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

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Well sorry for not feeling overenthusiastic about creating an account on yet another bug tracker website.

Well sorry that we can't keep up with 10 different sites where people talk about ACE3. :)

Also GitHub is not a bug tracker website, it's just one feature of it.

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Hi Folks,

It seems with - ACE3 loaded - we lose the ability to issue certain squad commands - like - being able to tell the squad to go to Stealth mode - or order specific formations - the 7 and 8 key menus by default... Is that by design and is there a way to get these commands back ?

How do the Medical Facilities Module work - if I place it on a building do I need to creat medics there - does it heal someone if I get them back to the facility ?

Anyway - thanks for all you guys do...

Regards,

Scott

Sent from my iPad using Tapatalk

 

- You can't use 6/7/8 command because ACE weapon key overwrites the keys. Go to game control menu and remove those ACE keys, or press Ctrl+number.

- Under ACE AI can't treat casualties, thus some people like myself disabled ACE medical. I am pretty sure AI can still disable mines.

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Well sorry for not feeling overenthusiastic about creating an account on yet another bug tracker website.

Posting them here is pointless. There is no way for the devs to keep up with the bugs in a forum thread.

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Just out of curiosity, is no one else having this nonfuctioning-fastrope-waypoint issue?

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Davidoss edited bardosy's Automated Medic script to make AI be able to heal ACE damage. If you are comfortable with implementing scripts, this works like a charm. Have to read back a few pages, I think.

 

https://forums.bistudio.com/topic/165907-automated-medic/page-7

 

- You can't use 7/8 command because ACE weapon key overwrites the keys. Go to game control menu and remove those ACE keys.

- Under ACE AI can't treat casualties, thus some people like myself disabled ACE medical. I am pretty sure AI can still disable mines.

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Question (read: not a gripe) - has anyone else noticed the @ace_RHS_Compatibility_etc....  error when running updated ACE3, CBA_A3, and the RHS mods together? Is there a fix for it?

 

~S

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Hi guys

 

 

 

I have installed Ace3 on my server. I have a problem with create task mission: i place all module necessary, but when i lunch the mission i don't see the assignments. When I was using the game without mod this did not happen . solutions?

 

thansk

 


assignments

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Currently having issues seeing anyone else's yellow pointer on the map. Regardless of how close I am to the person, or how many times I uninstall and reinstall ACE, I still can't see anyone else's yellow pointer on the map when they right click. I'm in a milsim unit and I am a fireteam leader, so being able to see where others are pointing to on the map is fairly important to me. If anyone could offer up some help it would be much appreciated, thanks!

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Considering it's left click and drag for the yellow map indicator.. maybe that's the problem?

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Does the unload function for wounded units work or is that function not implemented right now. I read a few threads about a year ago did the issues ever get fixed or still nor working. If yes how do you unload I can't get it to work. Thanks avibird.

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Is it possible that members spawn in mission in unconscious state like hostage or handcuffed ?

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Does the unload function work in ace. Yes or no please.

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If someone saw your question and knew the answer they would've answered. Open a beer and relax for a while.

Or do like any other person in here would have to do to be able to help you; test it yourself ;)

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@ bamse Lol bit me with that said I did tested it myself on multiple vehicles but can't get it to work. I know about a year ago it was an issues however. I have not used ace for a very long time and if the function is still not working why would I continue to pee into the wind my friend. It is a very simple question and if you use ace you would know in two seconds if it works or not. If the function is not working with ace I need to look at a different options. By the way I don't drink a beer to relax I smoke a fat J (: Avibird. Does the unload function work or not!

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Hello, I have heard ACE3 is modular meaning you can remove some parts of it such as the corresponding pbo of something you dont want?

 

We usually run ACE3 in its full but an upcomming events we wish to only use the spectate module.

 

What pbos need present to run the spectate module ONLY?  

 

Thank You

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@Neptune [LLW] are you saying the unload function works with the medical modules. If yes please explain how because I can't get the unload to work once I put a wounded unit in a vehicle.

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As I can't search on the term AI because it has too few characters, I have to reluctantly ask..... What setting must I adjust to make AI die after a reasonable number of hits? We've had engagements where we knock the same guy down a dozen times just to have him eventually get up and continue to return fire as if nothing has happened. We've headshot an AI repeatedly at point blank , waited ,watched him eventually go prone or get up and shoulder his weapon to fire, head shot him again numerous times and watched the same unfold... Again.and again.

Help/guidance appreciated.

Other than that thanks for ACE3... It's one of those mods that make the game great.

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What setting must I adjust to make AI die after a reasonable number of hits?

If you're using the modules, try changing "AI Damage" to something lower than 1.0 and "AI Unconsciousness" to off. If you're using the 'advanced' settings framework (which I highly recommend since you don't have to fiddle with hideous modules (which isn't directed towards the ace-developers (since they can't really do anything about the way bi handles modules (and their terrible idea of mission dependencies if it comes to it))) and about which you can find more informations here.) the variables to change are ace_medical_AIDamageThreshold and ace_medical_enableUnconsciousnessAI.

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How to call AI medic unit to heal me? with ace3

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Pretty often I get in a situation (SP only), where I cannot have the interaction menu disappear. The entries do not react on leftclick, I find no way to exit it, but LMB cannot be used for shooting. Can only abort mission then...

 

What could be the problem here?

 

ACE is nice, but being honest to myself I mostly hunt for problems and don't play much, because of increased complexity...

 

I'm using ace_server.pbo and this is my config:

 

class ace_common_forceAllSettings {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_common_checkPBOsAction {
    value = 0;
    typeName = "SCALAR";
    force = 0;
};
class ace_common_checkPBOsCheckAll {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_common_checkPBOsWhitelist {
    value = "[]";
    typeName = "STRING";
    force = 0;
};
class ace_common_settingFeedbackIcons {
    value = 1;
    typeName = "SCALAR";
    force = 0;
};
class ace_common_settingProgressBarLocation {
    value = 1;
    typeName = "SCALAR";
    force = 0;
};
class ace_common_displayTextColor {
    value[] = {0, 0, 0, 0.1};
    typeName = "COLOR";
    force = 0;
};
class ace_common_displayTextFontColor {
    value[] = {1, 1, 1, 1};
    typeName = "COLOR";
    force = 0;
};
class ace_finger_enabled {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_finger_maxRange {
    value = 4;
    typeName = "SCALAR";
    force = 0;
};
class ace_finger_indicatorForSelf {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_finger_indicatorColor {
    value[] = {0.83, 0.68, 0.21, 0.75};
    typeName = "COLOR";
    force = 0;
};
class ace_frag_enabled {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_frag_spallEnabled {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_frag_reflectionsEnabled {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_frag_maxTrack {
    value = 500;
    typeName = "SCALAR";
    force = 0;
};
class ace_frag_maxTrackPerFrame {
    value = 50;
    typeName = "SCALAR";
    force = 0;
};
class ace_frag_enableDebugTrace {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_gforces_enabledFor {
    value = 1;
    typeName = "SCALAR";
    force = 0;
};
class ace_goggles_effects {
    value = 2;
    typeName = "SCALAR";
    force = 0;
};
class ace_goggles_showInThirdPerson {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_hitreactions_minDamageToTrigger {
    value = 0.1;
    typeName = "SCALAR";
    force = 0;
};
class ace_interact_menu_alwaysUseCursorSelfInteraction {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_interact_menu_cursorKeepCentered {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_interact_menu_alwaysUseCursorInteraction {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_interact_menu_useListMenu {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_interact_menu_colorTextMax {
    value[] = {1, 1, 1, 1};
    typeName = "COLOR";
    force = 0;
};
class ace_interact_menu_colorTextMin {
    value[] = {1, 1, 1, 0.25};
    typeName = "COLOR";
    force = 0;
};
class ace_interact_menu_colorShadowMax {
    value[] = {0, 0, 0, 1};
    typeName = "COLOR";
    force = 0;
};
class ace_interact_menu_colorShadowMin {
    value[] = {0, 0, 0, 0.25};
    typeName = "COLOR";
    force = 0;
};
class ace_interact_menu_textSize {
    value = 2;
    typeName = "SCALAR";
    force = 0;
};
class ace_interact_menu_shadowSetting {
    value = 2;
    typeName = "SCALAR";
    force = 0;
};
class ace_interact_menu_actionOnKeyRelease {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_interact_menu_menuBackground {
    value = 0;
    typeName = "SCALAR";
    force = 0;
};
class ace_interact_menu_addBuildingActions {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_interact_menu_menuAnimationSpeed {
    value = 0;
    typeName = "SCALAR";
    force = 0;
};
class ace_interaction_enableTeamManagement {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_interaction_enableMagazinePassing {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_inventory_inventoryDisplaySize {
    value = 0;
    typeName = "SCALAR";
    force = 0;
};
class ace_laserpointer_enabled {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_magazinerepack_timePerAmmo {
    value = 1.5;
    typeName = "SCALAR";
    force = 0;
};
class ace_magazinerepack_timePerMagazine {
    value = 2;
    typeName = "SCALAR";
    force = 0;
};
class ace_magazinerepack_timePerBeltLink {
    value = 8;
    typeName = "SCALAR";
    force = 0;
};
class ace_map_BFT_Interval {
    value = 1;
    typeName = "SCALAR";
    force = 0;
};
class ace_map_BFT_Enabled {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_map_BFT_HideAiGroups {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_map_BFT_ShowPlayerNames {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_map_mapIllumination {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_map_mapGlow {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_map_mapShake {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_map_mapLimitZoom {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_map_mapShowCursorCoordinates {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_map_defaultChannel {
    value = -1;
    typeName = "SCALAR";
    force = 0;
};
class ace_map_gestures_enabled {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_map_gestures_maxRange {
    value = 7;
    typeName = "SCALAR";
    force = 0;
};
class ace_map_gestures_interval {
    value = 0.03;
    typeName = "SCALAR";
    force = 0;
};
class ace_map_gestures_nameTextColor {
    value[] = {0.2, 0.2, 0.2, 0.3};
    typeName = "COLOR";
    force = 0;
};
class ace_map_gestures_defaultLeadColor {
    value[] = {1, 0.88, 0, 0.95};
    typeName = "COLOR";
    force = 0;
};
class ace_map_gestures_defaultColor {
    value[] = {1, 0.88, 0, 0.7};
    typeName = "COLOR";
    force = 0;
};
class ace_map_gestures_groupColorConfigurations {
 
    typeName = "ARRAY";
    force = 0;
};
class ace_map_gestures_groupColorConfigurationMapping {
 
    typeName = "ARRAY";
    force = 0;
};
class ace_maptools_rotateModifierKey {
    value = 1;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_level {
    value = 0;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_medicSetting {
    value = 1;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_increaseTrainingInLocations {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_medical_enableFor {
    value = 0;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_enableOverdosing {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_medical_bleedingCoefficient {
    value = 1;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_painCoefficient {
    value = 1;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_enableAirway {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_medical_enableFractures {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_medical_enableAdvancedWounds {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_medical_enableVehicleCrashes {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_medical_enableScreams {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_medical_playerDamageThreshold {
    value = 1;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_AIDamageThreshold {
    value = 1;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_enableUnconsciousnessAI {
    value = 1;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_remoteControlledAI {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_medical_preventInstaDeath {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_medical_enableRevive {
    value = 0;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_maxReviveTime {
    value = 120;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_amountOfReviveLives {
    value = -1;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_allowDeadBodyMovement {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_medical_allowLitterCreation {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_medical_litterSimulationDetail {
    value = 3;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_litterCleanUpDelay {
    value = 0;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_medicSetting_basicEpi {
    value = 1;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_medicSetting_PAK {
    value = 1;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_medicSetting_SurgicalKit {
    value = 1;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_consumeItem_PAK {
    value = 0;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_consumeItem_SurgicalKit {
    value = 0;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_useLocation_basicEpi {
    value = 0;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_useLocation_PAK {
    value = 3;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_useLocation_SurgicalKit {
    value = 2;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_useCondition_PAK {
    value = 0;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_useCondition_SurgicalKit {
    value = 0;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_keepLocalSettingsSynced {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_medical_healHitPointAfterAdvBandage {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_medical_painIsOnlySuppressed {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_medical_painEffectType {
    value = 1;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_allowUnconsciousAnimationOnTreatment {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_medical_moveUnitsFromGroupOnUnconscious {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_medical_menuTypeStyle {
    value = 0;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_delayUnconCaptive {
    value = 3;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_menu_allow {
    value = 1;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_menu_useMenu {
    value = 0;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_menu_openAfterTreatment {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_medical_menu_maxRange {
    value = 3;
    typeName = "SCALAR";
    force = 0;
};
class ace_microdagr_mapDataAvailable {
    value = 2;
    typeName = "SCALAR";
    force = 0;
};
class ace_missileguidance_enabled {
    value = 2;
    typeName = "SCALAR";
    force = 0;
};
class ace_mk6mortar_airResistanceEnabled {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_mk6mortar_allowComputerRangefinder {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_mk6mortar_allowCompass {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_mk6mortar_useAmmoHandling {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_movement_useImperial {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_nametags_defaultNametagColor {
    value[] = {0.77, 0.51, 0.08, 1};
    typeName = "COLOR";
    force = 0;
};
class ace_nametags_showPlayerNames {
    value = 1;
    typeName = "SCALAR";
    force = 0;
};
class ace_nametags_showPlayerRanks {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_nametags_showVehicleCrewInfo {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_nametags_showNamesForAI {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_nametags_showCursorTagForVehicles {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_nametags_showSoundWaves {
    value = 1;
    typeName = "SCALAR";
    force = 0;
};
class ace_nametags_playerNamesViewDistance {
    value = 5;
    typeName = "SCALAR";
    force = 0;
};
class ace_nametags_playerNamesMaxAlpha {
    value = 0.8;
    typeName = "SCALAR";
    force = 0;
};
class ace_nametags_tagSize {
    value = 2;
    typeName = "SCALAR";
    force = 0;
};
class ace_nightvision_disableNVGsWithSights {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_optionsmenu_optionMenuDisplaySize {
    value = 0;
    typeName = "SCALAR";
    force = 0;
};
class ace_optionsmenu_showNewsOnMainMenu {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_overheating_displayTextOnJam {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_overheating_showParticleEffects {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_overheating_showParticleEffectsForEveryone {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_overheating_overheatingDispersion {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_overheating_unJamOnreload {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_overheating_unJamFailChance {
    value = 0.1;
    typeName = "SCALAR";
    force = 0;
};
class ace_overheating_enabled {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_rearm_level {
    value = 0;
    typeName = "SCALAR";
    force = 0;
};
class ace_refuel_rate {
    value = 1;
    typeName = "SCALAR";
    force = 0;
};
class ace_reload_displayText {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_repair_displayTextOnRepair {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_repair_engineerSetting_repair {
    value = 1;
    typeName = "SCALAR";
    force = 0;
};
class ace_repair_engineerSetting_wheel {
    value = 0;
    typeName = "SCALAR";
    force = 0;
};
class ace_repair_repairDamageThreshold {
    value = 0.6;
    typeName = "SCALAR";
    force = 0;
};
class ace_repair_repairDamageThreshold_engineer {
    value = 0.4;
    typeName = "SCALAR";
    force = 0;
};
class ace_repair_consumeItem_toolKit {
    value = 0;
    typeName = "SCALAR";
    force = 0;
};
class ace_repair_fullRepairLocation {
    value = 2;
    typeName = "SCALAR";
    force = 0;
};
class ace_repair_engineerSetting_fullRepair {
    value = 2;
    typeName = "SCALAR";
    force = 0;
};
class ace_repair_addSpareParts {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_repair_wheelRepairRequiredItems {
    value = 0;
    typeName = "SCALAR";
    force = 0;
};
class ace_repair_autoShutOffEngineWhenStartingRepair {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_respawn_savePreDeathGear {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_respawn_removeDeadBodiesDisconnected {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_respawn_bodyRemoveTimer {
    value = 0;
    typeName = "SCALAR";
    force = 0;
};
class ace_sitting_enable {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_spectator_filterUnits {
    value = 2;
    typeName = "SCALAR";
    force = 0;
};
class ace_spectator_filterSides {
    value = 0;
    typeName = "SCALAR";
    force = 0;
};
class ace_spectator_restrictModes {
    value = 0;
    typeName = "SCALAR";
    force = 0;
};
class ace_spectator_restrictVisions {
    value = 0;
    typeName = "SCALAR";
    force = 0;
};
class ace_switchunits_enableSwitchUnits {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_switchunits_switchToWest {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_switchunits_switchToEast {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_switchunits_switchToIndependent {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_switchunits_switchToCivilian {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_switchunits_enableSafeZone {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_switchunits_safeZoneRadius {
    value = 100;
    typeName = "SCALAR";
    force = 0;
};
class ace_ui_allowSelectiveUI {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_ui_soldierVehicleWeaponInfo {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_ui_vehicleRadar {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_ui_vehicleCompass {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_ui_commandMenu {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_ui_groupBar {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_ui_weaponName {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_ui_weaponNameBackground {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_ui_firingMode {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_ui_ammoType {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_ui_ammoCount {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_ui_magCount {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_ui_throwableName {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_ui_throwableCount {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_ui_zeroing {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_ui_weaponLowerInfoBackground {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_ui_stance {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_ui_staminaBar {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_ui_gunnerWeaponName {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_ui_gunnerWeaponNameBackground {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_ui_gunnerFiringMode {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_ui_gunnerAmmoType {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_ui_gunnerAmmoCount {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_ui_gunnerMagCount {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_ui_gunnerLaunchableName {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_ui_gunnerLaunchableCount {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_ui_gunnerZeroing {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_ui_gunnerWeaponLowerInfoBackground {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_ui_vehicleName {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_ui_vehicleNameBackground {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_ui_vehicleFuelBar {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_ui_vehicleSpeed {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_ui_vehicleAltitude {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_ui_vehicleDamage {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_ui_vehicleInfoBackground {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_vehiclelock_defaultLockpickStrength {
    value = 10;
    typeName = "SCALAR";
    force = 0;
};
class ace_vehiclelock_lockVehicleInventory {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_vehiclelock_vehicleStartingLockState {
    value = -1;
    typeName = "SCALAR";
    force = 0;
};
class ace_viewdistance_enabled {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_viewdistance_viewDistanceOnFoot {
    value = 0;
    typeName = "SCALAR";
    force = 0;
};
class ace_viewdistance_viewDistanceLandVehicle {
    value = 0;
    typeName = "SCALAR";
    force = 0;
};
class ace_viewdistance_viewDistanceAirVehicle {
    value = 0;
    typeName = "SCALAR";
    force = 0;
};
class ace_viewdistance_limitViewDistance {
    value = 10000;
    typeName = "SCALAR";
    force = 0;
};
class ace_viewdistance_objectViewDistanceCoeff {
    value = 0;
    typeName = "SCALAR";
    force = 0;
};
class ace_weaponselect_displayText {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_weather_enableServerController {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_weather_useACEWeather {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_weather_syncRain {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_weather_syncWind {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_weather_syncMisc {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_weather_serverUpdateInterval {
    value = 60;
    typeName = "SCALAR";
    force = 0;
};
class ace_winddeflection_enabled {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_winddeflection_vehicleEnabled {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_winddeflection_simulationInterval {
    value = 0.05;
    typeName = "SCALAR";
    force = 0;
};
class ace_winddeflection_simulationRadius {
    value = 3000;
    typeName = "SCALAR";
    force = 0;
};
class ace_zeus_zeusAscension {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_zeus_zeusBird {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_zeus_remoteWind {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_zeus_radioOrdnance {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_zeus_revealMines {
    value = 0;
    typeName = "SCALAR";
    force = 0;
};
class ace_zeus_autoAddObjects {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_captives_allowHandcuffOwnSide {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_captives_requireSurrender {
    value = 1;
    typeName = "SCALAR";
    force = 0;
};
class ace_captives_allowSurrender {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_cargo_enable {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_explosives_requireSpecialist {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_explosives_punishNonSpecialists {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_explosives_explodeOnDefuse {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_gestures_showOnInteractionMenu {
    value = 2;
    typeName = "SCALAR";
    force = 0;
};
class ace_hearing_enableCombatDeafness {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_hearing_earplugsVolume {
    value = 0.5;
    typeName = "SCALAR";
    force = 0;
};
class ace_hearing_unconsciousnessVolume {
    value = 0.4;
    typeName = "SCALAR";
    force = 0;
};
class ace_hearing_disableEarRinging {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_hearing_enabledForZeusUnits {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_hearing_autoAddEarplugsToUnits {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_advanced_ballistics_enabled {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_advanced_ballistics_simulateForSnipers {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_advanced_ballistics_simulateForGroupMembers {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_advanced_ballistics_simulateForEveryone {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_advanced_ballistics_disabledInFullAutoMode {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_advanced_ballistics_ammoTemperatureEnabled {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_advanced_ballistics_barrelLengthInfluenceEnabled {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_advanced_ballistics_bulletTraceEnabled {
    value = 0;
    typeName = "BOOL";
    force = 0;
};
class ace_advanced_ballistics_simulationInterval {
    value = 0;
    typeName = "SCALAR";
    force = 0;
};
class ace_advanced_ballistics_simulationRadius {
    value = 3000;
    typeName = "SCALAR";
    force = 0;
}

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Hello, I have heard ACE3 is modular meaning you can remove some parts of it such as the corresponding pbo of something you dont want?

 

We usually run ACE3 in its full but an upcomming events we wish to only use the spectate module.

 

What pbos need present to run the spectate module ONLY?  

 

Thank You

So I removed all PBOs except the ACE_Common & ACE_Spectate but now the ace modules do not even appear in the editor.  According to the ACE wiki all spectate requires is ace_common.  

 

Any ideas?

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So I removed all PBOs except the ACE_Common & ACE_Spectate but now the ace modules do not even appear in the editor.  According to the ACE wiki all spectate requires is ace_common.

It also requires "ace_main" and "ace_modules". Spectator wiki page tells you it requires "ace_common", however it only displays direct dependencies, if you check Common wiki page you will see that also requires "ace_main" and "ace_modules".

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Does the unload function with the medical modules work Yes or no.

 

If you use the medical modules please tell me if the function is working or not.  I have not use ACE in a very long time. I can load wounded units in but can't unload them.

Just looking for a simple answer. I don't know if I am doing something wrong or another mod is not allowing it to work or it is just not working yet.

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