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

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Really looking forward to the repair function which is almost ready :) I assume this is mainly for Wheeled and Tracked vehicles?

 

Was there an issue with the MK1 Eye integration? It seemed to be integrated but now has a WIP mark and Backlog on GitHub? Looked forward to this also.

 

Just curious, in ACE2 we had the function to unload magazins from Vehicle Weapons (like M240 Belts from UH-60's). Will this feature come back? Would be cool if Air Vehicles could be manually be rearmed in the field (looking at AH-6M's and MH-60M DAP's :D)

 

Loving it.

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Along the lines of ACE medical - is there anyway to completely disable the feature but retain all the other ACE aspects we love ?

 

i.e. is there a module we can drop down to turn ACE Medical settings to OFF ?

 

Thanks for the confirmation

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Are there any plans to offer a alternative version for the UI in ACE3? Maybe not for all aspects of it but I would certainly like a alternative for ACE3 Medical. The entire dynamic menu is shiny but at the end of the day I would rather have something that "works" well and is easier to use and a bit more user friendly. When using it, it often feels like I am not playing ArmA 3 and I am more or less playing the ACE3 menu. I would rather have a UI that is helping me to get the things done that are important right now and not doing it's own thing. In short I would lik to have a UI that is there for the player and not the other way around.

 

A more static version like the ones in AGM or CSE would be very welcome.

 

Myself would also like a version closer to AGM but they have answered this question previously and they said the chances of this happening is very slim. I found setting my action menu to "list type", and allowing my cursor to move rather than the standard way of doing it, with the radial menu and static cursor, greatly improved its easy of use for me.

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Myself would also like a version closer to AGM but they have answered this question previously and they said the chances of this happening is very slim. I found setting my action menu to "list type", and allowing my cursor to move rather than the standard way of doing it, with the radial menu and static cursor, greatly improved its easy of use for me.

 

Already done that, still this is far from being perfect and good to use (especially when you are using TrackIR). Another thing that is bugging me is the poor (?) overview you sometimes get with it. I am not 100% sure if it was a bug or just me not looking in the right place. I had a player being injured and I checked him from the right side because I was in a small building, he was next to a wall and a enemy vehicle outside driving around. So I checked him and found his head and torso injured. My plan was to fix his bleeding, stabilize him further and use a PAK on him. So I bandaged the wounds and the icons for the body parts were not red anymore. The little human figure also did not show any more injured parts but the status was still bleeding. I bandaged the body parts some more but eventually the player died.

 

So iam not sure if it is related to a bug that is not displaying bleeding wounds correctly or if I just could not see wounds because I was on the "wrong" side of the body. This would be very annoying because it would be not very logical from a realism and gameplay aspect that I can not see wounds that are there because my body is on the wrong side, while I look perfectly down on the player. This is one of the main reasons why I dont like the menu and I think there should be a alternative to it.

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Already done that, still this is far from being perfect and good to use (especially when you are using TrackIR). Another thing that is bugging me is the poor (?) overview you sometimes get with it. I am not 100% sure if it was a bug or just me not looking in the right place. I had a player being injured and I checked him from the right side because I was in a small building, he was next to a wall and a enemy vehicle outside driving around. So I checked him and found his head and torso injured. My plan was to fix his bleeding, stabilize him further and use a PAK on him. So I bandaged the wounds and the icons for the body parts were not red anymore. The little human figure also did not show any more injured parts but the status was still bleeding. I bandaged the body parts some more but eventually the player died.

 

So iam not sure if it is related to a bug that is not displaying bleeding wounds correctly or if I just could not see wounds because I was on the "wrong" side of the body. This would be very annoying because it would be not very logical from a realism and gameplay aspect that I can not see wounds that are there because my body is on the wrong side, while I look perfectly down on the player. This is one of the main reasons why I dont like the menu and I think there should be a alternative to it.

Sounds like some form of bug. Try recreating it and reporting it. I hear you regarding an alternative to the menu system but at the end of the day they are the devs on the mod and put their blood sweat and tears into it, not to mention that it is their free time they spend on it. Thus and I am just glad I get to use it since it has increased my enjoyment of ARMA tenfold radial menu and all. No one solution will fit everyone and I am sure some clever oke will eventually in the future create a config or mod to allow an alternative menu. Until then I will just bear with it and continue using it.

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The menu being designed that way rule out the AGM flexi menu, you can switch to flexi if you want but a LOT of features would be missing.

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An optional alternative medical menu is on the way  :)

 

It will be a combination of CSE's medical dialog and the interaction system (meaning you still interact to initialize it, then you use the dialog to perform medical actions at your own discretion).

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Could there also pehaps be an option for a module to Disable ACE medical all together :-) ?

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The most wanted feature for me is disable standard radio menu from arma when pushing 1..9 keys

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The most wanted feature for me is disable standard radio menu from arma when pushing 1..9 keys

Unbind them, they've been in controls since 1.46 (maybe earlier).

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Unbind them, they've been in controls for since 1.46 (maybe earlier).

 

Crap I didn't realise that !!!

 

Thanks will do that today - so annoying !

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Curious about everyones thoughts regarding an ACE feature. 

 

I have some of the snipers in my group wish that there was a way they could sorta pat the grass down when they are laying prone in overwatch. So i get this request every now and then "Hey can you use grass cutter around my location".  Is there any way or is it even appropriate for that to be an ACE feature. Essentially if your laying prone you could do your self interaction and "Flatten grass" so that your shot isn't as obstructed ?

 

Again this doesn't affect me so much but i do have several in my group who think this would be a good feature.

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Hi everybody ;)

 

I created an ammobox for my team (http://imgur.com/a/l46rA#0) , and i wanted to add it ace actions like drag, or carry, and others...

 

I put in the config file what it is written in the wiki (http://ace3mod.com/wiki/framework/carry-drag.html), but this do nothing !

 

Then i tried just to be sure with other mod in game, and only cup ammobox are compatible with ace action menu. The custom or vanilla model based RHS box do nothing too !

 

Then i'd like to know, what i missed ? Is there something to add in the p3d model ?

 

Thx a lot ;)

 

EDIT : found it ! done ;)

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Curious about everyones thoughts regarding an ACE feature. 

 

I have some of the snipers in my group wish that there was a way they could sorta pat the grass down when they are laying prone in overwatch. So i get this request every now and then "Hey can you use grass cutter around my location".  Is there any way or is it even appropriate for that to be an ACE feature. Essentially if your laying prone you could do your self interaction and "Flatten grass" so that your shot isn't as obstructed ?

 

Again this doesn't affect me so much but i do have several in my group who think this would be a good feature.

Got to wonder could the grass rising back up again timer be increased without much of an impact? It takes about 1,5min currently and usually 1min when it's already too high.

But yeah some kind of action that makes the grass lower again 5-10m in front of you would be nice thing so we don't constantly need to crawl and make it go down again.

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But yeah some kind of action that makes the grass lower again 5-10m in front of you would be nice thing so we don't constantly need to crawl and make it go down again.

How long are your arms to be able to pat-down grass 5-10m in front of you without moving?!?  :huh:

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How fast is the grass growing back in your RL garden? :huh:

Agreed. I'd prefer it if the grass stayed flattened much longer/indefinitely and I didn't say anything to the contrary. However, my comment was directed more to the distance suggested in relation to "patting down grass" idea - an idea I agree with, I just think 5-10m is a little excessive/borderline ridiculous for a mod that touts realism.

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Hello.

 

I'm having some problems with my dedicated linux server. I'm currently using these mods (ace3, acre2 and cba). I have problems with ACE3. Only certain parts of it are working. For example hiding amount of bullets in magazine is working, frag throwing (drop, low, high) is working but menu accessed by windows key isn't working (works in editor). I have no idea what could be wrong. I tried multiple server startup lines but that does nothing.Somebody suggested all names to be in low cases and that does nothing either. I'm running dedicated server on Ubuntu 14.04.3

Also if anyone knows why mods are not showing in expansion list please do let me know.

 

Any help is welcomed and very appreciated.

 

Start up line: ./arma3server -name=server -config=server.cfg -mod="@ace;@cba_a3;@acre2;"

                      ./arma3server -name=server -config=server.cfg -mod="@ace\;@cba_a3\;@acre2;"

 

Server folder and keys:

p4.jpg

 

Ingame screenshot:

p2.jpg

 

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Hello.

 

I'm having some problems with my dedicated linux server. I'm currently using these mods (ace3, acre2 and cba). I have problems with ACE3. Only certain parts of it are working. For example ...

 

 

Try loading @CBA first, before ACE.

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Is there a way to disable G-forces without removing the pbo? You get an error when simply removing the pbo

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Is there a way to disable G-forces without removing the pbo? You get an error when simply removing the pbo

{_x setVariable ["ACE_GForceCoef", 0];} forEach allUnits;

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EDIT: Thread was moved i just merged my posts so they make more sense.

 

Hello.

 

I'm having some problems with my dedicated linux server. I'm currently using these mods (ace3, acre2 and cba). I have problems with ACE3. Only certain parts of it are working. For example hiding amount of bullets in magazine is working, frag throwing (drop, low, high) is working but menu accessed by windows key isn't working (works in editor). I have no idea what could be wrong. I tried multiple server startup lines but that does nothing.Somebody suggested all names to be in low cases and that does nothing either. I'm running dedicated server on Ubuntu 14.04.3

Also if anyone knows why mods are not showing in expansion list please do let me know.

 

Any help is welcomed and very appreciated.

 

Start up line: ./arma3server -name=server -config=server.cfg -mod="@ace;@cba_a3;@acre2;"

                      ./arma3server -name=server -config=server.cfg -mod="@ace\;@cba_a3\;@acre2;"

                      ./arma3server -name=server -config=server.cfg -mod="@cba_a3\;@ace\;@acre2;"

 

Server folder and keys:

p4.jpg

 

Ingame screenshot:

p2.jpg

 

 

 

Adding cfg

hostname = "*";
password = "*";        
passwordAdmin = "*";    
serverCommandPassword = "*";
 
logFile = "server_console.log";
 
maxPlayers = 64;            
kickDuplicate = 1;
verifySignatures = 2;        
//allowedFilePatching = 0;              
voteMissionPlayers = 1;
voteThreshold = 0.33;
 
disableVoN = 1;
vonCodecQuality = 0;
persistent = 0;
timeStampFormat = "short";
BattlEye = 0;
allowedLoadFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"};
allowedPreprocessFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"};
allowedHTMLLoadExtensions[] = {"htm","html","xml","txt"};
 
onUserConnected = "";
onUserDisconnected = "";
 
onUnsignedData = "kick (_this select 0)";
onHackedData = "ban (_this select 0)";
onDifferentData = "";
 
class Missions {};
 
missionWhitelist[] = {};

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Could there also pehaps be an option for a module to Disable ACE medical all together :-) ?

Would also like to disable medical-I love all the features of ACE(including medical) but I would like the option to disable it,especially when playing with AI-they need a lot of babysitting to fix their boo-boos 

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