Tobur 37 Posted November 11, 2017 7 hours ago, Devastator_cm said: 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; Many thanks, that worked ;) Here is my script setup in case anybody wants to do something similar //Create parent action _ClassesParentAction = ["ClassesParentAction","ZS Klassen","",{true;},{true}] call ace_interact_menu_fnc_createAction; ["B_supplyCrate_F", 0, ["ACE_MainActions"], _ClassesParentAction] call ace_interact_menu_fnc_addActionToClass; //Create dress up actions /////Squad Leader///// _SL = ["SL","Klasse Squad Leader ausrüsten","",{execVM "Scripts\ZS_UK_Multi_SL.sqf"},{true}] call ace_interact_menu_fnc_createAction; ["B_supplyCrate_F", 0, ["ACE_MainActions","ClassesParentAction"], _SL] call ace_interact_menu_fnc_addActionToClass; /////Fire Team Leader///// _FTL = ["FTL","Klasse Fire Team Leader ausrüsten","",{execVM "Scripts\ZS_UK_Multi_FTL.sqf"},{true}] call ace_interact_menu_fnc_createAction; ["B_supplyCrate_F", 0, ["ACE_MainActions","ClassesParentAction"], _FTL] call ace_interact_menu_fnc_addActionToClass; /////Combat Medic///// _CMedic = ["CMedic","Klasse Combat Medic ausrüsten","",{execVM "Scripts\ZS_UK_Multi_CombatMedic.sqf"},{true}] call ace_interact_menu_fnc_createAction; ["B_supplyCrate_F", 0, ["ACE_MainActions","ClassesParentAction"], _CMedic] call ace_interact_menu_fnc_addActionToClass; /////Rifleman///// _Rifle = ["Rifle","Klasse Rifleman ausrüsten","",{execVM "Scripts\ZS_UK_Multi_Rifle.sqf"},{true}] call ace_interact_menu_fnc_createAction; ["B_supplyCrate_F", 0, ["ACE_MainActions","ClassesParentAction"], _Rifle] call ace_interact_menu_fnc_addActionToClass; /////Grenadier///// _Gren = ["Gren","Klasse Grenadier ausrüsten","",{execVM "Scripts\ZS_UK_Multi_Gren.sqf"},{true}] call ace_interact_menu_fnc_createAction; ["B_supplyCrate_F", 0, ["ACE_MainActions","ClassesParentAction"], _Gren] call ace_interact_menu_fnc_addActionToClass; /////Rifleman AT SMAW///// _SMAW = ["SMAW","Klasse Rifleman AT (SMAW) ausrüsten","",{execVM "Scripts\ZS_UK_Multi_SMAW.sqf"},{true}] call ace_interact_menu_fnc_createAction; ["B_supplyCrate_F", 0, ["ACE_MainActions","ClassesParentAction"], _SMAW] call ace_interact_menu_fnc_addActionToClass; Share this post Link to post Share on other sites
FoxhoundBC 13 Posted November 11, 2017 I have the ACE Vehicle Lock Setup module synced to the vehicles I want locked but it seems that all vehicles are locked? Is there a way to get only certain vehicles to be locked? Share this post Link to post Share on other sites
john111 76 Posted November 15, 2017 Can I please get a aoption to make the Ai load a guy onto a stretcher and put in a helo? I would prefer as a module ,where the Ai load in people within a set distance in meters from a landed helicopter. Share this post Link to post Share on other sites
kubo4747 12 Posted November 16, 2017 Hello. I want ask you. How is different between Arma 3 vanilla and Ace 3 mod? I think gameplay, realism and so on. Thank you. Share this post Link to post Share on other sites
xon2 102 Posted November 16, 2017 Hey guys, my slackin access was lost with a complete browser wipe, but now i can't join again. When i try to join with my email address it just says : ''Please Wait!'' but nothing ever happens. No email, nothing. Any idea? Tried it with chrome and firefox. Share this post Link to post Share on other sites
Rich_R 1087 Posted November 16, 2017 2 hours ago, kubo4747 said: Hello. I want ask you. How is different between Arma 3 vanilla and Ace 3 mod? I think gameplay, realism and so on. Thank you. Go to the ACE website or download page, read all the features and then imagine the game without them. its such a massively reaching mod it’s hard to describe what it does and doesn’t bring to the table. Some are realistic such as ear plugs required to prevent hearing loss from explosions and gunfire to simulating back blast from AT weapons. Dragging and carry features, inventory access and so on are the immersive parts. Then name tags or indicators of who’s speaking aren’t very realistic but some love the features. As with many things in Arma, download the mod, play with it and decide yourself if you like what it adds. 2 Share this post Link to post Share on other sites
bux578 65 Posted November 17, 2017 19 hours ago, xon2 said: Hey guys, my slackin access was lost with a complete browser wipe, but now i can't join again. When i try to join with my email address it just says : ''Please Wait!'' but nothing ever happens. No email, nothing. Any idea? Tried it with chrome and firefox. @xon2 if you already had access to our slack then the slackin page won't help you. Slackin is only a way to generate an invite to the chat by yourself. Go to https://ace3public.slack.com to access the chat directly. Share this post Link to post Share on other sites
xon2 102 Posted November 18, 2017 Thats it, cheers mate. I sure thought it was really called ''slackin'', no idea why google did not reveal to me that its called slack and not slackin. Share this post Link to post Share on other sites
Steve 161st 26 Posted November 20, 2017 Hello, I'm relatively new to mission making and generally use the Eden editor so might be being caught out on what order things get initialised when starting a mission. I'm trying to set only some AI units so they always go into the revive state when being 'killed'. (E.g. escorting an HVT and ensuring they can't die easily.) The closest post I found was below: On 18/05/2017 at 10:10 AM, belbo said: _unit setVariable ["ACE_medical_enableUnconsciousnessAI",1]; _unit setVariable ["ACE_medical_enableRevive",1]; _unit setVariable ["ACE_medical_preventInstaDeath",true]; So trying this in the AI's init box seems to have no effect. I've tried a few other things that at least seem to get ACE medical to go into the 'fnc_setDead.sqf' but I was wondering if the code has been changed now so that this does not work if the 'unit' is not a player. All my other attempts seem to get an ace script error at what I'm pretty sure is this line in the setDead.sqf: if (((_reviveVal == 1 && {[_unit] call EFUNC(common,isPlayer)} || _reviveVal == 2)) && !_force) exitwith {.... I suspect this is really trivial to fix and it's just my general lack of understanding but any help/advise would be greatly appreciated. Share this post Link to post Share on other sites
JD Wang 352 Posted November 20, 2017 I believe if you're putting that in the init of a unit, you'll need to use this instead of _unit this setVariable ["ACE_medical_enableUnconsciousnessAI",1]; this setVariable ["ACE_medical_enableRevive",1]; this setVariable ["ACE_medical_preventInstaDeath",true]; Share this post Link to post Share on other sites
Steve 161st 26 Posted November 20, 2017 Thanks JD Wang. I've tried that too but again, it seems to have no effect. I was wondering if this was because the ACE module settings are called after the unit init so overwrite any settings in the init? Share this post Link to post Share on other sites
zafjr 50 Posted November 23, 2017 Is there a way to script applying medical treatments to take longer? specifically i want to make giving/taking epinephrine shots take much much longer. like 7 seconds. Just for a specific mission. Share this post Link to post Share on other sites
Steve 161st 26 Posted November 25, 2017 @JD Wang - if you were using the _unit setVariable, where about would you put that? (Apologies - I've done very little 'traditional' mission making - all my stuff has been done with the Eden editor!) Share this post Link to post Share on other sites
Moon_chilD 200 Posted November 26, 2017 Hey guys, I have a small issue with "Ammo Cook-Off". A little background: I'm trying to create a "Spawn Wreck"-Module. While I easily get the vehicles spawn as a wreck, they still cook off when ACE is enabled (Ammo is exploding). I'd like to turn that off for those vehicles. Now I know that there is "_x setVariable ["ace_cookoff_enable", false, true];" (with _x foreach Vehicle) but it doesn't work. Does anybody know why? Is that a bug? Or is it a problem with me? Hope you can help me. Many Greetings Moony Share this post Link to post Share on other sites
Kansiov 14 Posted November 26, 2017 Our community has been having issues with having the serverconfig.hpp to work. For some reason, it's always defaulting to the default settings and we've only been having this issue after the update. Share this post Link to post Share on other sites
JD Wang 352 Posted November 28, 2017 Has something changed with medical vehicles? I'm sure once upon a time I could make the unarmed stomper a med vehicle and you got the med facility boost if you were right next to it. Now that doesn't seem to be the case. Has something changed or am I suffering from false memories again #oldman Share this post Link to post Share on other sites
strider42 64 Posted November 28, 2017 On 11/26/2017 at 8:09 PM, Kansiov said: Our community has been having issues with having the serverconfig.hpp to work. For some reason, it's always defaulting to the default settings and we've only been having this issue after the update. Are assuming you are using a dedicated setup; does the server have mod directory with ace_server.pbo and is it being included. Try this link: https://ace3mod.com/wiki/framework/settings-framework.html#3-how-do-i-use-them S Share this post Link to post Share on other sites
strider42 64 Posted November 28, 2017 @JD Wang I agree that you can't just be next to a vehicle, you have get in the vehicle (We use unarmed Hunters that are set as a medical vehicles). I have not been using ACE that long to know if there has been any change. S #oldman Share this post Link to post Share on other sites
Kansiov 14 Posted November 28, 2017 @strider42 Hey thanks for the response, we've finally got it to work. Apparently reupdating the ACE3 mod fixed the issue. Might have been a corrupted upload or something. 1 Share this post Link to post Share on other sites
Zantza 21 Posted December 3, 2017 Anyone else having an issue with ACE stamina where it will just not recover, at all? I'm aware ACE stamina has the short-term and long-term fatigue simulated, but still, even with the recovery factor turned up to 5, it will not recover, at all. Once you get even remotely tired, there's no getting it back. This a bug or intended behavior? 1 Share this post Link to post Share on other sites
CPT J. Shaw 32 Posted December 3, 2017 9 hours ago, Zantza said: Anyone else having an issue with ACE stamina where it will just not recover, at all? I'm aware ACE stamina has the short-term and long-term fatigue simulated, but still, even with the recovery factor turned up to 5, it will not recover, at all. Once you get even remotely tired, there's no getting it back. This a bug or intended behavior? I've been seeing errors with ACE stamina in the editor since the Tac Ops update. Share this post Link to post Share on other sites
ashton324 2 Posted December 4, 2017 Hi Guys, I have recently been playing around with the 'Advanced Fatigue' Module to try and replicate 'Real Life' stamina for our unit. However, across multiple custom made missions and on different maps the fatigue module seems to have no effect. It seems as the default ARMA 3 Fatigue is over riding it? Also, it seems that once you loose Stamina it either takes and incredibly long time to recover, or does not recover at all. It's worth nothing this seems to have happened after the Tac Ops update. We are running the latest CBA, ACE3 and ARMA3 on a Windows Server 2012 R2 x64 box. For instance, I set the following values.. Terrain Gradient Factor: 1 Recovery Factor: 5 Load Factor: 1 Performance Factor: 4 And saw no changes within in game on our dedi server. So I dramatically changed the values to see if I was being stupid or just didn't see the change. I then used these values. Terrain Gradient Factor: 2 Recovery Factor: 15 Load Factor: 2 Performance Factor: 6 And once again saw not changes, if anything, what I saw was that the Stamina bar depleted but never refilled. Am I missing something or is this and issue? I have checked your Issue Tracker on GitHub but cannot find an open Issue for this. Thanks. Share this post Link to post Share on other sites
Zantza 21 Posted December 4, 2017 I guess it's time for a bug report then. Share this post Link to post Share on other sites
Devastator_cm 434 Posted December 5, 2017 Does anybody know how to make the tinnitus effect of ace3 via script? Can I give hearing damage somehow which will ring the bells in someones ear? Share this post Link to post Share on other sites
Mirek 166 Posted December 7, 2017 Quick question. I noticed that ACE now has the wall climbing like enhanced movement had. But it doesnt sem to work. While i was using EM it worked ok, and when i learned that it is implemented in ACE i stoped using EM, but it doesnt work in ACE any wall that i used to be able to climb now gives me "you cannot climb here" should i start using EM again? or is this looked into? Share this post Link to post Share on other sites