dav 22 Posted July 7, 2015 First of all, this is amazing, so to all those involved, thank you. I have one question, since 6,7,8 keys are used for grenade interaction, how do I tell my units to change stance and formation? Thank you. Share this post Link to post Share on other sites
Gunter Severloh 4052 Posted July 7, 2015 Getting this error from ACE when i start the game up and get to the menu, am i missing something? http://images.akamai.steamusercontent.com/ugc/688272462903785826/3A7F8F636E567156138C0A79A9020926F04816A0/ Share this post Link to post Share on other sites
bigpoppablunts 53 Posted July 7, 2015 Getting this error from ACE when i start the game up and get to the menu, am i missing something?http://images.akamai.steamusercontent.com/ugc/688272462903785826/3A7F8F636E567156138C0A79A9020926F04816A0/ Are you running other mods with ACE3? Perhaps a compatability pbo needs to be moved to the main addons folder. Share this post Link to post Share on other sites
Ghosticus 12 Posted July 7, 2015 First of all, this is amazing, so to all those involved, thank you. I have one question, since 6,7,8 keys are used for grenade interaction, how do I tell my units to change stance and formation? Thank you. Config > Controls > Configure Addons and rebind the number keys. Share this post Link to post Share on other sites
dav 22 Posted July 7, 2015 Thankyou. Once again amazing mod. Never got into Ace but this one works straight out of the box. Share this post Link to post Share on other sites
dav 22 Posted July 7, 2015 you again...ACE2 was 2GBs if you added ACEX. Otherwise wasn't over 100MBs if irc. ACE3 seems to have a full feature list: http://ace3mod.com/wiki/feature/ so what are you missing? Missing manners and clearly didnt put time into it. Share this post Link to post Share on other sites
dav 22 Posted July 8, 2015 How can I attach pip scopes, when I put down an empty Ace ammo box and select the pip scopes they can be stored in my inventory but not attached?? Share this post Link to post Share on other sites
arkhir 135 Posted July 8, 2015 How can I attach pip scopes, when I put down an empty Ace ammo box and select the pip scopes they can be stored in my inventory but not attached?? Are you using ASDG Joint Rails? It seemed to cause this bug for me. Share this post Link to post Share on other sites
ivan keska 45 Posted July 8, 2015 Something I'd like to see is the interaction menu changed, into maybe a window in the corner of the screen. I say this because it's tricky a lot of the time to do some actions because you gotta turn so much to select them and this becomes an issue when doing explosives that you have to self detonate. Plus it's a bit of a slow method since you can't just cursor over the options and quickly get what you need. Now if I just missed an option that turn the interaction system into this then please tell me. Share this post Link to post Share on other sites
Jackal326 1181 Posted July 8, 2015 Something I'd like to see is the interaction menu changed, into maybe a window in the corner of the screen. I say this because it's tricky a lot of the time to do some actions because you gotta turn so much to select them and this becomes an issue when doing explosives that you have to self detonate. Plus it's a bit of a slow method since you can't just cursor over the options and quickly get what you need.Now if I just missed an option that turn the interaction system into this then please tell me. Has been discussed numerous times before and the answer was always the same: The menu wont be changed. Share this post Link to post Share on other sites
SAS_Raptor 30 Posted July 8, 2015 (edited) Are you using ASDG Joint Rails? It seemed to cause this bug for me. If you are using ASDG Joint Rails, then you need to move the "ace_compat_asdg.pbo" from the "@ACE\optionals" folder to the "@ACE\addons" folder. Otherwise the ACE scopes won't work. Edited July 8, 2015 by Raptor4223 added quote Share this post Link to post Share on other sites
dav 22 Posted July 8, 2015 If you are using ASDG Joint Rails, then you need to move the "ace_compat_asdg.pbo" from the "@ACE\optionals" folder to the "@ACE\addons" folder. Otherwise the ACE scopes won't work. Great stuff I will give this a go now! Share this post Link to post Share on other sites
Von Quest 1163 Posted July 8, 2015 ACE3 - Medical - Feature Request (or question) Anyway to carry/drag a dead mate? Like you can when they are down and hurt? As soon as they expire, we have to leave them behind. Would be great to carry your fallen squad mates (human) back home. ACE3 - Captive - Feature Request/Bug Can NOT load a captive into a Heli. Works with the Hunter, but not the Ghosthawk. Share this post Link to post Share on other sites
Gunter Severloh 4052 Posted July 8, 2015 Are you running other mods with ACE3? Perhaps a compatability pbo needs to be moved to the main addons folder. No compatibility pbo currently in the optional folder will work, or is needed with IFA3 and ACE alone, I dont get the error when i run both, just when i run my mod which has ACE in it and IFA3, so i need to narrow it down somehow. One question for the devs, is there a way to make the dragging feature work for IFA3 ammo boxes? as the dragging only works for vanilla and ACE boxes for Arma3. Share this post Link to post Share on other sites
n_icomach 312 Posted July 8, 2015 For some reason if we have two teams of players (BLU and OPF) only one team gets the ACE interaction. Is anyone else having this issue? Share this post Link to post Share on other sites
TigrisJK 10 Posted July 9, 2015 (edited) Out of curiousity, I'm looking at https://github.com/acemod/ACE3/blob/master/addons/ballistics/CfgAmmo.hpp and https://github.com/acemod/ACE3/blob/master/addons/ballistics/CfgWeapons.hpp now, and the numbers seem to work for the in-game ATragMX, but not entirely so for actual ballistics calculators. I was VERY pleased to find that the .408 Chey Tac is modelled perfectly. The in-game ATrag works great at a speed of 910m/s but with a ballistics calculator on my end I've been plugging in the .408 Chey Tac data from Chey Tac (868 m/s muzzle velocity, .949 bullet coefficient) and nailing shots bang on every time. How am I to interpret the data from this file if I wanted to use it with an actual ballistics calc? UNLESS... I'm not using Advanced Ballistics by accident? Hmm. Gotta check that when I'm less tired. Second edit: Well I couldn't let it bug me all night so I tested it and made sure Adv. Ballistics was on... my ballistics calculator still did fine with the Chey Tac stats... much better than the ingame ATrag did, actually. So... still wondering how to interpret the data. Edited July 9, 2015 by TigrisJK Share this post Link to post Share on other sites
L0rn1x 10 Posted July 9, 2015 Yes - the revive settings do what you want. Enable revive and set the revive time to -1. thank you for the suggestion, but we found that with these settings: Revive Settings Settings: Enable Revive (Option): "Player only" or "Player and AI" Max Revive time (Number): -1 Max Revive lives (Number): -1 players die sometimes but we found also that if we put Max Revive time (Number): 7200 (2 hours) or any other value it works. it's a bug (-1 should mean forever i think) or I am missing something? Share this post Link to post Share on other sites
glowbal 13 Posted July 9, 2015 thank you for the suggestion, but we found that with these settings: Revive Settings Settings: Enable Revive (Option): "Player only" or "Player and AI" Max Revive time (Number): -1 Max Revive lives (Number): -1 players die sometimes but we found also that if we put Max Revive time (Number): 7200 (2 hours) or any other value it works. it's a bug (-1 should mean forever i think) or I am missing something? The time -1 does appear to be broken. I will fix it. For now you can probably use a very large value. Share this post Link to post Share on other sites
thefinn 3 Posted July 10, 2015 Pressing "T" while aiming launcher is not working. "Advanced Missile Targeting" is off. Server config is pretty empty. No Module concerning advanced missile targeting is loaded. Suggestions? It is amazingly annoying that this mod interferes where it's not wanted like this. Share this post Link to post Share on other sites
Belbo 462 Posted July 10, 2015 Pressing "T" while aiming launcher is not working. I can confirm this. At least with the titan. Share this post Link to post Share on other sites
Capt Childs 178 Posted July 10, 2015 I know how to make a unit surrender in the mission editor, simply linking to the provided module. Works a treat. Is there a way I can set him as captive, i.e. already cable tied, and not merely surrendered? I'd like to be able to be cable tied before the mission starts, so he can be untied and interacted with him. I'm sure there must be something I can put in the unit's init? Beyond that, a linkable module for cable tied/captive units for the editor is a future feature request :) Share this post Link to post Share on other sites
macfifa 10 Posted July 10, 2015 (edited) hi after last update i dont find my set zero adjustment option in ace ->equipments and also that range table only have one column it seems that AB is not working for some reason game 1.46 ace 3.1.1 Edited July 10, 2015 by macfifa Share this post Link to post Share on other sites
Laid3acK 79 Posted July 10, 2015 hi after last update i dont find my set zero adjustment option in ace ->equipments and also that range table only have one column it seems that AB is not working for some reason game 1.46 ace 3.1.1 Strange, it works correctly for me with the M320/LRPS on the Altis 360 Degree Training Course, AB module enabled (last CBA and ACE3 only). Are you sure to have the AB module enabled ? Share this post Link to post Share on other sites
ab_luca 24 Posted July 10, 2015 Hi ACE team, I would like to remove the "gbu guidance" as it does not work for now, what are the PBO that I must turn off to get back the vanilla function? I tried removing laser.pbo;laser self designate.pbo;missleguidance.pbo; but with no lucky because I get an error message and the game editor just dont start. Can anyone help me? thanks. Bye Share this post Link to post Share on other sites
L0rn1x 10 Posted July 10, 2015 The time -1 does appear to be broken. I will fix it. For now you can probably use a very large value. thank you for your work, ACE3 is amazing... Share this post Link to post Share on other sites