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ACE3 - A collaborative merger between AGM, CSE, and ACE

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again my question

the agm fast ropping command will continue in ACE3 ?

agm fastroping =1

coords......

thanks and regards

They already answered it, instead of asking again maybe you should search for it. The way that did it in AGM was not up to ACE 3 standards so they left it out of the first release. Like every other requested feature it's going to be here at some point (soonâ„¢). If not, you can always take AGM's open source code and apply it to ACE3's open source code.

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Flummi is working on fastroping, for the GBU locking it's being worked on atm by jayjay but in 3.0.1 (current release) it's disabled.

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SteamWorkshop? Disservice? So your only concern about mods here in BI forum is that it didnt get on this bloody bullshit workshop? Just download it, there are serveral sources to get it from.

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current server key is not compatible with latest update.

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current server key is not compatible with latest update.

It is, i tested it. Test the github download source.

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How can i remove the Black Screen when im in a Jet? (G)

Is tehre a script or something like that?

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How can i remove the Black Screen when im in a Jet? (G)

Is tehre a script or something like that?

Remove the ace_gforces.pbo file in your addon folder.

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What options can I do with the weather system? Can I set it to have a squall blow through every once in a while? Something terrifying and tone setting? kind of a random occurrence. Basically change a setting in ACE weather so that heavy storms blow through every once in a while. The whole gamut of possible weather conditions.

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Hi!

I contacted to one of the Project leaders with no response, maybe it's better here.

I want to give my mission (Antistasi, glad if you check it out) some ACE integration.

Specially, as the concept is to make just one single file/misison with everything a player may need, but with compatibility chances with major mods (as posible) for those players which use them, I need some data about ACE.

Specifically:

- What variable to check if the players implemented whatever ACE medical / revive module, in order to disable mine.

- Same with Player Tags.

- Same with backblast effect.

Currently, I integrate with TFAR disabling the radio when player is unconscious with my revive. Don't know if it's important to say here...

Thanks in advance for the help!!

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For us this has broke our gameplay because we are playing with AI cooperative.

AGM was and still is the only way to push medic AI do his work in MP mission.

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Remove the ace_gforces.pbo file in your addon folder.

ACE team, will you try tp expose all settings? So that we, also the singleplayers, can put anything into serverconfig.hpp? Because there are some functions one never might want and it required some action by the user to remove pbo. (Because after an update it is back again and usually you will not remember). Tinting because of sunglasses comes to my mind. I do pbo removal with a line of code (del) in my startup batches, but that is a personal thing, I'm always working with startup templates.

What options can I do with the weather system? Can I set it to have a squall blow through every once in a while? Something terrifying and tone setting? kind of a random occurrence. Basically change a setting in ACE weather so that heavy storms blow through every once in a while. The whole gamut of possible weather conditions.

I can't speak for the ACE team, but I don't think that is the goal of weather in ACE.

Edited by tortuosit

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Thanks SilentSpike, but Reading this I think you misunderstood my message.

The capability of tuning ACE for players is not what I am searching.

I am searching a way to automate the settings detection by mission scripts.

Let's say If I enabled the medical system, no matter if by those dialogs or just unpboing my mission putting a module, for sure some missionnamespace, global or whatever variable is set, so, my script, regarding revive script on player init will say something like: if (!aceMedSysEnabled) then {[player] spawn barbolaniReviveSystem}

For example, regarding TFAR I do something as easy as this:

hayTFAR = false;

if (isClass (configFile >> "CfgPatches" >> "task_force_radio")) then {hayTFAR = true; publicVariable "hayTFAR"};

Then with hayTFAR as condition I can integrate my scripts with that mod (I use it to disable the radio when player is unconscious).

The difference here is mod detection is not enough, as you have a lot of submodules that can be tuned. I need (and sure it exists) the way to know which modules are active via script.

Edited by barbolani

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I have an idea about the revive system.

Players suffer very serious injury can only wait for other players to help him (this time he could be killed), more serious injuries will be directly killed.

Edited by Narcissu

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two weeks late on this post, but I've not been on the forums for a while and not seen the release on Armaholic until last night. But this was released on my Birthday. cheers, thanks for the Bday prezzie. lol!

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When using the module that allow config export for serverside userconfig creation, I encounter a problem.

When I press export, the text that is saved in my clipboard is not complete, the last classes are missing, (see below)


class ace_common_forceAllSettings {
   value = 1;
   typeName = "BOOL";
   force = 1;
};
class ace_common_settingFeedbackIcons {
   value = 1;
   typeName = "SCALAR";
   force = 1;
};
class ace_common_SettingProgressBarLocation {
   value = 0;
   typeName = "SCALAR";
   force = 1;
};
class ace_common_displayTextColor {
   value = [0,0,0,0.1];
   typeName = "COLOR";
   force = 1;
};
class ace_common_displayTextFontColor {
   value = [1,1,1,1];
   typeName = "COLOR";
   force = 1;
};
class ace_frag_enabled {
   value = 1;
   typeName = "BOOL";
   force = 1;
};
class ace_interact_menu_AlwaysUseCursorSelfInteraction {
   value = 0;
   typeName = "BOOL";
   force = 1;
};
class ace_interact_menu_cursorKeepCentered {
   value = 0;
   typeName = "BOOL";
   force = 1;
};
class ace_interact_menu_AlwaysUseCursorInteraction {
   value = 0;
   typeName = "BOOL";
   force = 1;
};
class ace_interact_menu_UseListMenu {
   value = 0;
   typeName = "BOOL";
   force = 1;
};
class ace_interact_menu_colorTextMax {
   value = [1,1,1,1];
   typeName = "COLOR";
   force = 1;
};
class ace_interact_menu_colorTextMin {
   value = [1,1,1,0.25];
   typeName = "COLOR";
   force = 1;
};
class ace_interact_menu_colorShadowMax {
   value = [0,0,0,1];
   typeName = "COLOR";
   force = 1;
};
class ace_interact_menu_colorShadowMin {
   value = [0,0,0,0.25];
   typeName = "COLOR";
   force = 1;
};
class ace_interact_menu_textSize {
   value = 2;
   typeName = "SCALAR";
   force = 1;
};
class ace_interact_menu_shadowSetting {
   value = 2;
   typeName = "SCALAR";
   force = 1;
};
class ace_interact_menu_actionOnKeyRelease {
   value = 1;
   typeName = "BOOL";
   force = 1;
};
class ace_interaction_EnableTeamManagement {
   value = 1;
   typeName = "BOOL";
   force = 1;
};
class ace_inventory_inventoryDisplaySize {
   value = 0;
   typeName = "SCALAR";
   force = 1;
};
class ace_magazinerepack_TimePerAmmo {
   value = 1.5;
   typeName = "SCALAR";
   force = 1;
};
class ace_magazinerepack_TimePerMagazine {
   value = 2;
   typeName = "SCALAR";
   force = 1;
};
class ace_magazinerepack_TimePerBeltLink {
   value = 8;
   typeName = "SCALAR";
   force = 1;
};
class ace_map_BFT_Interval {
   value = 1;
   typeName = "SCALAR";
   force = 1;
};
class ace_map_BFT_Enabled {
   value = 0;
   typeName = "BOOL";
   force = 1;
};
class ace_map_BFT_HideAiGroups {
   value = 1;
   typeName = "BOOL";
   force = 1;
};
class ace_map_mapIllumination {
   value = 1;
   typeName = "BOOL";
   force = 1;
};
class ace_map_mapShake {
   value = 1;
   typeName = "BOOL";
   force = 1;
};
class ace_map_mapLimitZoom {
   value = 0;
   typeName = "BOOL";
   force = 1;
};
class ace_map_mapShowCursorCoordinates {
   value = 0;
   typeName = "BOOL";
   force = 1;
};
class ace_maptools_EveryoneCanDrawOnBriefing {
   value = 1;
   typeName = "BOOL";
   force = 1;
};
class ace_microdagr_MapDataAvailable {
   value = 2;
   typeName = "SCALAR";
   force = 1;
};
class ace_missileguidance_enabled {
   value = 1;
   typeName = "SCALAR";
   force = 1;
};
class ace_mk6mortar_airResistanceEnabled {
   value = 0;
   typeName = "BOOL";
   force = 1;
};
class ace_mk6mortar_allowComputerRangefinder {
   value = 1;
   typeName = "BOOL";
   force = 1;
};
class ace_mk6mortar_allowCompass {
   value = 1;
   typeName = "BOOL";
   force = 1;
};
class ace_movement_useImperial {
   value = 0;
   typeName = "BOOL";
   force = 1;
};
class ace_nametags_defaultNametagColor {
   value = [0.77,0.51,0.08,1];
   typeName = "COLOR";
   force = 1;
};
class ace_nametags_showPlayerNames {
   value = 1;
   typeName = "SCALAR";
   force = 1;
};
class ace_nametags_showPlayerRanks {
   value = 0;
   typeName = "BOOL";
   force = 1;
};
class ace_nametags_showVehicleCrewInfo {
   value = 1;
   typeName = "BOOL";
   force = 1;
};
class ace_nametags_showNamesForAI {
   value = 1;
   typeName = "BOOL";
   force = 1;
};
class ace_nametags_showCursorTagForVehicles {
   value = 0;
   typeName = "BOOL";
   force = 1;
};
class ace_nametags_showSoundWaves {
   value = 1;
   typeName = "SCALAR";
   force = 1;
};
class ace_nametags_PlayerNamesViewDistance {
   value = 8;
   typeName = "SCALAR";
   force = 1;
};
class ace_nametags_PlayerNamesMaxAlpha {
   value = 0.8;
   typeName = "SCALAR";
   force = 1;
};
class ace_optionsmenu_optionMenuDisplaySize {
   value = 0;
   typeName = "SCALAR";
   force = 1;
};
class ace_overheating_DisplayTextOnJam {
   value = 1;
   typeName = "BOOL";
   force = 1;
};
class ace_reload_DisplayText {
   value = 1;
   typeName = "BOOL";
   force = 1;
};
class ace_respawn_SavePreDeathGear {
   value = 0;
   typeName = "BOOL";
   force = 1;
};
class ace_respawn_RemoveDeadBodiesDisconnected {
   value = 0;
   typeName = "BOOL";
   force = 1;
};
class ace_respawn_BodyRemoveTimer {
   value = 0;
   typeName = "SCALAR";
   force = 1;
};
class ace_switchunits_EnableSwitchUnits {
   value = 0;
   typeName = "BOOL";
   force = 1;
};
class ace_switchunits_SwitchToWest {
   value = 0;
   typeName = "BOOL";
   force = 1;
};
class ace_switchunits_SwitchToEast {
   value = 0;
   typeName = "BOOL";
   force = 1;
};
class ace_switchunits_SwitchToIndependent {
   value = 0;
   typeName = "BOOL";
   force = 1;
};
class ace_switchunits_SwitchToCivilian {
   value = 0;
   typeName = "BOOL";
   force = 1;
};
class ace_switchunits_EnableSafeZone {
   value = 1;
   typeName = "BOOL";
   force = 1;
};
class ace_switchunits_SafeZoneRadius {
   value = 100;
   typeName = "SCALAR";
   force = 1;
};
class ace_vehiclelock_DefaultLockpickStrength {
   value = 10;
   typeName = "SCALAR";
   force = 1;
};
class ace_vehiclelock_LockVehicleInventory {
   value = 0;
   typeName = "BOOL";
   force = 1;
};
class ace_vehiclelock_VehicleStartingLockState {
   value = -1;
   typeName = "SCALAR";
   force = 1;
};
class ace_weaponselect_DisplayText {
   value = 1;
   typeName = "BOOL";
   force = 1;
};
class ace_weather_enableServerController {
   value = 1;
   typeName = "BOOL";
   force = 1;
};
class ace_weather_useACEWeather {
   value = 1;
   typeName = "BOOL";
   force = 1;
};
class ace_weather_syncRain {
   value = 1;
   typeName = "BOOL";
   force = 1;
};
class ace_weather_syncWind {
   value = 1;
   typeName = "BOOL";
   force = 1;
};
class ace_weather_syncMisc {
   value = 1;
   typeName = "BOOL";
   force = 1;
};
class ace_weather_serverUpdateInterval {
   value = 60;
   typeName = "SCALAR";
   force = 1;
};
class ace_winddeflection_enabled {
   value = 1;
   typeName = "BOOL";
   force = 1;
};
class ace_winddeflection_vehicleEnabled {
   value = 1;
   typeName = "BOOL";
   force = 1;
};
class ace_winddeflection_simulationInterval {
   value = 0.05;
   typeName = "SCALAR";
   force = 1;
};
class ace_winddeflection_simulationRadius {
   value = 3000;
   typeName = "SCALAR";
   force = 1;
};
class ace_explosives_RequireSpecialist {
   value = 0;
   typeName = "BOOL";
   force = 1;
};
class ace_explosives_PunishNonSpecialists {
   value = 1;
   typeName = "BOOL";
   force = 1;
};
class ace_hearing_EnableCombatDeafness {
   value = 1;
   typeName = "BOOL";
   force = 1;
};
class ace_hearing_EarplugsVolume {
   value = 0.5;
   typeName = "SCALAR";
   force = 1;
};
class ace_hearing_UnconsciousnessVolume {
   value = 0.4;
   typeName = "SCALAR";
   force = 1;
};
class ace_hearing_DisableEarRinging {
   value = 0;
   typeName = "BOOL";
   force = 1;
};
class ace_medical_level {
   value = 2;
   typeName = "SCALAR";
   force = 1;
};
class ace_medical_medicSetting {
   value = 2;
   typeName = "SCALAR";
   force = 1;
};
class ace_medical_enableFor {
   value = 0;
   typeName = "SCALAR";
   force = 1;
};
class ace_medical_enableOverdosing {
   value = 1;
   typeName = "BOOL";
   force = 1;
};
class ace_medical_bleedingCoefficient {
   value = 1;
   typeName = "SCALAR";
   force = 1;
};
class ace_medical_painCoefficient {
   value = 1;
   typeName = "SCALAR";
   force = 1;
};
class ace_medical_enableAirway {
   value = 1;
   typeName = "BOOL";
   force = 1;
};
class ace_medical_enableFractures {
   value = 1;
   typeName = "BOOL";
   force = 1;
};
class ace_medical_enableAdvancedWounds {
   value = 1;
   typeName = "BOOL";
   force = 1;
};
class ace_medical_enableVehicleCrashes {
   value = 1;
   typeName = "BOOL";
   force = 1;
};
class ace_medical_enableScreams {
   value = 1;
   typeName = "BOOL";
   force = 1;
};
class ace_medical_playerDamageThreshold {
   value = 1;
   typeName = "SCALAR";
   force = 1;
};
class ace_medical_AIDamageThreshold {
   value = 1;
   typeName = "SCALAR";
   force = 1;
};
class ace_medical_enableUnconsciousnessAI {
   value = 1;
   typeName = "SCALAR";
   force = 1;
};
class ace_medical_preventInstaDeath {
   value = 0;
   typeName = "BOOL";
   force = 1;
};
class ace_medical_enableRevive {
   value = 0;
   typeName = "SCALAR";
   force = 1;
};
class ace_medical_maxReviveTime {
   value = 120;
   typeName = "SCALAR";
   force = 1;
};
class ace_medical_amountOfReviveLives {
   value = -1;
   typeName = "SCALAR";
   force = 1;
};
class ace_medical_allowDeadBodyMovement {
   value = 0;
   typeName = "BOOL";
   force = 1;
};
class ace_medical_allowLitterCreation {
   value = 1;
   typeName = "BOOL";
   force = 1;
};
class ace_medical_litterSimulationDetail {
   value = 1;
   typeName = "SCALAR";
   force = 1;
};
class ace_medical_litterCleanUpDelay {
   value = 0;
   typeName = "SCALAR";
   force = 1;
};
class ace_medical_medicSetting_PAK {
   value = 1;
   typeName = "SCALAR";
   force = 1;
};
class ace_medical_medicSetting_SurgicalKit {
   value = 1;
   typeName = "SCALAR";
   force = 1;
};
class ace_medical_consumeItem_PAK {
   value = 0;
   typeName = "SCALAR";
   force = 1;
};
class ace_medical_consumeItem_S;

I guess it is because I'm using the "include client" option. When I do not inculde the client settings, everything works fine.

Am I doing something wrong ? Looks like to clipboard can't support a such amount of text ?

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Dat Google Translate.

Sounds like the revive system?

yes,is revive system

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When using the module that allow config export for serverside userconfig creation, I encounter a problem.

When I press export, the text that is saved in my clipboard is not complete, the last classes are missing, (see below)

Believe this is a known issue, I know I've seen an issue on github about something like this but can't track down the link.

Thanks SilentSpike, but Reading this I think you misunderstood my message.

I get you now, well you can just check the following variable:

ace_medical_level

nil - disabled

0 - disabled

1 - basic

2 - advanced

If you need to check for other modules too, take a look at their respective ACE_Settings config entries (you can generally just check ACE_Settings.hpp in their addon folder). The ACE settings framework turns the subclasses of that class into global variables containing the setting.

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When using the module that allow config export for serverside userconfig creation, I encounter a problem.

When I press export, the text that is saved in my clipboard is not complete, the last classes are missing, (see below)

I guess it is because I'm using the "include client" option. When I do not inculde the client settings, everything works fine.

Am I doing something wrong ? Looks like to clipboard can't support a such amount of text ?

That issue was fixed 5 days ago on master, here's the commit (click me)

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Believe this is a known issue, I know I've seen an issue on github about something like this but can't track down the link.
That issue was fixed 5 days ago on master, here's the commit (click me)

Ok Guys, thanks.

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SteamWorkshop? Disservice? So your only concern about mods here in BI forum is that it didnt get on this bloody bullshit workshop? Just download it, there are serveral sources to get it from.

I guess you hate BIS then? The SteamWorkshop is the only official tool. It helps make things easy for NEW and CURRENT players.

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