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jokershand

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About jokershand

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  1. We're using a combination of mods (The Major ones are ACE3 and MCC4) and have noticed that we're unable to interact with Civilians (Only important for Rescue HVT situations). I've tracked the symptoms to be related to ACE, but I have a few questions. The MCC Captive system works as intended if we simple remove the ACE Captives. I'd rather keep ACE Captives however. I've found a function within ACE that checks whether or not a unit is capable of interacting with Civilians. I have no doubt that I have somehow disabled that feature. How would I enable it? Is it on by default? The Function in Question can be seen on the GitHub here.. https://github.com/acemod/ACE3/blob/c9529a1e1c2b908def1ad2e9940ac12a9560ef3e/addons/interaction/functions/fnc_canInteractWithCivilian.sqf Is that just something I need to throw in my Init.SQF? or do I not have access to it as a Host? Thanks in advance for any information.
  2. If simply removing the PBO files will do it that's awesome. Easy to do and to understand by my group. We're small enough that I can manage it that way easy. The Editor thing SOUNDS Like it would be simple, but I've tried it and can't figure out how to edit an existing mission. I'm not looking for a tutorial on that here or anything. I'm sure that's a daunting task to learn in it's own right. We'll get there surely, but we're not there yet. :)
  3. The search functions yielded no results, though I admit I haven't taken the time to peruse all 51 pages of this thread. I have a small crew about to start Arma in the next few weeks. It's our first venture into this title, though we've been watching it from afar for a long time. The community is obviously a strong selling point. With that community comes mods. This particular mod has alot of things we all agree is a necessary part of our integration into the game, however, being noobs, there's alot of stuff here that may be quite overwhelming. We were wondering if there's a way to install only certain parts of ACE3, so that it loads by default as the whole thing does now. At this time, I throw ACE3 in the mod directory, and load a map / mission, most everything works on it's own. (Perhaps everything works perfectly, maybe a few features don't work that way, I haven't tested everything to be honest). I noticed within the mod's directory itself are the various modules. Is there a way to decide, as a server host (Self hosting and / or dedicated server) to easily manipulate what modules are active in our session / game / map / mission? The more I write, the more I worry I'm unclear. I'll leave this here and try to clear up any confusion as the thread goes on.
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