Madbrood 12 Posted January 20, 2016 I also noticed explosives and mines cannot be defused / planted. Interact options don't show up when using Defusal Kits. Anyone else got this? I can't speak for defusal kits, but haven't had any issues planting explosives/attaching a clacker etc. Share this post Link to post Share on other sites
cyruz 103 Posted January 20, 2016 I try to remove advanced ballistic pbo.Nothing. I make 10-15 test and for me problem is in ace core module. You tried it without ACE? A few are getting horrible stuttering due to sound issues at the moment. Share this post Link to post Share on other sites
kecharles28 197 Posted January 20, 2016 Updated mod v3.4.2 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
Aniallator 164 Posted January 20, 2016 Anything I do in the medical menu, I've found I have to do twice because it doesn't do it the first time. For example, I'll go into the medical menu and select to bandage my left leg, nothing happens, I do it again, and I bandage my left leg. Anyone else have this? Kind of annoying. Share this post Link to post Share on other sites
Max255 59 Posted January 20, 2016 Basic or advanced medical? Share this post Link to post Share on other sites
SD_BOB 10 Posted January 20, 2016 Speaking of the Medical system... On the module or init for the medical system, there are three options. Disabled/Basic/Advanced My question is what effect does disabled have? I assume its supposed to disable the medical system, but when i select this i still get the medical menus/wound effects and the auto switch medical equipment on normal game first aid kits etc. I would really love an option to disable the Medical system, without having to get everyone to remove the medical .pbo's 1 Share this post Link to post Share on other sites
Aniallator 164 Posted January 21, 2016 Basic or advanced medical? Basic for certain, advanced as well I believe. Share this post Link to post Share on other sites
mannulus 38 Posted January 21, 2016 Is there a way to remove the scope adjustment? I prefer the basic vanilla Arma 3 where PGUP and PGDN zero it by 100 meters per button push. I looked through the pbos but I am not sure which one to remove. Share this post Link to post Share on other sites
Bamse 223 Posted January 21, 2016 remove ace_scopes.pbo Share this post Link to post Share on other sites
Gimpy 11 Posted January 21, 2016 New mission builder here, How do I determine which module to sync with with other and with a unit ? Share this post Link to post Share on other sites
cuel 25 Posted January 21, 2016 New mission builder here, How do I determine which module to sync with with other and with a unit ? Most ACE3 modules takes a comma separated list of objects to "support", I don't think any of them takes a sync object. Sync'd objects doesn't support JIP 1 Share this post Link to post Share on other sites
DieselJC 196 Posted January 22, 2016 So is the ability to tow broken vehicles not enabled or is that a special vehicle you need in ACE? Gives me the option to hook to or un hook but does not work. Diesel Share this post Link to post Share on other sites
Gimpy 11 Posted January 22, 2016 Most ACE3 modules takes a comma separated list of objects to "support", I don't think any of them takes a sync object. Sync'd objects doesn't support JIP Thanks for clearing that up for me. Share this post Link to post Share on other sites
Aniallator 164 Posted January 23, 2016 Reposting this from the RHS thread: EDIT: In ACE3, I have switching between flashlight and laser bound to Shift+L, but for whatever reason this doesn't work in RHS (works with other mods). So I bound User Action 2 to Shift+L and made Accessory Action User Action 2. In-game, pressing Shift+L does nothing. Removing the Shift+L binding from ACE3, it works like a charm. So either ACE3 or RHS is creating an issue when the two bindings are the same, as I tried binding User Action 2 to something else and pressing that worked fine. I use the RHS compatibility PBOs with ACE3, why isn't this compatible? Share this post Link to post Share on other sites
commy2 188 Posted January 23, 2016 You have to bind them to different keybinds. Share this post Link to post Share on other sites
Aniallator 164 Posted January 23, 2016 Yes, but is the lack of compatibility for switching between flashlight and laser in ACE3 with RHS a bug? Share this post Link to post Share on other sites
stu81 45 Posted January 23, 2016 I can switch with default control C running ace and rhs 1 Share this post Link to post Share on other sites
SilentSpike 84 Posted January 23, 2016 Yes, but is the lack of compatibility for switching between flashlight and laser in ACE3 with RHS a bug? ACE uses the CBA keybinding system for compatibility with other addons using the CBA system. RHS have designed their addon with standalone capability in mind (that is my understanding), so they are using their own system for keybindings. If there is bad interaction between them, then it just sounds like an incompatibility that can't be fixed trivially. If BI were to provide a custom keybinding system in the game... :ph34r: However, if you are experiencing unexpected interaction between vanilla keybinds and CBA keybinds then that's an issue I'd report to the CBA team :) 2 Share this post Link to post Share on other sites
looter 10 Posted January 24, 2016 Looks like the broken damage system still hasn't been fixed. I haven't looked into the issue in depth since last September, any new information on why this is happening? Edit: Updated to 3.4.2, seems to be fixed in SP / Listen server, updated my post in the issue. Could someone test it in a dedicated server? Share this post Link to post Share on other sites
Belbo 462 Posted January 24, 2016 Looks like the broken damage system still hasn't been fixed. I haven't looked into the issue in depth since last September, any new information on why this is happening? No problem on my end. Have you tried version 3.4.2 yet? Share this post Link to post Share on other sites
Vasily.B 529 Posted January 24, 2016 Yes, but is the lack of compatibility for switching between flashlight and laser in ACE3 with RHS a bug? You can try to change RHS controls in pause menu. Share this post Link to post Share on other sites
looter 10 Posted January 24, 2016 No problem on my end. Have you tried version 3.4.2 yet? I've updated my post on the issue from some more testing. It looks like 3.3.0 and 3.4.0 had some limb / damage updates that may have knocked out most of the weird behavior in the issue. Share this post Link to post Share on other sites
SD_BOB 10 Posted January 24, 2016 Speaking of the Medical system... On the module or init for the medical system, there are three options. Disabled/Basic/Advanced My question is what effect does disabled have? I assume its supposed to disable the medical system, but when i select this i still get the medical menus/wound effects and the auto switch medical equipment on normal game first aid kits etc. I would really love an option to disable the Medical system, without having to get everyone to remove the medical .pbo's Any chance someone knows the answer to this, whenever i post a question regarding this, it gets buried with no answer. Share this post Link to post Share on other sites
Moon_chilD 200 Posted January 24, 2016 Question: Does anybody else have the problem, that you can't see the terrain in thermal view when it is cloudy or raining? You can still see heat signatures but no terrain at all! (Its either pitch black or all white!) The problem is, using an Attack Helicopter is very hard that way, since you can't distinguish whether a Target is on a hill, behind a Tree or a House. The question is just if anybody else has that problem as well or if we need to see if any of our other mods interfere with ACE at this point! Many Greetings Moony Share this post Link to post Share on other sites
Aniallator 164 Posted January 24, 2016 You can try to change RHS controls in pause menu. I have done that of course, has no effect. Share this post Link to post Share on other sites