre zero your weapon, i'm practicing long range shooting with ace3 adv ballistics but i keep missing the target, i don't even see where the shot lands. I've followed tutorials and use the same tools but it doesn't seem to have any effect.

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10 hours ago, reaper lok said:

 

My initial post may not be correct - just trying to offer a possible alternative suggestion ;)  Let us know if you have any success.  My best course of action when coming across an IED is to either avoid it or send a team mate over to investigate, lol

 

 

It worked when I chose an engineer class soldier. Maybe I didn't express myself clear enough in my previous post :)
Setup in explosive module is only to decide how qualified engineer class should be (specialist is a must or not) and not like any class can defuse if it is set to "specialist required DISABLED" -like I initially thought..-
So as a summary engineer class is a must

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I've watched it, I have used several tutorials to make sure I'm doing it right, I'm using 3cb's AWM rifles, and have used both 3cb scopes and RHS but still the same result, i've heard people talking about pre zeroing your rifle but I don't know how to do that.

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Okay so I figured out how to pre zero my weapon, but even after that I can't hit the target, it's like the damn bullet disappears. I'm going to reinstall ace3 and see if that helps 

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2 hours ago, Devastator_cm said:

I followed before the steps in this video and result was ok by me

 

 

 

2 hours ago, sgt m.stonebridge said:

I've watched it, I have used several tutorials to make sure I'm doing it right, I'm using 3cb's AWM rifles, and have used both 3cb scopes and RHS but still the same result, i've heard people talking about pre zeroing your rifle but I don't know how to do that.

The Advanced Ballistics module is not enabled in those videos (default ballistic coefficients).

This module must be enabled manually in the editor or with the Settings Framework.

The range card is the best way to be sure of that : only one column = default ballistic.

 

Be advised that the 3CB's bullets have got their own values, you can check it here if you want :

https://3cbmod.wordpress.com/released-mods/3cb-baf-weapons/usage-weapons/

and forget the RHS's scopes with AB.

 

My apologies for my english. 

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