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

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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?

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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?

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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];

 

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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.

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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 

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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?

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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).

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Found the source of the module issue, will be fixed in the next version :) Thanks for reporting

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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 

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BUG / PlasticCase Inventory:

Could the missing addAction (Inventory) on the Ace-Cases (e.G. Land_PlasticCase_01_large_F) be located?

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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 

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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

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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

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MicroDagger & Dagger MRGS GZD and Grid are false they state 33T XE for Altis/Limnos while it should be 35S LE.

vZY7N.png

It display's 33T XE for Stratis while it should be 35S LD.

vZYdK.png

Similar error occure at all other maps but with different MGRS Grids

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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?

 

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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.

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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.  

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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.

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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.

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