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

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I have done that of course, has no effect.

You obviously can't change the RHS attachments with the keybind from ACE. They are different systems even though they "do the same thing".

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You obviously can't change the RHS attachments with the keybind from ACE. They are different systems even though they "do the same thing".

 

Yes.

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So I am a bit confused about the jerry cans..I had heard you needed a script or a line in the init.sqf to get them to work in game correctly..can someone direct me that information I cant find a definitive answer.

 

 

 

Diesel

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So I am a bit confused about the jerry cans..I had heard you needed a script or a line in the init.sqf to get them to work in game correctly..can someone direct me that information I cant find a definitive answer.

Diesel

https://github.com/acemod/ACE3/blob/master/addons/refuel/functions/fnc_makeJerryCan.sqf

and

https://forums.bistudio.com/topic/181341-ace3-a-collaborative-merger-between-agm-cse-and-ace/page-122#entry2967338

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is there something in ace3 so if you go down the ai comes and fixes you up ?like in Psychobastard revive script ?

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Thanks for the reply..much appreciated..I assume I put that sqf file in the main folder and add a line to execute it?

No. It's implemented in ACE:

[OBJECT] call ACE_refuel_fnc_makeJerryCan;

or:

[OBJECT] remoteExecCall ["ACE_refuel_fnc_makeJerryCan",0];

 

#edit: fixed spelling error. :D

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No. It's implemented in ACE:

[OBJECT] call ACE_refuel_fnc_makeJerriCan;

or:

[OBJECT] remoteExecCall ["ACE_refuel_fnc_makeJerriCan",0];

Nope. -- Euro spelling of JerriCan. It's JerryCan here in the west.  Guess over there in Germany it's Jerri.

 

I used name can CAN1 and so on  [CAN1] remoteExecCall ["ACE_refuel_fnc_makeJerryCan",0];  - Works on dedicated MP.

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So a quick question about the medic and repair roles.

 

I'm trying to build a framework, where the use of pre-placed ACE modules isn't necessary.

For our vehicles that are repair or medic vehicles, I know that I can use:

_unit setVariable ["ACE_IsMedicalVehicle", true];

Example here being a medical vehicle.

 

But for units, would I be able to do the same? We operate with two types of medics, one is a "regular" medic and the other has the doctor status. What I'm trying to figure out is, what line of code I would need to define each role?

The same goes for the ability to repair stuff. We have engineers and designated repair specialists. Here I'm thinking I could just be sure to use the vanilla units, but I'd like for us to be able to designate roles, regardless of classname.

 

So I'm guessing my question, in regards to the medics and/or repairmen, is this. Would the code look something like this:

_unit setVariable ["ACE_IsMedic", 1]; - for a regular medic

_unit setVariable ["ACE_IsMedic", 2]; - for a doctor

And if so, would the same procedure apply to engineers and repair specialists?

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_unit setVariable ["ACE_medical_medicClass", 1];  //for a regular medic

_unit setVariable ["ACE_medical_medicClass", 2];  //for a doctor

 

The same applies for vehicles. Only for buildings there is

_building setVariable ["ACE_medical_isMedicalFacility", true];

 

For engineers and EODs it's

_unit setVariable ["ACE_isEngineer", 1];     //for engineers

_unit setVariable ["ACE_isEngineer", 2];     //for repair specialists
_unit setVariable ["ACE_isEOD", true];

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_unit setVariable ["ACE_medical_medicClass", 1];  //for a regular medic

_unit setVariable ["ACE_medical_medicClass", 2];  //for a doctor

 

The same applies for vehicles. Only for buildings there is

_building setVariable ["ACE_medical_isMedicalFacility", true];

 

For engineers and EODs it's

_unit setVariable ["ACE_isEngineer", 1];     //for engineers

_unit setVariable ["ACE_isEngineer", 2];     //for repair specialists

_unit setVariable ["ACE_isEOD", true];

Sweet had a hunch it was something like that, but you know, better safe than sorry ;-)

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Hi guys can someone give me some advice regarding the ace revive settings?

Currently we use prevent instant death and unlimited 60 second respawns. But I'd like to harden things up without breaking the fun. Also prevent instant death has a negative reaction to the AI as they go unconcious way more than 50% of the time.

So with ace revive i would guarantee the player will go unconcious (unless they are in an explosion) have a 5 min bleed out timer and only 3 lives with no respawns. Is that how ace revive works? Will it guarantee the player will go unconcious the first 3 deaths? Or do I still need to have prevent instant death on?

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Fuel depletion needed.

 

As it is now, hardly any use for fuel trucks which is sad it's not incorporated into the base vanilla game.

Can you add into ACE a module to run on dedicated servers for fuel uptake? The one thing that's missing badly in Arma3 is shorter fuel time. The island is half the size, so the fuel should be double the speed of fuel consumption.  On Tom's blog tom_48_97, he has scripted an uptake script but I can't seem to make it work for the clients on a dedicated server. http://tom4897.info/blog/2014/06/arma-3-scripting-increase-fuel-consumption/It  increases the fuel uptake taking into account the speed of the player vehicle. The script doesn't cancel and replace the default, it adds to it and the base consumption of ground vehicle is already greater.

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Hi guys can someone give me some advice regarding the ace revive settings?

Currently we use prevent instant death and unlimited 60 second respawns. But I'd like to harden things up without breaking the fun. Also prevent instant death has a negative reaction to the AI as they go unconcious way more than 50% of the time.

So with ace revive i would guarantee the player will go unconcious (unless they are in an explosion) have a 5 min bleed out timer and only 3 lives with no respawns. Is that how ace revive works? Will it guarantee the player will go unconcious the first 3 deaths? Or do I still need to have prevent instant death on?

You could disable preventInstaDeath and set playerDamageThreshold way higher. If you want a guarantee for the player going unconscious and not directly dying, you'll have to have preventInstaDeath set to 1 though.

I guess the settings you'd want would be something like

ace_medical_playerDamageThreshold = 1.8;

ace_medical_enableUnconsciousnessAI = 0;

ace_medical_preventInstaDeath = 1;

ace_medical_enableRevive = 1;

ace_medical_maxReviveTime = 300;

ace_medical_amountOfReviveLives = 2;

That should do what you have in mind.

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Is there already a comprehensive tutorial about laser guided bombing with ACE? It's been really quiet about it.

Some time ago we ran a couple of tests but no laser locking could be accomplished. We will try this again soon, but it's just try&error. An explanation from the developers how it works would be very helpful ^^

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This mod is incredibly good at destroying framerate

 

Take the 980ti and i7 you clearly have down to a PC shop and get them dusted off. Should fix any trouble your monster rig might have. 

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This mod is incredibly good at destroying framerate

 

Hey, thanks for the kind words, we try our best!

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I'm still trying to create an action to apply a splint to a players leg if he's forced to walk after being injured at his legs.

That's my current try, but of course the action doesn't show. Can someone please hint me in the right direction? Thanks! :)

class CfgVehicles
{
    class Man;
    class CaManBase: Man {
        class ACE_MainActions {
            class Medical {
                class ACE_LegLeft;
                class ACE_LegRight;
                class adv_fla_legLeft: ACE_LegLeft {
                    displayName = "Apply splint";
                    distance = 2.0;
                    condition = "(_target getHit 'legs' >= 0.50) && (_target call ace_medical_fnc_isInStableCondition)";
                    statement = "_target setHit ['legs', 0]";
                    showDisabled = 1;
                    priority = 2;
                    icon = "\ace_medical\UI\icons\tourniquet.paa";
                };
                class adv_fla_legRight: ACE_LegRight {
                    displayName = "Apply splint";
                    distance = 2.0;
                    condition = "(_target getHit 'legs' >= 0.50) && (_target call ace_medical_fnc_isInStableCondition)";
                    statement = "_target setHit ['legs', 0]";
                    showDisabled = 1;
                    priority = 2;
                    icon = "\ace_medical\UI\icons\tourniquet.paa";
                };    
            };
        };
    };
};

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Fuel depletion needed.

 

As it is now, hardly any use for fuel trucks which is sad it's not incorporated into the base vanilla game.

Can you add into ACE a module to run on dedicated servers for fuel uptake? The one thing that's missing badly in Arma3 is shorter fuel time. The island is half the size, so the fuel should be double the speed of fuel consumption.  On Tom's blog tom_48_97, he has scripted an uptake script but I can't seem to make it work for the clients on a dedicated server. http://tom4897.info/blog/2014/06/arma-3-scripting-increase-fuel-consumption/It  increases the fuel uptake taking into account the speed of the player vehicle. The script doesn't cancel and replace the default, it adds to it and the base consumption of ground vehicle is already greater.

I too would like this to be possible. There is absolutely no danger of running out of fuel currently. I am also having trouble getting that script to work on our dedicated server :).

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Hey friends. I know I've asked this months ago, but is there a way to auto-initialize the AI to do self-healing if they have the resources? I don't think it's enabled out of the gate, and I feel there's an unfair state if human players are the only ones who can even use healing items.

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Not sure if I should make a new issue on github for something this minor, but the leopard 2SG as Ace3 calls it, is actually a Leopard 2 revolution (as noted by the Rosy smoke launchers and sensors on each corner of the turret). More an fyi than a real issue :P
Anyway love the mod, you guys really improve arma a lot ;)

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