stu81 45 Posted September 22, 2015 in basic CPR is only available when revive is enabled and it reset the revive timer, that way you can CPR the unit until the medic get to you and the patient and fixes him. Yes CPR as far as I can tell resets the revive timer. Share this post Link to post Share on other sites
neodyn 14 Posted September 22, 2015 Uhm, 3.3.1 is the latest version. :P Okay but in milestones (https://github.com/acemod/ACE3/milestones) there is an 3.3.2 with 100% and here is also an hint to version 3.3.2 http://i.imgur.com/H1Q8a4h.png I'am a bit confused now.. Share this post Link to post Share on other sites
Belbo 462 Posted September 22, 2015 Okay but in milestones (https://github.com/acemod/ACE3/milestones) there is an 3.3.2 with 100% and here is also an hint to version 3.3.2 http://i.imgur.com/H1Q8a4h.png I'am a bit confused now.. Just because the product is theoretically ready for shipping, doesn't mean it's shipped already. :) 1 Share this post Link to post Share on other sites
churrofighter 25 Posted September 22, 2015 Hi. this setVariable ["ACE_AllowUnconscious", true]; Is not working right now, will be fixed in the future? Thanks. Share this post Link to post Share on other sites
rebelvg 281 Posted September 22, 2015 in basic CPR is only available when revive is enabled and it reset the revive timer, that way you can CPR the unit until the medic get to you and the patient and fixes him. That is actually a pretty interesting mechanic. And it's kind of realistic too. But not really obvious, I just thought that CPR works like an epipen with 50/50 chance of reviving the unconscious person. My mistake, forgot to check ace3 wiki, all the medical info is there. Share this post Link to post Share on other sites
rebelvg 281 Posted September 22, 2015 Just tried CPR with a friend on a dedicated server. Basic medical only. We have a revive timer set to two minutes and we tried various situations. Unconscious with all wounds healed and no pain and performed CPR soldier still died after two minutes of being down means that the timer did not reset. Should I report this on github or is it a known bug? Thanks. Share this post Link to post Share on other sites
alganthe 74 Posted September 22, 2015 Yep it's bugged atm and will be fixed in the next version. On the topic of some medical variables that changed (as pointed above) ACE3 doesn't have a public API for medical yet, they are subject to change and will not be "fixed". Share this post Link to post Share on other sites
Magirot 14 Posted September 22, 2015 (edited) Is it just me or is the take prisoner option gone in 3.3.1? I didn't see it either. Maybe it's not enabled by default anymore? Edit: Doesn't seem to be that, opened an issue (2570) Edit 2: We need to change the "Require Surrendering" setting to "No" in the captive system if we want to allow the previous behaviour, either through the module or in userconfig: class ace_captives_requireSurrender { value = 0; typeName = "SCALAR"; force = 1; }; Edited September 22, 2015 by Magirot 1 Share this post Link to post Share on other sites
the m 17 Posted September 22, 2015 Is there a way to reset the gunlist of the atragMX? some guns got overwriten by accident Share this post Link to post Share on other sites
alganthe 74 Posted September 22, 2015 For captives it's normal, the module is set like that by default, just place the module and tweak it / change it via the settings framework. Share this post Link to post Share on other sites
stu81 45 Posted September 22, 2015 For captives it's normal, the module is set like that by default, just place the module and tweak it / change it via the settings framework. I've never had to place that module before. It has always just worked if I had zipties. Is that a new change from 3.2.1-3.3.1? Noticed I can't put dead in body bags either. Is there a setting for that too? Share this post Link to post Share on other sites
giallustio 770 Posted September 22, 2015 Is there a way to add an action to a class like "LandVehicle" by script? I tried the following, but it doesn't work ["LandVehicle", 0, ["ACE_MainActions"], _action] call ace_interact_menu_fnc_addActionToClass; Share this post Link to post Share on other sites
alganthe 74 Posted September 22, 2015 Actions need to be created before being added. It goes like this Create the action -> add it to a class / object -> the menu is compiled -> the condition and code are true / non empty. Share this post Link to post Share on other sites
acemod 312 Posted September 22, 2015 Advanced Combat Environment 3 UpdatedVersion 3.3.2Download:Github CHANGE LOG SUMMARY FIXED: Advanced medical system and backblast CTD. (#2519) Wheel added to cargo on player connect. (#2488) Medical Treatment Log Time. (86fae2c) Blue Force Tracking Module. (#2503) Fix XEH Warning Debug. (79d985a) Allow fixing jam when in FFV slot. (#2546) Fix CPR params. (#2492) Lockpicking not working. (#2495) Fix Explosives / Interaction Menu conflict (#2572) ADDED: Added diagnose to torso (for real this time). (#2466)A full list of merged pull requests KNOWN ISSUESWe have noticed that when using ACE with 3rd-Party mods that do not fully support CBA Extended Eventhandlers (XEH) that some units do not work with Interaction fully. You may see the cursor but no menus.WORKAROUND: The latest CBA RC7 Hotfix 2, v1.1.23 has an optional PBO that you can activate to help resolve these situations.1. Move the cba_enable_auto_xeh.pbo and its signature file from the CBA optional folder to the CBA Addons folder2. Restart Arma.If you have identified the 3rd-Party mod that causes ACE Interaction to break, contact the developer and ask them to support the CBA XEH. They can contact CBA Devs for help.Developers can update their mods by one of the following methods to work with ACE.Reference: Two guides to help developers get started with the CBA extended event handler system 5 Share this post Link to post Share on other sites
MrSanchez 243 Posted September 22, 2015 Very nice ;) Share this post Link to post Share on other sites
serjames 357 Posted September 22, 2015 Fantastic. Thanks guys Share this post Link to post Share on other sites
tourist 617 Posted September 22, 2015 Congrats to the new release! To download or not to download 3.3.2 hot off the GitHub press... that is the question! And then, having downloaded, another decision is to be made: To stay up all night for testing fixed features and enjoying new ones or not to stay up all night... that is the question! :D Keep up your outstanding dedication and creativity, ACE Devs! Share this post Link to post Share on other sites
jonpas 294 Posted September 22, 2015 @tourist hotfix releases are made directly from previous releases, which means there is very low chance something extra can get broken as no new features or anything is added. This might explain it in more detail. 1 Share this post Link to post Share on other sites
tourist 617 Posted September 22, 2015 @jonpas: thanks for making things clear! Downloading now! Share this post Link to post Share on other sites
giallustio 770 Posted September 22, 2015 Actions need to be created before being added. It goes like this Create the action -> add it to a class / object -> the menu is compiled -> the condition and code are true / non empty. full code: _action = ["Logistic","Logistic","",{},{true}] call ace_interact_menu_fnc_createAction; ["LandVehicle", 0, ["ACE_MainActions"], _action] call ace_interact_menu_fnc_addActionToClass; _action = ["action", "Action", "", {fnc}, {true}] call ace_interact_menu_fnc_createAction; ["LandVehicle", 0, ["ACE_MainActions","Logistic"], _action] call ace_interact_menu_fnc_addActionToClass; Share this post Link to post Share on other sites
alganthe 74 Posted September 23, 2015 When creating the action the code block cannot be empty. _action = ["Logistic","Logistic","",{code},{true}] call ace_interact_menu_fnc_createAction; Share this post Link to post Share on other sites
giallustio 770 Posted September 23, 2015 When creating the action the code block cannot be empty. _action = ["Logistic","Logistic","",{code},{true}] call ace_interact_menu_fnc_createAction; Are you sure? Because it works on the self action. How am i supposed to create a node then? Edit: I've tried to fill the code, it doesn't work Share this post Link to post Share on other sites
alganthe 74 Posted September 23, 2015 you CREATE the action THEN you add it, for more help hop in slack or pm me. Share this post Link to post Share on other sites
giallustio 770 Posted September 23, 2015 Yep, I'll pm you because i think we can't understand eachother :D If i use the same code for a defined class, let's say the hunter, it works, it doesn't work for LandVehicle Share this post Link to post Share on other sites
i3r4ndon 16 Posted September 23, 2015 Still seem to be having troubles with RHS Insurgent units being quite difficult to kill with default medical settings, any idea if that issue stems from RHS or from ACE? Share this post Link to post Share on other sites