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SAS_Raptor

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Posts posted by SAS_Raptor


  1. Hello. 

     

    I have a small issue with ACE, but i guess it mostly comes from my lack of knowledge.

     

    I'm trying to make a civilian unconscious for my mission, so i placed 

    [civ1, true] call ace_medical_fnc_setUnconscious; 
    

    In his init field. He didn't go unconscious and died instantly, so i applied him some damage to simulate a wound to would make him fall unconscious and it worked. The issue i have now is that he doesn't stay unconscious, he "wakes up" after 10 or 15 seconds, or instantly wakes up if i drag him around and release him. Any idea ? Thanks. 

    Make sure that AI Unconsciousness is "enabled" in the ACE medic module. When it's "disabled", AI will never go unconscious but instead die. When it's set to "50/50", AI will die half of the time instead of going unconscious.


  2. The application is limiting my download speed to max 560kb/s, even though under advanced configuration it is set to 0.0 (unlimited, as shown). Also, another problem is that for some reason I cannot chose any maximum connections other than 1.

    Sounds like the repo only allows 1 connection (server-side setting). And with only 1 connection, one gets a pretty low download speed depending on distance/latency to the server. Mb you can contact the repo admin and ask him to increase the number of possible connections?

  3. I have a question. I try to read in the forum but maybe I miss it. In case I ask sorry for re-up the question:

     

    Is it possible to spawn a unit inoncious? For example I have to make a SAR mission and I want to arrive at the crash site and find the pilot unconcious, but I don't find any way to do it.

    Put this in the init line, where 99999 is the time in seconds before the unit can wake up again:

    if (isServer) then { [this, true, 99999] call ACE_Medical_fnc_setUnconscious; };

    If you want that the unit can not wake up anymore, you can use the following script:

    // This simple script will make a unit constantly unconscious. Even if someone treats him, the unit will blackout again. It's meant to force rescue teams to carry a hostage to safety rather than dealing with a stupid AI dude or having one player playing the hostage all the time.
    // Execute in the init line of the affected unit: null = this execVM "constantBlackout.sqf";
    
    // It's enough if only the server executes this.
    if (!isServer) exitWith {};
    
    while {true} do {
        sleep 6;
        //_this allowDamage false;
        if (!(_this getVariable ["ACE_isUnconscious", False])) then { [_this, true, 99999] call ACE_Medical_fnc_setUnconscious;};
    };

    Just copy&paste in a file called constantBlackout.sqf (or whatever name you prefer) and call it from the init line of the unit (null = this execVM "constantBlackout.sqf";).

     

     

    Btw don't forget to allow unconsciousness AI in the ACE settings. When it's disabled, AI will simply die instead of going unconscious. When it's set to 50/50, AI with die 50% of the time.


  4. That is pretty much correct. It doesn't matter how often we post here that DO NOT POST BUGS HERE, instead they should use the feedback tracker - Only a fraction of people do it.

    I wonder if maybe the forum moderators could help to enforce the DO NOT POST BUGS HERE rule? :icon_question: (Or more general: rules written in the first post of such threads)

     

    Anyway I get that these constant bug reports and demands are annyoing and that people are probably fed up by now. But sometimes it seems like even the fraction of people acting correctly get pretty rough responses. Not necessarily from devs, sometimes "random" users act like they must defend their favorite mods because the devs are not capable of doing so. One must be really, really careful to state a humble wish, a tiny issue or even just discuss a matter of realism around here without upsetting someone else :(

    • Like 1

  5. the easy to implement substitute made my day. tell you what, you make the ACOG + red dot meshes, textures and configs and inject it in the game, then we'll consider if we add it into the game if it is up to RHS quality standards. we'll add you to the credits list as well

    most of you have the feeling that this stuff is being made by itself, out of thin air, and we, being a bunch of assholes, don't want to "add them in"....

    I'm sorry, but "easy to implement" does absolutely NOT mean "being made by itself, out of thin air". I know you guys have to put a lot of work in such stuff and I appreciate it. Just wanted to say that making an ACOG with red dot is probably way easier then implementing the Bindon Aiming Concept realistically in a video game on a 2D screen.

  6. To my knowledge the only ACOGs in US military service that are issued with red dot sights are the TA11SDO-CP for the M27 and M249 in the USMC and the TA648MGO for the M240. Both have a Trijicon RM05 red-dot (an RMR variant) but neither of which are in the mod yet.

    Never seen a TA31 fitted with a red-dot, in use by regular marines or soldiers.

    Maybe. But due to the Bindon Aiming Concept one can use ACOGs with boths eyes open irl. Which makes the scopes useful in CQB situations too. Now Arma doesn't offer that possibility which renders ACOGs in game in CQB pretty much useless. Imho a red dot backup sight would be a suitable, pretty realistic and easy to implement substitute.

    • Like 1

  7. One quick google could have saved you a lot of trouble. The RAM mod makes RHS's HEAT/armor simulation compatible with virtually all other content. http://www.armaholic.com/page.php?id=24451

    Really, does it?

     

    "We were able to fix or work around some of these issues with the ongoing work in RHS and the work done by Spartan, however fixing only half of something means that it's still broken. We've hit the wall and the rest is up to Bohemia."

    https://forums.bistudio.com/topic/161885-real-armor-mod/?p=2917497


  8. Off course there are weapons/vehicles/CONTENT not present in RHS you may love - but is there sense to download some addon/mod just for 2 weapons that will break the gameplay joy, compatibility, and overall whole functionality of RHS?

    Actually there is a good reason, namely if you want to play/simulate a country other than Russia or the USA. For example the German Arma community is pretty big and there are many clans playing as German Army ("Bundeswehr") with modded German tanks and anti-tank weapons. For those clans the lack of compatibility with RHS is a major issue, and a serious argument for other mods with lower quality assets like CUP. Now I get that the RHS developers don't own us anything and that they can't/won't provide compatibility with other mods. However the problem persists, and at times when there is no compatibility patch available, some communities must make a tough decision for or against RHS :(
    • Like 4

  9. Am I the only person that read that as "for those of us too lazy to read"?

    Yes, probably.

    Seriously, the changelog could use some structure or higlights for A) players, B ) server admins and C) mod developers. It's so cumbersome to read through 3 pages. Especially when some items are written down twice or even 3 times.

    • Like 2

  10. Well, BI disabled filepatching by default in v1.50 because of possible "exploits". See "Operations" in the according SITREP. And imho a mod should not force server admins to change that default setting for no (very) good reason.

     

    Unfortunately I'm not really familiar with modding so I'm not sure how exactly to fix the issue though. However the error just appeared after the latest Arma Update, so they must have changed something. Other mods like cTab and TFAR seem to use .hpp files instead of .sqf to store their settings, and they run fine. Or maybe there is a way to check whether the " \userconfig\asr_ai3\asr_ai3_settings.sqf" is accessible without causing an error?


  11. -filepatching fixes the error. It allows the server to load certain files other than .pbos, which is a (small) security risk. Hence I'd like to see an ASR_AI hotfix soon. -nologs is not an option for me because we play with many mods including self-made ones, so we need the .rpt errors.


  12. 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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