andy1 71 Posted November 24, 2018 Is anyone still having issues with drones where you are not able to change the settings on a Hellfire, like the laser code or the targeting settings. There was a bug report here with a fix created that was supposedly released in 3.11.0 but it doesn't seem to be working in the latest version. Share this post Link to post Share on other sites
acemod 312 Posted November 28, 2018 ACE Version 3.12.4 Released Requires CBA Version 3.9 or later and Arma 3 Version 1.84 or later. Change Log Summary can be viewed on GitHub Here. If you're looking to chat with us be sure to join our public Slack group! ACEX Version 3.4 Released Requires ACE Version 3.12.3 or later. Change Log Summary can be viewed on GitHub Here. If you're looking to chat with us be sure to join our public Slack group! 11 6 1 Share this post Link to post Share on other sites
JD Wang 352 Posted November 29, 2018 So I assume the rations affect stamina somehow? I couldn't see an update for it on the wiki Share this post Link to post Share on other sites
Nemanjic 71 Posted November 29, 2018 I read changeLog, this is quite a great job!! You guys rocks! 1 Share this post Link to post Share on other sites
kerozen 187 Posted November 30, 2018 Do the field Rations have any function atm? Couldn't find any information about them Share this post Link to post Share on other sites
iV - Ghost 50 Posted December 1, 2018 You can activate this (hunger & thirst) in the ACEX options (CBA Settings). Share this post Link to post Share on other sites
loopdk 92 Posted December 1, 2018 Hallo Guys. Is there a way to jam the microdaggert Script with addaction with turn off on mabye? Share this post Link to post Share on other sites
Kenta Panda 3 Posted December 2, 2018 My apologies in advance if my question is against forum rules or comes across as rude but, are there any plans to bring back the ace artillery function like from Arma 2's ace or is it going to be left as is? Just a curiosity of mine as I remember having a lot of fun with the different functions that it brought. as always keep up the great work and the awesome Mod :) Share this post Link to post Share on other sites
Dedmen 2714 Posted December 4, 2018 On 2.12.2018 at 12:26 PM, Kenta Panda said: are there any plans to bring back the ace artillery function like from Arma 2's ace or is it going to be left as is? As with everything with ACE. If someone does it, it will be done. If no one feels like doing it, no one will. Currently I don't know of anyone working on implementing that. Share this post Link to post Share on other sites
Sayker 1 Posted December 7, 2018 Hello everyone, I am currently working on a script that requires the use of an EventHandler; "killed" see line below. _EH = _unit addEventHandler ["Killed", {[(_this select 0),(_this select 1)] execVM "ACL\ACL_murder.sqf"}]; But the script does not run with Ace and works perfectly without. This is normal or do you have a solution? A big thank you in advance !! Share this post Link to post Share on other sites
Dedmen 2714 Posted December 7, 2018 4 hours ago, Sayker said: But the script does not run with Ace and works perfectly without. Might be because ace might kill with setDamage, but the EH should still fire in that case. You could instead use the ace_killed event. _EH = ["ace_killed", { params ["_unit"]; [_unit, _unit getVariable "ace_medical_lastDamageSource"] execVM "ACL\ACL_murder.sqf" }] call CBA_fnc_addEventHandler; Also you should not execVM from a eventhandler. execVM has to load the script and compile it, which is slow. You should be using CfgFunctions for this and just call a function. Share this post Link to post Share on other sites
Sayker 1 Posted December 7, 2018 Hello everyone, thx for your help ! But i have this Do you have any idea ? =)) Share this post Link to post Share on other sites
Dedmen 2714 Posted December 7, 2018 23 minutes ago, Sayker said: Hello everyone, thx for your help ! But i have this Do you have any idea ? =)) oops Quote "ACL\ACL_murder.sqf"]}] There is a ] too many. Edited my original post with the script fixed. 1 Share this post Link to post Share on other sites
Sayker 1 Posted December 7, 2018 (edited) Yes this fix seems works but there is a other problem... Edited December 7, 2018 by Sayker Wrong pictures Share this post Link to post Share on other sites
Dedmen 2714 Posted December 7, 2018 3 hours ago, Sayker said: Yes this fix seems works but there is a other problem... Edited my above post again. My brain doesn't seem to be working today. https://github.com/acemod/ACE3/blob/master/addons/medical/functions/fnc_setDead.sqf#L55 Share this post Link to post Share on other sites
Sayker 1 Posted December 7, 2018 That works perfectly...!!!!!! Thank you so much Dedmen !!! Share this post Link to post Share on other sites
acemod 312 Posted December 7, 2018 In case you missed our ACE Hotfix two days ago. Join us on twitter. ACE Version 3.12.5 Released Requires CBA version 3.9.0 or later and Arma 3 version 1.84 or later. Change Log Summary can be viewed on GitHub Here. If you're looking to chat with us be sure to join our public Slack group! ACEX Version 3.4.1 Released Requires ACE Version 3.12.3 or later. Change Log Summary can be viewed on GitHub Here. If you're looking to chat with us be sure to join our public Slack group! Notes: If you were using the optional ace_compat_adr_97.pbo, make sure to remove it or you will get version mismatch (delete @ace folder and then unzip) Steam Workshop of course already updated. Enjoy. 2 2 Share this post Link to post Share on other sites
iV - Ghost 50 Posted December 8, 2018 Dragging/Carrying Framework: Disable drag and/or carry for an object in 3den editor would be a nice feature. Would use it for chairs so nobody could rearrange them. We playing with ACEX sitting. 1 Share this post Link to post Share on other sites
JD Wang 352 Posted December 8, 2018 5 hours ago, iV - Ghost said: Dragging/Carrying Framework: Disable drag and/or carry for an object in 3den editor would be a nice feature. Would use it for chairs so nobody could rearrange them. We playing with ACEX sitting. Just bang [this, false, [0, 0, 0], 0] call ace_dragging_fnc_setDraggable; [this, false, [0, 0, 0], 0] call ace_dragging_fnc_setCarryable; into the init of the items you don't want moved. Then save your chair layout as a composition. 2 2 Share this post Link to post Share on other sites
iV - Ghost 50 Posted December 8, 2018 Hey Wang, I know this but I have a lot of chairs over the whole maps and I think it could be a nice feature for people who can't code. Share this post Link to post Share on other sites
Sayker 1 Posted December 9, 2018 On 07/12/2018 at 2:13 PM, Dedmen said: Edited my above post again. My brain doesn't seem to be working today. https://github.com/acemod/ACE3/blob/master/addons/medical/functions/fnc_setDead.sqf#L55 Re !! In fact with last lines every damage are used. It's possible to use only for damage on civilian ? Thx ! =)) Share this post Link to post Share on other sites
Rich_R 1087 Posted December 9, 2018 Added this to the ACE big tracker, but has anyone else seen this? Tried downloading a fresh copy of the most current ACE and revalidating my game files. The error can be clicked through. NEVER MIND! Has a few ppl reach out to me and scoured through some files and found the following sitting in a folder used for lost and discontinued mods. Put them in a small corner in my computer away from Arma 3 and there's no error :) Share this post Link to post Share on other sites
MK84 42 Posted December 10, 2018 Is there a way to attach the ACEX Limit Build Area module to an object ie vehicle or crate? 1 Share this post Link to post Share on other sites
Sayker 1 Posted December 12, 2018 Hi there !! I use these lines EventHandler, but it's possible that this event are only activate for civilian damage ??? Thx so much ! =) _EH = ["ace_killed", { params ["_unit"]; [_unit, _unit getVariable "ace_medical_lastDamageSource"] execVM "ACL\ACL_murder.sqf" }] call CBA_fnc_addEventHandler; Share this post Link to post Share on other sites