Bayern_Maik 9 Posted July 27, 2017 Hi there, first off a big thanks for this great must have mod :D I have a little request for the "switch unit" module. Is it possible to get a additional option for side restriction so that a Blufor Unit can only switch to Blufor AI's, a Opfor Unit only to Opfor AI's, Indepen.... etc. ? Share this post Link to post Share on other sites
Vasily.B 529 Posted July 28, 2017 OK Got it! Fault of this whole mess with stabiisation and FCS is Ctr + /(NUM) I dont know if its meant to work in vehices like that, but its worth of take a look. 2 Share this post Link to post Share on other sites
gavc 28 Posted July 31, 2017 (edited) pls ignore Edited July 31, 2017 by gavc found solution Share this post Link to post Share on other sites
islesfan186 83 Posted August 2, 2017 Finally decided to download and give this a try since this the only mod that gives hellfire missiles different flight modes. i searched the thread, maybe I'm using the wrong key words, but is it normal to not see the pylons/missiles when using this addweapon "______"; this addmagazine "______"; the weapons are available, but I don't see the pylons or the missiles. aslo, I tried to use the missiles in conjunction with the CUP AH-6X (using the CUP ACE compat mod). The missile doesn't home in on the laser spot. I tried adding the ace laser designator using this addweapon "_______", but it didn't work. Anyone know how to make this work? Share this post Link to post Share on other sites
BadHabitz 235 Posted August 2, 2017 Is there a line of code I can add to a soldier's config to make him a medic or doctor in ACE? I've used "ACE_IsMedic = 2;" but that didn't work. Share this post Link to post Share on other sites
MrSanchez 243 Posted August 2, 2017 17 hours ago, BadHabitz said: Is there a line of code I can add to a soldier's config to make him a medic or doctor in ACE? I've used "ACE_IsMedic = 2;" but that didn't work. It's been a while but I remember ACE turning units into ACE medics by automatically checking if the attendant option (vanilla 'Is Medic') is set to 1 in the unit config. Try adding attendant = 1; To the unit's config. I recommend checking the ACE3 source files through GitHub. Kind regards, Sanchez Share this post Link to post Share on other sites
BadHabitz 235 Posted August 3, 2017 8 hours ago, MrSanchez said: It's been a while but I remember ACE turning units into ACE medics by automatically checking if the attendant option (vanilla 'Is Medic') is set to 1 in the unit config. Try adding attendant = 1; To the unit's config. I recommend checking the ACE3 source files through GitHub. Kind regards, Sanchez Thanks. I've been looking around the ACE documentation and Github and I haven't seen anything. "attendant = 1;" is used for the vanilla system to give the role of the medic, but that doesn't appear to extend to ACE. In the editor I still have to change the status of the unit to medic/doctor through the attributes or from a sync'ed module. I'd like to cut out that step by adding something to the config, if it's possible. Share this post Link to post Share on other sites
MrSanchez 243 Posted August 3, 2017 It seems like ACE is now using getUnitTrait instead of direct config queries for "attendant" for the default value of the medicClass variable. Regardless, I believe the getUnitTrait "medic" command returns true whenever the unit has "attendant" set to 1 in their configs, so it should turn you into an ACE medic. Was your previous comment based on assumption or did you add it and found that it still didn't work? Share this post Link to post Share on other sites
BadHabitz 235 Posted August 3, 2017 I added it and it didn't work. I will have to check again to verify. Now when I say it doesn't work I mean that the "medic" selection is not highlighted in the unit attributes in the editor. I didn't test the functionality. Share this post Link to post Share on other sites
realcombatpl 12 Posted August 11, 2017 I have a question i hope someone might help me with. Is there any way to configure an existing helo for ACE FRIES on a mission maker level? Without editing it's config files? Share this post Link to post Share on other sites
kerozen 187 Posted August 12, 2017 why is battleye constantly blocking ace? Can you fix it please? Share this post Link to post Share on other sites
sancron 32 Posted August 12, 2017 This can't be directly fixed by the ACE Team, they sent over the DLL-Files to BE and they need to approve this DLL-Files. But when BE-Server are struggeling, already approved DLL-Files from ACE3 should be blocked again. So you need to contact BattlEye to resolve this issue. Share this post Link to post Share on other sites
Belbo 462 Posted August 12, 2017 Hey guys, I'm currently having a problem with one of our players. It seems like BE is blocking the ace-dlls (ace_fcs.dll not installed) too, but the problem is: The server he joins doesn't run battleye and neither does the player. He is the only one with the dll error. battleyelauncher.exe is not running in the background, arma3sync starts without battleye enabled, the right executable is started, we even removed battleye completely from his system, deactivated his AVsoftware (Kaspersky) and all... I'm a tad at my wits end with this. His rpt: https://pastebin.com/6bv8fTjp Does anybody have an idea what could cause this? Seems like the problem solved itself - or rather reinstalling all the mods helped. Share this post Link to post Share on other sites
kerozen 187 Posted August 12, 2017 Its getting extremely annoying to the point where i completely give up playing with ACE. I have to restart the game like 5 times until it decides not to block a F*****g DLL and let me play Share this post Link to post Share on other sites
MrSanchez 243 Posted August 12, 2017 We've disabled BattlEye on our servers due to this issue. Works for us but I can imagine it being troublesome for large/non-whitelisted communities. 1 Share this post Link to post Share on other sites
jonpas 294 Posted August 12, 2017 That is nothing we can do, and I am sorry if that makes you not use ACE3, but there is basically nothing we can do about it. BattlEye servers sometimes go down, sometimes they are unreachable. Share this post Link to post Share on other sites
kilo-bravo 84 Posted August 12, 2017 hey all my inventory shows as a weight bar instead of the numeric value does anyone know how to fix this Share this post Link to post Share on other sites
kerozen 187 Posted August 13, 2017 In a script (or init) how do i prevent a specific AI unit from healing itself? I found a script to that randomly damages the AI. It was meant for Advanced Medical system but i want it for basic (teaching new recruits the basic of ACE medical) and the AI sometimes spawns dead and when it doesn't it wakes up pretty fast and heals it self. Can someone help me out? Script {if ((typeOf _x == 'b_survivor_F') && (!isPlayer _x)) then {deleteVehicle _x}} forEach allUnits; [MedicalData,3] call BIS_fnc_dataTerminalAnimate; sleep 5; _group1=createGroup west; 'b_survivor_F' createUnit [getmarkerPos 'PatientSpawn', _group1,'pat1=this; dostop pat1']; [pat1, selectRandom[0.3,0.5,0.7,0.9], "leg_r", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; [pat1, selectRandom[0.3,0.5,0.7,0.9], "leg_l", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; [pat1, selectRandom[0.3,0.5,0.7,0.9], "body", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; [pat1, selectRandom[0.3,0.5,0.7,0.9], "head", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; [pat1, selectRandom[0.3,0.5,0.7,0.9], "hand_r", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; [pat1, selectRandom[0.3,0.5,0.7,0.9], "hand_l", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; [pat1] call ace_medical_fnc_handleDamage_advancedSetDamage; [MedicalData,0] call BIS_fnc_dataTerminalAnimate; hint 'Your patient is ready'; //the first selctrandom chooses a randomish damage from a small one to a large one, the second selectrandom chooses the type of damage. Share this post Link to post Share on other sites
WastedMike_ 27 Posted August 14, 2017 Is there a Specialist Military Arms compatibility in the works? Share this post Link to post Share on other sites
dodecahedron 3 Posted August 14, 2017 edit - oops wrong thread Share this post Link to post Share on other sites
kerozen 187 Posted August 20, 2017 Its impossible to play with ACE now... Share this post Link to post Share on other sites
rekkless 240 Posted August 20, 2017 4 hours ago, kerozen said: Its impossible to play with ACE now... Disable Battleye. I'm assuming you are using ACE on a private milsim server. There is no reason at all to be running battleye on a private server, unless your friends are A$$HOLES and want to hack, in which case you need new friends. 1 Share this post Link to post Share on other sites
kerozen 187 Posted August 20, 2017 2 hours ago, rekkless said: Disable Battleye. I'm assuming you are using ACE on a private milsim server. There is no reason at all to be running battleye on a private server, unless your friends are A$$HOLES and want to hack, in which case you need new friends. Its probably going to be disabled but the "boss" it on vacation Share this post Link to post Share on other sites
Belbo 462 Posted August 21, 2017 I'm currently working on a mod to force a captive down on his knees (and back up afterwards) and I'm having a problem with the condition for the ACE_EscortCaptive action. The condition does not check for the current animationState the unit is in (which is reasonable, because without my mod you can only have one animationState), so I wanted to add that. But I don't really know how to override the default ACE_EscortCaptive action. https://github.com/Pergor/ADV_Mods/blob/master/adv_aceCaptive/config.cpp That's my first try to achieve my goal - and of course it doesn't work. I suppose it's related to missing inheritance, but I can't see how to inherit from ACE_MainActions... Any ideas? Share this post Link to post Share on other sites
commy2 188 Posted August 21, 2017 "Override" as in disable? class CfgVehicles { class Man; class CAManBase: Man { class ACE_Actions { class ACE_MainActions { class ACE_RemoveHandcuffs { condition = "(false)"; }; }; }; }; }; The parenthesis are there to prevent overzealous tools from replacing the boolean string with the number zero. If you want to get fancy, you can try delete: class CfgVehicles { class Man; class CAManBase: Man { class ACE_Actions { class ACE_MainActions { delete ACE_RemoveHandcuffs; }; }; }; }; The config is here: https://github.com/acemod/ACE3/blob/master/addons/captives/CfgVehicles.hpp#L1-L26 and luckily there isn't any base classes to inherit from, except for "Man". Make sure to disable "Rebuild CfgPatches" if your tool has that. You got it correct yourself (load after "ace_captives"), and that option is a huge pitfall. 2 Share this post Link to post Share on other sites