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Minoza

Sahrani ACE2 Evolution Blue WIP

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what happens?

the script is csupport calls eventsC/ evo_dropbox

you manually add in the weapons and mags you want fro mwhatever mod youre running, in your case the ACE one. there must be loads of weapon pbos i saw when updating, so you may need to extract the weapon and mag classnames from each pbo or ACE team may have a readme on it, or they may have a default ammo crate you can use instead... this would takea little fudging in eventsC

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wow!

I've been inactive for quite some time... I stopped working on this cause I couldn't find time and I found so few people interested in this. Anyways, I'll check if I still have files on my HDD, maybe I could continue to work on this, did you guys already made some release?

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yeah blazes made it but i cant get on with ACE at all. I really dont like it very much (no offence!) for a whole bunch ofreasons so I won't be working on it for Evo.

PM blazes and maybe he can send you his latest files.

good luck

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Basically the main thing I think you need to handle for ACE-compatibility is taking the armor system into account. That means the vehicle repair script needs to use ACE commands rather than setDammage for repairing armored vehicles, and checking if a vehicle is disabled needs to use ACE functions rather than getDammage, as getDammage will only return 1 if the vehicle is completely ruined, but a vehicle can be completely useless without being completely ruined, for example ruined tracks and cannon, and in that case damage (from getDammage) will remain at 0. Same goes for checking if enemy vehicles are disabled (in case any script does that) - just checking damage will not work properly for armored vehicles. Repair vehicles also use the ACE system, so if evolution has any scripts that repair vehicles differently, you might need to account for that.

Paradropping may also be different, as you need parachutes to paradrop in ACE, while in vanilla you can just jump out.

Other than that, I don't see what else needs to be done differently for an ACE version other than that along with obviously including all the ACE gear and vehicles.

For those reasons it might be easier for you to fix an already working (or mostly working) version of non-ACE evolution rather than work on one of the current ACE evolution versions.

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As the people I play with don't seem to like ACE I'm afraid my motivation to fix the mission (and also the possibility to test it properly) is not very high atm.

That does not mean I won't do/try it some time in the future though. But in any case I will wait for eggbeast to fix certain core aspects of EVO first, as it it a pain in the ass to keep up with all his work as well as with the ongoing development of ACE itself.

Your hints about the armour system etc. are welcome though.

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if there was an ACE lite that had all the cool scripts but none of the mod content I'd certainly implement that into evo. it's just too much stuff to put in that then means we cant incremenetally add other mods too... plus all the guys will have different versions so we'd have to keep up with it all the time and keep updating the server etc. i'd sooner put on the mods we want and then update 1 or 2 as they are updated, rather than having to manage this connected family of pretty large and unique mods that ACE creates...

also configging all the extra stuff seems daunting. and i don't like the features like redouts and falling over after running 100 yards. this stuff is defaulted ON, meaning work to go in understand each part and default it OFF, assuming there's a toggle for this stuff. arma is hard enough without adding all this handicap stuff in imho.

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Stamina and wounding system have a simple variable you can set to false/true in order to enable/disable them. Same goes for the ACE marker system (though in the latest versions it actually became rather decent).

AFAIK the only things that need to be specifically handled for ACE (other than the features that can simply be toggled on/off by setting a variable to true/false) are those I mentioned.

One thing I did forget to mention is rucksacks (saving loadout with a rucksack needs to use some ACE functions, and same for saving weapon on back), but you don't really have to include them. In the end it's not so much about the ACE equipment, but more about being able to play the mission properly with ACE running. Of course if you really want to do it nicely you could make the scripts work for both versions by checking if ACE is running and if it is behave differently where relevant (such as when checking damage status of armored vehicles).

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thanks that explains it well. i'm not keen though...

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i don't seem to find a working link for this ... please help me.

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i think minoza gave up. and we don't work with ace im afraid.

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yeah ... I have that one for a while now, but I was saving my EVO virginity for the ACE version

I guess I just have to do with the non ACE version

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Or make your own ACE version :)

It shouldn't be all that hard.

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really !? So I just add ACE modules ... and it would work?

** Putting the gun down , killing self postponed **

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Just putting the modules probably won't cut it. You probably have to edit some scripts to deal with ACE armor system and possibly some other things (ex injury system if you use that module).

Of course disabling ACE's armor system could make your life much easier, but also remove one of the big pluses of ACE.

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will try that after I'm done with MSO. probably never! LOL

I will jst wait for one of you big heads to make an ACE version

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there's also an overlap woith the T menu and the Torch key for Ace that needs fixing...

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You can always just rebind the ACE key to something else in the ACE settings menu, though it would probably be better to use a key combination that is less likely to be actually used by someone's keybindings, aka ctrl+alt+something (not delete though :)) or whatever.

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