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Found 146 results

  1. Hi there. If you want to create missions without ACE dependencies but still want to use ACE Medical and Food stuff when ACE is available on the server, you might use this code in your initServer.sqf, for example. initServer.sqf // If ACE Medical is activated on the server, do it: if ( isClass(configfile >> "CfgPatches" >> "ace_medical") ) then { supply_crate1 = createVehicle ["CargoNet_01_box_F", [1876.54,9278.19,200], [], 0, "NONE"]; chute1 = createVehicle ["B_Parachute_02_F", [0,0,0], [], 0, "FLY"]; chute1 setPos (getPos supply_crate1); // getPos was designed to take the altitude pos obj from the surface below it. supply_crate1 attachTo [chute1, [0,0,-0.6]]; // attach the chute to the crate // Supply items > Medical: supply_crate1 addItemCargo ["ACE_fieldDressing", 36]; supply_crate1 addItemCargo ["ACE_elasticBandage", 18]; supply_crate1 addItemCargo ["ACE_splint", 9]; supply_crate1 addItemCargo ["ACE_quikclot", 18]; supply_crate1 addItemCargo ["ACE_tourniquet", 18]; supply_crate1 addItemCargo ["ACE_packingBandage", 9]; supply_crate1 addItemCargo ["ACE_bloodIV", 9]; supply_crate1 addItemCargo ["ACE_plasmaIV_500", 5]; supply_crate1 addItemCargo ["ACE_salineIV", 5]; supply_crate1 addItemCargo ["ACE_bodyBag", 5]; supply_crate1 addItemCargo ["ACE_morphine", 18]; supply_crate1 addItemCargo ["ACE_epinephrine", 18]; supply_crate1 addItemCargo ["ACE_adenosine", 18]; supply_crate1 addItemCargo ["ACE_painkillers", 18]; supply_crate1 addItemCargo ["ACE_surgicalKit", 3]; supply_crate1 addItemCargo ["ACE_suture", 3]; supply_crate1 addItemCargo ["ACE_personalAidKit", 3]; supply_crate1 addItemCargo ["Medikit", 1]; // Supply items > Food: supply_crate1 addItemCargo ["ACE_Banana", 18]; supply_crate1 addItemCargo ["ACE_MRE_SteakVegetables", 9]; // Supply items > Water: supply_crate1 addItemCargo ["ACE_WaterBottle", 18]; supply_crate1 addItemCargo ["ACE_Canteen", 9]; // Supply items > Extra: supply_crate1 addItemCargo ["ACE_EarPlugs", 9]; // Waiting the crate get closer to the ground: waitUntil { sleep 0.1; ((getPosATL supply_crate1) # 2) < 2 || !alive supply_crate1 }; // Adjust to crate velocity after the parachute detachment: _velocity = velocity supply_crate1; // [x,y,z] detach supply_crate1; supply_crate1 setVelocity _velocity; // Detachment of parachute from the crate: playSound3D ["a3\sounds_f\weapons\Flare_Gun\flaregun_1_shoot.wss", supply_crate1]; detach chute1; chute1 disableCollisionWith supply_crate1; // Animation breather: sleep 5; // Delete the parachute: if ( !isNull chute1 ) then { deleteVehicle chute1 } }; Pay attention to this line down below. You should set the classname of the asset of your taste. You MUST replace "[XXX, YYY, 200]" for other X and Y positions on the map. supply_crate1 = createVehicle ["CargoNet_01_box_F", [1876.54,9278.19,200], [], 0, "NONE"]; Enjoy.
  2. Hi, was wondering how to check unit for ACE damage specifically, not for vanilla damage, it doesn't work. There is info everywhere on how to add damage to unit (ace_medical_engine_fnc_damageBodyPart) etc. but not on how to get it. https://github.com/acemod/ACE3/blob/master/addons/medical_engine/functions/fnc_handleDamage.sqf searched here for info, but no luck. As I understand this stuff is stored in those: _unit getVariable [QGVAR($HitLeftArm), [0,0]]; _unit getVariable [QGVAR($HitRightArm), [0,0]]; _unit getVariable [QGVAR($HitLeftLeg), [0,0]]; _unit getVariable [QGVAR($HitRightLeg), [0,0]] _unit getVariable [QGVAR($HitPelvis), [0,0]], _unit getVariable [QGVAR($HitAbdomen), [0,0]], _unit getVariable [QGVAR($HitDiaphragm), [0,0]], _unit getVariable [QGVAR($HitChest), [0,0]] But I have no clue how to get data from those to check if player has healed the unit. In my case I'm making generated task to heal a unit, but how to check if if the unit was succesfully healed?
  3. I would like to present my tripwire mod. Using ACE interact and ACE explosives I was able to create tripwires that lets you attach any grenade, from your inventory, to it. It can use any modded grenade. It also displays the attached grenade model as well. In addition to the tripwire "mines" I have also included a misc item that is a Tripwire Spool, that lets you cut an infinite number of tripwire from it, just in case you plan to do some extra shenanigans. You use a CBA inventory interaction on the Tripwire Spool, double clicking on the item and then double clicking on the action. - The actual Tripwire "mines' are in "Magazines" section of the arsenal. - Tripwire Spool in in the "Misc" section of the arsenal. Known Issues: - The Tripwrie mines are in the Magazines section of the Arsenal, NOT explosives, can't get them to show up in the explosives tab for some reason - Some scripted grenades do not work properly, like flashbangs, also from RHS the RGO and RGN grenades do not work as they use RHS custom setup - Due to how arma 3 handles grenades, attaching the grenade to a tripwire will now switch you to that grenade. It's a workaround for an issue where you was unable to actually select the grenade at all. REQUIREMENTS: - CBA - ACE (explosives specifically, with all of it's requirements) DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=3034379807 Changelog: V4 - current release - Fixed grenade defusing giving back multiple extra grenades V3 - Fixed defusing. Defusing tripwire should now return the grenade, it should even keep the correct projectile count in the magazine. Shoutout to silent1 for letting me know about the CBA event handler - Fixed projectile count. Now the number of spawned grenades should be correctly carried over from non-full grenade magazines used to arm the tripwire. ie. using a magazine with 2 remaining V40 grenades from SOG will now spawn 2 grenades on trip and return a magazine with 2 remaining grenades V2 - fixed grenades being removed from a selection, a kind of hack of a workaround but it works better now (shoutout to the selectable grenade wheel mod) - fixed 2m tripwire not giving the tripwire back and throwing error - fixed attached grenades not pointing the same direction as the tripwire V1 - initial release
  4. Hello guys I have a question about arma 2 How to disable magazine icon in arma 2 ace mod when reloading? I can change it to icon or text when reloading I has searched the configs but no success
  5. Hello all, I'm looking for some kind of script to add an ACE Interact to a prop that enables AI-features "Move" and "Target" as well as sets Captive to false after a 10 second wait in order to make an INDFOR surface-to-air missile trailer and its associated Radar trailer hostile to OPFOR. I read on the forum somewhere that using setFriend is wonky and unreliable, which is why I want to use setCaptive and disable "Move" and "Target" in the editor until a player (in a co-op environment for context) ACE-Interacts with the "Item_Laptop_Unfolded" object. This object does not already have an ACE-Interact menu which is why I'd like to ask here for someone willing to make that script for me to use in the mission I'm making. If there are any questions, I'd be happy to answer them within reason. For clarity's sake, I want to add an ACE-Interact to "Item_Laptop_Unfolded" that enables the AI attributes "Move" and "Target" as well as sets Captive "AAtrailer1" and "AAtrailer2" to false. Thanks in advance.
  6. Hey guys, me again, running my head against a wall. I want an addaction on a laptop where all dead players get revived when it is used. I was going for something like {_x setDamage 0;} forEach _humanPlayers; BUT, we are using ACE and it seems like I am way to lost on my way to find what I would need to heal the players with ACE. Anyone who could point me in the direction or has an idea how it should work? Cheers, Jan
  7. Sorry if this is the wrong part of the forum for this kind of question. Ace is pretty cool, but only a couple mods have ACE compatibility. Normally we can just suffer with things not matching ACE's re-named versions, but I noticed that places where ACE replaces a vanilla feature (specifically we noticed a retextured Titan could not lock on) is still disabled but is not replaced with the ACE equivalent. Is there a way to make ACE treat items added by a mod the same as it treats vanilla items, and is there a way to distribute this as either a mod or as part of a mission script so that other users won't have to mess with files? To make a clear list of what I'm looking for, can I (through making a mod or a script); Add ACE features (lock-on is the one I noticed not working) to the relevant modded weapons Can the mod's weapons be re-named to match the changes ACE makes to weapon names (or instead disable ACE's renames) If the weapon aren't compatible then maybe vehicles aren't either? I think they're just the vanilla vehicles with a different camo applied, is there a way to make sure they're OK?
  8. AWR - Advanced Wound Reaction by [79AD] S. Spartan / [79AD] O. Forest I'm happy to announce a new mod that was created by me in collaboration with O. Forest. For our events we needed an improvement for the ACE3 unconsciousness so that people would still be able to interact with others but unable to actually fight. So I was asked if it's possible to create our own mod that extends the system of ACE3. In the current state the mod uses the perceived pain level from ACE3 to determine if a unit will be incapacitated. If that's the case the unit won't be able to use the weapons but the handgun based on a chance. You will then be able to crawl to a medic for medical attention. The pain can be reduced as usual by using the morphine. Be aware to not overdose! 😉 Features: configurable behavior for pain reaction reaction for AI and players configurable chance to pull out handgun while incapacitated ability for AI to drop and pick up their weapons after being hit Planned: make an option to get triggered by damage threshold, making it possible to completely replace the default ACE unconscious state. more reactions to different wounds option for AI surrendering after losing their gun Always happy for feedback in any means. Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2894821376 Github: https://github.com/Spartan190/Adv_Wound_Reaction Special thanks to [79AD] O. Forest for encouraging on making this mod and the [79AD] team for testing
  9. Hi All, please see the details below. What we are looking for: We are looking for two open minded team members, with healthy egos with: One who wants to join us on our Australian/New Zealand Friday evening event which is hosted at 2100 AEST AND One who wants to join us on our American Saturday (CST) which is hosted at 2000 CST Who we are: We are a tight knit group of former seasoned realism unit members (20 years cumulative) and casual Arma Players (easily 5000+ hours cumulative) that have been running for a little while now, we pride ourselves in running a group that is very casual outside of ArmA 3, but fairly serious within ArmA 3. We have modeled ourselves around the CAG/ACE/Delta Force/1stSFOD, and in honesty is a result of liking their mission set & equipment, which also plays well into ArmA. We do not use ranks, but rather use titles to designate member obligations/accountability, i.e Team Leaders responsible for getting their team on to events, HQ members responsible for coordinating Team Leads and mission makers, but never at the cost of the life blood, which is the general member base. We are a zero bull/toxicity group, that encourages new and senior members to mix and collaborate with one another, we do not want to run a gossip group, and we also promote a zero obligation policy for general members, meaning even if you join, and while we would like to see you at all events that your team is assigned to, we do not hold against you if you cannot make it, and even if you need time away for an extended period of time, we support that as long as you communicate with us. We offer two event days on alternating fornights, this is because we have a mix of Australian's and American's within the group, one event is Aus based time hosted on Friday evenings AEST, and the other event is US based Saturday evenings CST, both events are broken into teams of 4 members, with tag alongs typically rounding it to about 6 - 8 members per event, even if you are part of the Friday team you are welcome to the Saturday event (and vice versa). We have taken reasonable strides to research and understand what we can about the CAG, and not making the error that many groups do which is confusing the CAG (or whatever name it goes by at the time) with SF/ODA, which is also a pet hate of ours in general. Of course we will never get it perfect but we are confident in our offerings around the space, for how we wish to run it in ArmA. How to join and what happens next: There is no formal training pipeline, but we do have a variety tactics and procedures that we have developed, and teach to the new guys, we function more off assumed knowledge, and the success or failure of a group member is down to their ego and their ability to learn and improve. But to get through the door you, all you have to do is... 1) Express interest ArmA 3 units page: https://units.arma3.com/unit/cag6 2) Join our Discord (our primary platform outside of ArmA 3, we use Teamspeak 3 on event days but not as a place to hangout): https://discord.gg/HuvEPrxBpv 3) Download our mods (we do use a few, primarily ACE, ACRE, RHS, a variety of SOF Equipment mods, and Quality of life mods that makes you feel a little more operator): Our ArmA 3 Modlist HTML is stored on our Discord, so once you are on there you will be provided access to it 4) Get on and get intergrated with the guys and play: Simple enough once you are processed, introduce yourself and come join us, you will also need to download teamspeak 3, as we use ACRE, but teamspeak details will be provided once you are processed, and any of our members can help out. Summary: So as a general member what are your commitments? - Ideally show up to your team events as much as possible (only two a month), but know it's okay if life comes first at times. - Be willing to play in ArmA 3 in a serious and almost milsim way in terms of tactics and equipment (but without all the admin and outside of event day training headaches). - Be willing to be part of a very casual group outside of ArmA 3, thick skin required, and a good (if not warped) sense of humour. - Be willing to download our mods, get on our Discord, and join Teamspeak 3 on event days. Beyond that... If this place sounds like a place for you come and reach out, while we are only looking for two members at this time, we will never say no to more (within reason), and it doesn't matter if you are new to ArmA or a veteran we will teach you our ropes, but be warned even though we are casual group outside of ArmA, we do expect each member to get with the standard in ArmA, and to abide by our standard, we are forever growing, and refining our processes too, so having an open mind is important. And don't forget. At the front however, we pride ourselves in the way we play ArmA, and the fact most of our members make friends for life (for as corny as that reads), but we do not believe in white anting, and rather collaboration and support, if this sounds like a place for you, come join our Discord and we will take it from there. Thanks. CAG TF6 HQ
  10. The vehicle is not destroyed, but simply catches fire. I tried to launch a lot of rockets from: NLAW, Javelin, RPG-7 at vehicles. Vehicle either catches fire or remains without damage.Can something be done about it? I don't want to remove ace.
  11. Hello I am currently recruiting for my Arma 3 server called "Arma Operations" We are a newer community with 20+ members we have a lot of spots that need filled I will list them below; * MEDIC * MARKSMAN * MACHINEGUNNER * ASST MACHINEGUNNER * ANTI-TANK * ENGINEER * EOD ( We are looking for Pilots as well ) And some more, basically all roles need filled, we currently have a few people who are looking to be in these kits so hurry up if you're interested. Our current op; Operation Hell Desert* Description; A small town called Laura has had recent reports of insurgents harassing and killing innocent civilians. The town has about 30 people living in it and 2 civilians are reported missing, We will be dispatching a fireteam to investigate further. Obtain information about the disappearance of the two civilians as well as the insurgents in the area. We do not know what to expect, follow ROE and check in with command, set up a perimeter and talk with the locals to gather intel. This community does have actual members who are in the Military, I'm the Owner and I do not place myself higher than anyone who wants to take a foot in leadership, I am here to Zeus. So if you're interested in filling some slots and having a great time come on down. ( We have 50 + mods ) Discord Link; https://discord.gg/b936rY3H6n
  12. Hi, there. I am trying to make two "factories" in my mission - one producing fuel and the other vehicle ammo points. Both factories should produce a box filled with fuel and "ammo points" respectively. The fuel and ammo points use ACE3 framework. For the fuel factory I made these script and it works perfectly (executed via initServer) : while {true} do { sleep 1800; _fuel = "CargoNet_01_barrels_F" createVehicle [4694.33,9483.27,0]; [_fuel, 1000] call ace_refuel_fnc_makeSource; _marker = createMarker ["Fuel Produced!", [4697.51,9475.91,0]]; _marker setMarkerType "loc_Truck"; sleep 300; deleteMarker "Fuel Produced!" }; Every half hour it produces one barrel with 1000 fuel (ACE). I tried to make the same thing with ammo points for vehicle rearming but no success. I am trying to implement ACE3 Rearm framework code (taken from https://ace3.acemod.org/wiki/framework/rearm-framework.html) : while {true} do { sleep 600; _ammobox = "CargoNet_01_box_F" createVehicle [5058.03,6888.37,0]; _ammobox = setVariable ["ace_rearm_isSupplyVehicle",true]; [_ammobox, 1200] call ace_rearm_fnc_setSupplyCount; _marker = createMarker ["Ammo Produced!", [5056.13,6886.58,0]]; _marker setMarkerType "loc_Truck"; sleep 300; deleteMarker "Ammo Produced!" }; But it doesn't spawn anything, it doesn't show any error and I have no clue why isn't working. Big thanks to everyone who wants to help a big script nOOb like myself.
  13. I made RHS air weapons and ACE Laser Guidance compatibility mod. I don't really have experience in scripting and ArmA modding in particular, so please feel free to report bugs or/and strange missile/bomb behaviour. Have fun! https://steamcommunity.com/sharedfiles/filedetails/?id=2786904792
  14. I'm trying to come up with a way to change the wounds inflicted by bullets in the ACE medical system. For example, if shot with a bullet, change the possible wounds from 'avulsion'/'velocity wound'/etc. to 'bruise'/'crushed tissue'. Ideally I'd like to alter the values that are passed to ACE woundsHandler function, but I'm not sure how all that is implemented. Anyone got insight on this?
  15. ZenonAlergico

    ACE DLL ERROR

    My game hasn't worked with ACE enabled for a long time. It always loads a DLL error, more precisely the error "Extension ace_advanced_ballistics_x64.dll not found" every time I enter any mission. I make it to the lobby, but it's not possible to start the mission. I figured out a way to get around this: open the game with Battleye enabled, get to the lobby, disable Battleye and enter the quest, but that doesn't work the first time, I have to try it a few times. It also happens to not work and I have to close the game and open it again, repeating the steps. The problem is that I'm hostage to it and can't play on servers that require Battleye turned on. I've done everything: uninstalled the game and installed it again. I uninstalled ACE, CBA and installed them again. I have already copied the file "ace_advanced_ballistics_x64.dll not found" from other computers. Nothing resolved. I suspect it has something to do with Battleye, who accuses the file in question as malicious, but we know it isn't. I have doubts how to create an exception in Battleye, if that really is the problem. Hope you help me!
  16. Hi, I ran into a problem which is completely new for me. When i start my server and i log in as admin the configure addons option for server is greyed out. Ive never ran into this problem with any dedicated server before. So I'm quite confused i also couldn't find a solution on the internet. Can someone maybe explain this issue to me? Kind regards
  17. GaryTheNoTrashCougar

    Help - getVariable (ACE)

    Trying to make a displayCtrl for blood loss when using ace. Problem I'm having is trying to get blood level value: player getVariable "ace_medical_bloodVolume"; This works in debug console but is not recognised in my script. I'm not familiar with returning variables from mods, do I have to define something in order to pass the variable through to my script?
  18. I'm using Ace mod and there is that plasma sack with the id as follow: ACE_plasmaIV_250 Well, I'm trying to remove it from my inventory when I reach the trigger area with the command : this removeItem ACE_plasmaIV_250; ...but nothing happens I've also tried use: this removeItemFromBackpack ACE_plasmaIV_250; with the item in my backpack but still nothing happens... :l Any idea? tks in advance!
  19. So after downloading all the ace mods inducing the medical system, the AI keeps healing even tho they don't get a medkit. The problem with disabling Medical AI is that even if they do have a medkit, they won't heal themself. Does anyone know how to fix it so that they can only heal themselfs when they have a medkit/FAK in their inventory?
  20. Heroic slovniacs An Arma 3 CO-OP scenario. Heroic slovniacs trailer: What's this? Takistanian milita has taken a Takistanian army airport, the Takistanian army has requested the help of the Russian army to retrieve that airport. Three soldiers and a Su-25 were sent in order to assist (or more likely do all the job by themselves) retrieving that airport, but are met with a strong resistance due to the fact that the Takistanian milita acquired a huge amount of equipment from the same airport. The mission theme is Close air support (Su-25) that is guided by the help of the three soldiers on the ground, so 4 players. Download from Steam Workshop: Normal version or ACE version. Player slots: Squad leader. Marksman\Enginner. AT soldier. Pilot. I also have an ACE version, which replaces the Marksman with a medic. Pros: I have spent 350 hours on this mission, I hope it will be great enough! Cinematics! (they suck because Arma 3 cinematics suck). Voice acting! (for the commander, it will give you PTSD). Random events (that will kill you, such as a minefield). Long mission (depends if you keep bullshiting or not). Unlock ground vehicles as you progress, making you stronger. Thanks to LAMBS mod, the AI can actually outsmart you by miles, so be careful. Multiple respawn points to save traveling times. Music player (that randomly plays music every 10 mins). The commander welcomes players who connect, and whines when a player disconnects (who the ♥♥♥♥ cares remove this point idiot). There is no acting in this mission, you play however you want and unlock vehicles (ground vehicles) as you play through the mission, as long as your play-style is not about you being a complete idiot, you will pass. At least you can feel that the world is a bit more "alive" than other missions. Cons: The Intro is quite long (7 mins) but that's because I wanted to lay out information in a better way (btw the intro is not boring). Since I wanted the performance to be good (and this mission is so large that I pushed Arma 3 to its boundaries) I had to make it so that the hosting computer (whether it's a player or a dedicated server) take the weight of the scripts and units, so only the host will suffer from a poor performance (if his PC is older than 2018) while the rest of the players will have no problems in performance :), so not a huge con really. Last part of the mission might be heavy on the hosting PC, but you can always quit, since that part makes %10 of the mission anyway. 13 mods (19 if ACE) (most are light weight) so that you can experience the full experience without AI being dumb etc etc. Other stuff: I have became a no life making these missions, and thank to all the people who helped me (even slightly) who are mentioned in the end of the mission, I hope you will give this mission a try, since it doesn't require a huge number of players (3 players are acceptable, 2 players will cause the guy on the ground to eat huge metric tons of organic ♥♥♥♥). Also, I hope Digger won't traumatize you for life. Download from Steam Workshop: Normal version or ACE version. Report any glitch in the comments (below) or I will call out targets for the pilot to annihilate.
  21. Hello guys... A little context, I was editing a mission using "MOD MLV PROYECTO 1982" and then I realize that units wearing mod uniforms and helmets are immortal if you shot at them (tried every weapon), this only happens when the ace mod is loaded. The point is I need to create a mod to fix this compatibility issue with the addon "MOD MLV PROYECTO 1982", is there a code template or something? Please help ACE https://steamcommunity.com/sharedfiles/filedetails/?id=463939057 MOD MLV PROYECTO 1982 https://steamcommunity.com/sharedfiles/filedetails/?id=1266670664 Mission file https://drive.google.com/file/d/1L1jxLbMwtTdyiX0fhG7xRItTXWlXlbWh/view?usp=sharing Addons preset for the mission https://drive.google.com/file/d/1dP-cbQc8G8BulpdwhVYsSvsTY1MdORgh/view?usp=sharing
  22. Good day/night. At the moment i'm trying to make a co-op S.T.A.L.K.E.R survival mission with ACE3 for my group, and there are only RPservers mods that only allows you to play in their servers and don't let you play with ACE3. So I chose to use a mod from the workshop posted by sir.ghostington (He took the mutants from a dead RPserver mod that don't let the ace work), but I have a problem, the mutants don't understand the ACE3's damage. So, what should I do to make the mutants work with ACE3 ? How can I create a patch for this mod? (I don't know so much about scripting but I have some tools)
  23. Arma Project – is a player community that was created for hosting team-based tactical games that imitate real-life armed conflicts through the use of modern technical means. The project aims to achieve interesting, tactically coordinated plays of already created missions. One life per mission, first-person only, no bots, realistic camouflage, armament and vehicles. Main event – Arma Project Games (APG) runs on Fridays and Saturdays from 21:00 Moscow time (GMT+3). Games run on their own assembly of mods for ArmA 2 Operation Arrowhead, based on Advanced Combat Environment 2 (Complicates ballistics, adds many weapons, equipment, artillery, etc.), many additional islands (Napf, Winter Cherno and Vostok, Caribou, Emita, Fallujah, Fata , Isla Duala, Franken, Zernovo, Isola Di Capraia, Lingor, Celle, Panthera, Queshkibrul, Sahrani, Thirsk, Spritzisland, etc.), many additional mods (RHS, weapons, vehicles, uniforms, various features, etc.), and also a radio exchange mod. The game on the project is very different from vanilla ArmA 2, adding realism, simulator and complicated model of ballistics / weapons / equipment. Arma Project Games (APG) There are 2-3 missions for 100-220 slots; confrontation between two sides (red and blue), which consist of 3-8 detachments with their own commanders and structures; the parties prepare in advance for the mission: they plan their actions, arrangement, tasks, etc. Each mission takes between 30 minutes and 2.5 hours. TeamSpeak: ts.armaproject.ru It was originally a Russian community, but recently we present the English version of the ArmaProject! Translated information about the project, game installation, short rules, Steam guide and community, forum interface and home page. Przewodnik dla początku gry na polskim (Polish guide) An non-Russian section of the forum has been created for communication. TeamSpeak has translators to answer questions and guide you through the game. We look forward to new players and your feedback!
  24. Hi everyone, I've been playing with ace for a few months and at first with when I took my pulse or checked my blood pressure, I came up with numbers, example: Blood pressure is 51/54. Shortly after, it started to come out in a simpler way, but for me it was better, example: The pulse is normal. The problem is that at times it comes out with the first example and sometimes with the second, but I want it to be the 2nd format at all times since for me it is more comfortable. Does anyone know how I could do it? Thanks, greetings and sorry for my English as a translator.
  25. Good evening everyone, I was making a mission but i'm kinda stuck at some point of the code. Would really appreciate some help ^^. Idea of the code: - Create an addAction on a vehicle instantly healing the crew (or just the injured soldier inside the vehicle), - addAction should only be visible (or activated) by medics who should be inside the vehicle to activate (that last part works with a 2m radius for the addAction), - Code for a multiplayer mission. Current code (in the init of the vehicle, vehicle name : "healing_vec_2") : this addAction [ "Heal", { {[objNull, player] call ace_medical_treatment_fnc_fullHeal} forEach crew healing_vec_2; }, nil, 1.5, true, true, "", "true", 2, false, "", "" ]; Current issues: - I have absolutly no idea how to condition on being a medic in order to see the action, - (Only tested it on an IA inside the vehicle), apparently it only works on the player activating the action, the AI still had the legs injured. Any idea how i could rewrite this code to make it work? Thks for the help everyone!
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