RabidStoat 39 Posted February 20, 2020 I'd read somewhere (Wish I could remember where as I'd ask the OP) that ACE3 lets you use it's interaction menu to tell squad AI to rearm from specific locations - bypassing BIS' horrible RNG approach via the action menu. Can anyone confirm/deny please, been trying to hunt down an answer all day? Share this post Link to post Share on other sites
Mack. 59 Posted February 23, 2020 On 2/17/2020 at 7:31 PM, Mack. said: Hello, Im trying to overwrite client settings on a dedicated server, in this case enable the command bar. Im logged in as admin but selecting either of the overwrite options has no effects on the clients. I have deselected the allow clients to control UI option and forced it as well. Is there anything im missing? In the end I figured it out. I had made a typo in the mod path on the server so ACE wasn't actually loading. Share this post Link to post Share on other sites
PSYKO_nz 44 Posted February 24, 2020 I have been away for a while, does anybody have any updates on the med system yet? if not does anyone have a link to a rolled back version of ACE on steam? the way my server works with mods I have to have a direct steam download link or it won't accept it because of the DLL's so if someone has a steam link to the last version of ace before the update that's caused all this trouble that would be awesome Share this post Link to post Share on other sites
tourist 617 Posted February 24, 2020 @PSYKO_nz hope that helps; found it while browsing the other mods of this author & I guess it's not against the rules of ACE creators to fork an older version: https://steamcommunity.com/sharedfiles/filedetails/?id=1963810039 "Make Combat Medics great again!" XDXDXD Share this post Link to post Share on other sites
Rich_R 1087 Posted February 24, 2020 I think we’ve finally managed to get the settings right to have what could be considered a relatively ‘realistic’ medical system but not spend the whole mission playing ‘combat medic’ simulator. We still have to perform CPR more than we ever did, but everything else is good. Share this post Link to post Share on other sites
Devastator_cm 434 Posted February 24, 2020 9 minutes ago, Rich_R said: I think we’ve finally managed to get the settings right to have what could be considered a relatively ‘realistic’ medical system but not spend the whole mission playing ‘combat medic’ simulator. We still have to perform CPR more than we ever did, but everything else is good. maybe you want to share your settings? 🙂 Share this post Link to post Share on other sites
JD Wang 352 Posted February 24, 2020 Spoiler // ACE Medical force force ace_medical_ai_enabledFor = 2; force force ace_medical_AIDamageThreshold = 1; force force ace_medical_bleedingCoefficient = 0.8; force force ace_medical_blood_bloodLifetime = 900; force force ace_medical_blood_enabledFor = 2; force force ace_medical_blood_maxBloodObjects = 500; force force ace_medical_fatalDamageSource = 2; force force ace_medical_feedback_painEffectType = 1; force force ace_medical_fractures = 1; force force ace_medical_gui_enableActions = 0; force force ace_medical_gui_enableMedicalMenu = 1; force force ace_medical_gui_enableSelfActions = true; force force ace_medical_gui_maxDistance = 3; force force ace_medical_gui_openAfterTreatment = true; force force ace_medical_ivFlowRate = 1; force force ace_medical_limping = 1; force force ace_medical_painCoefficient = 2.00534; force force ace_medical_playerDamageThreshold = 2; force force ace_medical_spontaneousWakeUpChance = 0.15; force force ace_medical_spontaneousWakeUpEpinephrineBoost = 3.03909; force force ace_medical_statemachine_AIUnconsciousness = true; force force ace_medical_statemachine_cardiacArrestTime = 120; force force ace_medical_statemachine_fatalInjuriesAI = 0; force force ace_medical_statemachine_fatalInjuriesPlayer = 1; force force ace_medical_treatment_advancedBandages = true; force force ace_medical_treatment_advancedDiagnose = true; force force ace_medical_treatment_advancedMedication = true; force force ace_medical_treatment_allowLitterCreation = true; force force ace_medical_treatment_allowSelfIV = 1; force force ace_medical_treatment_allowSelfStitch = 1; force force ace_medical_treatment_allowSharedEquipment = 1; force force ace_medical_treatment_clearTraumaAfterBandage = false; force force ace_medical_treatment_consumePAK = 1; force force ace_medical_treatment_consumeSurgicalKit = 1; force force ace_medical_treatment_convertItems = 0; force force ace_medical_treatment_cprSuccessChance = 0.4; force force ace_medical_treatment_holsterRequired = 4; force force ace_medical_treatment_litterCleanupDelay = 600; force force ace_medical_treatment_locationEpinephrine = 0; force force ace_medical_treatment_locationPAK = 3; force force ace_medical_treatment_locationsBoostTraining = true; force force ace_medical_treatment_locationSurgicalKit = 0; force force ace_medical_treatment_maxLitterObjects = 500; force force ace_medical_treatment_medicEpinephrine = 0; force force ace_medical_treatment_medicPAK = 2; force force ace_medical_treatment_medicSurgicalKit = 2; force force ace_medical_treatment_timeCoefficientPAK = 1; force force ace_medical_treatment_woundReopening = true; Here's the settings we use We don't use PAK's. Full healing can only be done back at base Stitching can only be done in the field by a doctor, but because medical vehicles/facilities boost training, standard medics can stitch when in a medical vehicle or facility. Surgical kits are 1 use only and I encourage my medics to only use them for serious injuries. This is to promote a gameplay style where your medics need to keep checking back on wounded soldiers and redressing their wounds etc rather than bandage + stitch and you're "fixed" Weapons need to be holstered to perform medical We generally find this allows you to take a couple of minor hits and keep going, but if you get shot up you will die unless there's someone nearby to start medical on you ASAP It won't suit everybody of course, but it works for our unit, and makes playing medic fun rather than you're just the guy carrying all the bandages and blood for everyone else. 1 Share this post Link to post Share on other sites
PSYKO_nz 44 Posted February 25, 2020 18 hours ago, tourist said: @PSYKO_nz hope that helps; found it while browsing the other mods of this author & I guess it's not against the rules of ACE creators to fork an older version: https://steamcommunity.com/sharedfiles/filedetails/?id=1963810039 "Make Combat Medics great again!" XDXDXD AWESOME!!! thank you so much for the link, ill give it a go, hopefully it works, ill let you know 🙂 Share this post Link to post Share on other sites
Rich_R 1087 Posted February 25, 2020 On 2/24/2020 at 1:20 PM, Devastator_cm said: maybe you want to share your settings? 🙂 Here's ours. Upped damage we could take, gave more time for CPR to be administered. We don't like wounds reopening, that was wayyyyy to much of a hassle. There's a lot there. Enjoy! Spoiler // ACE Medical force force ace_medical_ai_enabledFor = 0; force force ace_medical_AIDamageThreshold = 1; force force ace_medical_bleedingCoefficient = 0.4; force force ace_medical_blood_bloodLifetime = 900; force ace_medical_blood_enabledFor = 2; force ace_medical_blood_maxBloodObjects = 500; force force ace_medical_fatalDamageSource = 0; force force ace_medical_feedback_painEffectType = 0; force force ace_medical_fractures = 1; force force ace_medical_gui_enableActions = 0; force force ace_medical_gui_enableMedicalMenu = 1; force force ace_medical_gui_enableSelfActions = true; force ace_medical_gui_maxDistance = 3; force force ace_medical_gui_openAfterTreatment = true; force force ace_medical_ivFlowRate = 3.5; force force ace_medical_limping = 1; force force ace_medical_painCoefficient = 0.8; force force ace_medical_playerDamageThreshold = 10; force force ace_medical_spontaneousWakeUpChance = 0.9; force force ace_medical_spontaneousWakeUpEpinephrineBoost = 30; force force ace_medical_statemachine_AIUnconsciousness = false; force force ace_medical_statemachine_cardiacArrestTime = 270; force force ace_medical_statemachine_fatalInjuriesAI = 0; force force ace_medical_statemachine_fatalInjuriesPlayer = 1; force force ace_medical_treatment_advancedBandages = true; force force ace_medical_treatment_advancedDiagnose = true; force force ace_medical_treatment_advancedMedication = true; force ace_medical_treatment_allowLitterCreation = true; force force ace_medical_treatment_allowSelfIV = 1; force force ace_medical_treatment_allowSelfStitch = 1; force force ace_medical_treatment_allowSharedEquipment = 0; force force ace_medical_treatment_clearTraumaAfterBandage = true; force force ace_medical_treatment_consumePAK = 0; force force ace_medical_treatment_consumeSurgicalKit = 0; force force ace_medical_treatment_convertItems = 0; force force ace_medical_treatment_cprSuccessChance = 1; force force ace_medical_treatment_holsterRequired = 0; force ace_medical_treatment_litterCleanupDelay = 600; force force ace_medical_treatment_locationEpinephrine = 0; force force ace_medical_treatment_locationPAK = 0; force ace_medical_treatment_locationsBoostTraining = false; force force ace_medical_treatment_locationSurgicalKit = 0; force ace_medical_treatment_maxLitterObjects = 500; force force ace_medical_treatment_medicEpinephrine = 0; force force ace_medical_treatment_medicPAK = 0; force force ace_medical_treatment_medicSurgicalKit = 0; force force ace_medical_treatment_timeCoefficientPAK = 1; force force ace_medical_treatment_woundReopening = false; 1 1 Share this post Link to post Share on other sites
kyranpabla 0 Posted March 6, 2020 For my private server me n people in my unit would like to disable the blacking out feature as it gets annoying when flying and doing basic manouevers. Ive looked and cant find a solution that works. please help!! Share this post Link to post Share on other sites
Stormmy1950 42 Posted March 6, 2020 here are the pictures of how to do that: https://imgur.com/a/DJEOy6R i am assuming that you are using ace. Share this post Link to post Share on other sites
kyranpabla 0 Posted March 6, 2020 thank you this solved my issue!!! Share this post Link to post Share on other sites
kyranpabla 0 Posted March 7, 2020 Im trying to get sitting to work on my server and this error message pops up: Client/Server Addon Mismatch. Client has extra addons: ['ace_sitting']. Ive looked at other threads, updated all my mods n server mods and it still wont work. I have Ace and AceX installed, i also previously had a mod called AceX Sitting for my server only but removed it Share this post Link to post Share on other sites
Synchronized 49 Posted March 12, 2020 Is it me or surgical kits are not working? our settings haven´t changed, and in a medical facility with medical skill on a hurt limb, or a bandaged limb there doesnt seem to be any option to apply a surgical kit. This happened since yesterday 1 Share this post Link to post Share on other sites
Marechal Lasalle 21 Posted March 15, 2020 @Synchronized, it's same for me with Surgical kits, it does not work. Share this post Link to post Share on other sites
Steve 161st 26 Posted March 15, 2020 I think you'll find there's a new setting with advanced bandages that allow you to decide whether wounds re-open. By default, it's set to 'no' so there's no need to stitch a wound that can't re-open. Have a look through all the settings - you'll find what you want. Share this post Link to post Share on other sites
Synchronized 49 Posted March 15, 2020 8 hours ago, Steve 161st said: I think you'll find there's a new setting with advanced bandages that allow you to decide whether wounds re-open. By default, it's set to 'no' so there's no need to stitch a wound that can't re-open. Have a look through all the settings - you'll find what you want. Im pretty sure that´s set so it re-opens, i´ll take a screenshot when i can. Share this post Link to post Share on other sites
Devastator_cm 434 Posted March 15, 2020 does anybody know, which config entry should be set by a object to make it as default medical or repair facility/vehicle?? Share this post Link to post Share on other sites
nkenny 1051 Posted March 16, 2020 @Devastator_cm Seems like these are pre-defined in ACE3 by classnames, not by config entry. https://github.com/acemod/ACE3/blob/master/addons/medical_treatment/ACE_Medical_Facilities.hpp Best bet may be to set it by the facility variable? Also: https://github.com/acemod/ACE3/blob/master/addons/medical_treatment/functions/fnc_isInMedicalFacility.sqf -k Share this post Link to post Share on other sites
kilo-bravo 84 Posted March 16, 2020 hey ACE team i think i found a bug when going in to ACE arsenal from the main menu and say i pick a gun to try the virtual units don't spawn and if i try back out to go back in the arsenal i have to go back to the main menu or restart its seams to be acting like a mission/scenario rather then a virtual arsenal tested with just ACE and CBA same thing Share this post Link to post Share on other sites
Devastator_cm 434 Posted March 16, 2020 7 hours ago, nkenny said: @Devastator_cm Seems like these are pre-defined in ACE3 by classnames, not by config entry. https://github.com/acemod/ACE3/blob/master/addons/medical_treatment/ACE_Medical_Facilities.hpp Best bet may be to set it by the facility variable? Also: https://github.com/acemod/ACE3/blob/master/addons/medical_treatment/functions/fnc_isInMedicalFacility.sqf -k I see 😞 Then I need to implement post init stuff for my objects Share this post Link to post Share on other sites
Dedmen 2659 Posted March 16, 2020 On 3/12/2020 at 1:01 AM, Synchronized said: Is it me or surgical kits are not working? 19 hours ago, Marechal Lasalle said: it's same for me with Surgical kits, it does not work. Surgical kits are not broken. You just don't need them because all wounds get completely removed when you bandage, instead of staying as "bandaged" like they're supposed to. There seems to be a settings change, which means your ACE settings are now configured such that above is INTENDED behaviour. See ACE Changelog: Quote Medical - Combine advancedBandages and woundReopening settings See here: If wounds cannot reopen, there is no need for surgical kit either. 1 hour ago, kilo-bravo said: hey ACE team i think i found a bug already reported and fixed last week. 1 1 Share this post Link to post Share on other sites
klima 54 Posted March 16, 2020 ACE is reporting the compats for GREF, AFRF, and USAF are out of date. The compat files are version 1.13.1.46 and ACE is version 1.13.1.46. They have been moved from ACE's optional folder to the addons folder. Anyone else? Share this post Link to post Share on other sites
Dedmen 2659 Posted March 16, 2020 4 minutes ago, klima said: ACE is reporting the compats for GREF, AFRF, and USAF are out of date. That means they are out of date. tripple check. Also check in your RPT which pbo's you are actually loading, not what you think your game should be loading. Share this post Link to post Share on other sites
klima 54 Posted March 16, 2020 12 minutes ago, Dedmen said: That means they are out of date. tripple check. Also check in your RPT which pbo's you are actually loading, not what you think your game should be loading. Seems the optional files had ended up in the RHS folders. Unsure how that has happened. Thanks for the help, Dedmen! Keep on keeping on! Share this post Link to post Share on other sites