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

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I was unaware you could safely play without BattleEye/it would even let you play.

Depends on the server you want to play on. E.g. our closed community server has currently disabled battleeye due to 1. the ace problem and 2. some problems regarding Arma3Sync! ^^

I think in the server browser you can even search for server that don't require BattleEye. However, I'm pretty sure the majority out there requires it nonetheless!

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Is there any performance gains to not running BE?.

 

EG

 

Better server FPS

Less LAG etc etc etc?

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@stk2008: i dont know for sure, but from my understand of BE there shouldn't be noticable impact on performance during play.

 

 

speaking of performance. i'm working on a quite AI heavy coop-mission and i experienced pretty bad performance on my rig and also when running on a dedicated server.

i'm running ace with default configuration (no modules placed) and also the whole cup-package+cup-ace-compatibility.

i'm still testing and it may very well be that the performance-problems are not related to ace or the other mods, but to the fact, that i was going too AI heavy.

 

still there is a definite difference between modded and unmodded game and i'm just curious which aspects of ace are the most performance-heavy especially in AI-heavy scenarios. i'm mostly interested in the medical system and basic things like disposable (cup) launchers etc.

 

are there features that are known to be a bit heavy on performance? then i would test again with these turned off.

 

thanks! :)

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Issue has been solved on the BattleEye end!

On a different note though, is the modifier key in ACE a common broken key? Whenever I try using the modifier it never works anymore. Does anyone have any idea of how to fix that?

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On a different note though, is the modifier key in ACE a common broken key? Whenever I try using the modifier it never works anymore. Does anyone have any idea of how to fix that?

Yes it is. Wait for the next update.

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Its it possible somewhere, to see a list of vehicles, ready for Fastrope, Vanilla and otherwise? Wich Vanilla helis are ready?

In Vanilla you can fast rope from all helicopters but the Little Bird and some Taru variants. You can only fast rope from the transport and the bench variant of the Taru.

As for mod helicopters, it is on the modmakers to make their helicopters compatible, I don't know who has already added compatibility.

For 3.5.1 I have worked on the RHS compatibility PBO which will then add fast roping capability to the UH-1Y, the UH-60, the CH-47 and the Mi-8.

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Hmmm  My unit uses RHS, and ACE3 in our modset.  Without using any compat PBO's we are able to access fast roping from our CH47, some MI8 variants, as well as various others like Taru. However, we can't use it from the Vanilla GhostHawks.  
I think we're going to have to experiment some more and see if we can find an exhaustive list of what will work and what doesn't right now.

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Some of the helos like Ghosthawk require FRIES module synched/attribute in 3DEN checked to be able to deploy ropes.

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Hmmm  My unit uses RHS, and ACE3 in our modset.  Without using any compat PBO's we are able to access fast roping from our CH47, some MI8 variants, as well as various others like Taru. However, we can't use it from the Vanilla GhostHawks.  

I think we're going to have to experiment some more and see if we can find an exhaustive list of what will work and what doesn't right now.

The RHS helicopters have the option to fastrope already because that's how the RHS configs are made. I can't tell Arma "only give the vanilla helicopters fastroping capability" because they inherit from the vanilla helicopters. Thus the attachment points for the ropes on RHS helicopters are way off and it's generally not in a usable state right now, which is why you should definitely wait for that compatiblity PBO ;)

As Max already said, you need to synch an "Equip FRIES" module with the Ghosthawk or select the "Equip helicopter with FRIES" attribute in Eden.

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Hmm... I did not know that.  I thought I read that it just needed to be placed on the map as a module.
Really appreciate the information and direction guys!

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hello.I want to ask if the AI from RHS and other mods know how to heal yourself

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After upgrading to the newest version of ACE3, I started getting errors in debug windows upon loading any mission in the eden editor.  After noticing that there was a new CBA update, I applied that and reloaded the game.  Now, wherever I load a mission and start it up, I get a game error about ragdoll.pbo being out-dated or something similar and it kicks me back out to the editor.


 


I tried launching the game with zero mods enabled and got absolutely no errors, so then I tried launching it with just CBA & ACE3 and got the same errors again.


 


Anyone have any suggestions?  I've just been playing it with no mods hoping that hotfixes will be released that fixes whatever the problem is, but it doesn't appear many other people or having similar problems?


 


Thanks for any help


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After upgrading to the newest version of ACE3, I started getting errors in debug windows upon loading any mission in the eden editor.  After noticing that there was a new CBA update, I applied that and reloaded the game.  Now, wherever I load a mission and start it up, I get a game error about ragdoll.pbo being out-dated or something similar and it kicks me back out to the editor.

Remove the ragdoll PBO. And every time you update, don't just overwrite the files, remove the folder and copy it again.

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I have some questions about view distance.

First of all, I have my video settings set up as such:

efyhga.png

But it seems the client view distance is higher than what I have set in my video settings. I'm guessing this because I have my OVD and VD set to the same thing, but I still see terrain without any objects drawn on top of it. It seems to occur after getting out of a vehicle, so I guess it doesn't reset properly.

The other thing I want to ask. Is there support for setting the terrain grid setting to 50 automatically when in air vehicles and setting it to the normal value once you leave? Note I'm saying only air vehicles because it's still obscuring to a degree for land vehicles.

Just asking now before I actually go make a bug report and feature request.

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Using the setcaptive module the a.i. are not able to be "escorted" or moved at all.

 

Any fix for this or know what could be causing it?

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Using the setcaptive module the a.i. are not able to be "escorted" or moved at all.

 

Any fix for this or know what could be causing it?

Did you handcuff them?

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Using the setcaptive module the a.i. are not able to be "escorted" or moved at all.

 

Any fix for this or know what could be causing it?

Already reported/fixed for next release: https://github.com/acemod/ACE3/pull/3536

 

As a temporary workaround, you can stick this in your missions init.sqf:

if(isServer) then { sleep 3; ace_captives_captivityEnabled = true; };
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Hello,

 

i have got a small Question.

 

Is it Possible to detect via a Script if a Unit gets Adenosine injectet or gets other Treatmet?

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Hey guys,

Quick one hopefully,

How do I add ace3 interactions to a vehicle that it doesn't work with. I've got it working with 90% of the vics by using the optional cba enable veh pbo but there are 1 or 2 that refuse to work.

Would it be a config alteration needed to fix?

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Hello ACE 3, it would be possible team in ACE 3 a sore simulation insert to work (the wounds are injuries only simulated)

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Did you fix a CTD when reloading savegame? I'm not sure if it's due to ACE3 or the latest CBA though.

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Is it just me or has overdosing been disabled in this version. We played a spy mission tonight using advanced medical.

I gave someone 12 morphine followed by 9 Epi and the guy didn't pass out. Which we all found rather strange. We were using full advanced medical system with advanced wounds and bandages heal hit points.

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Did you fix a CTD when reloading savegame? I'm not sure if it's due to ACE3 or the latest CBA though.

@spotter001 - they´re working on that, meanwhile just revert to both CBA and AC3 previous versions and SP would be OK!

 

cheers!

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I am having a few issues with the Javelin firing modes. 

 

#1: The Javelin only seems to respond to the Vanilla ARMA controls, not the ACE lock-on bind.

#2: I am unable to switch the weapon from Direct to Top Down using any key binding or combination.

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