ski2060 167 Posted October 25, 2017 Couple ways. With the Rearm module down, an aircraft and an ammo HEMMT nearby you can load up individual pylons with individual ordnance. You have to use Interaction on the ammo truck and take it over to the aircraft. In Zeus, you can drag the Loadout module onto whatever aircraft you want to modify. It will then give you a Loadout GUI. Then you can go crazy with it. 1 Share this post Link to post Share on other sites
xxgetbuck123 945 Posted October 25, 2017 1 hour ago, ski2060 said: Couple ways. With the Rearm module down, an aircraft and an ammo HEMMT nearby you can load up individual pylons with individual ordnance. You have to use Interaction on the ammo truck and take it over to the aircraft. In Zeus, you can drag the Loadout module onto whatever aircraft you want to modify. It will then give you a Loadout GUI. Then you can go crazy with it. So it this loadout gui dialog, is that only accessible to zeus? Or can players on the ground access the loadout editor? I can get the Zeus version working but still cant for the life of me change the loadout while on foot. Share this post Link to post Share on other sites
Belbo 462 Posted October 25, 2017 Place an ammo truck (unfortunately the ammo containers from Huron or Taru don't work yet) next to an aircraft, have a toolkit in your inventory and then you can select the pylon dialog when interacting with the aircraft. The toolkit is the key. You can change the settings for that (though there isn't a module for it) with these settings (these are the default values): class ace_pylons_enabled { value = 1; typeName = "BOOL"; force = 0; }; class ace_pylons_rearmNewPylons { value = 0; typeName = "BOOL"; force = 0; }; class ace_pylons_searchDistance { value = 15; typeName = "SCALAR"; force = 0; }; class ace_pylons_timePerPylon { value = 5; typeName = "SCALAR"; force = 0; }; class ace_pylons_requireEngineer { value = 0; typeName = "BOOL"; force = 0; }; class ace_pylons_requireToolkit { value = 1; typeName = "BOOL"; force = 0; }; 2 Share this post Link to post Share on other sites
xxgetbuck123 945 Posted October 25, 2017 1 minute ago, belbo said: Place an ammo truck (unfortunately the ammo containers from Huron or Taru don't work yet) next to an aircraft, have a toolkit in your inventory and then you can select the pylon dialog when interacting with the aircraft. The toolkit is the key. You can change the settings for that (though there isn't a module for it) with these settings (these are the default values): Ahhh thankyou thankyou I never had a tool kit as it wasn't specified anywhere! Splendid! Share this post Link to post Share on other sites
jonpas 294 Posted October 25, 2017 1 hour ago, belbo said: (unfortunately the ammo containers from Huron or Taru don't work yet) You can be 90% sure it will not be fixed if no one reports it on GitHub. 2 Share this post Link to post Share on other sites
acemod 312 Posted October 25, 2017 Version 3.11.0 Released Requires CBA Version 3.4.1 or later and Arma 3 Version 1.76 or later. This release adds pylons loadout dialog, movable markers, rating settings, dynamic eject actions for helicopters, overhauled spectator system, rearm and advanced ballistics fixes and improvements, and more! Change Log Summary can be viewed on GitHub Here. 3 Share this post Link to post Share on other sites
doctorbutts 15 Posted October 25, 2017 We installed the update yesterday on our server and the settings we had in place for stamina and g_forces weren't working. The default ARMA 3 stamina was being used, not ACE 3 at all. Since I don't have admin access to the server files, I tried setting up my own dedicated using TADST and joining that server. I followed the guide in the settings framework, exported the settings from in game and saved to the serverconfig.hpp file. From there I put the ace_server.pbo in an @ace_optionals folder and had the server run that mod folder. I also put the serverconfig.hpp in the arma 3\userconfig\ace folder. I made sure the settings for advanced fatigue were turned on, and to easily test I updated the recovery factor to 10 to see if it works. When loading a mission, I ran around, and still the default Arma 3 staminabar was being emptied, and ACE 3's was not moving around at all. The recovery had not changed in the ARMA 3 stamina bar either. Can anyone help? Share this post Link to post Share on other sites
jonpas 294 Posted October 25, 2017 50 minutes ago, doctorbutts said: We installed the update yesterday on our server and the settings we had in place for stamina and g_forces weren't working. The default ARMA 3 stamina was being used, not ACE 3 at all. Since I don't have admin access to the server files, I tried setting up my own dedicated using TADST and joining that server. I followed the guide in the settings framework, exported the settings from in game and saved to the serverconfig.hpp file. From there I put the ace_server.pbo in an @ace_optionals folder and had the server run that mod folder. I also put the serverconfig.hpp in the arma 3\userconfig\ace folder. I made sure the settings for advanced fatigue were turned on, and to easily test I updated the recovery factor to 10 to see if it works. When loading a mission, I ran around, and still the default Arma 3 staminabar was being emptied, and ACE 3's was not moving around at all. The recovery had not changed in the ARMA 3 stamina bar either. Can anyone help? Redownload the package from GitHub. Share this post Link to post Share on other sites
doctorbutts 15 Posted October 25, 2017 I tried, it did not fix the issue. Share this post Link to post Share on other sites
ski2060 167 Posted October 25, 2017 @Jonpas Regarding Underwater Interactions, are Explosives able to be attached to the underside of boat/ship hulls now? Unit member attempting some underwater demolitions and the charges are falling to the sea floor instead of attaching. 1 Share this post Link to post Share on other sites
ineptaphid 6413 Posted October 25, 2017 1 hour ago, doctorbutts said: I tried, it did not fix the issue. Did you try with no other mods running? Lots of mods can affect stamina Share this post Link to post Share on other sites
jonpas 294 Posted October 25, 2017 2 hours ago, ski2060 said: @Jonpas Regarding Underwater Interactions, are Explosives able to be attached to the underside of boat/ship hulls now? Unit member attempting some underwater demolitions and the charges are falling to the sea floor instead of attaching. Possibly, unsure, I don't think I tested that specifically, lots of things to go through, very likely I missed some. Test it and if it doesn't work make an issue on GitHub, if it does, tell the others here! :) Share this post Link to post Share on other sites
ski2060 167 Posted October 25, 2017 Will do. So far he had no luck, but I'll do some more extensive testing later tonight when I get home from work if possible. Do vehicles need specific anchor points on the textures/geometry in order to have explosives attached to them or is it just an AttachTo command for them? Share this post Link to post Share on other sites
Guest Posted October 26, 2017 The Armaholic mirror has been updated with the new version: Advanced Combat Environment 3 (ACE 3) v3.11.0 Share this post Link to post Share on other sites
kromka 40 Posted October 29, 2017 Hello. I try to figure out how to put data from a range card to th AtragMX->Gun section. I tried to use screen from chapter 3.2:https://ace3mod.com/wiki/feature/atragmx.html but it takes very bad results. I also compared this with data putted automatically when I choose proper ammunition from AtragMX->Gun List section. Also there are differences. How to complete properly AtragMX with range card data? Share this post Link to post Share on other sites
Devastator_cm 434 Posted October 31, 2017 anybody knows where I can find the description & usage of each ace3 config entries in this page? https://ace3mod.com/wiki/development/ace3-config-entries.html Share this post Link to post Share on other sites
ranger_24 55 Posted November 3, 2017 A question about advanced fatigue: I'm trying to play around with the parameters of the advanced fatigue module, in order to reach a suitable result for missions I'm creating in my unit. I'm not sure if this is got to do with the advanced fatigue, the problem is that after 10 seconds of doing minimal physical actions, the character breaths heavily and it is almost impossible to aim down the sights with weapons. Obviously disabling the advanced fatigue simply uses the vanilla fatigue, which is not much compare to ACE3's. Anyway to fix this? Share this post Link to post Share on other sites
strider42 64 Posted November 3, 2017 On 10/31/2017 at 4:46 PM, Devastator_cm said: anybody knows where I can find the description & usage of each ace3 config entries in this page? https://ace3mod.com/wiki/development/ace3-config-entries.html I'd try going to the GitHub website for ACE 3: https://github.com/acemod/ACE3 Then in the top righ enter the config entries you are interested in. Here are the results for CfgVehicles > ace_nightvision_grain https://github.com/acemod/ACE3/search?utf8=✓&q=ace_nightvision_grain&type= S Share this post Link to post Share on other sites
Devastator_cm 434 Posted November 3, 2017 Thanks. I think that will shed some light Share this post Link to post Share on other sites
Tobur 37 Posted November 11, 2017 I am trying to edit the ACE interaction menus, basically running scripts with ACE interaction. I don't come far with the provided examples on GitHub, maybe you can push me into the right direction. One thing I'd like to add is the possibility to equip yourself at supply boxes with pre-defined loadouts (sqf files): //JTAC _JTAC = ["JTAC","Pick class JTAC","",{execVM "Scripts\ZS_UK_Multi_JTAC.sqf"},{true}] call ace_interact_menu_fnc_createAction; ["B_supplyCrate_F", 0, ["ACE_MainActions"], _JTAC] call ace_interact_menu_fnc_addActionToClass; //Combat Medic _CMedic = ["JTAC","Pick class Combat Medic","",{execVM "Scripts\ZS_UK_Multi_CombatMedic.sqf"},{true}] call ace_interact_menu_fnc_createAction; ["B_supplyCrate_F", 0, ["ACE_MainActions"], _CMedic] call ace_interact_menu_fnc_addActionToClass; There might be a more sophisticated approach to this, but this is what I can manage... Point is I'd like to add subactions / subcategories. Right now these actions appear in the main ACE interaction menu but I'd rather want them to be in a separate category like "Pick classes". Share this post Link to post Share on other sites
Tyl3r99 41 Posted November 11, 2017 would be good to add the little details like the chest compression animation when applying CPR little things like that 2 Share this post Link to post Share on other sites
Devastator_cm 434 Posted November 11, 2017 1 hour ago, Tobur said: I am trying to edit the ACE interaction menus, basically running scripts with ACE interaction. I don't come far with the provided examples on GitHub, maybe you can push me into the right direction. One thing I'd like to add is the possibility to equip yourself at supply boxes with pre-defined loadouts (sqf files): //JTAC _JTAC = ["JTAC","Pick class JTAC","",{execVM "Scripts\ZS_UK_Multi_JTAC.sqf"},{true}] call ace_interact_menu_fnc_createAction; ["B_supplyCrate_F", 0, ["ACE_MainActions"], _JTAC] call ace_interact_menu_fnc_addActionToClass; //Combat Medic _CMedic = ["JTAC","Pick class Combat Medic","",{execVM "Scripts\ZS_UK_Multi_CombatMedic.sqf"},{true}] call ace_interact_menu_fnc_createAction; ["B_supplyCrate_F", 0, ["ACE_MainActions"], _CMedic] call ace_interact_menu_fnc_addActionToClass; There might be a more sophisticated approach to this, but this is what I can manage... Point is I'd like to add subactions / subcategories. Right now these actions appear in the main ACE interaction menu but I'd rather want them to be in a separate category like "Pick classes". give a try ["B_supplyCrate_F", 0, ["ACE_MainActions", "Suit Up"], _CMedic] call ace_interact_menu_fnc_addActionToClass; Share this post Link to post Share on other sites
Tobur 37 Posted November 11, 2017 3 hours ago, Devastator_cm said: give a try ["B_supplyCrate_F", 0, ["ACE_MainActions", "Suit Up"], _CMedic] call ace_interact_menu_fnc_addActionToClass; Thanks, tried something similar before, but does not work... Is this confirmed to be working? Share this post Link to post Share on other sites
novainfuse 12 Posted November 11, 2017 I am getting an error when I load ace and try to join specific servers: I was playing fine, but once I relogged to fix a bug with ACE I was unable to reconnect. For me, when I was connecting I would get to Retrieve Data and then it would hang, then crash to desktop. When I deleted my mpmission cache, I redownloded the map and then it downloaded all but the last 1kb, hung and then crashed. Quote 22:56:17 BattlEye Server: Player #13 NovaInfuse (MY IP) connected 22:56:17 Player NovaInfuse connecting. 22:56:20 BattlEye Server: Player #13 NovaInfuse - GUID: MY GUID 22:56:21 Player NovaInfuse connected (id=MYID). 22:56:21 BattlEye Server: Verified GUID (MYGUID) of player #13 NovaInfuse 22:59:00 Player NovaInfuse kicked off by BattlEye: Client not responding 22:59:00 Player NovaInfuse disconnected. However, in Battleye there is no log. It just says "Starting BattlEye Service... Launching the game..." and that is it. No error message. When I do crash, I get the following error: 0xCFFFFFF - STATUS_APPLICATION_HANG. Checking google that seems to talk about parameters, but I am not running any. My log: Quote ---------------------- Process exit ---------------------- Exit code: 0xCFFFFFFF - STATUS_APPLICATION_HANG Running time: 00:04:51.4619056 ---------------------- System information ---------------------- Date: 2017-11-11 04:20:34 / 2017-11-11 13:20:34 +09 Current dir: C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Command line: "C:\Program Files (x86)\Steam\steamapps\common\Arma 3\arma3launcher.exe" CLR version: 4.0.30319.42000 OS Version: 10.0.15063.0 (Microsoft Windows NT 10.0.15063.0) OS 64 bit: True Process 64 bit: False Culture: en-GB UI Culture: en-GB ---------------------- Last game report ---------------------- not provided I have tried loading without parameters, and with only ace and no mods - I get the same issue. Share this post Link to post Share on other sites
Devastator_cm 434 Posted November 11, 2017 1 hour ago, Tobur said: Thanks, tried something similar before, but does not work... Is this confirmed to be working? Now tested (via action to object but same stuff) you need to create one parent action first _JTAC2 = ["JTAC2","Dress Up","",{true;},{true}] call ace_interact_menu_fnc_createAction; [a, 0, ["ACE_MainActions"], _JTAC2] call ace_interact_menu_fnc_addActionToObject; _JTAC = ["JTAC","Pick class JTAC","",{execVM "Scripts\ZS_UK_Multi_JTAC.sqf"},{true}] call ace_interact_menu_fnc_createAction; [a, 0, ["ACE_MainActions","JTAC2"], _JTAC] call ace_interact_menu_fnc_addActionToObject; 1 Share this post Link to post Share on other sites