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vestigefox

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About vestigefox

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  1. just send one patrol clockwise and the other one counterclock, add a third one in any direction and they will sooner or later balance, also use different group sizes, 8 men take longer to finish a WP than 3, which in turn changes the distribution again...
  2. BLUFORbasedefense = [ [ [ _groupArray_CUP_B_USMC_team, "ZoneGamma", WEST ], [ "DEFEND_BASE" ], [true, false, false] ], ]; Isnt that , at the end too much? you seperate 2 group arrays with a , not one, the group setting above seems fine with no , at the end.
  3. you destroyed my weekend plans Icebreaker!!!! LINGOR!!! DROOL! off to editor :) awesome release!
  4. Ey Guys n Girls I am trying to figure out some ACE3 medical module settings. Thought I ll not be the only one fighting with it, so maybe get some people positing up hints and clues on intended results. I dont know how many different settings I have tried by now, but I cant get the result I wanted so far. I want to have advanced medical system with all those neat bandages and stuff, but be able to wake up patients if they did not succumb to their injuries first. No matter what settings I use, I end up with fully patched up, normal pulse and bloodpressure patients who cannot be woken up again and the people have to respawn. I tried to add the revive settings module and set a max unconcious time, but that does not help either, as again they cannot be woken up, they just can be bandaged till they are healthy corpses basically. I test on LAN and on a Dedi, yet I had no luck so far. Help really appreciated . Basic Settings: Medical Level: Advanced (yeah give me all those bandages and stuff) Medic Setting: what does it actually do? I leave it on normal but also Advanced did not change any way the mission behaved Player Damage: ok more than 1 lets you take more wounds before dying right? Prevent Instant death: Working or not? Advanced Settings: Advanced Wounds: No, I dont want them to reopen, especially when I cant wake them up in the first place. Vehicle Crashes: yes, although it makes chopper crashes surviveable occasionally its nice. PAK: no matter what setting I choose and how many vehicles and facilities I sync to the Facility/Vehicle Module, I sometimes get the vanilla heal star sometimes not, I get the option of treating at the facility, but I never get healed. And I do not get a PAK menu anywhere in ace menu and even when I have chosen anyoneanywhere for the PAK, dont get a heal star in the field on the scroll wheel menu.
  5. what happened to those wonderful IED objects that CSE had? opposed to all others you could place them neatly in the editor, were easily tuneable and disappeared when you pick them up? Will they have a comeback in a future version?
  6. Loving ACE3 more and more. But I got a couple of questions on the medical system settings for advanced module. I need for a mission: different woundtypes so they need different bandages no reopening wounds PAK for full heal disappearing so they have to get resupplied and or in base only PAK: either everywhere or facility only (then Ill have to synce a Module Facility to my AmbulanceContainer and Field Hospital, right!?) no pure MERT where you have to get every casualty back to base, for the size of people its enough to fly out people once you cant heal them anymore or bring in tons of new medical supplies Module Basic Prevent Instant: no Player Damage: 1.8 (I want many wounds to treat, so I figure let them get shot more, right?) Level: Advanced (ok I want the advanced one, so i figure I ll choose that) Medics Setting: (which one do I take? and what are the differences?) Normal Advanced Module Advanced: Players Advanced off (no opening wounds) PAK: on, available everywhere, medic only, remove PAK on use Locations: everywhere or facility only for full heal SAK: off Module Facility sync it with AmbulanceContainer AND Field Hospital (right?! then players can) Medic Class: List: "classnamesoldier","classnamesoldier2" (do I have to put in the pure medic class here too? or is it inherited from the base class) AdvancedMedic: (is there a difference to the classes above? doctor / medic? or are all medics doctor by default and only the custom added ones need an entry here?) right for what I want? I hope you get what I mean! Thanks in advance guys, just trying to find a good balance is sometimes easier when others who already found it point you a little bit towards it :)
  7. vestigefox

    SFP: Aggressors

    nice stuff! so the SA2s do actually fire or not? In my mission they log on fine but fail to launch their rocket. Still scary shit for pilots. Is there a minimum height for them, only special units required or something to be synced to? EDIT: nevermind just got shot down, apparently they need some time to log on :)
  8. Amazing and Awesome Guys! Thank you very much! :yay::bounce3::yay:
  9. Koffein, Glowbal thank you very much, I obviously did not refresh the medical settings module description lately, I love you, I bow in front of you and the ACE team. Although my mates playing through the missions to come will probably hate you and curse you :)
  10. ey guys AGM had the damage coefficient built into the medical menu (not talking about bleeding and pain as CSE has). it was a good way to ensure medics had more work than just placing people into body bags from one wound . will ACE implement that one too? cause so far I only saw the CSE stuff (Bleeding and pain) in it and no general damage coefficient. Thanks for the info!
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