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

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How does ace_interaction_fnc_addPassengerAction work? 

From ace_interaction.pbo: 

 * Arguments:
 * 0: Vehicle <OBJECT>
 * 1: Player <OBJECT>
 * 3: Parameters <ARRAY>
 *
 * Return value:
 * Children actions <ARRAY>
 *
 * Example:
 * array = [target, player, [params]] call ace_interaction_fnc_addPassengerAction
 *
 * Public: No

What I have:

  • An AI unit, myunit
  • A vehicle, myvehicle
  • An action, myaction, that I created with ace_interact_menu_fnc_createAction

 

Adding myaction to myunit with ace_interact_menu_fnc_addActionToObject works fine. Now myunit gets into myvehicle. I, as a passenger, want to access myunit's action. 

 

Here is the code:

 

//This works:
myaction = ["myactionname", "My Action", "", {mycode}, {true}] call ace_interact_menu_fnc_createAction;
[myunit, 0, ["ACE_MainActions"], myaction] call ace_interact_menu_fnc_addActionToObject;

//This doesn't:
[myvehicle, myunit, ["myactionname"]] call ace_interaction_fnc_addPassengerAction;

//Or:
[myvehicle, myunit, ["ACE_MainActions", "myactionname"]] call ace_interaction_fnc_addPassengerAction;

//Or:
[myvehicle, myunit, [myaction]] call ace_interaction_fnc_addPassengerAction;

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Whilst I agree with everything else you have said (especially the part about erratic damage from one round effecting multiple body parts), I have to disagree with this issue to a point. I feel that the "unconscious" state is used sometimes to simulate a "stunned" state rather than being fully unconscious. Taking a hit to the plate of a plate carrier still hurts and would likely put a lot of grown men on the deck, as such I feel the "quick regaining of consciousness" is kind of realistic - however could be simulated differently....perhaps just a blurred overlay rather than the "black, out cold" effect.

 

Fair point actually.

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Hello/Good Morning,

 

It is maybe posible to add Fast Rope for Ace3?

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For some reason I can't turn around when dragging an object or player. I can only move backwards.
Is that intended or an bug? If so, do you have an Idea how to fix that?

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For some reason I can't turn around when dragging an object or player. I can only move backwards.

Is that intended or an bug? If so, do you have an Idea how to fix that?

Hi,

I fixed that problem lowering to zero the aiming floatingZoneArea ,it is that bar over the headbob bar...in arma 3 game options

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That might actually be the case. Gonna test that later. Hope its not so, because I actually like to have some floatingZoneArea T^T

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That might actually be the case. Gonna test that later. Hope its not so, because I actually like to have some floatingZoneArea T^T

 

Get back to us if it's the case and I can add it to our bug tracker :)

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Get back to us if it's the case and I can add it to our bug tracker :)

 

Tested it. It is the cause. As soon as I put it down it worked again. As soon as it is up on about 1/4 it stops working again. Anyway...thanks for the response. I there will be a fix soon(ish)

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@Kingsley1997

Unless I'm missing something, ...Just don't place the Medical Modules.

You also have the option to remove the .pbo files you don't want.

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@Kingsley1997

Unless I'm missing something, ...Just don't place the Medical Modules.

Not placing a module doesn't disable any ace-systems, it just makes 'em fall back to the standards defined in the pbo's ace_settings.hpp.

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Not placing a module doesn't disable any ace-systems, it just makes 'em fall back to the standards defined in the pbo's ace_settings.hpp.

When I remove all the medical pbo's my game goes back to standard BI medical. You must be missing a pbo or something...I think there's a few, advanced_medical, medical, and maybe a medical_interaction. I'm not quite sure if that's the exact names of the pbo's but should be close enough for you find them.

Sent from my iPhone using Tapatalk

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NEXUS update broke half off ACE and other mods

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NEXUS update broke half off ACE and other mods

 

This is true, though we've known about it for some time and have been preparing our next release accordingly.

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This is true, though we've known about it for some time and have been preparing our next release accordingly.

 

Brilliant looking forward to the update.

Please Please dont make Stamina too easy this time. 

Or give us the option to use BIS default stamina :)

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Advanced Combat Environment 3 Updated
Version 3.4.0

Download:
Github

 

Note: Latest CBA is required for this release.

 

CHANGE LOG SUMMARY:

 

CHANGED

  • Keyword local to private (1.54) (#2755)
  • Overhauled Repair (#2861)
  • Command typeName with isEqualType (1.54) (#2856)
  • Updated spotting scope model (#2832)
  • Interaction Menu Animation Setting And PreExpand First Level (#2777)
  • Code cleanup UI (#2368)
  • Code cleanup DAGR (#2278)
  • Code cleanup Concertina_wire (#2277)
  • Code cleanup Kestrel 4500 module (#2152)
  • Code cleanup Weather (#2007)
  • Code cleanup HitReactions (#2611)
  • Code cleanup NoRadio (#2610)
  • Code cleanup Backpacks (#2607)
  • Code cleanup Respawn (#2602)
  • Code cleanup Goggles (#2648)
  • Code cleanup Interaction (#2635)
  • Code cleanup WeaponSelect (#2626)
  • Code cleanup SafetyMode (#2625)
  • Code cleanup Grenades (#2612)
  • Code cleanup Common (#2683)
  • Code cleanup Sandbags (#2598)
  • Code cleanup Tripod (#2598)
  • Code cleanup Ladder (#2598)
  • Code cleanup LaserPointer (#2871)
  • Code cleanup AmbientSounds (#2847)
  • Macro definitions cleanup (#2805)
  • Replaced the inWater method by isUnderwater (#2771)
  • Nametags cleanup isSpeaking for ACRE (#2824)
  • Spectator updates (#2760)
  • Simplify Map Light Interactions (#2748)
  • Simplify frag config (#2670)
  • Replaced isAlive function with alive command (#2622)
  • Improved Slideshow API (#2613)
  • PAK and Surgical Kit strings normalized inside modules (#2578)
  • Wirecutters update Fence Configs, use faster getModelInfo (#2781)
  • Supply Box pallets to heavy cargo (#2726)
  • Rework modifier key (#2598)
  • Handle odd selection/hitpoint names better (#2819)

FIXED

  • Changed ACE_time back to time in comments where appropriate (#2780)
  • Wounds do not reopen after implementing the fix from #2646 (#2878)
  • Can't use speed limiter on UGV (#2875)
  • Driving UGV will throw out errors from nametags if you drive close to players (#2873)
  • Altimeter doesn't show time on map (#2872)
  • Earplugs not removed on respawn (#2837)
  • No earplugs added on respawn (#2835)
  • RHS machinegunners do not have ear plugs (#2833)
  • No shape RPT errors for Map Flashlights (#2828)
  • Script error handleNetEvent (#2820)
  • Map flashlight stays floating after forced disconnect/kick (#2810)
  • Can't handcuff own side (#2782)
  • Mini-Spike AT Missiles Striking the Ground Beneath Targets (#2776)
  • Spectator vision mode can't be changed in External camera (#2774)
  • Virtual arsenal guys have bad hitpoints (#2768)
  • canTreat not working for disabled items (#2765)
  • FCS for 35 mm AA gun not handling elevation correctly, cant adjust distance for Air-Burst ammo (#2750)
  • Sometimes a RPG-soldier when fired, gets damages or loses consciousness(!empty and flat places of map) (#2747)
  • Wheel repair doesn't work correctly on RHS HMMWV (#2742)
  • Map darkness/Brightness does not work on three monitors (#2734)
  • Advanced Ballistics partially broken (#2709)
  • Supply box take the same space as small Ammo boxes (#2702)
  • Rangecard empty (#2696)
  • Spectator 3D icons not working (#2676)
  • Medicals given start at -1 minute (#2672)
  • Rallypoint placement time has wrong fromat (#2662)
  • Can't repair car engine/body because of script error (#2643)
  • Virtual entity Zeus doesn't work properly with forced interface (#2642)
  • Remove nametags and actions on hidden units (#2596)
  • Spectator still running while session is lost (#2592)
  • XM307A Cannot be moved, while XM307 and other static can be moved (#2590)
  • Attached items on a dedicated server (#2541)
  • Bunch of bugs with medical menu (#2528)
  • Shouldn't be able to access cargo of a destroyed vehicle (#2523)
  • Spectator map view is very laggy with high number of units (#2514)
  • Advanced Medical Heal hitpoints doesn't work (#2498)
  • Settings (size, colour) of menu interaction cannot be saved. (#2486)
  • Body Repairpoint is not on the right position on a hatchback (#2452)
  • Medical Facility or Medical Vehicle not working if vehicle is BLUEFOR class (#2423)
  • Sitting - getting blasted to the sky when elevation is above 0 on object (#2391)
  • Alca AG Vikhr missiles do not seem to lock (#2349)
  • Fire Control System is not working (#2126)
  • Greyhawk manual fire (#1898)
  • Killed eventhandler is ran/triggered twice because of ACE3 (#1859)
  • Laser target doesn't update position (#1715)
  • Explosives won't rotate at placement (#1235)
  • Events at mission start/loading (#148)
  • Remove nametags and actions on hidden units (#2892)
  • Add all wound types to bandage treatment configs (#2886)
  • UGV speed limiter (#2884)
  • UGV nametags script error (#2882)
  • Updating Base Classes for 1.54 (#2865)
  • Repair Overhaul (#2861)
  • Inventory Resize UI - changes for 1.54 GL-Mags (#2857)
  • Issue with forEach Loops and deleteAt Index (#2848)
  • Update FCS display after distance adjust (#2842)
  • Move bandage log before basic exit (#2841)
  • Overpresure - Misc fixes (#2840)
  • ACE_twistDirection (#2839)
  • Display basicMed wounds for AI in mixed mode (#2830)
  • Fix empty flashlightProxy model and delete map glow lights from disconnecting players (#2829)
  • Add method to deal with new hitpoints (#2813)
  • Broken repair point selection code (#2798)
  • Merkava/Patria tracer color (#2795)
  • Fixed small UAV carrying a lot of cargo (#2793)
  • Captives duplicate animEH (#2783)
  • Lead calculation for vehicle FCS (#2779)
  • Medical location check when set to disabled for PAK/Surgical (#2767)
  • Spectator updates (#2760)
  • Privates in Map module (#2746)
  • Use AGL for sitting setPos (#2745)
  • Medical Menu Fixes (#2743)
  • Map effects / flashlights for TrippleHead (#2736)
  • Gun smoke on AMV (#2708)
  • Attach getIn/Out run on local unit (#2681)
  • Disable loading into locked vehicles (#2680)
  • Missing magazines after certain scenarios (#2679)
  • Use ACE_gameTime for triage card (#2674)
  • Broken time format for rallypoints (#2663)
  • Zeus forced interface broken (#2645)
  • "cannot load sound .wss" RPT error (#2625)
  • Dedicated server AI thrown flasbangs do nothing (#2612)
  • Laser Update Position Bug (#2605)
  • Delay setUnconscious until the settings are inited (#2604)
  • fixFloating resetting reflector hitpoints (#2601)
  • Spectator view if called instantly (#2597)
  • Litter flying over ground (#2582)
  • Invisible Tactical Ladder (#2581)
  • Assign vehicle module for prefilled vehicle (#2565)
  • Don't disable locking for base RocketPods (#2560)
  • Change Wheel action on front wheels of RHS BTR family are placed near interaction point (#2751)
  • Leg Damage, Stuck Walking (#2389)
  • Privates in Map module (#2746)
  • Dedicated server AI thrown flasbangs do nothing (#2612)
  • Pedantic errors and redefinition of M_PI variable in extensions (#2382)

ADDED

  • Handcuffing module (#2783)
  • Custom repair points for a few vehicles (#2888)
  • Read settings from paramsArray (params in description.ext) (#2826)
  • Interactable Road Cone and Road Barrier (#2797)
  • Function hasHatch (#2792)
  • Map Gestures Settings (#2766)
  • Disable NVGs in sight (#2699)
  • Support for virtual cargo (#2628)
  • Sitting Framework (#2620)
  • Zeus Modules for Adding Spare Parts (#2617)
  • Interaction to quickly pass a magazine (#2390)
  • Parse List Common Function (#2257)
  • waitUntilAndExecute Function (#2254)
  • Vehicle rearming (#2164)
  • Vehicle refueling (#2141)
  • Field of View based dynamic view distance (Mk 1 eyeballs integration) (#2133)
  • Realistic names for Ka-60 v2 (#2831)
  • Add earplugs based on loudness and give to MGs (#2834)
  • Error Checking to Settings (#2766)
  • Showhud setter (#2753)
  • Set Default Channel at mission start (#2650)
  • Global event for "CaptiveStatusChange" (#2649)
  • Hand signals (Tactical Hand Signals integration) (#2219)
  • Interact menu settings after init (#2623)
  • Portuguese translations (#2845 #2789)
  • Polish translations (#2562 #2653 #2825)
  • Russian translations (#2821)
  • German translations (#2659)
  • Missing English strings (#2563)

REMOVED

  • Vignette (#2368)
  • Manual team synching (now handled by CBA) (#2803)
  • Enable optics in adjusted prone stances (now handled in Vanilla) (#2703)
  • Pain diagnosis on dead patients (#2543)
  • Check ammo action on destroyed static weapons (#2685)

A full list of merged pull requests

 

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When I remove all the medical pbo's my game goes back to standard BI medical. You must be missing a pbo or something...I think there's a few, advanced_medical, medical, and maybe a medical_interaction. I'm not quite sure if that's the exact names of the pbo's but should be close enough for you find them.

Sent from my iPhone using Tapatalk

Von Quest and Belbo were talking about modules, and not .pbo files.

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Hello ACE Team,

 

BI thought this and other stuff would be a good idea (drugs... maybe, I don't know...)

NexusStamina.jpg

 

 

Please fix (*remove)[**override][(***exchange by something better)]

 

kind regards,

a fan (yes, I can spin fast)

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That changelog is HUGE. Thanks guys, that was fast!

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Von Quest and Belbo were talking about modules, and not .pbo files.

My bad.

Sent from my iPhone using Tapatalk

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Nice work guys!Thank god someone is on top of things-this update has broken A LOT! I just hope my mod I use to remove fatigue is ok-I cant take that rapist breathing in my ear.God I hate the breathing sounds! (I know this is irrelevant to this thread-I'm just angry)

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