Guest Posted May 17, 2017 New versions frontpaged on the Armaholic homepage. Advanced Combat Environment 3 (ACE 3) v3.9.2 ACE Compat - ADR-97 Weapon Pack v3.9.2ACE Compat - RHS United States Armed Forces v3.9.2ACE Compat - RHS Armed Forces of the Russian Federation v3.9.2 ACE Compat - RHS: GREF v3.9.2 Community Base addons A3 Share this post Link to post Share on other sites
the m 17 Posted May 17, 2017 The Zeus utility teleport player is only usable by the admin/Zeus. Is it a issue on my end or do other people have the same update since the patch? Share this post Link to post Share on other sites
JD Wang 352 Posted May 18, 2017 Is it possible to activate medical on specific AI? Eg We normally run with AI unconsciousness disabled, but is it possible for me to enable that specifically to an HVT so as there's less chance a stray round 1 shot kills him and the players will have the chance to provide medical if he does get shot? Or is there a better way to achieve that mechanic of the HVT not insta dying? Share this post Link to post Share on other sites
Belbo 462 Posted May 18, 2017 Yeah, just set the according variables on the unit: _unit setVariable ["ACE_medical_enableUnconsciousnessAI",1]; _unit setVariable ["ACE_medical_enableRevive",1]; _unit setVariable ["ACE_medical_preventInstaDeath",true]; 1 Share this post Link to post Share on other sites
iV - Ghost 50 Posted May 18, 2017 20 hours ago, the m said: The Zeus utility teleport player is only usable by the admin/Zeus. Is it a issue on my end or do other people have the same update since the patch? Yesterday, I couldn't teleport my friend with the Zeus teleport module. Teleporting myself works. Share this post Link to post Share on other sites
the m 17 Posted May 18, 2017 24 minutes ago, Tress13 said: Yesterday, I couldn't teleport my friend with the Zeus teleport module. Teleporting myself works. Good to hear i'm not alone Share this post Link to post Share on other sites
SilentSpike 84 Posted May 18, 2017 2 hours ago, Tress13 said: Yesterday, I couldn't teleport my friend with the Zeus teleport module. Teleporting myself works. Thanks for clarifying the issue, will look into it To clarify further, does their name show up in the list? Share this post Link to post Share on other sites
iV - Ghost 50 Posted May 18, 2017 BUG / Teleport Module: Yes, the name is listed in the module. I'm trying to teleport him alone or as squad. BUG / PlasticCase Inventory: Since yesterday I have no "Inventory"-Button on the Ace-Cases (e.G. Land_PlasticCase_01_large_F). Share this post Link to post Share on other sites
SilentSpike 84 Posted May 18, 2017 Found the source of the module issue, will be fixed in the next version :) Thanks for reporting Share this post Link to post Share on other sites
JD Wang 352 Posted May 18, 2017 11 hours ago, belbo said: Yeah, just set the according variables on the unit: _unit setVariable ["ACE_medical_enableUnconsciousnessAI",1]; _unit setVariable ["ACE_medical_enableRevive",1]; _unit setVariable ["ACE_medical_preventInstaDeath",true]; That's perfect, thank you so much Share this post Link to post Share on other sites
iV - Ghost 50 Posted May 20, 2017 BUG / PlasticCase Inventory: Could the missing addAction (Inventory) on the Ace-Cases (e.G. Land_PlasticCase_01_large_F) be located? Share this post Link to post Share on other sites
commy2 188 Posted May 20, 2017 Please use the issue tracker. Share this post Link to post Share on other sites
iV - Ghost 50 Posted May 20, 2017 OK, done. https://github.com/acemod/ACE3/issues/5186 Share this post Link to post Share on other sites
FoxhoundBC 13 Posted May 22, 2017 Is there a way to prevent AI from spawning with bandages/morphine? Share this post Link to post Share on other sites
nkenny 1057 Posted May 22, 2017 3 hours ago, FoxhoundBC said: Is there a way to prevent AI from spawning with bandages/morphine? Don't give them firstaid kits. edit: {if (side==EAST) then {_x removeitem "FirstAidKit"}} foreach allunits; -k Share this post Link to post Share on other sites
Devastator_cm 434 Posted May 22, 2017 2 hours ago, nkenny said: Don't give them firstaid kits. edit: {if (side==EAST) then {_x removeitem "FirstAidKit"}} foreach allunits; -k or based on optimization guide (https://community.bistudio.com/wiki/Code_Optimisation#Filtering_array_with_select_.7B.7D) {_x removeItem "FirstAidKit"} foreach (allunits select {!(isPlayer _x)}); OP didn't mention side so I adjust the search condition to player. p.s. I didn't test the code in Arma so might have syntax issue Share this post Link to post Share on other sites
N01D 0 Posted May 22, 2017 Hi there just saw on your wiki https://ace3mod.com/wiki/feature/medical-system.html#22111-ivs It says that both atropine and adenosine lower the heart rate. Wondering if this just a typo, as atropine actually raises the heart rate. Share this post Link to post Share on other sites
Belbo 462 Posted May 22, 2017 2 hours ago, Devastator_cm said: or based on optimization guide (https://community.bistudio.com/wiki/Code_Optimisation#Filtering_array_with_select_.7B.7D) {_x removeItem "FirstAidKit"} foreach (allunits select {!(isPlayer _x)}); Why stop there? :D {_x removeItems "FirstAidKit"; _x removeItems "MediKit";nil;} count (allUnits select {!isPlayer _x}); Even faster. And... the right command. ;) But you have to execute it even before the items can be changed by ace to their according ace_medical-items - and I don't know when that is for AI. Otherwise you'd have to do something like this: private _ace_medical_Items = ["ACE_atropine","ACE_adenosine","ACE_fieldDressing","ACE_elasticBandage","ACE_quikclot","ACE_bloodIV","ACE_bloodIV_500","ACE_bloodIV_250","ACE_bodyBag","ACE_epinephrine","ACE_morphine","ACE_packingBandage","ACE_personalAidKit","ACE_plasmaIV","ACE_plasmaIV_500","ACE_plasmaIV_250","ACE_salineIV","ACE_salineIV_500","ACE_salineIV_250","ACE_surgicalKit","ACE_tourniquet"]; { _unit = _x; {_unit removeItems _x} count _ace_medical_Items; nil; } count (allUnits select {!isPlayer _x}); Although... AI doesn't even have all that stuff, so _ace_medical_Items = ["ACE_fieldDressing","ACE_bloodIV","ACE_epinephrine","ACE_morphine","ACE_packingBandage","ACE_salineIV_250","ACE_tourniquet"]; should be enough -> https://github.com/acemod/ACE3/blob/master/addons/medical/functions/fnc_itemCheck.sqf 1 Share this post Link to post Share on other sites
FoxhoundBC 13 Posted May 22, 2017 Awesome thanks! Do I stick that in the init.sqf? Share this post Link to post Share on other sites
Ghostworrior 35 Posted May 24, 2017 MicroDagger & Dagger MRGS GZD and Grid are false they state 33T XE for Altis/Limnos while it should be 35S LE. It display's 33T XE for Stratis while it should be 35S LD. Similar error occure at all other maps but with different MGRS Grids Share this post Link to post Share on other sites
domokun 515 Posted May 24, 2017 Recently I saw a video from Dslyecxi which seemed to show a realistic NVG mod. Is this a feature that will one day be integrated in ACE3? 1 Share this post Link to post Share on other sites
ppitm 43 Posted May 24, 2017 ACE3 already has multiple generations of NVGs, many of them about as crappy as what you see in that video. Take a look in the crates. Share this post Link to post Share on other sites
ski2060 167 Posted May 24, 2017 4 hours ago, ppitm said: ACE3 already has multiple generations of NVGs, many of them about as crappy as what you see in that video. Take a look in the crates. That didn't answer his question. Allegedly Dyslexci was going to or did give that version of his NVG to the ACE crew a while back. I don't know if he actually gave them the code or they just haven't decided to integrate it yet. Dyslexcis's version is a bit more realistic and less Game-y if you're into Mil-Sim/Realism. 1 Share this post Link to post Share on other sites
Alwarren 2767 Posted May 24, 2017 1 hour ago, ski2060 said: Allegedly Dyslexci was going to or did give that version of his NVG to the ACE crew a while back. I don't know if he actually gave them the code or they just haven't decided to integrate it yet. IIRC the code is already in the ACE3 github repository under a special branch. 2 Share this post Link to post Share on other sites
brammo311 10 Posted May 25, 2017 ACE 3 will not work for me, its giving me an error that says the ACE 3 RHS Compatibility files are outdated. I've downloaded them from armaholic. Upon checking the file properties, the dates are from 2016. So I checked Steam Workshop, and it said "discontinued". So can I not play the RHS mod with ACE 3? Or am I missing something? The old AGM mod works with it, which is weird. Share this post Link to post Share on other sites