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

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Hi ACE Devs, Loving ACE3 and the continued hard work all you involved are doing. Curious on the status of Vehicle damage and repair. ...and i am not asking "is it in the next release" or anything. Just curious how its progressing and if its possible for maybe some sort of module that allows one to adjust vehicle strengthor something. One thing my team hates is when we get in an offroad pickup truck and hit a piece of shrubbery and destroy both tires on the truck. Things are looking great though and we eagerly away the next update.

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The Ace team likes to maintain it themselves, so you shouldn't upload it.

If thats the case I apologise for talking out of place.

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It's a pre-release, meant to be tested before release.

---------- Post added at 23:01 ---------- Previous post was at 22:59 ----------

3.1.0 will be, yes.

So both ace_ai and ace_hearing will no longer conflict with ASR?

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So both ace_ai and ace_hearing will no longer conflict with ASR?

AI never did really as it just modifies config in a small bit, just hearing, and no it won't anymore.

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The only thing is the tactical ladder backpack glitches and don't work

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Will 3.10 contain a change towards adding custom actions to objects by mission?

I was struggling for a small bit with the current way of doing so, using ace_interact_menu_fnc_addActionToObject or ace_interact_menu_fnc_addActionToClass.

AddActionToClass seems to have some problems with inheritance, as I tried to add an action to all ammo boxes (using parent class "ReammoBox_F"), the action does not appear at all...

So I hotfixed it by using

_action = ["BoxCargoLoad", "Load Box in Cargo hold", "", {[_this select 0] call S_LoadCrate}, {!isNull (nearestObject [(_this select 0),"DAR_M1152"])}] call ace_interact_menu_fnc_createAction;
{
if( _x isKindOf "ReammoBox_F") then {
[_x, 0, ["ACE_MainActions"], _action] call ace_interact_menu_fnc_addActionToObject;
};
} foreach vehicles; 

This works on all the boxes except the ones that are empty enough so that you can carry/drag them, my custom action appears for like 0.5 sec and then dissapears, showing only the carry & drag options.

And I'd have to re-run this code every time a new ammo box spawns..

So yeah, should I just wait till more appropriate functions get released for adding custom actions?

Kind regards,

Sanchez

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Im missing the "grass/terrain detail" settings beside view distance. Hope for roping and logistic soon :licklips::292:

perhaps modul with force grass e.g "high/6.25"

Edited by Numrollen

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Hi Everyone,

I've tried to search forum for players with experience similar to that which I'm about to describe, but have come up empty. Forgive me if this is a dupe.

I am have a great time using ACE3 and am currently porting my static missions to it from AGM. I know many players have asked for a "prevent instant death" option in ACE->Medical module, it also seems that units are much less likely to wake up than they were with AGM.

I wrote a script that is executed in a respawn template and forced respawn on start. The scriipt first checks to be sure that it is the only one running (I understand that MP event "Hit" can be triggered multiple times) and uses a unit variable to end all but one instance. The script insures that the player's damage is not >0.99 and reduces it as necessary to insure that the player doesn't die instantly. They will, however, eventually bleed out. Once this has been done, I use an algorithm similar to what was used in AGM to determine unconscious time based on unit damage and some randomness. Once this Sleep runsout, if the unit is still alive and unconscious, I set AGM_isUnconscious to [false, true] and ArmA's isUnconscious to false. The unit wakes up.

However

This may be totally unrelated but I have noticed that units will sometimes just die and respawn. It appears to only happen to units that have taken damage and been treated. Naturally, I suspect my script and that I'm overlooking something acting as a timer, etc. Is there any other reason that a unit who had been injured and treated would spontaneously die and respawn? It doesn't seem predictible at all and only happened to two players today after 4 hours of gameplay.

TIA,

James

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Hi Everyone,

I've tried to search forum for players with experience similar to that which I'm about to describe, but have come up empty. Forgive me if this is a dupe.

I am have a great time using ACE3 and am currently porting my static missions to it from AGM. I know many players have asked for a "prevent instant death" option in ACE->Medical module, it also seems that units are much less likely to wake up than they were with AGM.

I wrote a script that is executed in a respawn template and forced respawn on start. The scriipt first checks to be sure that it is the only one running (I understand that MP event "Hit" can be triggered multiple times) and uses a unit variable to end all but one instance. The script insures that the player's damage is not >0.99 and reduces it as necessary to insure that the player doesn't die instantly. They will, however, eventually bleed out. Once this has been done, I use an algorithm similar to what was used in AGM to determine unconscious time based on unit damage and some randomness. Once this Sleep runsout, if the unit is still alive and unconscious, I set AGM_isUnconscious to [false, true] and ArmA's isUnconscious to false. The unit wakes up.

However

This may be totally unrelated but I have noticed that units will sometimes just die and respawn. It appears to only happen to units that have taken damage and been treated. Naturally, I suspect my script and that I'm overlooking something acting as a timer, etc. Is there any other reason that a unit who had been injured and treated would spontaneously die and respawn? It doesn't seem predictible at all and only happened to two players today after 4 hours of gameplay.

TIA,

James

https://github.com/acemod/ACE3/issues

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A bug with the javelin, I lock on to the target fired the missile in direct and top down, and the missile just goes straight up

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Will it be a problem when userconfig serverconfig.hpp loaded with client (repo story) ? What will ACE_common_forceAllSettings do? Yes, it forces settings, but what setting?

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Hi,

tested the range table for the mk6 mortar. Works great... But, if you are standing on a slope with your mortar you never get a hit. Thats the same problem with Codings Artillery Computer.

Everything is fine if you are on a flat surface.

I have exactly that same problem, so mortars on ACE3 without a ballistic computer are useless atm.

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Will it be a problem when userconfig serverconfig.hpp loaded with client (repo story) ? What will ACE_common_forceAllSettings do? Yes, it forces settings, but what setting?

It could cause problems if you use signature checking. Still it is not advised to use the ace_server.pbo except on a server.

ACE_common_forceAllSettings forces all settings. Clients and regular.

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Thx for reply. i mean only the serverconfig.hpp, not the aceserver.pbo :D

Yes it forces but what? i dont understand it. When you place moduls, theses settings are already forced to the client?

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On the topic of Advanced medical, from the wiki:

Atropine is a vagolytic and anticholinergic drug which in low dosages reduces heart rate but in high dosages increases it, countering effects of organophosphate poisoning (in NBC scenarios; anticholinesterase poisoning) and symptomatic bradycardia (in post-ROSC care and resuscitative medicine).

So in high doses Atropine is supposed to subtly lower heart rate, and in high doses increase it.

We tried this out today with a couple of members of AFI, and could not for the life of us increase heart rate with atropine. We just ended up stopping the patients heart by dropping his heart rate with continual injections. Is high-dose Atropine implemented in the game? If not, could you please remove the notion of what Atropine does in high doses, as it might lead players to knock patients unconcious thinking that they will eventually raise the patients heart rate.

Loving the mod!

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Will 3.10 contain a change towards adding custom actions to objects by mission?

I was struggling for a small bit with the current way of doing so, using ace_interact_menu_fnc_addActionToObject or ace_interact_menu_fnc_addActionToClass.

AddActionToClass seems to have some problems with inheritance, as I tried to add an action to all ammo boxes (using parent class "ReammoBox_F"), the action does not appear at all...

So I hotfixed it by using

_action = ["BoxCargoLoad", "Load Box in Cargo hold", "", {[_this select 0] call S_LoadCrate}, {!isNull (nearestObject [(_this select 0),"DAR_M1152"])}] call ace_interact_menu_fnc_createAction;
{
if( _x isKindOf "ReammoBox_F") then {
[_x, 0, ["ACE_MainActions"], _action] call ace_interact_menu_fnc_addActionToObject;
};
} foreach vehicles; 

This works on all the boxes except the ones that are empty enough so that you can carry/drag them, my custom action appears for like 0.5 sec and then dissapears, showing only the carry & drag options.

And I'd have to re-run this code every time a new ammo box spawns..

So yeah, should I just wait till more appropriate functions get released for adding custom actions?

Kind regards,

Sanchez

I've been working on some custom interactions as well. I've been working on a custom Insurgency mission for my group, and when it comes to questioning civilians it has been difficult getting it to work properly. I got it up and running pretty fast with AGM, but it has been a nightmare with ACE.

Here is my script for spawning civilians:

if (!isDedicated) exitWith {};

_group = createGroup civilian;
_civilian = "C_man_1";
_markerPlcacement = _this select 0;
_placementRadius = _this select 1;

for "_i" from 1 to 4 do {
_individualCiv = _group createUnit [_civilian, (getMarkerPos _markerPlcacement), [], _placementRadius, "NONE"];
_civHeading = (random 360);
_individualCiv setFormDir _civHeading;
_individualCiv setDir _civHeading;
questionCivGlobal = [_individualCiv, 0, ["ACE_Torso"], QuestionPersonAction] call ace_interact_menu_fnc_addActionToObject;
publicVariable "questionCivGlobal";
_individualCiv disableAI "MOVE";
};

I don't see the option at all to question when I test it in mp, and get weird results in the editor. I'll be able to see the interaction just fine for one or two civs, while the others do what you described. It'll show up for a split second, and then disappear. On top of that in the questioning script I remove the option to question after that, and you can still question the same civ over and over until the whole group has been questioned at least once. And then none of them can be questioned.

Edit:

Also, if somebody could tell me parent tree that would be much appreciated. I haven't been able to find it.

Edit2:

Never mind, I literally just found it. For anyone else that needs to know here:

ACE_Head-----------ACE_MainActions

ACE_ArmLeft---------ACE_Torso

ACE_ArmRight---------ACE_LegLeft

ACE_TapShoulderLeft---ACE_LegRight

ACE_TapShoulderRight

They are listed in the config viewer subclass of different units under ACE_Actions and ACE_SelfActions.

Edited by WiredTiger

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On the topic of Advanced medical, from the wiki:

So in high doses Atropine is supposed to subtly lower heart rate, and in high doses increase it.

We tried this out today with a couple of members of AFI, and could not for the life of us increase heart rate with atropine. We just ended up stopping the patients heart by dropping his heart rate with continual injections. Is high-dose Atropine implemented in the game? If not, could you please remove the notion of what Atropine does in high doses, as it might lead players to knock patients unconcious thinking that they will eventually raise the patients heart rate.

Loving the mod!

Atropine is weird right now. It probably shouldn't even lower heart rate in the first place.

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I don't see the option at all to question when I test it in mp, and get weird results in the editor. I'll be able to see the interaction just fine for one or two civs, while the others do what you described. It'll show up for a split second, and then disappear.

Hmm...must be a bug then...

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A possiblity to "Shadow Unit" for Recon troops and reporting on what they do is feaseble? A better AI-driving system is very interresting ,searching for "Air"

in all installed mods,adding them to Zeus as CAS will come in handy.

Add music scores from "My Music" file,add a Juke Box/Radio Music Player.

Add IR-Flares to aircraft.Adding Flight Height Setting in meter.

Adding a Recon Flight to CAS-with a Splendid Camera that can make AVI-file movies +snapshots for export to Ctab.

Add a Backpack that can replenish certain items;flares,food -other then just ammo.Even when player just went for one item.

Add an to Escort certain players:Fac+combat helicopter.AH-1 and a Kiowa to lase targets.

Make the use of Cammo Nets standard for AI.

Send troops to repair tanks in areas that player has left.

Some way to add just parachutes to AI by simply say:"Get whatever is in the ammobox" at mapclick.

Overheat of weapons.Auto garrison.Designate an Area,Land there.Offload.C-130 anywhere on map-without airport there.

Make makeshift ariport anywhere.

Ruler to measure distanse on map.

Make a patrol into part of a QRF reporting contacts -from a distance.

Add "Guard Area"option:add in mine fields,hidden flares that shoot up when someone enter area.Report intrusion into places.

A SAR system that will searh on it`s own .

Make Atry fire live rounds close to the player using viritual arty,for more real experience.

Make AI fire LGB at houses other than where the fiting is going on.Uses Lasers for that.

Just some stuff i want to get in Ace 3.

Edited by Teddybear1
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