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

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32 minutes ago, shurka said:

Where are all the modules now?

 

You don't need the modules. But the functions are still there.

You can use it global with the userconfig/cba_settings.sqf on your server or use special settings for individual missions.

The settings can be found and easily configure in the 3den editor/settings/mod settings. You can export them from there and paste it in your cba_settings.sqf.

 

 

ACE Gestures:

But the gestures doesn't work on our server and I can't find the reason.

I can't find the settings too. Only the "activate gestures in ace menu" are there but we don't want to use it.

Only wanna use the gestures by using keys (Yes, keys are defined!^^).

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What about using a mouse to explode explosives?

Spoiler

380EA442587E55F77982D50DED7A68AD1EBEC304

 

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On 1/20/2018 at 3:16 PM, Selkan said:

Hi im from a new Swedish milsim clan, im writing new documents on how we use ACE3 medical system and i got a few questions on how ACE3 medical system work as the guide is a bit confusing on how it work when it reflect TCCC.

  1. It says that Morphine decreases the blood viscosity, do that affect how much blood a patient looses? And does it increase the risk that wounds open again?https://prnt.sc/i38ulf
  2. I have been thought in other clans that i have played in that CPR should only be performed after the bleeding has been stooped, makes sens but now when i set up guide on how we should work in treating a player i cant find anything to base that fact on, except that it only makes sens to stop the bleeding fast.

Thank you for any answers!

 

//Selkan Medic/Doctor (in ARMA)

1. Morphine is the item that you should administer AFTER bleeding has been controlled; in most cases. However in Arma you can give it first to alleviate the issues of the player being blacked out or white out from pain. However you need to give it before you give epi to wake them up.

2. Correct on the CPR; do not perform it before stopping bleeding. However its critical to do a quick triage on them before you move ahead...depending on the type and amount of trauma injuries and you could be wasting time and resources on someone that will be dead in a few minutes but as the medic it's your call to decide who gets the various color cards for triage. In our community I really want our medics to start the triage system when possible. But our methodology is shoot first, bandage second and make sure that you as the injured player at least puts the white stuff on red stuff when you get a free minute to do so.

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1 hour ago, Nichols said:

1. Morphine is the item that you should administer AFTER bleeding has been controlled; in most cases. However in Arma you can give it first to alleviate the issues of the player being blacked out or white out from pain. However you need to give it before you give epi to wake them up.

2. Correct on the CPR; do not perform it before stopping bleeding. However its critical to do a quick triage on them before you move ahead...depending on the type and amount of trauma injuries and you could be wasting time and resources on someone that will be dead in a few minutes but as the medic it's your call to decide who gets the various color cards for triage. In our community I really want our medics to start the triage system when possible. But our methodology is shoot first, bandage second and make sure that you as the injured player at least puts the white stuff on red stuff when you get a free minute to do so.

There's no relation between CPR and blood loss in ace. You can do it before or after, it doesn't matter. The same goes for the order of medication. There are only logical considerations, but nothing in the code itself: Having CPR being applied while the patient is being bandaged is usefull if you're using ace_medical_enableRevive. If the patient's heart rate doesn't go below 40 after morphine has been given, you can keep the epi - but you won't know this until after you give the morphine first.

 

There are certain CPR mods out there which simulate that stuff, but in 'regular' ACE³ there's no factual correlation.

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Why insignia were removed from arsenal in last update? How can I set up insignia, choosing one from identity doesn't work.

Could someone explain to me how to do it now?

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choosing one from the identity should work, otherwise reproduce it without mods and report it on the BI feedback tracker.

I removed those tabs in 3DEN because they shouldn't have been there in the first place, I didn't code them to work with 3DEN and the identity tab is there.
They did NOT change anything in the mission.sqm and changes you did weren't visible after playing play or saving and loading said mission.

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cba_settings.sqf:

After updating the amount of slots on our server the cba_settings.sqf don't load.

The folder and file (userconfig/cba_settings.sqf) are still exist in the root.

I can't find the reason. Deleted and uploaded the folder & file but nothing works.

Nothing in the RPT's. File, folder and path are correct. allowedFilePatching = 2.

 

What could be the reason? Where can I look for?

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On 1/21/2018 at 1:00 PM, iV - Ghost said:

 

You don't need the modules. But the functions are still there.

You can use it global with the userconfig/cba_settings.sqf on your server or use special settings for individual missions.

The settings can be found and easily configure in the 3den editor/settings/mod settings. You can export them from there and paste it in your cba_settings.sqf.

 

 

Sorry to bother you with that but I'm unable to find this cba_settings.sqf

I made changes on my mission using the new settings inside the 3den. I have exported the settings but no cba_settings.sqf were created at the first place. 

 

So I'm wondering where I can find it?

 

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Pretty sure when it exports it just goes to your clipboard, and you have to paste it into a text file, and label that cba_settings.sqf. 

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8 hours ago, ski2060 said:

Pretty sure when it exports it just goes to your clipboard, and you have to paste it into a text file, and label that cba_settings.sqf. 

 

Thank you and this one goes straight into the userconfig folder of Arma 3 like iV-Ghost said.

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Im having some weird issues with the stamina system. I have filepatching turned on for my server and clients and in my servers userconfig folder I have cba_settings.sqf that contains

 

TFAR_giveLongRangeRadioToGroupLeaders = false;
TFAR_givePersonalRadioToRegularSoldier = false;
force TFAR_giveMicroDagrToSoldier = false;
TFAR_SameSRFrequenciesForSide = false;
TFAR_SameLRFrequenciesForSide = false;
TFAR_fullDuplex = true;
TFAR_enableIntercom = true;
TFAR_objectInterceptionEnabled = true;
TFAR_spectatorCanHearEnemyUnits = true;
TFAR_spectatorCanHearFriendlies = true;
TFAR_default_radioVolume = 7;
TFAR_volumeModifier_forceSpeech = false;
TFAR_intercomVolume = 0.3;
TFAR_pluginTimeout = 4;
TFAR_tangentReleaseDelay = 0;
TFAR_PosUpdateMode = 0.1;
TFAR_ShowVolumeHUD = false;
TFAR_VolumeHudTransparency = 0;
TFAR_oldVolumeHint = false;
TFAR_showTransmittingHint = true;
TFAR_showChannelChangedHint = true;
STHud_Settings_Font = "PuristaSemibold";
STHud_Settings_HUDMode = 3;
STHud_Settings_Occlusion = true;
STHud_Settings_SquadBar = false;
STHud_Settings_RemoveDeadViaProximity = true;
STHud_Settings_TextShadow = 1;
STHud_Settings_ColourBlindMode = "Normal";
L_Immerse_twitch = true;
L_Immerse_exShake = true;
L_Immerse_recoil = true;
L_Immerse_force = true;
ace_medical_blood_enabledFor = 2;
ace_common_checkPBOsAction = 0;
ace_common_checkPBOsCheckAll = false;
ace_common_checkPBOsWhitelist = "[]";
ace_common_settingFeedbackIcons = 1;
ace_common_settingProgressBarLocation = 0;
ace_common_displayTextColor = [0,0,0,0.1];
ace_common_displayTextFontColor = [1,1,1,1];
ace_cookoff_enable = true;
ace_cookoff_enableAmmobox = true;
ace_cookoff_enableAmmoCookoff = true;
ace_cookoff_ammoCookoffDuration = 1;
ace_cookoff_probabilityCoef = 1;
force ace_finger_enabled = true;
ace_finger_maxRange = 4;
ace_finger_indicatorForSelf = true;
ace_finger_indicatorColor = [0.83,0.68,0.21,0.75];
ace_frag_enabled = true;
force ace_frag_spallEnabled = true;
ace_frag_reflectionsEnabled = true;
ace_frag_maxTrack = 10;
ace_frag_maxTrackPerFrame = 10;
ace_gforces_enabledFor = 1;
ace_goggles_effects = 2;
ace_goggles_showInThirdPerson = false;
ace_hitreactions_minDamageToTrigger = 0.1;
ace_interact_menu_alwaysUseCursorSelfInteraction = false;
ace_interact_menu_cursorKeepCentered = false;
ace_interact_menu_alwaysUseCursorInteraction = false;
ace_interact_menu_useListMenu = false;
ace_interact_menu_colorTextMax = [1,1,1,1];
ace_interact_menu_colorTextMin = [1,1,1,0.25];
ace_interact_menu_colorShadowMax = [0,0,0,1];
ace_interact_menu_colorShadowMin = [0,0,0,0.25];
ace_interact_menu_textSize = 2;
ace_interact_menu_shadowSetting = 2;
ace_interact_menu_actionOnKeyRelease = true;
ace_interact_menu_menuBackground = 0;
ace_interact_menu_addBuildingActions = false;
ace_interact_menu_menuAnimationSpeed = 0;
ace_interaction_enableTeamManagement = true;
ace_interaction_enableMagazinePassing = true;
force ace_interaction_disableNegativeRating = true;
ace_inventory_inventoryDisplaySize = 0;
ace_laser_dispersionCount = 2;
ace_laserpointer_enabled = true;
ace_magazinerepack_timePerAmmo = 1.5;
ace_magazinerepack_timePerMagazine = 2;
ace_magazinerepack_timePerBeltLink = 8;
ace_map_BFT_Interval = 1;
ace_map_BFT_Enabled = false;
ace_map_BFT_HideAiGroups = false;
ace_map_BFT_ShowPlayerNames = false;
ace_map_mapIllumination = true;
ace_map_mapGlow = true;
ace_map_mapShake = true;
ace_map_mapLimitZoom = false;
ace_map_mapShowCursorCoordinates = false;
ace_map_defaultChannel = -1;
ace_map_gestures_enabled = true;
ace_map_gestures_maxRange = 7;
ace_map_gestures_interval = 0.03;
ace_map_gestures_nameTextColor = [0.2,0.2,0.2,0.3];
ace_map_gestures_defaultLeadColor = [1,0.88,0,0.95];
ace_map_gestures_defaultColor = [1,0.88,0,0.7];
ace_maptools_rotateModifierKey = 1;
ace_maptools_drawStraightLines = true;
ace_markers_movableMarkersEnabled = false;
ace_markers_moveRestriction = 0;
ace_medical_level = 2;
ace_medical_medicSetting = 0;
ace_medical_increaseTrainingInLocations = false;
ace_medical_enableFor = 0;
ace_medical_enableOverdosing = true;
ace_medical_bleedingCoefficient = 1;
ace_medical_painCoefficient = 1;
ace_medical_enableAdvancedWounds = true;
ace_medical_enableVehicleCrashes = true;
ace_medical_enableScreams = true;
ace_medical_playerDamageThreshold = 1;
ace_medical_AIDamageThreshold = 1;
ace_medical_enableUnconsciousnessAI = 1;
ace_medical_remoteControlledAI = false;
ace_medical_preventInstaDeath = true;
ace_medical_enableRevive = 1;
ace_medical_maxReviveTime = 120;
ace_medical_amountOfReviveLives = 3;
ace_medical_allowDeadBodyMovement = true;
ace_medical_allowLitterCreation = true;
ace_medical_litterSimulationDetail = 3;
ace_medical_litterCleanUpDelay = 0;
ace_medical_medicSetting_basicEpi = 0;
ace_medical_medicSetting_PAK = 2;
ace_medical_medicSetting_SurgicalKit = 0;
ace_medical_consumeItem_PAK = 0;
ace_medical_consumeItem_SurgicalKit = 0;
ace_medical_useLocation_basicEpi = 0;
ace_medical_useLocation_PAK = 4;
ace_medical_useLocation_SurgicalKit = 0;
ace_medical_useCondition_PAK = 0;
ace_medical_useCondition_SurgicalKit = 1;
ace_medical_keepLocalSettingsSynced = true;
ace_medical_healHitPointAfterAdvBandage = true;
ace_medical_painIsOnlySuppressed = true;
ace_medical_painEffectType = 1;
ace_medical_allowUnconsciousAnimationOnTreatment = true;
ace_medical_moveUnitsFromGroupOnUnconscious = false;
ace_medical_menuTypeStyle = 0;
ace_medical_delayUnconCaptive = 3;
ace_medical_ai_enabledFor = 2;
ace_medical_menu_allow = 1;
ace_medical_menu_useMenu = 1;
ace_medical_menu_openAfterTreatment = true;
ace_medical_menu_maxRange = 3;
ace_microdagr_mapDataAvailable = 2;
ace_mk6mortar_airResistanceEnabled = false;
ace_mk6mortar_allowComputerRangefinder = true;
ace_mk6mortar_allowCompass = true;
ace_mk6mortar_useAmmoHandling = false;
ace_nametags_defaultNametagColor = [0.77,0.51,0.08,1];
ace_nametags_showPlayerNames = 1;
ace_nametags_showPlayerRanks = true;
ace_nametags_showVehicleCrewInfo = true;
ace_nametags_showNamesForAI = false;
ace_nametags_showCursorTagForVehicles = false;
ace_nametags_showSoundWaves = 1;
ace_nametags_playerNamesViewDistance = 5;
ace_nametags_playerNamesMaxAlpha = 0.8;
ace_nametags_tagSize = 2;
ace_nightvision_disableNVGsWithSights = true;
ace_nightvision_fogScaling = 1;
ace_nightvision_effectScaling = 1;
ace_nightvision_aimDownSightsBlur = 1;
ace_optionsmenu_showNewsOnMainMenu = true;
ace_overheating_displayTextOnJam = true;
ace_overheating_showParticleEffects = true;
ace_overheating_showParticleEffectsForEveryone = true;
ace_overheating_overheatingDispersion = true;
ace_overheating_unJamOnreload = false;
ace_overheating_unJamFailChance = 0.1;
ace_overheating_enabled = true;
ace_overpressure_distanceCoefficient = 1;
ace_pylons_enabled = true;
ace_pylons_rearmNewPylons = false;
ace_pylons_searchDistance = 15;
ace_pylons_timePerPylon = 5;
ace_pylons_requireEngineer = false;
ace_pylons_requireToolkit = true;
ace_quickmount_enabled = true;
ace_quickmount_distance = 3;
ace_quickmount_speed = 18;
ace_quickmount_priority = 0;
ace_rearm_level = 2;
ace_rearm_supply = 1;
ace_refuel_rate = 1;
ace_refuel_hoseLength = 12;
ace_reload_displayText = true;
ace_repair_displayTextOnRepair = true;
force ace_repair_engineerSetting_repair = 0;
ace_repair_engineerSetting_wheel = 0;
ace_repair_repairDamageThreshold = 0.6;
ace_repair_repairDamageThreshold_engineer = 0.4;
ace_repair_consumeItem_toolKit = 0;
ace_repair_fullRepairLocation = 2;
force ace_repair_engineerSetting_fullRepair = 0;
ace_repair_addSpareParts = true;
ace_repair_wheelRepairRequiredItems = 0;
ace_repair_autoShutOffEngineWhenStartingRepair = false;
ace_respawn_savePreDeathGear = false;
ace_respawn_removeDeadBodiesDisconnected = true;
ace_scopes_enabled = true;
ace_scopes_forceUseOfAdjustmentTurrets = true;
ace_scopes_correctZeroing = true;
ace_scopes_overwriteZeroRange = true;
ace_scopes_defaultZeroRange = 100;
ace_scopes_zeroReferenceTemperature = 15;
ace_scopes_zeroReferenceBarometricPressure = 1013.25;
ace_scopes_zeroReferenceHumidity = 0;
ace_scopes_deduceBarometricPressureFromTerrainAltitude = true;
ace_scopes_useLegacyUI = false;
ace_scopes_simplifiedZeroing = false;
ace_spectator_enableAI = false;
ace_spectator_restrictModes = 0;
ace_spectator_restrictVisions = 0;
ace_switchunits_enableSwitchUnits = false;
ace_switchunits_switchToWest = false;
ace_switchunits_switchToEast = false;
ace_switchunits_switchToIndependent = false;
ace_switchunits_switchToCivilian = false;
ace_switchunits_enableSafeZone = true;
ace_switchunits_safeZoneRadius = 100;
ace_tagging_quickTag = 1;
ace_ui_allowSelectiveUI = true;
ace_ui_soldierVehicleWeaponInfo = true;
force ace_ui_vehicleRadar = false;
force ace_ui_vehicleCompass = true;
ace_ui_commandMenu = true;
ace_ui_groupBar = false;
ace_ui_weaponName = true;
ace_ui_weaponNameBackground = true;
ace_ui_firingMode = true;
ace_ui_ammoType = true;
ace_ui_ammoCount = false;
ace_ui_magCount = true;
ace_ui_throwableName = true;
ace_ui_throwableCount = true;
ace_ui_zeroing = true;
ace_ui_weaponLowerInfoBackground = true;
ace_ui_stance = true;
ace_ui_staminaBar = true;
ace_ui_gunnerWeaponName = true;
ace_ui_gunnerWeaponNameBackground = true;
ace_ui_gunnerFiringMode = true;
ace_ui_gunnerAmmoType = true;
ace_ui_gunnerAmmoCount = true;
ace_ui_gunnerMagCount = true;
ace_ui_gunnerLaunchableName = true;
ace_ui_gunnerLaunchableCount = true;
ace_ui_gunnerZeroing = true;
ace_ui_gunnerWeaponLowerInfoBackground = true;
ace_ui_vehicleName = true;
ace_ui_vehicleNameBackground = true;
ace_ui_vehicleFuelBar = true;
ace_ui_vehicleSpeed = true;
ace_ui_vehicleAltitude = true;
ace_ui_vehicleDamage = true;
ace_ui_vehicleInfoBackground = true;
ace_vehiclelock_defaultLockpickStrength = 10;
ace_vehiclelock_lockVehicleInventory = false;
ace_vehiclelock_vehicleStartingLockState = -1;
ace_viewdistance_enabled = true;
ace_viewdistance_viewDistanceOnFoot = 0;
ace_viewdistance_viewDistanceLandVehicle = 0;
ace_viewdistance_viewDistanceAirVehicle = 0;
ace_viewdistance_limitViewDistance = 10000;
ace_viewdistance_objectViewDistanceCoeff = 0;
ace_weaponselect_displayText = true;
ace_weather_enabled = true;
ace_weather_updateInterval = 60;
ace_weather_windSimulation = true;
ace_winddeflection_enabled = true;
ace_winddeflection_vehicleEnabled = true;
ace_winddeflection_simulationInterval = 0.05;
ace_advanced_fatigue_enabled = true;
ace_advanced_fatigue_enableStaminaBar = true;
ace_advanced_fatigue_performanceFactor = 3;
ace_advanced_fatigue_recoveryFactor = 5;
ace_advanced_fatigue_loadFactor = 1;
ace_advanced_fatigue_terrainGradientFactor = 1;
ace_advanced_throwing_enabled = true;
ace_advanced_throwing_showThrowArc = true;
ace_advanced_throwing_showMouseControls = true;
ace_advanced_throwing_enablePickUp = true;
ace_advanced_throwing_enablePickUpAttached = true;
ace_captives_allowHandcuffOwnSide = true;
ace_captives_requireSurrender = 1;
ace_captives_allowSurrender = true;
ace_captives_requireSurrenderAi = false;
ace_cargo_enable = true;
ace_cargo_paradropTimeCoefficent = 2.5;
ace_explosives_requireSpecialist = false;
force ace_explosives_punishNonSpecialists = false;
force ace_explosives_explodeOnDefuse = false;
ace_gestures_showOnInteractionMenu = 2;
ace_hearing_enableCombatDeafness = true;
ace_hearing_earplugsVolume = 0.5;
ace_hearing_unconsciousnessVolume = 0.4;
ace_hearing_disableEarRinging = false;
ace_hearing_enabledForZeusUnits = true;
force ace_hearing_autoAddEarplugsToUnits = false;
ace_zeus_zeusAscension = false;
ace_zeus_zeusBird = false;
ace_zeus_remoteWind = false;
ace_zeus_radioOrdnance = false;
ace_zeus_revealMines = 0;
ace_zeus_autoAddObjects = false;
ace_advanced_ballistics_enabled = true;
ace_advanced_ballistics_muzzleVelocityVariationEnabled = true;
ace_advanced_ballistics_ammoTemperatureEnabled = true;
ace_advanced_ballistics_barrelLengthInfluenceEnabled = true;
ace_advanced_ballistics_bulletTraceEnabled = true;
ace_advanced_ballistics_simulationInterval = 0.05;
ace_common_persistentLaserEnabled = true;
ace_noradio_enabled = true;
ace_parachute_hideAltimeter = true;
ace_arsenal_camInverted = false;
ace_arsenal_enableModIcons = true;
ace_arsenal_fontHeight = 4.5;
ace_arsenal_allowDefaultLoadouts = true;
ace_arsenal_allowSharedLoadouts = true;
ace_arsenal_EnableRPTLog = false;

 

but it doesnt seem to matter what value I adjust ace_advanced_fatigue_recoveryFactor to stamina regenerates extremely slowly or sometimes not at all?

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On 2018-01-22 at 5:16 PM, Belbo said:

There's no relation between CPR and blood loss in ace. You can do it before or after, it doesn't matter. The same goes for the order of medication. There are only logical considerations, but nothing in the code itself: Having CPR being applied while the patient is being bandaged is usefull if you're using ace_medical_enableRevive. If the patient's heart rate doesn't go below 40 after morphine has been given, you can keep the epi - but you won't know this until after you give the morphine first.

 

There are certain CPR mods out there which simulate that stuff, but in 'regular' ACE³ there's no factual correlation.

 

Thank you! It really helps 

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30 minutes ago, FoxhoundBC said:

What values are people using for advanced fatigue/stamina?

 

I also would like to know, our group found it too tiresome for trail and error with different settings we ended up just disabling it and running vanilla stamina as it is more familiar to everyone. But I'd love to enable it again.

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Ive been trying all sorts of values and the stamina regeneration never seems to work right (It will either regenerate very slowly up to a point or not regenerate at all). Also does everyone need to have filepatching enabled or just the server?

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Is anyone else having this problem or know why we are?

 

When a player goes unconscious the only way to get them back up is to use a PAK (Personal Aid Kit).  The following picture sums up the issue:

https://1drv.ms/i/s!AnX2_vGoXf5F8g1PJtkVoCkjPDYT

 

My recollection is that the patient had received one wound, a Large Avulsion which I treated with a "Field Dressing" and "Quick Clot" combo to stop the bleeding.  I don't understand why this player remains unconscious. Heart Rate is 87 and Blood Pressure is 121/80.  He is not bleeding and not in pain so why does he remain unconscious?

 

This issue seemed to occur after the change to the CBA Settings system.

 

Some of medical settings we use:

Medical Level: Advanced

Medics setting: Advanced

Enable Advanced wounds: true

Prevent instant death: false

Enable Revive: Players only

Max Revive time: 300s

Max Revive lives: -1

Sync status: true

Heal hitpoints: false

Pain suppression: true

 

All help gratefully received.  S

 

Edit 1:

I don't have an answer but I did some testing on a local (but dedicated) server.  On that I was able to injure a second player until they went unconscious.  Then deal with their wounds and blood loss.  As soon as I gave the second player some morphine they stopped being unconscious.

 

So I'm guessing there is nothing fundamentally wrong with our mission.  I'll have to do an analysis of the difference between the cba_settings.sqf on my local server against our public server.

 

Edit 2:

Having done some analysis of my test setup against our server I'm not convinced there nothing fundamentally wrong with ace.  That just leaves me with the exciting prospect of trying to work out what is up with our server setup...

 

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Im not sure if this belongs in the RHS thread or here but I noticed that the RHS NVGs wont increase brightness past 0, not sure if this is on purpose or not?

Thanks!

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2 hours ago, FoxhoundBC said:

Im not sure if this belongs in the RHS thread or here but I noticed that the RHS NVGs wont increase brightness past 0, not sure if this is on purpose or not?

Thanks!

 

AFAIR, none of the NVG's goes past 0 Brightness.

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Is there any way to disable those crackling sounds after a vehicle explodes? It's so annoying because it lasts like forever.

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On 2/19/2018 at 8:52 AM, blackburnrus said:

how can I disable unconscious state for players without disabling entire ace medicine?

 

I would like to know this too or can the AI detect players are unconscious and revive us?

 

For the popping sounds, press ESC, ACE config when in a mission and adjust the cookoff duration or turn it off.

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On 2/20/2018 at 7:24 AM, Cullin said:

Is there any way to disable those crackling sounds after a vehicle explodes? It's so annoying because it lasts like forever.

I think you have "cook-off" enabled.

 

In the Addon Options you are looking for ACE Cook off, then uncheck Enable cook off.

 

If you are looking at the CBA settings file then I guess you want to set ace_cookoff_enable to false.

 

There are also options for ammo boxes and ammunition as well as the cook off duration and probability.  S

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With regards to Tanks DLC and the recent discussion about cookoff in this thread.

 

I know you have a cookoff script/effect in your mod (probably came from AGM mod back in the days).

 

Please forgive me if I'm stepping on any toes, but, what happened to the cookoff from ACE 2.0?

 

Wasn't there any way to scavenge that and reuse it? To date it is the best cookoff script I have ever seen in a game. Period. I believe nouber made it.

 

That's my personal opinion, sure, but really it was something else and very randomized and, most importantly, spectacularly violent.

 

Spoiler

 

 

Now don't get me wrong. The effects in ACE 3 are nice (for instance, the flames look better quality). It's just that they are too consistent and predictable. It would be nice with some randomization, intermittent brew ups, varying size etc.

 

@noubernou Seems to have moved on to other things (RL), but it would be a godsend to have this amazing script back in ArmA 3. Especially with Tanks DLC coming up :) I guess the key point here being, more variation in cookoff types. Instead of one long woosh every time.

 

Peace out.

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