SilentSpike 84 Posted August 2, 2015 Yep, that's what the XEH guide is there for. It explains how to make addons XEH compatible :) The simplest way is to add CBA as a dependency and use the actual XEH system, but you can also combine the XEH EH code into your custom EHs. Share this post Link to post Share on other sites
Guest Posted August 2, 2015 New version frontpaged on the Armaholic homepage. Advanced Combat Environment 3 (ACE 3) v3.2.0Community Base addons A3 Share this post Link to post Share on other sites
Chairborne 2594 Posted August 2, 2015 Yep, that's what the XEH guide is there for. It explains how to make addons XEH compatible :) The simplest way is to add CBA as a dependency and use the actual XEH system, but you can also combine the XEH EH code into your custom EHs. No doubt about that, the problem is figuring out how to do this and also keep the modified init! :D :P Anyway i'm a noob at scripting so i wrote to the CBA devs about it, hopefully it's going to be sorted out. Share this post Link to post Share on other sites
frostie12345 48 Posted August 2, 2015 Do i anything wrong ? I copy and paste all compat file from the optionals i use into the addon folder an copy + paste the userconfig into my arma 3 root folder. But i cant interact with BWA3 vehicles or the RHS vehicles an i cant load the ACE3 5.56 ammo into RHS M4 pls help Share this post Link to post Share on other sites
progamer 14 Posted August 3, 2015 After being away from gaming and Arma for a long while, it is certainly a pleasure to see that ACE finally made it to Arma 3! Share this post Link to post Share on other sites
kennyleif 20 Posted August 3, 2015 Experiencing heavy damage from grenades at long distance? is this normal? Damage to all limbs. Throwed the grenade as far as possible Share this post Link to post Share on other sites
serjames 357 Posted August 3, 2015 Plus 1 on that.. We had 4 sections decimated by Mortar shrapnel last night.. Visible shrapnel effects and crippling player damage out 75 to 100m it seems ? Is that right ? Share this post Link to post Share on other sites
SilentSpike 84 Posted August 3, 2015 There is a known damage issue in the prevent death setting of the current version, a hotfix is currently on its way :) If you're not using that setting, there's also a possible issue in basic medical which is being looked into. Share this post Link to post Share on other sites
bux578 65 Posted August 3, 2015 Experiencing heavy damage from grenades at long distance? is this normal? Damage to all limbs. Throwed the grenade as far as possible Plus 1 on that.. We had 4 sections decimated by Mortar shrapnel last night.. Visible shrapnel effects and crippling player damage out 75 to 100m it seems ? Is that right ? Looking at a M67 handgrenade, fragmentation can travel up to 230 meters. http://fas.org/man/dod-101/sys/land/m67.htm Mortar fragmentation will possible travel even further due to more explosive load and more fragments. Share this post Link to post Share on other sites
Chairborne 2594 Posted August 3, 2015 Looking at a M67 handgrenade, fragmentation can travel up to 230 meters. http://fas.org/man/dod-101/sys/land/m67.htm Mortar fragmentation will possible travel even further due to more explosive load and more fragments. And it also says: (6) Capabilities -- can be thrown 40 meters by average soldier. The effective casualty-producing radius is 15 meters. ALTHOUGH THE KILLING RADIUS IS 5 METERS AND THE CASUALTY PRODUCING RADIUS OF THIS GRENADE IS 15 METERS, FRAGMENTS CAN DISPERSE AS FAR AWAY AS 230 METERS. Share this post Link to post Share on other sites
arkhir 135 Posted August 3, 2015 Plus 1 on that.. We had 4 sections decimated by Mortar shrapnel last night.. Visible shrapnel effects and crippling player damage out 75 to 100m it seems ? Is that right ? Based on FM 6-141-1, danger close distance for 81mm mortar fire is 600m, while minimum safe distance is 300m. So I guess yeah, you can be heavily wounded or killed by fragmentation at 75 to 100 meters. Better hit that dirt when you hear "woosh". 1 Share this post Link to post Share on other sites
bux578 65 Posted August 3, 2015 And it also says: (6) Capabilities -- can be thrown 40 meters by average soldier. The effective casualty-producing radius is 15 meters. ALTHOUGH THE KILLING RADIUS IS 5 METERS AND THE CASUALTY PRODUCING RADIUS OF THIS GRENADE IS 15 METERS, FRAGMENTS CAN DISPERSE AS FAR AWAY AS 230 METERS. The possiblity to get killed at > 25m will of course be significantly lower. But if you get hit by a fragment you'll be dead. Share this post Link to post Share on other sites
DAGGER ARMANET 172 Posted August 3, 2015 There is a bug with prevent instant death in the 3.2.0 update. We are working on a patch and we are planning to release it shortly. Ahhh that would be it. Thanks Glowbal appreciate the heads up. Share this post Link to post Share on other sites
MrSanchez 243 Posted August 3, 2015 Hey, since we're on the topic of nades now anyway. I can't throw any of the RHS grenades while using ACE3, does anyone know anything about this? If this is a known incompatibility issue, is the ACE3 team responsible for making it compatible or is RHS responsible for making it compatible or do neither give a shit and leave it to some random community member to do so? It could also be that there's an additional conflicting mod running in my modpack that disables RHS-ACE3 grenade throwing, but I don't have a clue. Kind regards, Sanchez Share this post Link to post Share on other sites
Jackal326 1179 Posted August 3, 2015 If this is a known incompatibility issue, is the ACE3 team responsible for making it compatible or is RHS responsible for making it compatible or do neither give a shit and leave it to some random community member to do so? The fact is neither team will make their addons/mod compatible with each other (its a long story, go back about ~30 or 40 pages for the full argument). Lets not get back into that deep dark pit of despair and simply hope a 3rd party will continue to make compatibility patches for such instances. Share this post Link to post Share on other sites
MrSanchez 243 Posted August 3, 2015 Okay eh.....So I'm not alone on this thing then aye? Not being able to throw RHS grenades is a thing everyone knows about and isn't being caused by an additional mod in my modpack, right? If so, I'm glad. We're planning to purge some mods (incl. RHS) from our pack when CUP comes out anyway. But just give me a definite answer ^^ Kind regards, Sanchez Share this post Link to post Share on other sites
the m 17 Posted August 3, 2015 Is there a Special key to turn on the ir on the hunt ir? or is it missing at the Moment? Share this post Link to post Share on other sites
Roanoke 36 Posted August 3, 2015 What is the ETA for this Hotfix? Share this post Link to post Share on other sites
alganthe 74 Posted August 3, 2015 @PhonicStudios: The issue is from RHS, even with only RHS USAF and RHS AFRF you can't cycle through types of grenades, they only appear as one type. @The M and everyone: Documentation updated every 3.2.0 feature is now documented. Share this post Link to post Share on other sites
MrSanchez 243 Posted August 3, 2015 Thanks alganthe. It's about time for me to reconsider mods choice. Finally a definite answer ^^ Kind regards, Sanchez Share this post Link to post Share on other sites
alganthe 74 Posted August 3, 2015 Reminder, the information center got updated http://ace3mod.com/wiki/user/information-center.html Share this post Link to post Share on other sites
Chairborne 2594 Posted August 3, 2015 Is the compatibility section going to be expanded too? The possiblity to get killed at > 25m will of course be significantly lower. But if you get hit by a fragment you'll be dead. No. Unless grenades are made out of a magic material that doesn't have friction with air nor is affected by gravity, getting hit by a fragment further away is less and less harmful because said fragment loses velocity (in this case, 15m is reported as the max distance to which they are harmful). It's like kicking a soccer ball, you can get hit 200m away but the energy with which you're hit isn't the same as if you were 5m away when the same soccer ball was kicked. 1 Share this post Link to post Share on other sites
alganthe 74 Posted August 3, 2015 Currently the issue isn't with the grenade but with the basic medical system, you will only have small cuts if you use advanced. Currently i'm going to document config entries and the interaction framework and fix some typos in the medical documentation, git had a cpu fart when merging. Share this post Link to post Share on other sites
zio sam 77 Posted August 3, 2015 Thanks alganthe. It's about time for me to reconsider mods choice. Finally a definite answer ^^ RHS is the best content wise(and ACE is the best features wise).CUP don't have those high standard. All bug signaled in the proper tracker are fast debugged by RHS devs Share this post Link to post Share on other sites
MrSanchez 243 Posted August 3, 2015 RHS is the best content wise(and ACE is the best features wise).CUP don't have those high standard. All bug signaled in the proper tracker are fast debugged by RHS devs Thanks for sharing your opinion, wasn't needed imo though and i disagree but regardless. Does ACE shrapnel actually slow down and lose energy and thus be less lethal? Share this post Link to post Share on other sites