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

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49 minutes ago, major_barnes1987 said:

Is this too much to ask

 

Depends. I don't think that ACE was ever designed to be compatible with the campaign.

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18 hours ago, major_barnes1987 said:

Sometimes the AI won't heal you in singleplayer making this big part of the mod useless.And the script: "allowDamage false" doesn't work,i still die.

And i can't play the East Wind campaign because of medical and exlosives.I remember ace medical breaks the mission 4 in bootcamp because you can't heal the AAF survivor and you stuck.And ace exlosives breaks the first mission in Survive episode where you must destroy the blackfoot wreck and you stuck there too.Maybe this happens to other missions and campaigns i don't know.I want to experience the campaigns with ace.Is this too much to ask?

 


This is either a really good troll or just plain stupidity, and unfortunately I'm not smart enough to know which...

If you are actually serious, stop and think about what you're saying for a minute.

You're complaining because a campaign that was made by the game devs, doesn't work properly with a mod that didn't even exist when the campaign was made?!? 

None of the official campaigns are designed and set up to play with mods, because they're... mods. They modify the way the game is played.
If a mod works in the official campaign then that's just good luck rather than good management. Anyone who understands anything about mission making and mods would tell you that.

Is it to much to ask that a campaign works with a mod that was made after the campaign was released? Yes.... yes it is. It's possibly also the dumbest question I've heard all week, and that's saying something because I've been on /r/reddit 

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23 hours ago, major_barnes1987 said:

Is this too much to ask?

I don't think you have the right to either ask for something or to complain so much about a piece of work people do voluntary in their spare time.

Also, ACE is modular. You can run ACE without the medical module if you want to. Probably explosives could be disabled as well, but I am not entirely sure.

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I haven't tested it myself, but compatibility with the base campaigns might be as simple as disabling ACE medical and explosives, perhaps repair as well, through the CBA menu. I play single player primarily, and at least for my own scenarios, I rarely run into issues with my scripts or missions as a whole while using ACE.

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Hey guys, I think I found a bug.

The player never gets fatigued when running backwards or sideways, only front or front/left, front/right.

I tested vanilla and getStamina works on every direction (well, front and backwards at least, tested that).

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Hello guys,

 

I have a question. When I shoot an Strider (Fennek) with an RPG-7 in vanilla, it just take one shot to go "boom". When I use ACE (plus CBA), it take quite some shots of it to mildly damage it. Do you know which module has to be removed from ACE in order to keep the same vehicle armor resistance as in vanilla?

 

Edit: I just recorded a couple of videos with and without ACE:

 

Without ACE:

 

With ACE (same effect disregarding side of impact):

 

Thank you,

Best regards

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1 hour ago, regiregi22 said:

Hello guys,

 

I have a question. When I shoot an Strider (Fennek) with an RPG-7 in vanilla, it just take one shot to go "boom". When I use ACE (plus CBA), it take quite some shots of it to mildly damage it. Do you know which module has to be removed from ACE in order to keep the same vehicle armor resistance as in vanilla?

 

Edit: I just recorded a couple of videos with and without ACE:

 

Without ACE:

 

With ACE (same effect disregarding side of impact):

 

Thank you,

Best regards

 

After some more testing, I've discovered it's because a Cookoff setting. When set as "Disabled" or as "Player only" the vehicle explodes on one hit. When set as "Players and AI", it doesn't explode even after a dozen of hits:

 

c6pZelo.png
 

Explodes:

ace_cookoff_enable = 0

ace_cookoff_enable = 1

 

Don't explode:

ace_cookoff_enable = 2

 

Don't know if it's a bug or it's intended behaviour... which should be quite strange.

 

Best regards

 

 

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