R0adki11 3949 Posted April 4, 2018 11 hours ago, mac1 said: Just started using ACE3 (via steam) and got some noobie questions............. 1)Started getting a rather strange white tunnel vision effect assume its ment to simulate maybe injury or fatigue - just wondering how I can disable or what I need to apply to fix it? 2)At the start of each game I get an error message saying I need the required compatability patches ACE3/RHS - also have 3 or 4 RHS mods installed - can anyone supply a link to the "official" patch?if i search steam i get loads of unofficial ones........ 3)Might be my lack of time with the mod - but in some missions I seem to lose my interface for managing my team (this means my direct team mates and also wider units such as other squads and Heol support which I would normally summon with Ctrl+Space................................is this a bit or is a new system to replace it?.....any help appreciated Moved your posts to the ACE thread, please try to search before posting. - Thanks Share this post Link to post Share on other sites
Taylor1984 14 Posted April 4, 2018 Hi! In ACE3, does anyone know how to disable the wierd feature that AI units always are able to heal themselves when they get shot even though you remove their bandages, morphine etc? It says in ACE that medics will heal people in need but I don't understand how a medic would even have time to reach a AI unit Before the AI unit has healed itself? Is it really true that AI medics perform actions on other AI units? Thanks Share this post Link to post Share on other sites
R0adki11 3949 Posted April 4, 2018 53 minutes ago, Taylor1984 said: Hi! In ACE3, does anyone know how to disable the wierd feature that AI units always are able to heal themselves when they get shot even though you remove their bandages, morphine etc? It says in ACE that medics will heal people in need but I don't understand how a medic would even have time to reach a AI unit Before the AI unit has healed itself? Is it really true that AI medics perform actions on other AI units? Thanks Moved your posts to the ACE thread, please try to search before posting. - Thanks Share this post Link to post Share on other sites
Taylor1984 14 Posted April 4, 2018 Oh, thanks. Didn't notice that one. Share this post Link to post Share on other sites
mac1 1 Posted April 5, 2018 On 04/04/2018 at 10:06 AM, R0adki11 said: Moved your posts to the ACE thread, please try to search before posting. - Thanks Hello moderator - can't find a ACE thread which is why I posted where I did - anychance of a link to the ACE thread? (I can see others are having a similiar problem!) 1 Share this post Link to post Share on other sites
R0adki11 3949 Posted April 5, 2018 27 minutes ago, mac1 said: Hello moderator - can't find a ACE thread which is why I posted where I did - anychance of a link to the ACE thread? (I can see others are having a similiar problem!) Your post has already been moved to the ACE thread. Share this post Link to post Share on other sites
mac1 1 Posted April 5, 2018 10 minutes ago, R0adki11 said: Your post has already been moved to the ACE thread. so what you meant to say was you moved it to the "ACE3 - A collaborative merger between AGM, CSE, and ACE" thread? 1 Share this post Link to post Share on other sites
klima 54 Posted April 5, 2018 28 minutes ago, mac1 said: so what you meant to say was you moved it to the "ACE3 - A collaborative merger between AGM, CSE, and ACE" thread? Yes, your question has been moved to the proper thread. You can find my answers to your questions at the bottom of the previous page (Page 180). 1 Share this post Link to post Share on other sites
Ellman 9 Posted April 7, 2018 Hello. So I got a pretty annoying problem, the ace3 arsenal seems to bug out left and right for me. The arsenal functions for a about 2-3 tries and then when I try it again it does not give the option to open it (ACE Interaction. Init call(Put in the init of a box): Spoiler [_this, ["rhs_weap_m27iar_grip", "rhsusf_acc_anpeq15A", "rhsusf_acc_ACOG_RMR", "rhs_mag_30Rnd_556x45_M855_Stanag", "rhsusf_weap_glock17g4", "rhsusf_mag_17Rnd_9x19_JHP", "rhs_uniform_FROG01_wd", "ACE_EarPlugs", "ACRE_PRC152", "rhsusf_spc_squadleader", "ACE_Flashlight_XL50", "ACE_EntrenchingTool", "HandGrenade", "SmokeShell", "SmokeShellBlue", "SmokeShellPurple", "rhsusf_assault_eagleaiii_coy", "ACE_elasticBandage", "ACE_quikclot", "ACE_packingBandage", "ACE_tourniquet", "rhsusf_acc_nt4_black", "ACE_CableTie", "ACE_morphine", "rhsusf_lwh_helmet_marpatwd", "ACE_Vector", "ItemMap", "ItemAndroid", "ItemCompass", "ItemWatch", "rhsusf_ANPVS_15", "rhsusf_spc_teamleader", "ACE_bloodIV_250", "ACE_bloodIV_500", "ACE_bloodIV", "ACE_epinephrine", "rhs_weap_m240B", "rhsusf_50Rnd_762x51", "rhsusf_spc_mg", "rhsusf_100Rnd_762x51_m61_ap", "rhsusf_50Rnd_762x51_m61_ap", "rhs_weap_m16a4_carryhandle_M203", "1Rnd_HE_Grenade_shell", "rhsusf_spc_rifleman", "U_I_pilotCoveralls", "B_Parachute", "rhsusf_hgu56p_visor_black", "rhsusf_hgu56p_visor_usa", "rhsusf_hgu56p_usa", "rhsusf_hgu56p_visor_mask_smiley", "rhsusf_hgu56p_visor_mask_Empire_black", "rhsusf_hgu56p_visor_mask_black_skull", "rhs_8point_marpatwd", "G_bandanna_khk", "G_bandanna_tan", "rhs_scarf", "rhs_ess_black", "rhsusf_shemagh2_gogg_tan", "rhs_googles_black", "rhsusf_oakley_googles_blk", "rhsusf_shemagh2_gogg_grn", "rhsusf_shemagh_gogg_grn", "ItemcTab", "rhs_8point_marpatd", "rhs_weap_m27iar", "rhs_mag_30Rnd_556x45_M200_Stanag", "rhs_mag_30Rnd_556x45_M855A1_Stanag_Tracer_Red", "B_IR_Grenade", "rhs_mag_m18_green", "rhs_mag_m18_red", "rhs_mag_m18_purple", "rhs_mag_m18_yellow", "rhs_mag_an_m8hc", "rhsusf_mine_m14_mag", "ATMine_Range_Mag", "Democharge_Remote_Mag", "ALIVE_Tablet", "ACE_M26_Clacker", "ToolKit", "optic_lrps", "rhsusf_acc_sr25s", "rhsusf_acc_anpeq16A", "rhsusf_acc_harris_bipod", "rhs_weap_sr25_ec", "rhsusf_20rnd_762x51_m62_mag", "rhsusf_20rnd_762x51_m993_mag", "ACE_Chemlight_IR", "rhsusf_acc_ardec_m240", "rhsusf_100rnd_762x51_m62_tracer", "rhs_weap_m240b", "rhsusf_100rnd_762x51_m61_ap", "rhsusf_50rnd_762x51_m61_ap", "ace_muzzle_mzls_l", "rhs_mag_m4009", "rhs_mag_m576", "rhs_mag_m714_White", "rhs_mag_m715_Green", "rhs_mag_m441_HE", "rhs_mag_m713_red", "ACE_SpraypaintGreen", "ACE_DAGR", "ACE_ATragMX", "ACE_Flashlight_KSF1", "ACE_RangeCard", "ACE_Defusalkit", "rhsusf_acc_grip1", "rhsusf_acc_grip3", "rhsusf_acc_anpeq15_bk_light", "rhsusf_acc_grip2", "rhs_weap_M136", "rhs_weap_M136_hedp", "rhs_weap_M136_hp", "ACRE_PRC77"]] call ace_arsenal_fnc_initBox I've tried with both "_box" & "_this". I simply don't understand what it causing this anymore. Im posting this since I've ran out of possible causes for the problem and I hope that someone else might know or could point me in the correct direction. Thx Share this post Link to post Share on other sites
ski2060 167 Posted April 7, 2018 Remove the _ in front of this. First line should be [this, ["rhs_weap_m27iar_grip", Share this post Link to post Share on other sites
Ellman 9 Posted April 8, 2018 15 hours ago, ski2060 said: Remove the _ in front of this. First line should be [this, ["rhs_weap_m27iar_grip", I appreciate it. Will try asap. Share this post Link to post Share on other sites
TheCr8rMaker 183 Posted April 14, 2018 As there's already the speed limiter, how feasible would a full cruise control be? Share this post Link to post Share on other sites
theopolus 69 Posted April 15, 2018 Looking for help using ACE Arsenal I am encountering a problem that i usually find myself in - using others people much better work than mine own and not really understanding all of it. The situation is this, i am using a MHQ script that normally spawns an object (defined int the commondefines file) and then spawns the BI Arsenal function on it. The part of the script that calls BI Vanilla Arsenal is this; // Add Arsenal to AmmoBox ["AmmoboxInit",[_supply ,true,{true}]] spawn BIS_fnc_arsenal; I have enclosed all of Hazey's script here under the spoiler rollout for reference; Spoiler /* _____ \_ \_ __ ___ _ _ _ __ __ _ ___ _ __ ___ _ _ / /\/ '_ \/ __| | | | '__/ _` |/ _ \ '_ \ / __| | | | /\/ /_ | | | \__ \ |_| | | | (_| | __/ | | | (__| |_| | \____/ |_| |_|___/\__,_|_| \__, |\___|_| |_|\___|\__, | |___/ |___/ @filename: hze_fnc_MHQ.sqf Author: Hazey Last modified: 2/11/2015 Description: Turns Object into Mobile MHQ. WARNING: It does work on vehicle, however it currently does not handle being destroyed! TODO: ^^^^ ______________________________________________________*/ private ["_HMHQ","_side_teleports","_mkr_MHQ"]; //--- Only edit these values for single vehicle/flag. Not yet setup for Multiple MHQ's or base flags. HMHQ_Teleport_West = [base]; HMHQ_Teleport_Veh = [MHQ1]; MHQ_Fuel_Amount = 0; //--- End Hard Defines _HMHQ = (HMHQ_Teleport_Veh select 0); if (isServer) then { _HMHQ setVariable ["HMHQ_Deployed", false, true]; HMHQ_Deployed_Var = 0; publicVariable "HMHQ_Deployed_Var"; MHQ_marker_array = []; publicVariable "MHQ_marker_array"; HZE_fnc_deployHQ = { private ["_magazinesList","_namelist","_camocover","_supply","_flag","_cfgmagazines","_magazine","_mCName","_mDName","_mModel","_mType","_mscope","_mPic","_mDesc"]; _magazinesList = []; _namelist = []; _HMHQ = _this select 0; // Set Fuel for deploy. _HMHQ setFuel 0; [nil,"deployingText", nil, false] spawn BIS_fnc_MP; sleep (paramsArray select 2); // Create the CamoNet _camocover = createVehicle [INS_MHQ_CAMONET, getPosATL _HMHQ, [], 0, "CAN_COLLIDE"]; _HMHQ setVariable ["CAMO", _camocover]; _camocover allowDamage false; // Create Supply Crate _supply = createVehicle [INS_MHQ_SUPPLYCRATE,[ (getPos _HMHQ select 0)-2, (getPos _HMHQ select 1)-6,(getPos _HMHQ select 2)+0.1], [], 0, "CAN_COLLIDE"]; _HMHQ setVariable ["SUPPLY", _supply]; // Create the Awesome Marker so people know yo! _mkr_MHQ = createMarker [format ["box%1",random 1000],getposATL _HMHQ]; _mkr_MHQ setMarkerShape "ICON"; _mkr_MHQ setMarkerText format["Deployed MHQ"]; _mkr_MHQ setMarkerType "mil_triangle"; _mkr_MHQ setMarkerColor "ColorYellow"; MHQ_marker_array set [count MHQ_marker_array, _mkr_MHQ]; publicVariable "MHQ_marker_array"; // Create the MHQ Base Flag _flag = createVehicle [INS_MHQ_FLAGCLASS,[ (getPos _HMHQ select 0)-2, (getPos _HMHQ select 1)-10, (getPos _HMHQ select 2)+0], [], 0, "CAN_COLLIDE"]; _HMHQ setVariable ["FLAG", _flag]; // Create a new respawn position for the respawn menu _side = playerSide; _newspawnpos = [_side,getposATL _flag] call BIS_fnc_addRespawnPosition; _HMHQ setVariable ["alive_respawnpos", _newspawnpos]; sleep 1; _camocover allowDamage true; _HMHQ setVariable ["HMHQ_Deployed", true, true]; HMHQ_Deployed_Var = 1; publicVariable "HMHQ_Deployed_Var"; [nil,"deployedText", true, false] spawn BIS_fnc_MP; // Add Arsenal to AmmoBox ["AmmoboxInit",[_supply ,true,{true}]] spawn BIS_fnc_arsenal; _cfgmagazines = configFile >> "cfgmagazines"; for "_i" from 0 to (count _cfgmagazines)-1 do { _magazine = _cfgmagazines select _i; if (isClass _magazine) then { _mCName = configName(_magazine); _mDName = getText(configFile >> "cfgmagazines" >> _mCName >> "displayName"); _mModel = getText(configFile >> "cfgmagazines" >> _mCName >> "model"); _mType = getNumber(configFile >> "cfgmagazines" >> _mCName >> "type"); _mscope = getNumber(configFile >> "cfgmagazines" >> _mCName >> "scope"); _mPic = getText(configFile >> "cfgmagazines" >> _mCName >> "picture"); _mDesc = getText(configFile >> "cfgmagazines" >> _mCName >> "Library" >> "libTextDesc"); if ((_mCName!="") && (_mDName!="") && (_mModel!="")) then { if !(_mDName in _namelist) then { _magazinesList = _magazinesList + [[_mCName,_mDName,_mPic,_mDesc]]; _namelist = _namelist + [_mDName]; }; }; }; [_supply, _magazinesList, true ] call BIS_fnc_addVirtualMagazineCargo; }; }; HZE_fnc_packHQ = { private ["_newspawnpos","_side"]; _HMHQ = _this select 0; [nil,"packingText", nil, false] spawn BIS_fnc_MP; sleep (paramsArray select 2); // Remove MHQ Base Objects deleteVehicle (_HMHQ getVariable "CAMO"); deleteVehicle (_HMHQ getVariable "SUPPLY"); deleteVehicle (_HMHQ getVariable "FLAG"); // Delete Marker Array if (count MHQ_marker_array > 0) then { {deleteMarker _x} forEach MHQ_marker_array}; publicVariable "MHQ_marker_array"; _HMHQ setVariable ["HMHQ_Deployed", false, true]; HMHQ_Deployed_Var = 0; publicVariable "HMHQ_Deployed_Var"; [nil,"packedText", nil, false] spawn BIS_fnc_MP; // Set Fuel for back for moving again. _HMHQ setFuel 1; // Delete respawn location from the respawn menu _side = playerSide; _newspawnpos = _HMHQ getVariable "alive_respawnpos"; _newspawnpos call BIS_fnc_removeRespawnPosition; }; }; if (!isDedicated) then { waitUntil{!(isNull player)}; waitUntil {player == player}; _HMHQ addAction ["<t color='#ffff00'>Deploy HQ</t>",{ [_this,"HZE_fnc_deployHQ", false] call BIS_fnc_MP; } ,[],0,true,true,"","(!(_target getVariable ['HMHQ_Deployed', true])) && ((_this distance _target) < 4)"]; _HMHQ addAction ["<t color='#ffff00'>Pack HQ</t>",{ [_this,"HZE_fnc_packHQ", false] call BIS_fnc_MP; },[],0,true,true,"","(_target getVariable ['HMHQ_Deployed', false]) && ((_this distance _target) < 4)"]; //TODO Check to see if this should be ran on the server. [] spawn { HMHQ_side = playerSide; HMHQ_side_vehicles = []; _side_teleports = []; switch (true) do { case (HMHQ_side == west) : { HMHQ_side_vehicles = HMHQ_Teleport_Veh; _side_teleports = HMHQ_Teleport_West; }; }; { private ["_veh_name", "_spawn"]; _veh_name = str(_x); { _x addAction [("<t color=""#ffff00"">") + ("Teleport to " + _veh_name) + "</t>", {[_this select 1, _this select 3] call HZE_fnc_teleport}, _veh_name]; } foreach _side_teleports; } foreach HMHQ_side_vehicles; }; }; HZE_fnc_teleport = { private ["_unit","_player","_var","_veh","_unit_veh","_dir"]; _unit = _this select 0; _player = _unit; _var = HMHQ_Deployed_Var; _veh = (HMHQ_Teleport_Veh select 0); _dir = random 359; _unit_veh = vehicle _unit; if (_unit_veh != _unit) then { if(_unit == driver _unit_veh) then { _player = _unit_veh; }; }; if (_var == 0) then { private ["_title","_text"]; _title = "<t size='1.2' align='center' color='#e5b348' shadow='1' shadowColor='#000000'>Mobile HQ</t> <img color='#ffffff' image='media\images\img_line_ca.paa' align='center' size='0.60' /><br/>"; _text = format["%1 <t align='center' color='#eaeaea'>Mobile HQ not deployed</t><br/><br/> <t align='center' color='#eaeaea'>Unable to use the teleport function at this time..</t> <br/><br/><img color='#ffffff' image='media\images\img_line_ca.paa' align='center' size='0.60' />",_title]; ["openSideTop",1.4] call ALIVE_fnc_displayMenu; ["setSideTopText",_text] call ALIVE_fnc_displayMenu; } else { if(speed _veh <= 5 && speed _veh >= -3) then { titleText ["Traveling to destination", "BLACK OUT", 8]; sleep 10; _player SetPos [(getPos _veh select 0)-5*sin(_dir),(getPos _veh select 1)-5*cos(_dir)]; sleep 2; titleText ["", "BLACK IN", 8]; } else { _unit sideChat "Cant teleport you. The spawn point is currently moving. Wait until it stops"; }; }; }; deployingText = { private ["_title","_text","_deployTime"]; _deployTime = (paramsArray select 2); _title = "<t size='1.2' align='center' color='#e5b348' shadow='1' shadowColor='#000000'>Mobile HQ</t> <img color='#ffffff' image='media\images\img_line_ca.paa' align='center' size='0.60' /><br/>"; _text = format["%1 <t align='center' color='#eaeaea'>Mobile HQ is deploying</t><br/><br/> <t align='center' color='#eaeaea'>ETA %2 Seconds</t> <br/><br/><img color='#ffffff' image='media\images\img_line_ca.paa' align='center' size='0.60' />",_title, _deployTime]; ["openSideTop",1.4] call ALIVE_fnc_displayMenu; ["setSideTopText",_text] call ALIVE_fnc_displayMenu; }; deployedText = { private ["_title","_text"]; _title = "<t size='1.2' align='center' color='#e5b348' shadow='1' shadowColor='#000000'>Mobile HQ</t> <img color='#ffffff' image='media\images\img_line_ca.paa' align='center' size='0.60' /><br/>"; _text = format["%1 <t align='center' color='#eaeaea'>Mobile HQ is deployed</t><br/><br/> <t align='center' color='#eaeaea'>You may now use the flag at base to teleport to the frontlines.</t> <br/><br/><img color='#ffffff' image='media\images\img_line_ca.paa' align='center' size='0.60' />",_title]; ["openSideTop",1.4] call ALIVE_fnc_displayMenu; ["setSideTopText",_text] call ALIVE_fnc_displayMenu; }; packingText = { private ["_title","_text","_packTime"]; _packTime = (paramsArray select 2); _title = "<t size='1.2' align='center' color='#e5b348' shadow='1' shadowColor='#000000'>Mobile HQ</t> <img color='#ffffff' image='media\images\img_line_ca.paa' align='center' size='0.60' /><br/>"; _text = format["%1 <t align='center' color='#eaeaea'>Mobile HQ is packing</t><br/><br/> <t align='center' color='#eaeaea'>ETA %2 Seconds</t> <br/><br/><img color='#ffffff' image='media\images\img_line_ca.paa' align='center' size='0.60' />",_title, _packTime]; ["openSideTop",1.4] call ALIVE_fnc_displayMenu; ["setSideTopText",_text] call ALIVE_fnc_displayMenu; }; packedText = { private ["_title","_text"]; _title = "<t size='1.2' align='center' color='#e5b348' shadow='1' shadowColor='#000000'>Mobile HQ</t> <img color='#ffffff' image='media\images\img_line_ca.paa' align='center' size='0.60' /><br/>"; _text = format["%1 <t align='center' color='#eaeaea'>Mobile HQ is packed</t><br/><br/> <t align='center' color='#eaeaea'>You will be unable to use the teleport at base until re-deployed</t> <br/><br/><img color='#ffffff' image='media\images\img_line_ca.paa' align='center' size='0.60' />",_title]; ["openSideTop",1.4] call ALIVE_fnc_displayMenu; ["setSideTopText",_text] call ALIVE_fnc_displayMenu; }; What i would prefer to do is to use ACE Arsenal instead of the vanilla BI Arsenal. Looking on the ACE wiki i found the name of the ACE Arsenal function and have used the following substitutions; // Add Arsenal to AmmoBox ["AmmoboxInit",[_supply, player, player, true]] call ace_arsenal_fnc_openBox; I have also tried several variations on this without success. What happens each time is the either i break the syntax and the script doesn't load at all (ie. "Depoly MHQ" action is not available on the vehicle in mission) or it simply calls Vanilla Arsenal - which i think is weird because i am asking it to call the ACE function. As i mentioned earlier on, my skill set here is lacking so i am turning tot he forums in the hopes that someone here can lend a hand. Thanks, Share this post Link to post Share on other sites
Moon_chilD 200 Posted April 15, 2018 Well, generally speaking all you need is: [_supply, true] call ace_arsenal_fnc_initBox; (I guess "_supply" is the box?) I hope I don't misunderstand your question! Share this post Link to post Share on other sites
theopolus 69 Posted April 15, 2018 22 minutes ago, Moon_chilD said: Well, generally speaking all you need is: [_supply, true] call ace_arsenal_fnc_initBox; (I guess "_supply" is the box?) I hope I don't misunderstand your question! Thanks for the reply. I gave it a quick try and modified the original to look like this (i bolded the changed section for clarity but provided the whole section because i am wondering if there is something else in that section interfering with the call for ACE Arsenal); Spoiler // Add Arsenal to AmmoBox ["AmmoboxInit",[_supply, true]] call ace_arsenal_fnc_initBox; _cfgmagazines = configFile >> "cfgmagazines"; for "_i" from 0 to (count _cfgmagazines)-1 do { _magazine = _cfgmagazines select _i; if (isClass _magazine) then { _mCName = configName(_magazine); _mDName = getText(configFile >> "cfgmagazines" >> _mCName >> "displayName"); _mModel = getText(configFile >> "cfgmagazines" >> _mCName >> "model"); _mType = getNumber(configFile >> "cfgmagazines" >> _mCName >> "type"); _mscope = getNumber(configFile >> "cfgmagazines" >> _mCName >> "scope"); _mPic = getText(configFile >> "cfgmagazines" >> _mCName >> "picture"); _mDesc = getText(configFile >> "cfgmagazines" >> _mCName >> "Library" >> "libTextDesc"); if ((_mCName!="") && (_mDName!="") && (_mModel!="")) then { if !(_mDName in _namelist) then { _magazinesList = _magazinesList + [[_mCName,_mDName,_mPic,_mDesc]]; _namelist = _namelist + [_mDName]; }; }; }; [_supply, _magazinesList, true ] call BIS_fnc_addVirtualMagazineCargo; }; }; The end result is the the supply crate (_supply) is created as per normal and the action on it is the original "Arsenal" action - ie. when you select it, it calls BI Vanilla Arsenal. I find that really weird because the original "BIS_fnc_arsenal" function has been removed and replaced with "ace_arsenal_fnc_initBox". As well, i've searched the script and there is no other mention of the vanilla arsenal anyway in the script. Any thoughts? Share this post Link to post Share on other sites
Moon_chilD 200 Posted April 15, 2018 Why don't you just add what I gave you? [_supply, true] call ace_arsenal_fnc_initBox; I mean, I'm not saying this HAS to work...but thats at least how I made my Eden Module for my unit working. Just replace what is bold in the hidden content with the script line I provided. Share this post Link to post Share on other sites
theopolus 69 Posted April 15, 2018 25 minutes ago, Moon_chilD said: Why don't you just add what I gave you? [_supply, true] call ace_arsenal_fnc_initBox; I mean, I'm not saying this HAS to work...but thats at least how I made my Eden Module for my unit working. Just replace what is bold in the hidden content with the script line I provided. Many thanks, i finally realized what you are were getting at and completely removed the "AmmoboxInit" part. Works like a charm. Final bit reads like this; // Add ACE Arsenal to AmmoBox [_supply, true] call ace_arsenal_fnc_initBox; I also had to remove all of the virtual magazine stuff (and all of the references to it) from the rest of the script to prevent the ersatz BI arsenal action or errors and stops. The end result of the full script follows in the spoiler section with the modified sections in red (at least, i hope the red shows up in the final post). Spoiler /* _____ \_ \_ __ ___ _ _ _ __ __ _ ___ _ __ ___ _ _ / /\/ '_ \/ __| | | | '__/ _` |/ _ \ '_ \ / __| | | | /\/ /_ | | | \__ \ |_| | | | (_| | __/ | | | (__| |_| | \____/ |_| |_|___/\__,_|_| \__, |\___|_| |_|\___|\__, | |___/ |___/ @filename: hze_fnc_MHQ.sqf Author: Hazey Last modified: 2/11/2015 Description: Turns Object into Mobile MHQ. WARNING: It does work on vehicle, however it currently does not handle being destroyed! TODO: ^^^^ ______________________________________________________*/ private ["_HMHQ","_side_teleports","_mkr_MHQ"]; //--- Only edit these values for single vehicle/flag. Not yet setup for Multiple MHQ's or base flags. HMHQ_Teleport_West = [base]; HMHQ_Teleport_Veh = [MHQ1]; MHQ_Fuel_Amount = 0; //--- End Hard Defines _HMHQ = (HMHQ_Teleport_Veh select 0); if (isServer) then { _HMHQ setVariable ["HMHQ_Deployed", false, true]; HMHQ_Deployed_Var = 0; publicVariable "HMHQ_Deployed_Var"; MHQ_marker_array = []; publicVariable "MHQ_marker_array"; HZE_fnc_deployHQ = { private ["_camocover","_supply","_flag"]; _HMHQ = _this select 0; // Set Fuel for deploy. _HMHQ setFuel 0; [nil,"deployingText", nil, false] spawn BIS_fnc_MP; sleep (paramsArray select 2); // Create the CamoNet _camocover = createVehicle [INS_MHQ_CAMONET, getPosATL _HMHQ, [], 0, "CAN_COLLIDE"]; _HMHQ setVariable ["CAMO", _camocover]; _camocover allowDamage false; // Create Supply Crate _supply = createVehicle [INS_MHQ_SUPPLYCRATE,[ (getPos _HMHQ select 0)-2, (getPos _HMHQ select 1)-6,(getPos _HMHQ select 2)+0.1], [], 0, "CAN_COLLIDE"]; _HMHQ setVariable ["SUPPLY", _supply]; // Create the Awesome Marker so people know yo! _mkr_MHQ = createMarker [format ["box%1",random 1000],getposATL _HMHQ]; _mkr_MHQ setMarkerShape "ICON"; _mkr_MHQ setMarkerText format["Deployed MHQ"]; _mkr_MHQ setMarkerType "mil_triangle"; _mkr_MHQ setMarkerColor "ColorYellow"; MHQ_marker_array set [count MHQ_marker_array, _mkr_MHQ]; publicVariable "MHQ_marker_array"; // Create the MHQ Base Flag _flag = createVehicle [INS_MHQ_FLAGCLASS,[ (getPos _HMHQ select 0)-2, (getPos _HMHQ select 1)-10, (getPos _HMHQ select 2)+0], [], 0, "CAN_COLLIDE"]; _HMHQ setVariable ["FLAG", _flag]; // Create a new respawn position for the respawn menu _side = playerSide; _newspawnpos = [_side,getposATL _flag] call BIS_fnc_addRespawnPosition; _HMHQ setVariable ["alive_respawnpos", _newspawnpos]; sleep 1; _camocover allowDamage true; _HMHQ setVariable ["HMHQ_Deployed", true, true]; HMHQ_Deployed_Var = 1; publicVariable "HMHQ_Deployed_Var"; [nil,"deployedText", true, false] spawn BIS_fnc_MP; // Add ACE Arsenal to AmmoBox [_supply, true] call ace_arsenal_fnc_initBox; }; HZE_fnc_packHQ = { private ["_newspawnpos","_side"]; _HMHQ = _this select 0; [nil,"packingText", nil, false] spawn BIS_fnc_MP; sleep (paramsArray select 2); // Remove MHQ Base Objects deleteVehicle (_HMHQ getVariable "CAMO"); deleteVehicle (_HMHQ getVariable "SUPPLY"); deleteVehicle (_HMHQ getVariable "FLAG"); // Delete Marker Array if (count MHQ_marker_array > 0) then { {deleteMarker _x} forEach MHQ_marker_array}; publicVariable "MHQ_marker_array"; _HMHQ setVariable ["HMHQ_Deployed", false, true]; HMHQ_Deployed_Var = 0; publicVariable "HMHQ_Deployed_Var"; [nil,"packedText", nil, false] spawn BIS_fnc_MP; // Set Fuel for back for moving again. _HMHQ setFuel 1; // Delete respawn location from the respawn menu _side = playerSide; _newspawnpos = _HMHQ getVariable "alive_respawnpos"; _newspawnpos call BIS_fnc_removeRespawnPosition; }; }; if (!isDedicated) then { waitUntil{!(isNull player)}; waitUntil {player == player}; _HMHQ addAction ["<t color='#ffff00'>Deploy HQ</t>",{ [_this,"HZE_fnc_deployHQ", false] call BIS_fnc_MP; } ,[],0,true,true,"","(!(_target getVariable ['HMHQ_Deployed', true])) && ((_this distance _target) < 4)"]; _HMHQ addAction ["<t color='#ffff00'>Pack HQ</t>",{ [_this,"HZE_fnc_packHQ", false] call BIS_fnc_MP; },[],0,true,true,"","(_target getVariable ['HMHQ_Deployed', false]) && ((_this distance _target) < 4)"]; //TODO Check to see if this should be ran on the server. [] spawn { HMHQ_side = playerSide; HMHQ_side_vehicles = []; _side_teleports = []; switch (true) do { case (HMHQ_side == west) : { HMHQ_side_vehicles = HMHQ_Teleport_Veh; _side_teleports = HMHQ_Teleport_West; }; }; { private ["_veh_name", "_spawn"]; _veh_name = str(_x); { _x addAction [("<t color=""#ffff00"">") + ("Teleport to " + _veh_name) + "</t>", {[_this select 1, _this select 3] call HZE_fnc_teleport}, _veh_name]; } foreach _side_teleports; } foreach HMHQ_side_vehicles; }; }; HZE_fnc_teleport = { private ["_unit","_player","_var","_veh","_unit_veh","_dir"]; _unit = _this select 0; _player = _unit; _var = HMHQ_Deployed_Var; _veh = (HMHQ_Teleport_Veh select 0); _dir = random 359; _unit_veh = vehicle _unit; if (_unit_veh != _unit) then { if(_unit == driver _unit_veh) then { _player = _unit_veh; }; }; if (_var == 0) then { private ["_title","_text"]; _title = "<t size='1.2' align='center' color='#e5b348' shadow='1' shadowColor='#000000'>Mobile HQ</t> <img color='#ffffff' image='media\images\img_line_ca.paa' align='center' size='0.60' /><br/>"; _text = format["%1 <t align='center' color='#eaeaea'>Mobile HQ not deployed</t><br/><br/> <t align='center' color='#eaeaea'>Unable to use the teleport function at this time..</t> <br/><br/><img color='#ffffff' image='media\images\img_line_ca.paa' align='center' size='0.60' />",_title]; ["openSideTop",1.4] call ALIVE_fnc_displayMenu; ["setSideTopText",_text] call ALIVE_fnc_displayMenu; } else { if(speed _veh <= 5 && speed _veh >= -3) then { titleText ["Traveling to destination", "BLACK OUT", 8]; sleep 10; _player SetPos [(getPos _veh select 0)-5*sin(_dir),(getPos _veh select 1)-5*cos(_dir)]; sleep 2; titleText ["", "BLACK IN", 8]; } else { _unit sideChat "Cant teleport you. The spawn point is currently moving. Wait until it stops"; }; }; }; deployingText = { private ["_title","_text","_deployTime"]; _deployTime = (paramsArray select 2); _title = "<t size='1.2' align='center' color='#e5b348' shadow='1' shadowColor='#000000'>Mobile HQ</t> <img color='#ffffff' image='media\images\img_line_ca.paa' align='center' size='0.60' /><br/>"; _text = format["%1 <t align='center' color='#eaeaea'>Mobile HQ is deploying</t><br/><br/> <t align='center' color='#eaeaea'>ETA %2 Seconds</t> <br/><br/><img color='#ffffff' image='media\images\img_line_ca.paa' align='center' size='0.60' />",_title, _deployTime]; ["openSideTop",1.4] call ALIVE_fnc_displayMenu; ["setSideTopText",_text] call ALIVE_fnc_displayMenu; }; deployedText = { private ["_title","_text"]; _title = "<t size='1.2' align='center' color='#e5b348' shadow='1' shadowColor='#000000'>Mobile HQ</t> <img color='#ffffff' image='media\images\img_line_ca.paa' align='center' size='0.60' /><br/>"; _text = format["%1 <t align='center' color='#eaeaea'>Mobile HQ is deployed</t><br/><br/> <t align='center' color='#eaeaea'>You may now use the flag at base to teleport to the frontlines.</t> <br/><br/><img color='#ffffff' image='media\images\img_line_ca.paa' align='center' size='0.60' />",_title]; ["openSideTop",1.4] call ALIVE_fnc_displayMenu; ["setSideTopText",_text] call ALIVE_fnc_displayMenu; }; packingText = { private ["_title","_text","_packTime"]; _packTime = (paramsArray select 2); _title = "<t size='1.2' align='center' color='#e5b348' shadow='1' shadowColor='#000000'>Mobile HQ</t> <img color='#ffffff' image='media\images\img_line_ca.paa' align='center' size='0.60' /><br/>"; _text = format["%1 <t align='center' color='#eaeaea'>Mobile HQ is packing</t><br/><br/> <t align='center' color='#eaeaea'>ETA %2 Seconds</t> <br/><br/><img color='#ffffff' image='media\images\img_line_ca.paa' align='center' size='0.60' />",_title, _packTime]; ["openSideTop",1.4] call ALIVE_fnc_displayMenu; ["setSideTopText",_text] call ALIVE_fnc_displayMenu; }; packedText = { private ["_title","_text"]; _title = "<t size='1.2' align='center' color='#e5b348' shadow='1' shadowColor='#000000'>Mobile HQ</t> <img color='#ffffff' image='media\images\img_line_ca.paa' align='center' size='0.60' /><br/>"; _text = format["%1 <t align='center' color='#eaeaea'>Mobile HQ is packed</t><br/><br/> <t align='center' color='#eaeaea'>You will be unable to use the teleport at base until re-deployed</t> <br/><br/><img color='#ffffff' image='media\images\img_line_ca.paa' align='center' size='0.60' />",_title]; ["openSideTop",1.4] call ALIVE_fnc_displayMenu; ["setSideTopText",_text] call ALIVE_fnc_displayMenu; }; Thanks again. Now all i have to do is figure out how to limit loadout selections to the default ones written for the mission. 1 Share this post Link to post Share on other sites
JD Wang 352 Posted April 16, 2018 So other than the chat commands listed in the wiki is there a way to add/remove budget for the fortify tool? Also am I right in assuming that budget is "side wide" and that you can't give individual players a specific budget? Share this post Link to post Share on other sites
loopdk 92 Posted April 17, 2018 Is this a ACe error ?? Share this post Link to post Share on other sites
Devastator_cm 434 Posted April 17, 2018 tha path shows ace, so I assume yes and maybe you can open a bug by their github Share this post Link to post Share on other sites
Strike_NOR 898 Posted April 17, 2018 Just thought I'd follow up on the Ammo Cookoff thing. Warning: I have practically 0 experience with ArmA 3 scripting, and the following footage is not part of the ACE mod. It is my personal script made from scratch™, which only: Tests if the vehicle is a tank Creates a particle effect on vehicle position (with offset to match Slammer appearance) Plays a sound Sets vehicle fuel to 0 After 5 seconds sets damage to 1 I have borrowed the "cookoff_high_pressure.ogg" file from ACE mod (I believe HybridV is the author - he has been credited in the YT video description). It is simply a placeholder for now, and I am not publishing this anytime soon - not without the original authors approval. Let me know if that's allright or not. Now that's out of the way: Here's a first draft (only fire effect - smoke and sparks to be added later). !!!WARNING: SUDDEN LOUD AUDIO!!! - TURN VOLUME SLIDER DOWN!!! Let me know what you think! I will improve on this further, and may ultimately try to incorporate it into the standard ACE 3 cookoff addon. This way, we will see different kinds and variations of brewups (from turret ring, hatches, etc). Maybe also intensity. 2 Share this post Link to post Share on other sites
xxgetbuck123 945 Posted April 18, 2018 5 hours ago, Strike_NOR said: Just thought I'd follow up on the Ammo Cookoff thing......... Looks good however I doubt the flames would come out of the turret ring. I've heard most modern tanks have very strong rings to prevent stuff like this, plus from your video it looks as if the turret is just sitting on the hull and not connected (how else would the flames get out in such copious amounts) I'd suggest the usual roof hatches burn and barrel burn would be more acceptable than turret ring burn. Either way looks good though, I fuckin hate messing with particles. 1 Share this post Link to post Share on other sites
Strike_NOR 898 Posted April 18, 2018 5 hours ago, xxgetbuck123 said: Looks good however I doubt the flames would come out of the turret ring. I've heard most modern tanks have very strong rings to prevent stuff like this, plus from your video it looks as if the turret is just sitting on the hull and not connected (how else would the flames get out in such copious amounts) I'd suggest the usual roof hatches burn and barrel burn would be more acceptable than turret ring burn. Either way looks good though, I fuckin hate messing with particles. Thanks for the feedback. It's definitely going to undergo some improvements and alterations. As for the turret ring, well that depends on vehicle design. Generally speaking, these tend to be well armored, and air/water sealed with large packings. However, as pressures and temperatures increase, things may get out of hand and leaks of flame will occur. I agree the current effect is probably overdone somewhat, but I disagree that it can't escape through the ring. As for roof hatches, the same applies. They are sealed and locked in place. Generally they won't just "pop off" 10 out of 10 times, but depending on tank design they may break during pressure buildup and vent through. As soon as a hatch gives away though, the pressure inside drops and the chance of subsequent explosion or hatch failures decrease. As for barrel burn, this is the most random phenomenon if you ask me. The barrel is normally sealed by the breech, and normally withstands extreme pressures from normal operation when firing shells. There is no reason for this to smoke, unless the breach is open or unlocked when the ammo inside the compartment cooks off. The popular video from youtube with (RPG-29 vs T-72) shows something interesting. At the same moment that the tank is hit, the gun fires a shot (either the heat charge hits and penetrates the breech, setting it off, or the gunner was startled and pulled the trigger). If the autoloader then proceeded to open the breech and eject the shell casing during cookoff, then this would explain why smoke came out the barrel. However, this must be considered a very rare condition. As far as I know, the most common way for a fully loaded MBT to "die" from ammo cookoff (if all hatches are sealed) is instantaneous detonation, where large parts of the tank is ripped open (or turret displaced). If there are open/unlocked hatches, then pressures won't reach as high and the tank will mostly burn out structurally intact (like the Syria video, where the gunner appears to open the hatch just in time to get out or, literally, get blown out). Some tanks feature separate stowage compartments with blowout panels to prevent failure though. Either way, this is just my first draft. I am going back to the drawing board to tweak the effects and add variations. I also plan to link it to the pressure intensity, to cause variations in fire intensity/size. 1 Share this post Link to post Share on other sites
GordonWeedman 39 Posted April 18, 2018 @Strike_NOR It looks a bit off, and the sound is way too high pressure I'd say. Needs to flare up and down and have some pops in it. Here's a good reference if you haven't seen it yet. 1 Share this post Link to post Share on other sites
Strike_NOR 898 Posted April 18, 2018 45 minutes ago, GordonWeedman said: @Strike_NOR It looks a bit off, and the sound is way too high pressure I'd say. Needs to flare up and down and have some pops in it. Here's a good reference if you haven't seen it yet. Thanks for the feedback. I agree. This is only a few hours of work. Trust me, if there are ammo cookoffs on YT, I've seen them. I want to end up with a dynamic, emergent effect based on ammo contents, vehicle type and some random weighted chance of each variation. But nonetheless, thanks for the two cents :) It's going to take a while as I'm learning by doing. Will report back once I've tuned the values further :) Share this post Link to post Share on other sites