SchwererKonigstiger 28 Posted May 21, 2019 (edited) 5 hours ago, jshock said: Hm, cool, I'll try and see what it's all about. I've used it before in a super limited capacity over 5 years ago. Good luck! It's a great way to get contributions directly to your codebase, as Dedmen said. Also too late, it was pushed out as I wrote the message. They'll be your guinea pigs, they enjoy testing breaking new stuff. Edited May 21, 2019 by SchwererKonigstiger Fixing my furry friends name Share this post Link to post Share on other sites
Dedmen 2714 Posted May 21, 2019 8 minutes ago, SchwererKonigstiger said: Dedman Share this post Link to post Share on other sites
jshock 513 Posted May 29, 2019 UPDATE: v0.5.5 is LIVE OP mirror links updated. My brain remember that the wonderful TADST tool existed so I was able to figure out some stuff that was going on dedicated MP.....which was honestly way too much. Hopefully now, even though I obviously suck at my one job, I was able to hash out most of the issues that have been reported (along with a few others that I found along the way). I apologize for my lack of organization, especially when it comes to thoroughly testing shit before going public with it (really bad habit). Again, I especially urge those of you that play MP (both player-hosted and dedicated server) to report back with any problems because now with TADST I may be able to replicate instead of just guessing... Changelog: Spoiler -PUBLIC v0.5.5: Additions: -Added setting to Debug module to show/hide network related debug messages Changes/Fixes: -Changed Zeus UI to display all defaults when placing modules down consecutively -Changed (simplified) the way clients are updated on key variables -Changed from getPos to getPosWorld to update markers after using updateInfo fncs -Changed declaration namespace of some preInit variables for client/server -Fixed a number of before unseen logic or script errors causing any number of undesired results in dedicated MP -Fixed issue when player respawned and would not be affected by areas until adding then removing gear -Fixed issue where linked area on an object was not deleted after destroyed Removals: -Temporary (possible permanent) removal of some suspending functions that may have caused long mission load times Random aside: Seems like BI is coming around and supplying some vanilla gear and stuff here soon! Maybe I'll be useless after Contact is released . 2 Share this post Link to post Share on other sites
Reid236 116 Posted May 29, 2019 9 hours ago, jshock said: UPDATE: v0.5.5 is LIVE OP mirror links updated. My brain remember that the wonderful TADST tool existed so I was able to figure out some stuff that was going on dedicated MP.....which was honestly way too much. Hopefully now, even though I obviously suck at my one job, I was able to hash out most of the issues that have been reported (along with a few others that I found along the way). I apologize for my lack of organization, especially when it comes to thoroughly testing shit before going public with it (really bad habit). Again, I especially urge those of you that play MP (both player-hosted and dedicated server) to report back with any problems because now with TADST I may be able to replicate instead of just guessing... Changelog: Reveal hidden contents -PUBLIC v0.5.5: Additions: -Added setting to Debug module to show/hide network related debug messages Changes/Fixes: -Changed Zeus UI to display all defaults when placing modules down consecutively -Changed (simplified) the way clients are updated on key variables -Changed from getPos to getPosWorld to update markers after using updateInfo fncs -Changed declaration namespace of some preInit variables for client/server -Fixed a number of before unseen logic or script errors causing any number of undesired results in dedicated MP -Fixed issue when player respawned and would not be affected by areas until adding then removing gear -Fixed issue where linked area on an object was not deleted after destroyed Removals: -Temporary (possible permanent) removal of some suspending functions that may have caused long mission load times Random aside: Seems like BI is coming around and supplying some vanilla gear and stuff here soon! Maybe I'll be useless after Contact is released . The cbrn gear in the new dlc will be cosmetic only there won't be any functionality to the gear at all Share this post Link to post Share on other sites
jshock 513 Posted May 29, 2019 1 minute ago, Reid236 said: The cbrn gear in the new dlc will be cosmetic only there won't be any functionality to the gear at all Well, sure the gear won't have much to do aside from being there. But I read about a detector of sorts (like reading EM fields or something) too. I'm just joking anyhow . But it will certainly be nice to have some vanilla options for everyone on that front. Share this post Link to post Share on other sites
Reid236 116 Posted May 29, 2019 Will you be adding functionality to the new gear so we can use it with your mod? Share this post Link to post Share on other sites
jshock 513 Posted May 29, 2019 1 minute ago, Reid236 said: Will you be adding functionality to the new gear so we can use it with your mod? Well, if you've used my mod, you should know that the functionality is already there (at least for the masks/uniforms/etc). Just add the classnames! Now, I may add some "auto include" options to the gear/mask modules to make it easier, less hunting for classnames. I will surely have to take into consideration the new backpacks, but I will avoid making any specific plans until the DLC is released. But of course one could speculate the possibility of air tank capacity and use over time effects with supplemental refill handling.....but one could only speculate . 1 1 Share this post Link to post Share on other sites
jshock 513 Posted June 4, 2019 Uploaded to GitHub, OP updated. So I can be publicly shamed for terrible coding practices . Any contributions are welcome (still trying to figure out all the GitHub stuff too). However, I do have limits on the scope of this mod because I would prefer to not compete with Ravage or other similar addons. 3 Share this post Link to post Share on other sites
blade4951 13 Posted July 4, 2019 Is there a way to set the reading number on the Contamination Zone Detector to be higher or lower depending on the MOPP level? Awesome mod by the way! Exactly what my group needed for a campaign we are setting up! Share this post Link to post Share on other sites
jshock 513 Posted July 4, 2019 2 hours ago, blade4951 said: Is there a way to set the reading number on the Contamination Zone Detector to be higher or lower depending on the MOPP level? No, not at the moment. I had thought about reworking that calculation so it wasn’t just an arbitrary distance value within the zone but got caught up with life stuff. Your thoughts seem logical enough though. Share this post Link to post Share on other sites
loopdk 92 Posted August 9, 2019 Hey Guys. We hostede a joint traning last night and every time we tryede to use a gasmask we got this in the RPT 19:10:18 Warning Message: No entry 'bin\config.bin/CfgWeapons.JSHK_contam_mask_m50_hoodless'. 19:10:18 Warning Message: No entry '.scope'. 19:10:18 Warning Message: '/' is not a value 19:10:18 Warning Message: Error: creating weapon JSHK_contam_mask_m50_hoodless with scope=private 19:10:18 Warning Message: No entry '.displayName'. 19:10:18 Warning Message: '/' is not a value 19:10:18 Warning Message: No entry '.nameSound'. 19:10:18 Warning Message: '/' is not a value 19:10:18 Warning Message: No entry '.type'. 19:10:18 Warning Message: '/' is not a value 19:10:18 Warning Message: No entry '.picture'. 19:10:18 Warning Message: '/' is not a value 19:10:18 Warning Message: No entry '.Library'. 19:10:18 Warning Message: No entry '.libTextDesc'. 19:10:18 Warning Message: '/' is not a value 19:10:18 Warning Message: No entry '.model'. 19:10:18 Warning Message: '/' is not a value 19:10:18 Warning Message: No entry '.simulation'. 19:10:18 Warning Message: '/' is not a value 19:10:18 Warning Message: No entry '.fireLightDuration'. 19:10:18 Warning Message: '/' is not a value 19:10:18 Warning Message: No entry '.fireLightIntensity'. 19:10:18 Warning Message: '/' is not a value 19:10:18 Warning Message: No entry '.fireLightDiffuse'. 19:10:18 Warning Message: Size: '/' not an array 19:10:18 Warning Message: Size: '/' not an array 19:10:18 Warning Message: No entry '.fireLightAmbient'. 19:10:18 Warning Message: Size: '/' not an array 19:10:18 Warning Message: Size: '/' not an array 19:10:18 Warning Message: No entry '.weaponLockDelay'. 19:10:18 Warning Message: '/' is not a value 19:10:18 Warning Message: No entry '.weaponLockSystem'. 19:10:18 Warning Message: '/' is not a value 19:10:18 Warning Message: No entry '.cmImmunity'. 19:10:18 Warning Message: '/' is not a value 19:10:18 Warning Message: No entry '.weight'. 19:10:18 Warning Message: '/' is not a value 19:10:18 Warning Message: No entry '.lockingTargetSound'. 19:10:18 Warning Message: Size: '/' not an array 19:10:18 Warning Message: No entry '.lockedTargetSound'. 19:10:18 Warning Message: Size: '/' not an array 19:10:18 Warning Message: No entry '.detectRange'. 19:10:18 Warning Message: '/' is not a value 19:10:18 Warning Message: No entry '.muzzles'. 19:10:18 Warning Message: Size: '/' not an array 19:10:19 [ACRE] (sys_server) WARNING: Desync - Garbage collection prevented for radio 'acre_prc343_id_3' from player 'Sgt Sabre' as it still exists for them locally! idi\acre\addons\sys_server\fnc_stopRadioGarbageCollect.sqf:27 19:10:20 Server: Object 19:9 not found (message Type_120) 19:10:21 Server: Object 19:10 not found (message Type_120) 19:10:29 Setting invalid pitch 0.0000 for L Charlie 2-2:1 REMOTE 19:10:31 Warning Message: No entry 'bin\config.bin/CfgWeapons.JSHK_contam_mask_m50_hoodless'. 19:10:31 Warning Message: No entry '.scope'. 19:10:31 Warning Message: '/' is not a value 19:10:31 Warning Message: Error: creating weapon JSHK_contam_mask_m50_hoodless with scope=private 19:10:31 Warning Message: No entry '.displayName'. 19:10:31 Warning Message: '/' is not a value 19:10:31 Warning Message: No entry '.nameSound'. 19:10:31 Warning Message: '/' is not a value 19:10:31 Warning Message: No entry '.type'. 19:10:31 Warning Message: '/' is not a value 19:10:31 Warning Message: No entry '.picture'. 19:10:31 Warning Message: '/' is not a value 19:10:31 Warning Message: No entry '.Library'. 19:10:31 Warning Message: No entry '.libTextDesc'. 19:10:31 Warning Message: '/' is not a value 19:10:31 Warning Message: No entry '.model'. 19:10:31 Warning Message: '/' is not a value 19:10:31 Warning Message: No entry '.simulation'. 19:10:31 Warning Message: '/' is not a value 19:10:31 Warning Message: No entry '.fireLightDuration'. 19:10:31 Warning Message: '/' is not a value 19:10:31 Warning Message: No entry '.fireLightIntensity'. 19:10:31 Warning Message: '/' is not a value 19:10:31 Warning Message: No entry '.fireLightDiffuse'. 19:10:31 Warning Message: Size: '/' not an array 19:10:31 Warning Message: Size: '/' not an array 19:10:31 Warning Message: No entry '.fireLightAmbient'. 19:10:31 Warning Message: Size: '/' not an array 19:10:31 Warning Message: Size: '/' not an array 19:10:31 Warning Message: No entry '.weaponLockDelay'. 19:10:31 Warning Message: '/' is not a value 19:10:31 Warning Message: No entry '.weaponLockSystem'. 19:10:31 Warning Message: '/' is not a value 19:10:31 Warning Message: No entry '.cmImmunity'. 19:10:31 Warning Message: '/' is not a value 19:10:31 Warning Message: No entry '.weight'. 19:10:31 Warning Message: '/' is not a value 19:10:31 Warning Message: No entry '.lockingTargetSound'. 19:10:31 Warning Message: Size: '/' not an array 19:10:31 Warning Message: No entry '.lockedTargetSound'. 19:10:31 Warning Message: Size: '/' not an array 19:10:31 Warning Message: No entry '.detectRange'. 19:10:31 Warning Message: '/' is not a value 19:10:31 Warning Message: No entry '.muzzles'. 19:10:31 Warning Message: Size: '/' not an array 19:10:33 Server: Object 19:10 not found (message Type_92) 19:10:33 Server: Object 19:9 not found (message Type_92) 19:10:37 Error: Object(10 : 186) not found 19:10:47 Warning Message: No entry 'bin\config.bin/CfgWeapons.JSHK_contam_mask_m50_hoodless'. 19:10:47 Warning Message: No entry '.scope'. 19:10:47 Warning Message: '/' is not a value 19:10:47 Warning Message: Error: creating weapon JSHK_contam_mask_m50_hoodless with scope=private 19:10:47 Warning Message: No entry '.displayName'. 19:10:47 Warning Message: '/' is not a value 19:10:47 Warning Message: No entry '.nameSound'. 19:10:47 Warning Message: '/' is not a value 19:10:47 Warning Message: No entry '.type'. 19:10:47 Warning Message: '/' is not a value 19:10:47 Warning Message: No entry '.picture'. 19:10:47 Warning Message: '/' is not a value 19:10:47 Warning Message: No entry '.Library'. 19:10:47 Warning Message: No entry '.libTextDesc'. 19:10:47 Warning Message: '/' is not a value 19:10:47 Warning Message: No entry '.model'. 19:10:47 Warning Message: '/' is not a value 19:10:47 Warning Message: No entry '.simulation'. 19:10:47 Warning Message: '/' is not a value 19:10:47 Warning Message: No entry '.fireLightDuration'. 19:10:47 Warning Message: '/' is not a value 19:10:47 Warning Message: No entry '.fireLightIntensity'. 19:10:47 Warning Message: '/' is not a value 19:10:47 Warning Message: No entry '.fireLightDiffuse'. 19:10:47 Warning Message: Size: '/' not an array 19:10:47 Warning Message: Size: '/' not an array 19:10:47 Warning Message: No entry '.fireLightAmbient'. 19:10:47 Warning Message: Size: '/' not an array 19:10:47 Warning Message: Size: '/' not an array 19:10:47 Warning Message: No entry '.weaponLockDelay'. 19:10:47 Warning Message: '/' is not a value 19:10:47 Warning Message: No entry '.weaponLockSystem'. 19:10:47 Warning Message: '/' is not a value 19:10:47 Warning Message: No entry '.cmImmunity'. 19:10:47 Warning Message: '/' is not a value 19:10:47 Warning Message: No entry '.weight'. 19:10:47 Warning Message: '/' is not a value 19:10:47 Warning Message: No entry '.lockingTargetSound'. 19:10:47 Warning Message: Size: '/' not an array 19:10:47 Warning Message: No entry '.lockedTargetSound'. 19:10:47 Warning Message: Size: '/' not an array 19:10:47 Warning Message: No entry '.detectRange'. 19:10:47 Warning Message: '/' is not a value 19:10:47 Warning Message: No entry '.muzzles'. 19:10:47 Warning Message: Size: '/' not an array 19:10:48 Warning Message: No entry 'bin\config.bin/CfgWeapons.JSHK_contam_mask_m50_hoodless'. 19:10:48 Warning Message: No entry '.scope'. 19:10:48 Warning Message: '/' is not a value 19:10:48 Warning Message: Error: creating weapon JSHK_contam_mask_m50_hoodless with scope=private 19:10:48 Warning Message: No entry '.displayName'. 19:10:48 Warning Message: '/' is not a value 19:10:48 Warning Message: No entry '.nameSound'. 19:10:48 Warning Message: '/' is not a value 19:10:48 Warning Message: No entry '.type'. 19:10:48 Warning Message: '/' is not a value 19:10:48 Warning Message: No entry '.picture'. 19:10:48 Warning Message: '/' is not a value 19:10:48 Warning Message: No entry '.Library'. 19:10:48 Warning Message: No entry '.libTextDesc'. 19:10:48 Warning Message: '/' is not a value 19:10:48 Warning Message: No entry '.model'. 19:10:48 Warning Message: '/' is not a value 19:10:48 Warning Message: No entry '.simulation'. 19:10:48 Warning Message: '/' is not a value 19:10:48 Warning Message: No entry '.fireLightDuration'. 19:10:48 Warning Message: '/' is not a value 19:10:48 Warning Message: No entry '.fireLightIntensity'. 19:10:48 Warning Message: '/' is not a value 19:10:48 Warning Message: No entry '.fireLightDiffuse'. 19:10:48 Warning Message: Size: '/' not an array 19:10:48 Warning Message: Size: '/' not an array 19:10:48 Warning Message: No entry '.fireLightAmbient'. 19:10:48 Warning Message: Size: '/' not an array 19:10:48 Warning Message: Size: '/' not an array 19:10:48 Warning Message: No entry '.weaponLockDelay'. 19:10:48 Warning Message: '/' is not a value 19:10:48 Warning Message: No entry '.weaponLockSystem'. 19:10:48 Warning Message: '/' is not a value 19:10:48 Warning Message: No entry '.cmImmunity'. 19:10:48 Warning Message: '/' is not a value 19:10:48 Warning Message: No entry '.weight'. 19:10:48 Warning Message: '/' is not a value 19:10:48 Warning Message: No entry '.lockingTargetSound'. 19:10:48 Warning Message: Size: '/' not an array 19:10:48 Warning Message: No entry '.lockedTargetSound'. 19:10:48 Warning Message: Size: '/' not an array 19:10:48 Warning Message: No entry '.detectRange'. 19:10:48 Warning Message: '/' is not a value 19:10:48 Warning Message: No entry '.muzzles'. 19:10:48 Warning Message: Size: '/' not an array 19:10:50 Warning Message: No entry 'bin\config.bin/CfgWeapons.JSHK_contam_mask_m50_hoodless'. 19:10:50 Warning Message: No entry '.scope'. 19:10:50 Warning Message: '/' is not a value 19:10:50 Warning Message: Error: creating weapon JSHK_contam_mask_m50_hoodless with scope=private 19:10:50 Warning Message: No entry '.displayName'. 19:10:50 Warning Message: '/' is not a value 19:10:50 Warning Message: No entry '.nameSound'. 19:10:50 Warning Message: '/' is not a value 19:10:50 Warning Message: No entry '.type'. 19:10:50 Warning Message: '/' is not a value 19:10:50 Warning Message: No entry '.picture'. 19:10:50 Warning Message: '/' is not a value 19:10:50 Warning Message: No entry '.Library'. 19:10:50 Warning Message: No entry '.libTextDesc'. 19:10:50 Warning Message: '/' is not a value 19:10:50 Warning Message: No entry '.model'. 19:10:50 Warning Message: '/' is not a value 19:10:50 Warning Message: No entry '.simulation'. 19:10:50 Warning Message: '/' is not a value 19:10:50 Warning Message: No entry '.fireLightDuration'. 19:10:50 Warning Message: '/' is not a value 19:10:50 Warning Message: No entry '.fireLightIntensity'. 19:10:50 Warning Message: '/' is not a value 19:10:50 Warning Message: No entry '.fireLightDiffuse'. 19:10:50 Warning Message: Size: '/' not an array 19:10:50 Warning Message: Size: '/' not an array 19:10:50 Warning Message: No entry '.fireLightAmbient'. 19:10:50 Warning Message: Size: '/' not an array 19:10:50 Warning Message: Size: '/' not an array 19:10:50 Warning Message: No entry '.weaponLockDelay'. 19:10:50 Warning Message: '/' is not a value 19:10:50 Warning Message: No entry '.weaponLockSystem'. 19:10:50 Warning Message: '/' is not a value 19:10:50 Warning Message: No entry '.cmImmunity'. 19:10:50 Warning Message: '/' is not a value 19:10:50 Warning Message: No entry '.weight'. 19:10:50 Warning Message: '/' is not a value 19:10:50 Warning Message: No entry '.lockingTargetSound'. 19:10:50 Warning Message: Size: '/' not an array 19:10:50 Warning Message: No entry '.lockedTargetSound'. 19:10:50 Warning Message: Size: '/' not an array 19:10:50 Warning Message: No entry '.detectRange'. 19:10:50 Warning Message: '/' is not a value 19:10:50 Warning Message: No entry '.muzzles'. 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jshock 513 Posted August 9, 2019 23 minutes ago, loopdk said: Hey Guys. We hostede a joint traning last night and every time we tryede to use a gasmask we got this in the RPT Hm, I’m hoping to have some time on my hands here soon. So maybe I’ll be able to take a look. Share this post Link to post Share on other sites
loopdk 92 Posted August 9, 2019 Everything is working but the rpt fil is just getting floodet Share this post Link to post Share on other sites
3l0ckad3 17 Posted October 29, 2019 Great mod @jshock ! I have a question, or maybe input, is it, or could it be possible for you to make it possible to use editor placed markers or triggers for contaminated areas, I'm trying to simulate a thermal nuclear aftermath, and I would like the whole northern part of the map to be contaminated, and it would be much easier with rectangle markers or triggers. And could you add a geiger counter audio sample 😉 Cheers, and thank you for sharing this great idea with the community 🙂 Share this post Link to post Share on other sites
jshock 513 Posted October 29, 2019 3 minutes ago, 3l0ckad3 said: Great mod @jshock ! I have a question, or maybe input, is it, or could it be possible for you to make it possible to use editor placed markers or triggers for contaminated areas, I'm trying to simulate a thermal nuclear aftermath, and I would like the whole northern part of the map to be contaminated, and it would be much easier with rectangle markers or triggers. And could you add a geiger counter audio sample 😉 Cheers, and thank you for sharing this great idea with the community 🙂 Appreciate the input. I’ve been extremely busy trying to graduate college recently (shooting to be done by December). Hopefully I will have ample time to look into some fixes/additions in this next year. The geiger counter sound is certainly the topper of the list given the major demand of it. Before I took my most recent sabbatical I was probably about to rework the entire system from scratch using scripted EHs, which would allow for much more versatility and condense down a lot of the loops and other events. But I will look into adding the ability to use editor placed markers and/or expand on the types markers that are already available. Again I apologize for my most recent disappearance 😅. 2 Share this post Link to post Share on other sites
3l0ckad3 17 Posted October 29, 2019 4 minutes ago, jshock said: Appreciate the input. I’ve been extremely busy trying to graduate college recently (shooting to be done by December). Hopefully I will have ample time to look into some fixes/additions in this next year. The geiger counter sound is certainly the topper of the list given the major demand of it. Before I took my most recent sabbatical I was probably about to rework the entire system from scratch using scripted EHs, which would allow for much more versatility and condense down a lot of the loops and other events. But I will look into adding the ability to use editor placed markers and/or expand on the types markers that are already available. Again I apologize for my most recent disappearance 😅. Hey, no probs @jshock, life is far more important. I'm just toying around with your creation now, always wanted to do a post thermal apocalyptic mission, but the game lacked the functions and assets to make it possible.. Good luck with your education Jshock, and thank you for the fast retort Share this post Link to post Share on other sites
Scarlett_The_AI 0 Posted March 10, 2020 (edited) Sorry, I posted to the mod comments before fully reading your description on the mod. ANYWAY, unsure if this is a problem with the new ace but I stood in the contam zone that was set to 1 second for about 30 seconds without dying or getting anything other than the text "*Coughing*". I saw that you said that ACE does remove the notifications but I am unsure if it is currently working with the newest update to ACE. Any thoughts? Edit: Went into Editor to test and checked my logs folder. This started popping after the amount of time I had set for death to start "1:20:45 ACE Medical WARNING: Formerly public function [ace_medical_fnc_setCardiacArrest] has no effect in medical rewrite." Edited March 10, 2020 by Scarlett_The_AI Adding log to attempt to help with a fix Share this post Link to post Share on other sites
jshock 513 Posted April 29, 2020 On 3/9/2020 at 11:47 PM, Scarlett_The_AI said: Sorry, I posted to the mod comments before fully reading your description on the mod. ANYWAY, unsure if this is a problem with the new ace but I stood in the contam zone that was set to 1 second for about 30 seconds without dying or getting anything other than the text "*Coughing*". I saw that you said that ACE does remove the notifications but I am unsure if it is currently working with the newest update to ACE. Any thoughts? Edit: Went into Editor to test and checked my logs folder. This started popping after the amount of time I had set for death to start "1:20:45 ACE Medical WARNING: Formerly public function [ace_medical_fnc_setCardiacArrest] has no effect in medical rewrite." UPDATE: v0.5.5h is LIVE OP mirror links updated. Updates the ACE function used to send units into cardiac arrest. Sorry for the delay been busy and honestly a bit burnt out across the board. 1 3 Share this post Link to post Share on other sites
zagor64bz 1225 Posted April 29, 2020 6 hours ago, jshock said: Sorry for the delay been busy and honestly a bit burnt out across the board. Yo J !!!! What's up buddy? yeah, man...I gotcha you on that...feel burnt out myself sometime. Glad to see you still working on this though. TK and stay safe brother. Zagor out! Share this post Link to post Share on other sites
Scarlett_The_AI 0 Posted April 30, 2020 18 hours ago, jshock said: UPDATE: v0.5.5h is LIVE OP mirror links updated. Updates the ACE function used to send units into cardiac arrest. Sorry for the delay been busy and honestly a bit burnt out across the board. Thank you! We were able to get by using a modified ace but there are some things we liked with the current ace. This mod is a godsend since my unit is a CBRN unit. Share this post Link to post Share on other sites
mickeymen 324 Posted May 1, 2020 Hello! can anyone tell me what relationship does this mod have with ACE3 mod? I can not use JSHK since it causes endless errors or just doesn't work. I do not use ACE3 medicine (these files are deleted) and without this mod everything works well. But as soon as I put JSHK mod I get error message mentioning ACE3, while in the description of the JSHK mod, there are no dependencies with ACE3 mod/ So what's wrong with that? "Does this mod need ACE3 medicine? Share this post Link to post Share on other sites
jshock 513 Posted May 1, 2020 Well, when you start deleting things from an entire mod that works together errors tend to occur. My mod searches for the presence of ACE and auto enables the ACE medical system when present, so yes there will be errors when you delete parts of it entirely... That being said, I should probably detect the ACE medical pbo instead of ACE main at this point I guess.. 1 Share this post Link to post Share on other sites
mickeymen 324 Posted May 4, 2020 On 5/2/2020 at 12:43 AM, jshock said: Well, when you start deleting things from an entire mod that works together errors tend to occur. Dude, I'm not just deleting these parts! The ACE mod is specifically designed for this purpose as a modular mod. This should work well without many components. Do you know about this? Some of the modules can be deleted (or switched off if you like) at the request of the player, for this many thanks to the developers of the mod. Quote My mod searches for the presence of ACE and auto enables the ACE medical system when present If your mod is addicted to the ACE3 mod, then finally write about it in the description. There is no description of necessary components, both in Steam and in Armagolic I see this: Requirements: No addons required As a result, I downloaded it several times, installed it and could not figure out what my problem was, time wasted in vain. Thank you Share this post Link to post Share on other sites
jshock 513 Posted May 4, 2020 I get what you’re saying, that’s also why I said I should be checking for a different pbo in the ACE framework to autodetect the use of ACE medical, which is my bad and my oversight, which I may fix at some point. Which also seems to be the only thing you didn’t quote from my initial response. I also just really dug back into their mod, since I haven’t been able to follow anything Arma in recent YEARS, and did not know that since the rewrite of the medical system the plug-n-play type “basic” medical system they used to have is gone and may turn some people away from it. But I guess I apologize for not being paid nor have time enough ensure everyone stays as happy as possible. I’m not perfect, my coding is not perfect, which is self evident if you look at older updates, cause go figure I don’t do this shit for a living, but you’re so far the only person that has commented (and that I know) that uses ACE but doesn’t use the medical system, so forgive my surprise when you brought that up. I know that’s a short-sighted train of thought by me since their mod is extremely modular and built by a number of people who actually do code for a living (or if they don’t, they damn well could) and have enterprise level organization and requirements for their entire project, but what can you expect from a guy who’s clearly just addicted to ACE3. Can’t listen to us junkies. I would point you to this script, since mine just isn’t adequate for you: or this this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1095745477 But they both admit to being ACE addicts up front, seems like there are a lot of us. Guess you’ll just have to write your own system, free from the tyranny of ACE medical. I await your release. 1 Share this post Link to post Share on other sites
jshock 513 Posted May 22, 2020 UPDATE: v0.5.6 is LIVE OP mirror links updated. Zeus Enhanced is now compatible (and not required). Achilles can still be used if one so desires. I integrated Contact gear into the gear/mask modules, though I have run out of time to attempt some more expansive functionality sadly. ACE damage is now reliant on the presence of the ACE medical status pbo not ACE main, resolving the issue had above... Changelog: Spoiler PUBLIC v0.5.6: Additions: -Added: Basic integration of Contact gear into mask/gear modules (by option) -Added: Support for the Zeus Enhanced mod (though Achilles is still backwards compatible) -Added: MOPP 4 option support in area module, see tool-tips for details in-game Changes/Fixes: -Changed: Detection of ACE present from ace_main to ace_medical_status to accommodate players that do not use ACE medical -Fixed: An issue where the Zeus detection would report as timed out when neither Zeus mod was present Removals: -None 2 1 Share this post Link to post Share on other sites