Jump to content
acemod

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

Recommended Posts

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.

  • Like 1

Share this post


Link to post
Share on other sites
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 

  • Haha 1

Share this post


Link to post
Share on other sites
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.

Share this post


Link to post
Share on other sites

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.

  • Like 1

Share this post


Link to post
Share on other sites

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).

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites
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

 

 

  • Thanks 1

Share this post


Link to post
Share on other sites

I'm having some trouble with some settings, I can't quite manage to set it how I'd like.

 

Required situation: While using a Mortar I can re-arm it from a nearby ammotruck/ammo crate without individually loading each shot one at a time, keeping the mortar magazines, and just doing a full re-arm with the bar that goes up when you interact with the ammo truck.

 

Currently, these are my settings. 

https://imgur.com/a/bhILbvM

 

I was hoping to be able to re-arm the mortar like you can with vehicles with "full vehicles", without manually grabbing boxes and walking them over. 
 

It seems that if I change "Advanced Assembly" to on, I can re-arm with the bar that goes up on the Mk6 (but of course it only goes to 1 round because of the setting), turning it off seems to make it even more advanced, picking up one round at a time to manually put into the tube one at a time again, so I'm not sure how to proceed to get the settings required.

 

Any help would be appreciated, any ideas on what I need to change?

Share this post


Link to post
Share on other sites
Posted (edited)

I have been unable to find the thread for this so I though't I'd ask you on here, how do I use the CBA settings for ACE3 on my server?

 

--------------------------------------------------------------------------

Fixed through excruciating trial and error;

--------------------------------------------------------------------------

Exported ace settings in to a CBA_settings.sqf that comes with the CBA mod and can be located in the mod folder

 

Created a "userconfig" in the directory of my dedicated server, then simply copy and pasted my "CBA_SETTINGS.SQF" in to the folder, turned on file patching on my start.bat.

Walla worked on restart, posted this for any one else who finds them self in my shoes.

 

 

Edited by JonnyCross
for future referance.
  • Like 1

Share this post


Link to post
Share on other sites

I have a feel I am probably overlooking a really obvious answer to this, but is it possible to lock access to a specific ACE Arsenal object, to a specific player?

Share this post


Link to post
Share on other sites

Im only ever playing single player however i am interested in using the goggles .PBO. It does require the "ACE Core" PBO though. Will running ACE core cause any incompatibilities with other mods or the campaign or afect performance in any way whatsoever? Playing a very Vanilla Arma but miss the AGM/LHM mods that had googles effects. Reason i ask is that AGM core broke my crouch keybind back in the day for some reason.

Share this post


Link to post
Share on other sites
On 6/21/2021 at 12:32 AM, redarmy said:

Im only ever playing single player however i am interested in using the goggles .PBO. It does require the "ACE Core" PBO though. Will running ACE core cause any incompatibilities with other mods or the campaign or afect performance in any way whatsoever? Playing a very Vanilla Arma but miss the AGM/LHM mods that had googles effects. Reason i ask is that AGM core broke my crouch keybind back in the day for some reason.

There's a modified version of ACE called ACE Singleplayer that someone put on the workshop, just have a search for it. This has no ACE medical, ACE explosives, or ACE stamina as they break singleplayer. This will give you a vanilla-feeling vibe while keeping the QOL interact things, which you don't even really need to use if you don't want to. Additionally you can change all the settings that are there to basically turn most of the stuff off if you want to. That way you can use the NVG part of it while still playing pretty much how you want.

Share this post


Link to post
Share on other sites

Is there a way to disable advanced fatigue on specific units in the editor (init line, etc)? I used the vanilla way of disabling fatigue, but I'm guessing ACE overwrites it, and setting the performance factor to max only goes to 2, which doesn't completely negate the effects for these specific units.

Share this post


Link to post
Share on other sites

Found this on the ACE 3 website, not sure if it works

 

Quote

When double clicking a unit you can find a performance factor slider under the ACE options. This unit specific factor will override the global setting, but is only applied to that unit, unless you select multiple and change the slider for all of them at once of course.

 

Advanced Fatigue Framework · ACE3 (ace3mod.com)

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×