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

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On 10/19/2020 at 7:51 PM, combataz said:

Is there any way to completely disable the medical system without having to remove the medical pbos. I have the medical options I would imagine affect that all turned off, and a single revive set up, but in game when shot there's still the pain and bleeding effects while also being invulnerable.

 

 

PLEASE this. 

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I think it has to do with whether your character is classed as a medic in their config (can't remember the config parameter... maybe attendant=true; or some such). If you're a "medic" you see the more detailed example i.e. 51/54 per your example, and if you're not you just see "normal" or "high" or whatever...

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are the compat files server side only stuff? I just heard something like that today and wondering if I was making mistake to load ace 3 and all the compats both by server and client 🙂

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I was playing dress-up last night as I tend to dp and I noticed that the CBRN Gas Mask for NATO that came with Contact DLC (I forget it's exact name) has it's visor overlay upsode down by the looks of it.

 

I could be wrong and it may be intentional but to me it looked like the area that is supposed to cover the nose was at the top of my screen.

 

Nothing major at all though, still perfectly visible.

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Will you guys implement CAT-Advanced medical  into ACE? It feels like it should have been there a long time allready.

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A question regarding RHS optics when using NVG's. I notice that unlike others, RHS scopes don't force you out of NVG's such as CUP's do and likewise that the reticule isn't blurred when looking through them with NVG's on. Is this by design and if not, is it an issue with ACE3, RHS or the compatibility mods? I ask as if I'm going to write a bug report I want to do it in the right place and my figuring was that it is a compatibility issue? 

 

Many thanks in advance.

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Since I didn't find anything about it:

What is realistically dispersed in the optional @ace_realisticdispersion?

Smoke, recoilpattern of weapons, AI when fired upon?

 

Sadly the wiki is somewhat outdated and never really mentioned most of the optional files and google wasn't helping neither.

 

Thanks for reading.

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Please help, I added some action to all vehicles by:

_action = ["actionname", "Make some", "", {My code}, {true}] call ace_interact_menu_fnc_createAction;
["AllVehicles", 0, ["ACE_MainActions"], _action, true] call ace_interact_menu_fnc_addActionToClass;

It's working, when I come close to vehicle and activate ACE menu. How can I make this action also be then I get in vehicle (as driver, gunner, anybody inside)?

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Hey I'm experimenting with the fragmentation/spalling system. Is there any init code that I can use to show the tracers of the projectiles from fragmentation or spalling? Trying to get more of a feel for how the system works. Thanks in advance 🙂

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On 11/24/2020 at 12:15 AM, beeper said:

Please help, I added some action to all vehicles by:


_action = ["actionname", "Make some", "", {My code}, {true}] call ace_interact_menu_fnc_createAction;
["AllVehicles", 0, ["ACE_MainActions"], _action, true] call ace_interact_menu_fnc_addActionToClass;

It's working, when I come close to vehicle and activate ACE menu. How can I make this action also be then I get in vehicle (as driver, gunner, anybody inside)?

I think you want something like to create an ACE Self Interaction menu option that only occurs when you are in a vehicle:

_actionInVic = ["actionname", "Make some", "", {My code}, {!(isNull objectParent player)}] call ace_interact_menu_fnc_createAction;
[typeOf player, 1, ["ACE_SelfActions"], _actionInVic, true] call ace_interact_menu_fnc_addActionToClass;

The important bits are: {!(isNull objectParent player)} which returns true when the player is in a vehicle, so the self action is only available when in a vehicle. Got this from this thread: https://forums.bohemia.net/forums/topic/186677-checking-if-a-player-is-in-a-vehicle/

 

Edit "Important bits" correction, thanks @Maff

 

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1 hour ago, strider42 said:

The important bits are: {isNull objectParent player} which returns true when the player is in a vehicle, so the self action is only available when in a vehicle.

 

Should that not be !(isNull objectParent player) to return true when in vehicle?

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Hi folks,

 

I came across an issue with the cba settings for the Mk6 Mortar while playing SP or dedicated server.  I want to use the artillery computer and no ammo handling for the mortar - but while all other cba settings are perfectly well applied in SP and dedi server play, the Mk 6 mortar settings seemingly get ignored/I am forced to use ammo handling. The MK6 ALWAYS uses ammo handling despite that being deactivated. Also only the first round fired hits anywhere near the target set in the arty computer. All subsequent rounds fly randomly around the mortar firing position - sometimes even like 200 m to the back of the mortar!   As if at the same time the Arty computer and arty simulation w rabgetables and all were active, but all that is deactivated in my settings.  I post my cba_settings.sqf in spoiler tags here:

 

Spoiler

// ACE Advanced Ballistics
force force ace_advanced_ballistics_ammoTemperatureEnabled = false;
force force ace_advanced_ballistics_barrelLengthInfluenceEnabled = false;
force force ace_advanced_ballistics_bulletTraceEnabled = false;
force force ace_advanced_ballistics_enabled = false;
force force ace_advanced_ballistics_muzzleVelocityVariationEnabled = false;
force force ace_advanced_ballistics_simulationInterval = 0.05;

// ACE Advanced Fatigue
force force ace_advanced_fatigue_enabled = true;
force force ace_advanced_fatigue_enableStaminaBar = true;
force force ace_advanced_fatigue_fadeStaminaBar = true;
force force ace_advanced_fatigue_loadFactor = 0.1;
force force ace_advanced_fatigue_performanceFactor = 5;
force force ace_advanced_fatigue_recoveryFactor = 5;
force force ace_advanced_fatigue_swayFactor = 0.1;
force force ace_advanced_fatigue_terrainGradientFactor = 0.1;

// ACE Advanced Throwing
force force ace_advanced_throwing_enabled = true;
force force ace_advanced_throwing_enablePickUp = true;
force force ace_advanced_throwing_enablePickUpAttached = true;
force force ace_advanced_throwing_showMouseControls = true;
force force ace_advanced_throwing_showThrowArc = true;

// ACE Arsenal
force force ace_arsenal_allowDefaultLoadouts = true;
force force ace_arsenal_allowSharedLoadouts = true;
force force ace_arsenal_camInverted = false;
force force ace_arsenal_enableIdentityTabs = true;
force force ace_arsenal_enableModIcons = true;
force force ace_arsenal_EnableRPTLog = false;
force force ace_arsenal_fontHeight = 4.5;

// ACE Artillery
force force ace_artillerytables_advancedCorrections = false;
force force ace_artillerytables_disableArtilleryComputer = false;
force force ace_mk6mortar_airResistanceEnabled = false;
force force ace_mk6mortar_allowCompass = true;
force force ace_mk6mortar_allowComputerRangefinder = true;
force force ace_mk6mortar_useAmmoHandling = false;

// ACE Captives
force force ace_captives_allowHandcuffOwnSide = true;
force force ace_captives_allowSurrender = true;
force force ace_captives_requireSurrender = 1;
force force ace_captives_requireSurrenderAi = false;

// ACE Common
force force ace_common_allowFadeMusic = true;
force force ace_common_checkPBOsAction = 0;
force force ace_common_checkPBOsCheckAll = false;
force force ace_common_checkPBOsWhitelist = "[]";
force force ace_common_displayTextColor = [0,0,0,0.1];
force force ace_common_displayTextFontColor = [1,1,1,1];
force force ace_common_settingFeedbackIcons = 1;
force force ace_common_settingProgressBarLocation = 0;
force force ace_noradio_enabled = true;
force force ace_parachute_hideAltimeter = true;

// ACE Cook off
force force ace_cookoff_ammoCookoffDuration = 1;
force force ace_cookoff_enable = 0;
force force ace_cookoff_enableAmmobox = true;
force force ace_cookoff_enableAmmoCookoff = true;
force force ace_cookoff_probabilityCoef = 1;

// ACE Crew Served Weapons
force force ace_csw_ammoHandling = 2;
force force ace_csw_defaultAssemblyMode = true;
force force ace_csw_dragAfterDeploy = true;
force force ace_csw_handleExtraMagazines = true;
force force ace_csw_progressBarTimeCoefficent = 1;

// ACE Explosives
force force ace_explosives_customTimerDefault = 30;
force force ace_explosives_customTimerMax = 5999;
force force ace_explosives_customTimerMin = 5;
force force ace_explosives_explodeOnDefuse = true;
force force ace_explosives_punishNonSpecialists = true;
force force ace_explosives_requireSpecialist = false;

// ACE Fragmentation Simulation
force force ace_frag_enabled = true;
force force ace_frag_maxTrack = 10;
force force ace_frag_maxTrackPerFrame = 10;
force force ace_frag_reflectionsEnabled = true;
force force ace_frag_spallEnabled = true;

// ACE G-Forces
force force ace_gforces_coef = 1;
force force ace_gforces_enabledFor = 1;

// ACE Goggles
force force ace_goggles_effects = 2;
force force ace_goggles_showClearGlasses = true;
force force ace_goggles_showInThirdPerson = false;

// ACE Grenades
force ace_grenades_convertExplosives = true;

// ACE Hearing
force force ace_hearing_autoAddEarplugsToUnits = true;
force force ace_hearing_disableEarRinging = false;
force force ace_hearing_earplugsVolume = 0.5;
force force ace_hearing_enableCombatDeafness = true;
force force ace_hearing_enabledForZeusUnits = true;
force force ace_hearing_unconsciousnessVolume = 0.4;

// ACE Interaction
force force ace_interaction_disableNegativeRating = false;
force force ace_interaction_enableMagazinePassing = true;
force force ace_interaction_enableTeamManagement = true;

// ACE Interaction Menu
force force ace_gestures_showOnInteractionMenu = 2;
force force ace_interact_menu_actionOnKeyRelease = true;
force force ace_interact_menu_addBuildingActions = true;
force force ace_interact_menu_alwaysUseCursorInteraction = false;
force force ace_interact_menu_alwaysUseCursorSelfInteraction = false;
force force ace_interact_menu_colorShadowMax = [0,0,0,1];
force force ace_interact_menu_colorShadowMin = [0,0,0,0.25];
force force ace_interact_menu_colorTextMax = [1,1,1,1];
force force ace_interact_menu_colorTextMin = [1,1,1,0.25];
force force ace_interact_menu_cursorKeepCentered = false;
force force ace_interact_menu_cursorKeepCenteredSelfInteraction = false;
force force ace_interact_menu_menuAnimationSpeed = 0;
force force ace_interact_menu_menuBackground = 0;
force force ace_interact_menu_menuBackgroundSelf = 0;
force force ace_interact_menu_selectorColor = [1,0,0];
force force ace_interact_menu_shadowSetting = 2;
force force ace_interact_menu_textSize = 2;
force force ace_interact_menu_useListMenu = false;
force force ace_interact_menu_useListMenuSelf = false;

// ACE Logistics
force force ace_cargo_enable = true;
force force ace_cargo_loadTimeCoefficient = 5;
force force ace_cargo_paradropTimeCoefficent = 2.5;
force force ace_rearm_distance = 20;
force force ace_rearm_level = 2;
force force ace_rearm_supply = 1;
force force ace_refuel_hoseLength = 12;
force force ace_refuel_rate = 1;
force force ace_repair_addSpareParts = true;
force force ace_repair_autoShutOffEngineWhenStartingRepair = true;
force force ace_repair_consumeItem_toolKit = 0;
force force ace_repair_displayTextOnRepair = true;
force force ace_repair_engineerSetting_fullRepair = 0;
force force ace_repair_engineerSetting_repair = 0;
force force ace_repair_engineerSetting_wheel = 0;
force force ace_repair_fullRepairLocation = 3;
force force ace_repair_fullRepairRequiredItems = ["ToolKit"];
force force ace_repair_miscRepairRequiredItems = ["ToolKit"];
force force ace_repair_repairDamageThreshold = 0.500746;
force force ace_repair_repairDamageThreshold_engineer = 0.751836;
force force ace_repair_wheelRepairRequiredItems = [];

// ACE Magazine Repack
force force ace_magazinerepack_timePerAmmo = 1.5;
force force ace_magazinerepack_timePerBeltLink = 8;
force force ace_magazinerepack_timePerMagazine = 2;

// ACE Map
force force ace_map_BFT_Enabled = false;
force force ace_map_BFT_HideAiGroups = false;
force force ace_map_BFT_Interval = 1;
force force ace_map_BFT_ShowPlayerNames = false;
force force ace_map_DefaultChannel = -1;
force force ace_map_mapGlow = true;
force force ace_map_mapIllumination = true;
force force ace_map_mapLimitZoom = false;
force force ace_map_mapShake = true;
force force ace_map_mapShowCursorCoordinates = false;
force force ace_markers_moveRestriction = 0;
ace_markers_timestampEnabled = true;
ace_markers_timestampFormat = "HH:MM";
ace_markers_timestampHourFormat = 24;

// ACE Map Gestures
ace_map_gestures_allowCurator = true;
ace_map_gestures_allowSpectator = true;
ace_map_gestures_briefingMode = 0;
ace_map_gestures_defaultColor = [1,0.88,0,0.7];
ace_map_gestures_defaultLeadColor = [1,0.88,0,0.95];
force ace_map_gestures_enabled = true;
force ace_map_gestures_interval = 0.03;
force ace_map_gestures_maxRange = 7;
force ace_map_gestures_maxRangeCamera = 14;
ace_map_gestures_nameTextColor = [0.2,0.2,0.2,0.3];
force ace_map_gestures_onlyShowFriendlys = false;

// ACE Map Tools
force force ace_maptools_drawStraightLines = true;
force force ace_maptools_rotateModifierKey = 1;

// ACE Medical
force force ace_medical_ai_enabledFor = 2;
force force ace_medical_AIDamageThreshold = 1;
force force ace_medical_bleedingCoefficient = 0.529232;
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_bloodVolumeEffectType = 2;
force force ace_medical_feedback_painEffectType = 3;
force force ace_medical_fractureChance = 0.8;
force force ace_medical_fractures = 2;
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_interactionMenuShowTriage = 1;
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 = 0.529232;
force force ace_medical_playerDamageThreshold = 1;
force force ace_medical_spontaneousWakeUpChance = 1;
force force ace_medical_spontaneousWakeUpEpinephrineBoost = 30;
force force ace_medical_statemachine_AIUnconsciousness = true;
force force ace_medical_statemachine_cardiacArrestBleedoutEnabled = true;
force force ace_medical_statemachine_cardiacArrestTime = 372;
force force ace_medical_statemachine_fatalInjuriesAI = 1;
force force ace_medical_statemachine_fatalInjuriesPlayer = 1;
force force ace_medical_treatment_advancedBandages = 2;
force force ace_medical_treatment_advancedDiagnose = true;
force force ace_medical_treatment_advancedMedication = true;
force force ace_medical_treatment_allowBodyBagUnconscious = true;
force force ace_medical_treatment_allowLitterCreation = true;
force force ace_medical_treatment_allowSelfIV = 1;
force force ace_medical_treatment_allowSelfPAK = 1;
force force ace_medical_treatment_allowSelfStitch = 1;
force force ace_medical_treatment_allowSharedEquipment = 0;
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 = 1;
force force ace_medical_treatment_holsterRequired = 0;
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 = 1;
force force ace_medical_treatment_medicIV = 1;
force force ace_medical_treatment_medicPAK = 2;
force force ace_medical_treatment_medicSurgicalKit = 0;
force force ace_medical_treatment_timeCoefficientPAK = 1;
force force ace_medical_treatment_treatmentTimeAutoinjector = 5;
force force ace_medical_treatment_treatmentTimeBodyBag = 15;
force force ace_medical_treatment_treatmentTimeCPR = 30;
force force ace_medical_treatment_treatmentTimeIV = 10;
force force ace_medical_treatment_treatmentTimeSplint = 9.995;
force force ace_medical_treatment_treatmentTimeTourniquet = 5;
force force ace_medical_treatment_woundReopenChance = 1;
force force ace_medical_treatment_woundStitchTime = 5;

// ACE Name Tags
force force ace_nametags_defaultNametagColor = [0.77,0.51,0.08,1];
force force ace_nametags_nametagColorBlue = [0,0,1,1];
force force ace_nametags_nametagColorGreen = [0,1,0,1];
force force ace_nametags_nametagColorMain = [1,1,1,1];
force force ace_nametags_nametagColorRed = [1,0,0,1];
force force ace_nametags_nametagColorYellow = [0.754552,0.78943,0,1];
force force ace_nametags_playerNamesMaxAlpha = 0.8;
force force ace_nametags_playerNamesViewDistance = 50;
force force ace_nametags_showCursorTagForVehicles = true;
force force ace_nametags_showNamesForAI = true;
force force ace_nametags_showPlayerNames = 1;
force force ace_nametags_showPlayerRanks = true;
force force ace_nametags_showSoundWaves = 1;
force force ace_nametags_showVehicleCrewInfo = true;
force force ace_nametags_tagSize = 2;

// ACE Nightvision
force force ace_nightvision_aimDownSightsBlur = 0.1;
force force ace_nightvision_disableNVGsWithSights = false;
force force ace_nightvision_effectScaling = 0.1;
force force ace_nightvision_fogScaling = 0.1;
force force ace_nightvision_noiseScaling = 0.1;
force force ace_nightvision_shutterEffects = true;

// ACE Overheating
force force ace_overheating_displayTextOnJam = true;
force force ace_overheating_enabled = true;
force force ace_overheating_overheatingDispersion = true;
force force ace_overheating_showParticleEffects = true;
force force ace_overheating_showParticleEffectsForEveryone = false;
force force ace_overheating_unJamFailChance = 0.1;
force force ace_overheating_unJamOnreload = true;

// ACE Pointing
force ace_finger_enabled = true;
ace_finger_indicatorColor = [0.83,0.68,0.21,0.75];
ace_finger_indicatorForSelf = true;
force ace_finger_maxRange = 4;

// ACE Pylons
force ace_pylons_enabledForZeus = true;
force ace_pylons_enabledFromAmmoTrucks = true;
force ace_pylons_rearmNewPylons = false;
force ace_pylons_requireEngineer = false;
force ace_pylons_requireToolkit = true;
force ace_pylons_searchDistance = 15;
force ace_pylons_timePerPylon = 5;

// ACE Quick Mount
force force ace_quickmount_distance = 3;
force force ace_quickmount_enabled = true;
force force ace_quickmount_enableMenu = 3;
force force ace_quickmount_priority = 0;
force force ace_quickmount_speed = 18;

// ACE Respawn
force force ace_respawn_removeDeadBodiesDisconnected = true;
force force ace_respawn_savePreDeathGear = true;

// ACE Scopes
force force ace_scopes_correctZeroing = true;
force force ace_scopes_deduceBarometricPressureFromTerrainAltitude = false;
force force ace_scopes_defaultZeroRange = 100;
force force ace_scopes_enabled = false;
force force ace_scopes_forceUseOfAdjustmentTurrets = false;
force force ace_scopes_overwriteZeroRange = false;
force force ace_scopes_simplifiedZeroing = true;
force force ace_scopes_useLegacyUI = false;
force force ace_scopes_zeroReferenceBarometricPressure = 1013.25;
force force ace_scopes_zeroReferenceHumidity = 0;
force force ace_scopes_zeroReferenceTemperature = 15;

// ACE Spectator
force ace_spectator_enableAI = false;
ace_spectator_maxFollowDistance = 5;
force ace_spectator_restrictModes = 0;
force ace_spectator_restrictVisions = 0;

// ACE Switch Units
force force ace_switchunits_enableSafeZone = true;
force force ace_switchunits_enableSwitchUnits = false;
force force ace_switchunits_safeZoneRadius = 100;
force force ace_switchunits_switchToCivilian = false;
force force ace_switchunits_switchToEast = false;
force force ace_switchunits_switchToIndependent = false;
force force ace_switchunits_switchToWest = false;

// ACE Trenches
force force ace_trenches_bigEnvelopeDigDuration = 25;
force force ace_trenches_bigEnvelopeRemoveDuration = 15;
force force ace_trenches_smallEnvelopeDigDuration = 20;
force force ace_trenches_smallEnvelopeRemoveDuration = 12;

// ACE Uncategorized
force force ace_fastroping_requireRopeItems = false;
force force ace_gunbag_swapGunbagEnabled = true;
force force ace_hitreactions_minDamageToTrigger = 0.1;
force force ace_inventory_inventoryDisplaySize = 0;
force force ace_laser_dispersionCount = 2;
force force ace_microdagr_mapDataAvailable = 2;
force force ace_microdagr_waypointPrecision = 3;
force force ace_optionsmenu_showNewsOnMainMenu = true;
force force ace_overpressure_distanceCoefficient = 1;
force force ace_tagging_quickTag = 1;

// ACE User Interface
force force ace_ui_allowSelectiveUI = true;
force force ace_ui_ammoCount = true;
force force ace_ui_ammoType = true;
force force ace_ui_commandMenu = true;
force force ace_ui_firingMode = true;
force force ace_ui_groupBar = true;
force force ace_ui_gunnerAmmoCount = true;
force force ace_ui_gunnerAmmoType = true;
force force ace_ui_gunnerFiringMode = true;
force force ace_ui_gunnerLaunchableCount = true;
force force ace_ui_gunnerLaunchableName = true;
force force ace_ui_gunnerMagCount = true;
force force ace_ui_gunnerWeaponLowerInfoBackground = true;
force force ace_ui_gunnerWeaponName = true;
force force ace_ui_gunnerWeaponNameBackground = true;
force force ace_ui_gunnerZeroing = true;
force force ace_ui_magCount = true;
force force ace_ui_soldierVehicleWeaponInfo = true;
force force ace_ui_staminaBar = true;
force force ace_ui_stance = true;
force force ace_ui_throwableCount = true;
force force ace_ui_throwableName = true;
force force ace_ui_vehicleAltitude = true;
force force ace_ui_vehicleCompass = true;
force force ace_ui_vehicleDamage = true;
force force ace_ui_vehicleFuelBar = true;
force force ace_ui_vehicleInfoBackground = true;
force force ace_ui_vehicleName = true;
force force ace_ui_vehicleNameBackground = true;
force force ace_ui_vehicleRadar = true;
force force ace_ui_vehicleSpeed = true;
force force ace_ui_weaponLowerInfoBackground = true;
force force ace_ui_weaponName = true;
force force ace_ui_weaponNameBackground = true;
force force ace_ui_zeroing = true;

// ACE Vehicle Lock
force force ace_vehiclelock_defaultLockpickStrength = 10;
force force ace_vehiclelock_lockVehicleInventory = true;
force force ace_vehiclelock_vehicleStartingLockState = 2;

// ACE Vehicles
ace_vehicles_hideEjectAction = false;
force force ace_vehicles_keepEngineRunning = true;
force force ace_vehicles_speedLimiterStep = 5;

// ACE View Distance Limiter
force force ace_viewdistance_enabled = false;
force force ace_viewdistance_limitViewDistance = 1500;
force force ace_viewdistance_objectViewDistanceCoeff = 0;
force force ace_viewdistance_viewDistanceAirVehicle = 3;
force force ace_viewdistance_viewDistanceLandVehicle = 3;
force force ace_viewdistance_viewDistanceOnFoot = 3;

// ACE Weapons
force force ace_common_persistentLaserEnabled = false;
force force ace_laserpointer_enabled = true;
force force ace_reload_displayText = true;
force force ace_reload_showCheckAmmoSelf = true;
force force ace_weaponselect_displayText = true;

// ACE Weather
force force ace_weather_enabled = false;
force force ace_weather_showCheckAirTemperature = false;
force force ace_weather_updateInterval = 60;
force force ace_weather_windSimulation = false;

// ACE Wind Deflection
force force ace_winddeflection_enabled = false;
force force ace_winddeflection_simulationInterval = 0.05;
force force ace_winddeflection_vehicleEnabled = false;

// ACE Zeus
force ace_zeus_autoAddObjects = false;
force ace_zeus_canCreateZeus = -1;
force ace_zeus_radioOrdnance = false;
force ace_zeus_remoteWind = false;
force ace_zeus_revealMines = 0;
force ace_zeus_zeusAscension = false;
force ace_zeus_zeusBird = false;

 

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is there any further documentastion regarding the misile guidence framework which explains the seeker types, attack profiles etc.? There are many settings which should be used for modded weapons but there is no document which gives info which one does what

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I'm thinking it's possible to make a reliability mod / script based on what media a unit is moving in / over / through. If a unit is crawling and/or rolling over a dirt ground type and has a weapon sensitive to dirt, it could "malfunction" (have to clear if using ace, or reload if not to get it to fire again). If using something like an AR that can suffer catastrophic failure if fired when water logged, could delete the weapon if fired within like 3 seconds of swimming, and maybe damage the player's arms a little.
https://community.bistudio.com/wiki/surfaceType
https://community.bistudio.com/wiki/surfaceTexture

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Why 90 % of RHS bullets presets  in ATragMX have incorrect pre-established parameters ? 

Also - How I can find and calculate Drag Coeficient table ?

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On 1/9/2021 at 11:16 AM, sammael said:

Also - How I can find and calculate Drag Coeficient table ?

There are calculators online that will enable You to swap between G7 and G1 coefs. I use them, they are good enough.

 

On 1/9/2021 at 11:16 AM, sammael said:

Why 90 % of RHS bullets presets  in ATragMX have incorrect pre-established parameters ?

I believe they used to be correct in the past, but then with updates It might`ve been omitted.

To get proper values open ace - rhs compats with depbo tool and write down those values into your atrag.

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9 hours ago, Focisz said:

I believe they used to be correct in the past, but then with updates It might`ve been omitted.

No.

It's possible that some RHS weapons are closed with the presets but, since the beginning, AtragMx is configured as default with vanilla rifles,

for example the 12.7x99 with the Lynx, the .338 with the "Bad news" (MAR-10), the 7.62x51 with the Mk14 Mod1 (Mk18 EBR).

In all case, using another rifle means checking and updating if necessary the AtragMx with the correct values.

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4 hours ago, dragonfire43560 said:

Any word on the fire/vehicle cookoff rewrite? Im super excited about that. 

 

What´s got you so excited?

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Is it possible to set custom stamina recovery and terrain factors for a unit? I know there is an option to tweak performance, but I can`t find anything on changing only recovery and terrain factors without touching performance.

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Hello and thank you for your hard work on ACE, the game wouldn't be the same without you guys.

 

Just going back to Arma 3 after a 2 years break. I noticed the Darter (UAV)'s battery life is way shorter than in my thought, expect 40ish minutes in game compare to 1hour and half in vanilla. Is there a way to fix that ? Thank you !

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Is there somewhere I can read about ACE3 medical for mission makers as well as medics? Can't seem to find any decent vids on it

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really, I complained before, and nothing worked, this stamina business is very bad, it doesn't even seem like the character is really a soldier, it looks like a 12 year old asthmatic girl who can't run 100m, horrible, I already edited advanced_fatigue and nothing solved it, it's still bad, as I remember it was for him to be able to run with 30Kg on his back for about 20Km. please, please give a buff to this stamina.

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