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Found 72 results

  1. Hey guys, please help me... I lost now on what to do. Our dedicated server is not counting kills anymore since using ACE3 and I read that it is because of the "LastDamageSource" or something like that. So upon further reading I came across this: https://github.com/acemod/ACEX/tree/master/addons/killtracker which says for the mission to count unit kills etc you need to add this: class CfgDebriefingSections { class acex_killTracker { title = "Acex Killed Events"; variable = "acex_killTracker_outputText"; }; }; Within your Description.ext file which I have done, but still, it is not counting kills on our server. So, any help please? much appreciated, thank you 🙂
  2. Who We Are: This unit started as a merge between an American and a British unit all the way back in ArmA, yes the first ArmA. We didn’t start out as a parachute regiment back then, but as the 23rd mountain division. It became apparent however, that we wanted a different way. And we came into the world as 3PARA. Ever since then, we have kept to our high standard, and will always do. That said, we aren’t a hardcore (yes sir, no sir) unit, but we do get serious when we put our game faces on. We do this to honour the actual parachute regiment, from which we have been allowed to use the name. Of course we have both people who are a bit more serious, and some who are a bit more casual. We are humans, not robots after all. Our unit Is made up of people mainly from Europe, but we still have a few Americans who enjoy gaming with us. Many of our members are also former or current military, which provides a great deal of tactical know-how, as well as NATO standard procedures/tactics. Right now 3Para-GU consist of the following active units: HQ. A 5 team there runs the unit, zeus, forum, teamspeak, gameservers ect. 1Section Rifle section. FSG Fire Support Group. AAC Army Air Corps Our Schedule: Our sessions are ran on Thursdays and Sundays at 1900 UK time (GMT / GMT +1 season dependent). Typically our Thursdays focus on ACOY ore ITC traning. Our Sunday events are dedicated to cooperative and joint operations. Our Community: As a unit, we rely on aggressive, but well-coordinated tactics, which we practice while we use them, under the concept of “train as you fight”. And all of our SOPs (Standard Operating Procedures) are made with ArmA being in game, but still being as close to realism as we can. Our teamspeak is alway open and there is almost all the time sombody there, playing arma ore a other game. How To Join: If you're interested in joining drop by oure forum http://www.3para-gu.com/forum/index.php?board=2.0 and fill out the form, drop on TS so we can get to know you. Step 1: Fill out an application form on forum Step 2: Drop on ts so we can get to know you. Step 3: Do ITC traning part 1-4 Step 4: If successful part 1-4 its time for part5 Step 5: After part5 it time to transfer in to the active sections Community Contact Details: Teamspeak: 185.121.174.14 Discord: https://discord.gg/Hudawd
  3. Hey guys, I was recently thinking of something that I saw in a separate mod, which is unfortunately not being developed any more, strictly speaking, radio jammer for radio controlled IED detonations. There is a mod which comes with a backpack item that has that option but it naturally only works for the explosives provided by that specific mod. I would, however, like to try and incorporate the same mechanism but to the ACE Explosives. Turns out there is a function for that but I am not skilled enough to implement it using my scripting skills. I have found this: https://ace3mod.com/wiki/framework/explosives-framework.html#53-detonation-handler At the very bottom of the page there is a section which seems to be doing what I need it to do, which is block all the detonations of radio controlled explosives (such as the cellphone). I was thinking about using this code possibly in a form of a switch that the player could use. Similarly to the backpack from the other mod, it could be whatever item that the player can have (possibly some kind of a backpack as well) that would have the ON and OFF switch. Those switches would then control whether the Cellphone detonation of an IED is possible or not. Another thing I found was that Achilles actually seems to have a similar functionality but it appears to be restricted to Zeus-placed objects via this specific module as well as looks to be "jammable" only by an actual vehicle. I will need to test this one today tho. https://github.com/ArmaAchilles/Achilles/wiki/Module-Information I would be very grateful for any help in terms of how to achieve that result possibly using that first bit of code. Thanks a lot! Adam
  4. Fox Refuel | Ace³ Hey, this addon adds the ability to refuel your vehicle with the canister. Why i made this addon ? We use a addon in our clan which calculates the fuel consumption based on the players and the driving speed of the vehicle (public release wip). More fat guys in the humvee, more fuel consumption :P, # Adds a canister to every vehicle based on class Car_F. # transfer fuel and check canister content via Ace³ interaction. # setVar for missionmakers to change fuel status. # Download include the addon, sample mission and sourcecode for self compiling. Wiki -> Link Video & images:
  5. [FOX] Suitcase About: This mod add the possibility to pick up the vanilla suitcase via Ace3 interaction. Advantage is you have access to the object itself and can play around with it. Examples for missions: Scripted commands/ additional Ace³ actions Hidden GPS in the suitcase ... Working: Player pick up and drop NPC pick up and drop Examine NPC if he have a suitcase, he will drop it Drop on kill Feel free to post any ideas/wishes. Phil
  6. The 2.Panzer-Division is a Wehrmacht 'Milsim' unit for Bohemia Interactive's latest title, ArmA III. Our campaign and event operations span the period of the Second World War. Our operations focus on cooperative gameplay. Structure, tactics, and weapons are based on actual military documentation. We strive for a mixture of accuracy and entertainment, and will edit and update areas of the unit as aspects change such as mods and terrains. What we are looking for: - Mature, active, and reliable members. - Applicants interested in utilizing realistic tactics and squad layouts. - Members able to make our weekly events. (Sunday at 8PM GMT+1 till around 10-11PM GMT+1) We offer: - A fun and friendly community of players, without any shouting/screaming Drill Sergeants. - Open recruitment opportunities for various roles within our Infantry. - A continous developing internal campaign, with longterm goals and effects. - A unit lead by people with experience from various realism communities. - An always open Teamspeak ( Adress: 89.163.206.207 ). How to join: Go onto the website and fill out the form under "ENLISTMENT". You will then be contacted on Steam by a leader for an interview. Website Leader SteamProfile Steamgroup Youtube Channel
  7. So I decided to try and get the ammo count to show on the HUD/Weapon info panel while running ACE 3 and tried enabling the "Ammo count" option in the ACE3 User Interface settings but that doesn't seem to work. When I test it in the editor I get the popup "cannot modify a forced User Interface element". I've applied on the server and set it to override the mission and client but no luck there. Is there a step I am missing? Any help would be appreciated.
  8. I've created a custom endgame-mission. On it I have custom selectable loadouts. I use Ace3. I have both selectable medic and engineer class. Problem is, when they respawn they aren't defined as medic or engineer by ace anymore. Is it possible to link a setvariable in to a specific item (e.g. If a player has the toolkit, he get ace engineer asset) or uniform/vest (e.g. If the medic class has a unique vest, the vest 'trigger' activation of the ace medic asset). How do I fix this?
  9. Attached items to themselves disappear after loading player in vehicle. It is necessary that the attached items are displayed inside vehicle (ir strobes, chemlights, etc...) how can this be realized?
  10. Good evening all, Like most people i have become tired of placing ACE3 modules in the editor when making my custom coop missions- Reading the framework documentation on the ACE3 website i am using ACE_SETTINGS in the description.ext but will be moving to using the ACE_SEVER.pbo with a ace\serverconfig.hpp - I will use this without forcing settings (so i can change specific ones dynamically through the lobby) In order to modify the settings from one mission to another (without redoing the code) i want to make certain ace_settings dynamic and change them on my dedicated server through the mission parameters in the lobby Reading the website gives the following example for code in the description.ext: class Params { class ace_medical_level { //This needs to match an ace_setting, this one is a "SCALAR"(number) title = "Medical Level"; // Name that is shown ACE_setting = 1; //Marks param to be read as an ace setting, without this nothing will happen! values[] = {1, 2}; //Values that ace_medical_level can be set to texts[] = {"Basic", "Advanced"}; //Text names to show for values (Basic will set level to 1, Advanced will set level to 2) default = 2; //Default value used - Value should be in the values[] list }; class ace_repair_addSpareParts { //This ia a "BOOL" title = "$STR_ACE_Repair_addSpareParts_name"; //You can use ACE's stringtables ACE_setting = 1; values[] = {0, 1}; //setting is a BOOL, but values still need to be numbers, so 0 is false, 1 is true texts[] = {"False", "True"}; default = 1; }; }; My question is - DOES ANYONE HAVE A FULL LIST OF THE ACE3 CLASS PARAMS? this would save me a lot of time messing about in the editor export section writing down the class name and variable options. Many thanks in advance
  11. In the ACE3 mod, the Kestrel 4500 gadget displays us the wind speed (among other things) at our current location. By pressing Shift+K, we can then determine direction. These two parameters must go into our ATragMX in order to properly compute scope adjustments for our sniper rifles. Now...here's the issue. The wind at one location is NOT THE SAME as the wind 1000m away, at my target. Here's the scenario. This was done in the VR Arsenal. There's no wind when I first spawn into the VR Arsenal. I walk up to one of the white boxes and bipod down. I acquire one of the dummy targets 1000 meters way. I enter all needed information into the ATragMX and it tells me to zero for 8mil vertical and .29L horizontal. Okay, there's no wind...but it's telling me to zero to the left anyways. It must be the Coriolis and Magnum effects. Fine. I take aim and fire. The bullet goes way too far to the side. Why does this happen? I entered all the info correctly! I begin jogging towards my target. It turns out, after about 100 meters, the wind starts to change! It goes from zero wind to 3 dots of wind to the right! Sure enough, the wind is blowing at 3.3 meters/second all the way at my target's location. The Kestrel only gives me wind speed at my location. It says nothing about the wind 1000 meters away. How do I account for this? Is this just something I have to live with? Is it an artifact of the VR Arsenal? Why is the wind different 1000 meters away, and how can I detect this?
  12. UPDATE FOV has been reverted to vanilla standard (.25) upon common request. A seperate download for a patch for hard FOV (.5) will be available if requested. INTRODUCTION There're plenty of WW2 mods in the community (IFA3, FOW, Massi WW2 units etc). Many of them are quite well-made, however, they're rarely meant to be compatible with each other. An JS2 from IFA3 can never defeat a Cromwell from FOW mod, for example, since 2 mods use different standard of damage, armor and hitpoints for their tanks. The same goes for rifles, grenades, AT weapons, LBEs, helmets. This has made WW2 game-playing in Arma3 quite confusing for players (one K98 is much powerful than another, and they sound differently), and every community WW2 mission-maker who ambitiously wishes to use a vast content of community WW2 mods has to face the fact of in-compatibility, and has to solve the problem on his own. This calls for a set of integrated, inter- compatible community mods, where JS2 can defeat Cromwell, and all small arms use the same / compatible magazines and sound the same. I've been working alone for weeks to achieve this goal, and now it's nearly complete. There's nothing glory like new models or new planes or what, but dirty work of config files, wikipedia, re-calculation, scripts and testing. MAIN FEATURES 1.Complete overhaul of ammo config for IFA3, FOW, Massi WW2 units and IFA3 Liberation. Tanks can now shoot each other! With nice penetration and Beyond-armour effect! 2.Many minor adjustments to fix / improve / correct. Example: a.Using IFA3's M2 flamethrower no longer removes your grenade. One of a number of bug fixes for the above source mods. b.Detailed, vanilla-styled text description for all smallarms & magazines. And penetration info, if it's an AT weapon. c.Data of weapons, ammo and magazines of all mods have been re-calculated to follow vanilla weight-mass, energy-hit, penetration-caliber standard. Wanna see a fight between modern and WW2 soldiers? Now they're on the same stage! d.IFA3's built-in Alarm9k's Smarter Tanks script has been optimized to have minor performance impact in huge tank battles! AI tank crew have been trained to better use APCR rounds & autocannons as well! 3.Cross mod integration. Example: a.Magazine compatibilities. FOW guns are good with IFA3 magazines. b.Weapons, magazines & ammo of the same type share the same stats. initSpeed, mass, hit, caliber and advanced ballistic data. c.All smallarms of the same type now share the same firing sound. Each unified weapon sound is hand-picked from best quality contents of all mods. and enhanced by JSRS! d.All WW2 mods now share a same pool of combined high quaility icons, sounds and animations. 4.A customized version of ACE3. a.An improved advanced medical system. No more magical PAK! To treat a patient, restore his blood pressure and heart rate. b.Improved magazine repacking system with Cross type repacking supported. c.Working penetration-protection system for helmets and vests. Authentic bullet-proof vests and helmets! d.All WW2 smallarms are ACE Advanced Ballistic ready. Re-live your life as a WW2 sniper. e.And grenades got their ACE Fragmentation data! Not bad being a WW2 grenadier too! f.AI soldiers will shoots less straight if they're suffering from ACE pain & bloodloss. No more ironman! Shoot their legs and they'll fall down! 5.Personal addition (ideas while doing data searching). Example: a.FOW Japanese Army are now equipped with mod added Type 94 Smoke Candle, replacing their M83 Smoke Grenade. b.Clip-based (instead of magazine-based) reloading for bolt-action rifles like K98 and Lee-Enfield. SVT-40 and G43 support clip reloading too. Reload your SVT with Style! c.Improved IFA3 M2 Flamethrower. The effect is really cool (see below). Or hot. d.M1A1 bazooka is now armed with new M10 Smoke Rocket with Working WP smoke. Now your enemies will think twice before bunching in a building. e.Shoot rifle grenades with correct ammo (blanks or wooden)! Or face the consequence. (well, they will only fall off because of the penetration, and will not explode) 6.Enhanced community mods for WW2 environment. a.Crash your enemy and Gib them with tank tracks! (Powered by BloodLust mod) b.Climb walls as you like, but stay away from ones with barbed wires, they're extremely dangerous! (Powered by Enhanced Movement mod) c.Check temperature and clear jamming with Style! (Animations by Project Infinite & Sham's US Armament Pack) d.Smarter and Fast enemies! Now with CQB enhancement! (Powered by ASR AI 3 mod) e.HEAT penentration system used by RHS has now come back to WW2! (re-written from RHS & AIS script) USAGE This mod is intended to be used with following mods: Face of War: http://steamcommunity.com/sharedfiles/filedetails/?id=891433622 IFA3 Lite: http://steamcommunity.com/sharedfiles/filedetails/?id=660460283 IFA3 Liberation: http://steamcommunity.com/sharedfiles/filedetails/?id=950999958 WW2 mas units: http://steamcommunity.com/sharedfiles/filedetails/?id=690552013 IFA3 : ACE 3 Compatibility patch: http://steamcommunity.com/sharedfiles/filedetails/?id=773759919 Enhanced Movement http://steamcommunity.com/sharedfiles/filedetails/?id=333310405 The following mods are needed for dependency: CBA A3: http://steamcommunity.com/sharedfiles/filedetails/?id=450814997 GRAD Trenches: http://steamcommunity.com/sharedfiles/filedetails/?id=1224892496 Project Infinite - Inspect weapons: http://steamcommunity.com/sharedfiles/filedetails/?id=812441729 NIArms Core: http://steamcommunity.com/sharedfiles/filedetails/?id=667454606 --- (CREDITS) --- ACE3 * by ACE3 team https://github.com/acemod/ACE3 JSRS 2.0 * by LordJarhead http://steamcommunity.com/sharedfiles/filedetails/?id=861133494 Blastcore: Phoenix 2 * by OpticalSnare http://www.armaholic.com/page.php?id=23899 BloodLust * by zooloo75 http://steamcommunity.com/sharedfiles/filedetails/?id=667953829 Sawn-off Shotgun * by KICKASS <Link not available> CANS -- Civilian Throwables * by Jones.S https://steamcommunity.com/sharedfiles/filedetails/?id=898902841 Sham's US Armament Pack * by shammy2010 https://forums.bohemia.net/forums/topic/162050-shams-us-armament-pack/ ASR AI 3 * by Robalo https://forums.bistudio.com/topic/163742-asr-ai-3/ Smarter Tanks * by Alarm9K http://forums.bistudio.com/showthread.php?182368-Smarter-tanks-script The mods marked with * are needed for dependency, but the related file are already included in this mod. You don't have to download them seperately. This is because these files are either modded during the process or are of different version of currently available ones. Presently, these files have to be included for the mod to work. While asking for permission, I'll actively reorganize file structures to better use the external mod source and minimize external file presence in this mod. Other than the contents of the above mods in the credit list, there's no edit / re-upload of files from other mods. This is supposed to be done within one week of first release. The following mods are recommended for best experience: Faces of War: German Voices Config http://steamcommunity.com/sharedfiles/filedetails/?id=1096794089 PERMISSION Modification of the contents of this mod is not allowed at present. Not until the permissions and licenses of the dependent mods included are figured out (Most likely this mod will follow APL-SL after this phase). The contents of this mod are not allowed for any type of commercial use, that includes any derivatives. The use of contents of this addon (if permission was granted) is not allowed outside of arma games. DOWNLOAD Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1337409233 NOTE Currently you have to manually disable workshop ACE3 from launcher's auto-generated load list, or it won't load any missions (thanks TheIdiot for the info). MEDIA Fun with M2 Flamethower Be sure to use the right ammo to launch rifle grenades! Welcome to join our Arma 3 unit. QQ group: 101247938. 欢迎加入我们的Arma3战队。QQ群: 101247938.
  13. Hi! I'm having issues spawning in ACE3 IED's with pressure plate activation on. Currently there's 50 IED's that spawn in, they're simulated objects and should (?) work with pressure plate, yet they don't. Here's the faulty script: if (!isserver) exitwith {}; //Theres a marker called center in the middle of the map _centerMrk = "center"; _dist = 25000; _center = getmarkerpos _centerMrk; _counter = 0; _rDist = 5.75; // Objects used as IEDs _iedList = [ "ACE_IEDLandBig_Range", "ACE_IEDLandSmall_Range", "ACE_IEDUrbanBig_Range", "ACE_IEDUrbanSmall_Range" ]; while {_counter < 50} do { //Create position on map for IED _list = _center nearRoads _dist; _iedType = _iedList select (floor random (count _iedList)); _road = _list select (round random (count _list)); _roadDir = getDir _road; _newDir = _roadDir; _dir = _newDir; _pos = getpos _road; _posx = _pos select 0; _posy = _pos select 1; _tx = (_posx + (_rDist * sin(_dir))); _ty = (_posy + (_rDist * cos(_dir))); _iedPos = [_tx,_ty,0]; //Create IED _trgMan = createVehicle ["I_C_Pilot_F", _center, [], 0, ""]; _ied = createVehicle [_iedType, _iedPos, [], 0, ""]; _ied setDir (random 360); _ied setPos getPos _ied; //So far so good, this is where I have to add some type of way to trigger them because they dont work by themselves like if you place them with zeus [_trgMan, _ied, "PressurePlate"] call ace_explosives_fnc_connectExplosive; deleteVehicle _trgMan; //Add IED to list _counter = _counter + 1; }; If anyone with knowledge about ACE3 could help me out that'd be highly appreciated. //Green
  14. An unofficial extension Workshop GitHub "War is expensive: from laser-guided missiles to large-yield bombs, getting things done can be hard on your pocket. When funds start going low and budget cuts roll in, that's when warfare becomes about improvising and being creative. Sometimes, that means dropping barrels loaded with TNT and shrapnel on refugee camps." - The Guy Who Invented Barrel Bombs (probably) Description So both in celebration of the Laws of War DLC, and Al-Assad's birthday, I've decided to give myself the challenge to make a mod which in my opinion was long over-due: the ability to deploy Barrel Bombs in ArmA 3. After about three days of intense development, it's finally ready to ship: Customize the payload according to your strategic needs, load it into a helicopter, and drop away! How to use In the editor, search for and place Barrel Bomb Dispenser (Large) in your mission. ACE Interact with the dispenser, and Prepare a Barrel Bomb. You may now select between the types of fuse (Air-burst or Impact detonation), and the strength of the payload, or how many cluster munitions will be included in the barrel. If your dispenser has enough materials remaining, hit CONFIRM. As soon as you're done, a new barrel will appear, ready to be loaded. You may also inspect any barrels and read their label in order to confirm their properties. Carry the barrel to the desired Helicopter, then Prime and load it. Keep in mind that vehicles only have a limited amount of barrels that can be loaded - all barrels take up the same space. From the Helicopter - as either the pilot, copilot, or turret-gunners - ACE Interact with the vehicle and Check Barrel Bombs. Select the desired barrel and simply hit the confirmation button. F.A.Q. Yup. Should work with all Helicopters, I reckon. You bet. Both for self-hosted servers and Dedicated, works all the same. Use this function. Start an issue on GitHub. If you don't have an account there, use the Steam Workshop discussions. If none of these methods is accessible to you, then you can reach me on Steam and yell until things are fixed. Kind of. Regardless, be careful whenever deploying over a populated urban environment, as the paramedic/journalist/child-seeking shrapnel module is currently active, and it never misses. Sorry, not at this time. Shout-outs BromA, for being the coolest group of badasses autistic losers out there. McGabe and Wronglets, for helping me test this thing. The ACE3 Team, for keeping their mod the way all mods should be: open-source and extendable by the community. Cheers, fellas. And of course, Bashar Al-Assad, for re-popularizing this absolutely reprehensible, but still very amusing type of ordinance. Happy belated birthday! License This mod has absolutely no license whatsoever. Steal it, repack it, rename it, stretch it, twist it, lick it or suck it, it's your problem, I really, really don't care. Just to be real clear, you ARE free to: Unpack this mod and edit the everliving shit out of it. Rename it into something else and claim credits for yourself. Sell it or commercialize it, which in that case you've found someone stupid enough to buy it so my personal congratulations. Re-upload or re-repack it on any other website or re-distribution service, just don't blame me if your version is out-dated. Using it for real-life military purposes of any kind. Actually, if this mod ends up being used by actual armed forces for training, someone please let me know so I can tell all my friends and family about it. However, If you do plan on improving it it, this mod is stringtabled and can be translated - so that and any other contributions are better off done at Github so everyone else may benefit from it. AND REMEMBER KIDS:
  15. troymcc

    ACE trouble

    Hi. I have a problem with ACE. Arma says iam injured, but the ACE sani says iam ok. I tryed changing some of the ACE options, but nothing helps. Whats happend?
  16. hello! i really need to disable ACE3 tactical ladder, on a dedicated server environment, so keeping compatibility (i cannot for example just remove the "tacticalLadder.pbo" ). any idea how do it ? really thanks for any help !
  17. This script requires ACE3. This script uses an APEX DLC vehicle. Demonstration: https://streamable.com/nodw1 Version 1 links: PasteBin MixTape HasteBin Usage: copy-paste the script into init.sqf or debug console. Ace interact with a friendly unit and ride him. Ace self interact to get off. Notes: This is just a simple script with no customization. Feel free to use this for inspiration, modify it at your own leisure. Credits: Tennessee Timmy - script nigel - ideas / assistance computer - assistance / QA
  18. In the editor, one can create what is essentially a whitelisted virtual arsenal box. I use this often to limit what is available to players in certain missions, and it works perfectly. However, I would like to export the "contents" of this virtual box for reasons. After poring over the Biki for some time, I can't find any commands that appear to be relevant. Is this even possible?
  19. seelenlos Slay This mod allow to kill players and ai by using the ace interaction menu -> interaction. If you want you can define a item to show up the action. This can be done by changing the respective variable in sls_settings.sqf located in "userconfig\sls\" (Filepatching must be enabled). I created the mod because some ace settings e.g. prevent instant death, ai became unconscious 50/50 and long bleedingtime create little problems in some missions. For example a special person have to die but he is unconscious and you have to wait 20 minutes before he bleeds out. This mod solve this issue. Features: - server side only mod - define item which you have to carry with you to slay someone (userconfig\sls\sls_settings.sqf) Changelog: v.1.0.0 - first release Credits: Fry & Chucky from seelenlos-Team http://arma.seelenlos.eu License: GPLv3 Download Links: - Steam Workshop - Dropbox Required Mods: ACE3
  20. Community Overview Applied Tactical is a multi-gaming community focused on tactical and team-oriented play. We expect our members to be mature, cooperative and respectful individuals who are looking to play games tactically, and are comfortable in working with others to achieve a common objective. As a multi-national community, we welcome members from around the globe, however do understand that our servers are located in North America and English is the de facto language of communication. Our ArmA 3 group hopes to offer our members tactical and realistic play without the fluff of standard mil-sim communities. We believe our member should have equal opportunity to select roles and responsibilities on a mission-by-mission basis based on their comfort level. Currently our main weekly operations begin at 2000 ZULU/GMT and 1900 ZULU/GMT when North American daylight savings is in effect. What We Offer Realistic, Varied Missions—As a tactical realism server, we do not believe in locking ourselves into one faction or conflict. In a single session, you may be playing as Soviets in Afghanistan in one mission and US Marines in Iraq the next. We built all our missions using Olsen’s Framework to ensure fluidity when joining-in-progress or spectating after death. Our missions are a mixed of cooperative and team versus team missions. Friendly Atmosphere—Members within our community tend to be laid back outside of missions. Unlike traditional mil-sim communities, we do not have set ranks and rosters; roles and duties are selected on a comfort-level basis. In addition, we treat all members equally. Officer positions are merely for administrative purposes. Members' contributions to the community are equally valued. Comprehensive Modset—We play an extremely modified version of ArmA 3 that contains weapons and equipment that covers various conflicts and eras. Generally, our missions tend to avoid equipment from the post-modern setting of ArmA 3. Mods in our modest include, but are not limited to: RHS, 3CB, CUP Terrains, ACE3 and ACRE. Strong Tactical Focus—For the most part, our community tries to play missions as realistically as possible with a strong emphasis to team-work and real-world tactics. We have a strong active and former military core of members, along with a series of optional trainings for new members to improve their tactical cohesion with the group. We require all new members to attend a one-time familiarization training course to ensure everyone gets on the same tactical page. How to Apply If you like what’s been described above, then you’re more than welcome to apply! Currently we are only accepting applicants 18 years of age and above. In addition, we strongly urge all our members to have a working microphone before playing with us. To apply, simply go to our website and register. Upon verifying your registration, you should see an “Apply for Membership” button on the tab just below the title. Simply click on that and fill out the form honestly and to the best of your abilities; we are not testing your English abilities, but rather are simply trying to gauge if you’re a right fit with us. You should not need to write no more than a 3 sentence paragraph for the written questions. Links Website In-session Screenshots
  21. Background I'm attempting to successfully fast-rope AI in an urban environment, which is apparently very difficult. I've already set up the helicopter with a FRIES system which works fine when used by a human of their own volition. I've done plenty of sifting through archives and people have been struggling with this for some time without a clear resolution. It would be nice to be able to make things a lot clearer here. Problems Still requires a human to use the "prepare fast rope action" Pilot does not fly low enough to successfully drop troops with their legs intact Pilot does not hover precisely where he needs to I know there seem to be issues with flyInHeight, particularly over buildings, so I'm attempting to intervene within the ACE scripts to maybe add some extra lines to really force the helicopter down. I've managed to find the deployAI.sqf script from the ACE 3 github repository, but I can't examine the operation of it much more because it references functions which I have no idea how to view. For example: [{[_this] call FUNC(deployRopes)}, _vehicle, _deployTime] call CBA_fnc_waitAndExecute; I've scanned through the entire list of functions with my addons loaded and I can't find deployRopes anywhere. With respect to preparing the fast rope system, does anyone know how I can determine what code is being executed when a human player uses this action via the ACE interaction menu? My hope is that I can find out how to trigger the same commands by script. Outcomes Advice getting a helicopter pilot to hover over a very precise spot Advice getting a helicopter pilot to hover at a very specific altitude Description of how to view functions referenced by ACE Suggestion of how to determine the "prepare fast rope" commands used by ACE interaction menu Thanks in advance.
  22. I have been testing this out on the editor and it seems that when you rearm a vehicle (eg: M2 HUMVEE) that has its ammo depleted the second time around, ACE logistics does not want to rearm the whole turret. Just to be clear, when you first re-arm an empty vehicle at the ammo truck it will rearm the whole vehicle (all 5 mags in the case of the Humvee) but if you try and rearm a second time..the ammo truck will only transfer 1-3 mags into the Humvee turret. Is this a bug or am I doing something wrong. FYI, The rearm settings module is set to Rearm Amount: entire vehicle & Ammo supply: Unlimited ammo supply.
  23. Hi, I'm looking for some help in figuring something out. I am currently trying to create a logistic script with the help of the ACE3 interaction framework. My goal is to create something similar to R3F and igiLoad. Attaching the actual cargo objects to the vehicle, but instead of a one-dimensional manner I want to have it 2D. What I mean is: Take for example an Offroad and look at the truckbed. Now devide that into a grid lets say it is 3 units wide by 8 units long and define every loadable object as taking up x,y amount of grid space. There are many ways you fit things in there and attach them to the vehicle. An object that is 1x2 will fit in rows and columns. So my question really is : what would possibly be the best way to go at this problem? What might be the best approach, are there some functions I can use to make things easier? The inventory system in general? I can imagine some kind of tetris logic that would be able to accomplish this, but I'm afraid my approach would be very bulky and ugly. Also I don't really know what the best way of keeping track of the vehicles inventory would be. So I want to pose those questions to anyone here, who has more experience and knowledge, and might be able to help me figure this one out. Any pointers or thoughts would be apprechiated! If anyone wants to look at what I already have, nothing special just able to load/unload one object at the moment: https://pastebin.com/cHxknQdQ Cheers!
  24. The issues is a follows. With ACE 3 running on a server. When a player is shot enough they can become unconscious, when this happens I believe it is ACE that changes that players "Side" over to a civilian from in this instance Blufor. On occasion when said player dies or re-spawns they are not always changed back to the original Faction they were with. Causing AI of an opposing faction not to engage them as they are still seen as a civilian. This creates a few problems resulting a misrepresentation of balance, AI difficulty, Medical system intensity, and a broken experience for players, both those who are now "Terminators" and those who die watching our "T1000" players push onward undieing.
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