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Found 146 results

  1. I've been trying desperately to make a mission for my friends, You basically run a hospital, randomly generated wounded Ai come to you for help, it uses ACE medical. I've gotten them to spawn and everything, but they refuse to move from where they spawn. Can anyone help me out? sleep 1; _group1=createGroup west; 'b_survivor_F' createUnit [getmarkerPos 'PatientSpawn', _group1,'pat1=this; dostop pat1']; _wp1 = _group1 addwaypoint [getmarkerPos 'hospital', 0]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointSpeed "FULL"; [pat1, selectRandom[0.3,0.5,0.7,0.9], "LeftLeg", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; [pat1, selectRandom[0.3,0.5,0.7,0.9], "RightLeg", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; [pat1, selectRandom[0.3,0.5,0.7,0.9], "Body", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; [pat1, selectRandom[0.3,0.5,0.7,0.9], "RightArm", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; [pat1, selectRandom[0.3,0.5,0.7,0.9], "LeftArm", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; Update: I've loaded Achilles to see if the waypoint was placed, it was, they just won't move, I even gave him another with Achilles and he still won't. Any help at all?
  2. I'm having an issue with players doing the dumbest things while I am "setting the mood". It's a simple helo insertion, and I don't want them to be able to get out of this helicopter in any way shape or form until it lands and ejects them out. Some scripts only manage to prevent them from getting out of the helicopter, but the eject function works just fine. I'm fairly new to scripting and it is likely an error on my side, but I haven't been able to stop them. I figured a way to solve this would to set them all as hostages to be released until the transport unload waypoint is complete, but I don't have the scripting knowledge to do it. How would I do this? If it's a really simple fix, I apologize for my stupidity. I like ambiance, but players doing suicidal things like this I want to desperately avoid.
  3. Hello, I open this thread so that people who search for it on the Internet can find it easier than I do. I have solved this with the help of the people who were in the Slack of the ACE (special mention to Schwaggot). 1. It have to be executed from an Addon (or at least it is the only way it worked for me) 2. Code executed from my addon config.cpp class ace_medical_treatment_actions { class Diagnose; class ExecuteMyCode: Diagnose { displayName = "EXECUTE MY CODE"; displayNameProgress = "EXECUTE MY CODE"; items[] = {}; category = "examine"; allowedSelections[] = {"All"}; allowSelfTreatment = 1; treatmentTime = 3; callbackSuccess = "true"; callbackFailure = ""; callbackProgress = ""; condition = "true"; itemConsumed = 0; litter[] = {}; }; }; Spyke.
  4. I have been searching for a solution to this for a few days, and finally decided to make a post. Is there a way to remove specific default actions from an object through scripting in ACE3? Or even disable to interact with a specific object at all? I would like to remove the ability to remove wheels and repair from a set of vehicles. Sorry if this is not the exact location to post this, but the ACE wiki does not seem to have anything on this, and I couldn't find an answer online.
  5. Hi, I just want to open this post for people who want to test with the New Rewrite of ACE Medical. It is a very simple script that can help you understand the states in which the new medical system alternates. I hope you find it useful. init.sqf addMissionEventHandler ["Draw3D", { { _unit = _x; if (!(isNil "_unit") AND ((side _unit) == west OR (side _unit) == civilian))then{ _pos = ASLToAGL getPosASL _unit; _headPos = [_pos select 0, _pos select 1, (_pos select 2) + 1.2]; _heartRate = _unit getVariable ["ace_medical_heartrate", 00]; _bloodPressure = _unit getVariable ["ace_medical_bloodpressure", [00,00]]; _bloodVolume = _unit getVariable ["ace_medical_bloodvolume", 00]; _Text = format ["HR: %1 | BP: %2 | BV: %3",_heartRate toFixed 1,_bloodPressure,_bloodVolume toFixed 1]; drawIcon3D ["", [1, 1, 1,1], _headPos, 0, 0, 0, _Text, 2, 0.03, "PuristaBold"]; _headPos = [_pos select 0, _pos select 1, (_pos select 2) + 0.5]; _state = _unit getVariable ["cba_statemachine_state0",""]; _text = ""; if(_state == "cardiacarrest")then{ _text = format["cardiacarrest (%1 s)", (_unit getVariable ["ace_medical_statemachine_cardiacarresttimeleft",0]) toFixed 1]; }else{ _text = _state; }; drawIcon3D ["", [0.1, 0.45, 1,1], _headPos, 0, 0, 0, _text , 2, 0.03, "PuristaBold"]; }; } forEach allUnits; }]; Spyke
  6. McDonaldBajur

    Obj 94 OPTRE Event

    Steam Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1874469783 *First Time making a public mission* OPTRE Event was originally only for my server but I was proud enough to release it to the public. About: OPTRE Event is a short but sweet MP Objective type mission where you fight against Insurrectionists as they to gain intel on you to take you out. Follow out with the objectives and collect their intel to gain an upper hand and defeat them from Altis once and for all. All while defending your Mobile Command Vehicle. Base Design: You have vehicles ranging from Warthogs to Pelicans all which respawn on destruction. List of All Vehicles: MG, Gauss, AA, Guided Missle, Troop Transport Warthogs (12 Total) Scorpians / Grizzly Tanks (6 S / 3 G) An Elephant (Mobile Command) Hornets (2) Falcons (3) Pelican MED, Resupply, Repair Trucks (10 Total) APC's (3) You Have 2 Roadblocks 1 on each Entrance (1 Spawn for Each) and 2 Entrances / Exits at your FOB (Main Spawn) with 1-3 Arsenal Crates at each location.
  7. Detachment One is a North America based Arma 3 unit based on MCSOCOM Detachment One. We are extending an invitation to skilled personnel interested in running operations of the following types: Direct Action Special Reconnaissance Special Activities The atmosphere at DetOne is more relaxed, as we have all been a part of previous milsim units. No need to report in, finish statements with “Sir!” nor address members by rank. We have a Teamspeak 3 and Arma 3 server and primarily use TS3 and Discord for communications. Events/Operations The main operation takes place on Saturdays at 9PM EST Other events and training may take place weekly or as determined. Our servers are online 24/7 with the exception of maintenance, so our members can additionally gather/play at any time. https://youtu.be/nAIed1M4a9g Requirements: Minimum age of 18 Teamspeak 3 with Microphone Fluent in English Arma 3 installed Good overall fit for the unit Open Roles: Direct Action Element Member SARC – Special Amphibious Reconnaissance Corpsman Aviator, 1-160th SOAR The unit also has a “Fires Element,” where members can serve roles of: Machine Gunner Infantry Assaultman Mortarman Candidates will undergo an Initial Skills Assessment covering the followin criteria before acceptance: Land Navigation Radio Communication/TFAR ACE Advanced Medical Skills Room Clearing/CQB and POS ID ACE Explosives Further skills on the individual and team level may be trained and developed after entrance. To join or if you have questions, please message one of these members: Bezaleel DareThrylls Arondight Join us on Discord! https://discord.gg/S4NSw8J
  8. ADV - ACE Splint - Fixing you up if your arms and legs go kaputt - The times are over in which you had to use a Personal Aid Kit to fix damaged arms and legs with ACE³. ADV - ACE Splint offers you an item you can use to fix damaged arms and legs. Of course the option to splint a damaged limbed will only be available with ace_medical_healHitPointAfterAdvBandage disabled. Depending on your settings an applied splint might come off again. In that case you might be able to apply it again, or have to use a new one. I recommend using ADV - ACE CPR additionally to ADV - ACE Splint - not just because I'm the modest author, but because these two mods offer the things I felt missing in the current version of ACE³. Download: The most current version (1.1.6) can be downloaded here: https://github.com/Pergor/ADV_Medical/releases/download/1.1.6/@adv_aceSplint.zip You can get it at armaholic (thanks to foxhound!): ADV - ACE Splint v1.1.5 Advanced Combat Environment 3 (ACE 3) Community Base addons A3 The Addon is signed and has a bikey. And of course ACE³ is needed - adv_aceSplint works with at least version 3.12.0 Or get it at the Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1291442929 For mission builders: Settings for ADV - ACE Splint can be changed with cba settings, or the following variables: adv_aceSplint_reopenChance_regular = 0; //default 30, maximum value 100 adv_aceSplint_reopenChance_medic = 0; //default 0, maximum value 100 adv_aceSplint_reopenTime = 300; //default 600 adv_aceSplint_reuseChance = 80; //default 90, maximum value 100 adv_aceSplint_patientCondition = 0; //default 0, 1 = patient has to be bandaged before applying splint The classname for the splint item is "adv_aceSplint_splint" If you want to enable logging to rpt set this variable: adv_aceSplint_diag = true; Current issues: - Unknown. We don't usually play with ace_medical_healHitPointAfterAdvBandage so if something breaks I'm most likely the last person to know about it, so bug reports are always welcome. Special thanks: - NorX Aengell - DeliciousJaffa - GodofMonkeys - veteran29 - corp-0 Changelog: 1.1.6: FIXED: check limb feature wouldn't be applied correctly ADDED: spanish and polish translation ADDED: setting for the patient's condition in order to be splinted And of course, the licence: This addon - as a whole - is allowed to be copied, distributed or modified as per the GPL-2.0 licence. Additional terms apply for using this addon: You may not use this addon or parts or derivatives of it for any commercial purposes, including monetized game servers. This addon or parts or derivatives of it may not be used in any derivative of Life gamemode. Different licences may apply to parts of this addon if it's not copied or distributed as a whole.
  9. Does anyone know how to add a scroll wheel option (vanilla action menu) to an ace arsenal so that the ace interaction menu is not needed to open it while still being the ace arsenal interface. Help appreciated.
  10. Hi guys. I really need your help. I cant find anywhere what to do with this problem.. i instaled Ace mod and Cba. when i go to boot camp i cant (shoot with javelin because there is no missile and when i want to aim, i put the launcher down. When im in bootcamp to i cant refuel and rearm my tank when im staing behind trucks. i cant use autoaim missile in heli) sorry for my bad english but i belive in that you have any solution.
  11. Hi everyone, I am having no success using the "fired" eventhandler with ACE explosives. My current test code is the following: player addEventHandler ["FIRED", {if ( (_this select 4) isKindOf "TimeBombCore") then { hint "mine planted"};}]; This works fine in unmodded Arma but not in ACE. So either the ammo classes have changed in ACE in which case I could not find anything in the configviewer so could somebody point me to the right place. The other alternative that comes to my mind is that using the ACE self interaction to place down explosives doesn't register under the umbrella of "fired". In this case are there any alternative eventhandlers?
  12. Hello! I get straigt to the point: I am creating a mission in 3Eden and I have stumbled on an holdback. I have used the ALIVE modules to make civilians spawn on the map. (Standard ALIVE Civilian spawn) And if I use Allow interact in the module "Civilian Population" We can interact with them in-game to detain, tell go away and so on... But I wish to have this on the ACE interaction menu instead. How do I make this? I belive this is done tru scripting. Regards!!!
  13. SOG is a North America based Arma 3 unit modelled after the Special Operations Group within the CIA Special Activities Division. We are extending an invitation to personnel interested in becoming Paramilitary Operations Officers, running operations on a different level than typical fire and maneuver combat performed by infantry units. The atmosphere at SOG is more relaxed, as we have all been a part of previous milsim units. No need to report in, finish statements with “Sir!” nor address members by rank. We have a Teamspeak 3 and Arma 3 server and primarily use TS3 and Discord for communications. Events/Operations The main operation typically takes place on Saturdays at 9PM EST Other events and training may take place weekly or as determined. Our servers are online 24/7 with the exception of maintenance, so our members can additionally gather/play at any time. Requirements: Minimum age of 18 Teamspeak 3 with Microphone Fluent in English Arma 3 installed Potential Paramilitary Operations Officers will be assessed on the following basic criteria before acceptance: Land Navigation Radio Communication/TFAR ACE Advanced Medical Skills Room Clearing/CQB and POS ID ACE Explosives Overall fit for the unit Further skills on the individual and team level may be trained and developed after entrance. To join or if you have questions, please message one of these members on steam: Board__Gamer DareThrylls Arondight Join us on Discord!
  14. ACE 3 - Advanced Medical - Bandage Effectiveness The ACE Wiki pages have a sheet that displays the bandage effectiveness but this appears to be out of date and is missing the time the wound will reopen and start to bleed again. What I thought would be better: Something that printed better with larger text. Simple: small values bad; large values good system. (That means I inverted the chance of a wound reopening to become the chance of closing the wound). Scale value so they are all similar. So no 1, 0.45; instead 100, 45. Reorder the list order so the common wounds are at the top. Highlight the best bandage for effectiveness and closing for a particular wound. I wrote a script to extract the advanced medical bandage effectiveness and chance of reopening. I then copied these into a spreadsheet and below is the result: The short: Yellow bandage: Is the first bandage you should use. Blue bandage: If the yellow bandage results in a partial wound then use the blue bandage. Green bandage: If you are a medic and can stitch the wound up you can use the green bandage (it should be the most effective and so take less to stop bleeding) but the stitching of the wound needs to be done in a timely fashion. Table details: The wounds are split into 4 rows. The first 3 are for the wound size: Large, Medium and Small (called Minor by ACE). The fourth row has the average time to the wound re-opening [ (max_time + min_time) / 2 ] and the minimum time, in that order and they are the same for each wound type. The Effect column indicates the likelihood of a bandage sealing a wound with 100 meaning on average the wound will be sealed with a single bandage. So a value of 50 would imply you would need 2 bandages but some randomisation is added to this. The Close column is the chance that the bandage will permanently seal the wound and not start to bleed later on. The long: Example of a Large Avulsion: I recommend the packing bandage. It may appear that the elastic would be better because it has a higher effect value. However what is crucial here is the time to the wound reopning as both only have a 30% chance of permanently sealing the wound so 70% of the time the wound will open again and for the elastic the average time is only just over 2 minutes, whereas the packing bandage will seal for over 21 minutes. Enough time to find a medic to stitch the wound up. The obvious disadvantage of using the packing bandage is it is less likely to seal a wound but should give us a good chance of the wound becoming a partial one. If this happens then switch to using the quick-clot. This is not as effective but we are now only trying to close a partial wound and the quick-clot has the advantage of 80% chance of permanently sealing the wound and a similarly long time to reopening. Wow! This looks complicated The detailed information is meant for medics. Most wounds you receive will be Avulsion, Velocity and Puncture. They all use the same set of bandages. i.e. apply a packing bandage; If a partial wound results apply a quick-clot but in truth another packing bandage is almost as good, just make sure you get the medic to stich up the wound. Medics' crib sheet PDF Download: https://1drv.ms/b/s!AnX2_vGoXf5F9hBWk1keOGO7QRuY Squadies' crib sheet PDF Download: https://1drv.ms/b/s!AnX2_vGoXf5F9g-N555r4I38aFsE Resources: ACE Advance Medical System: https://ace3mod.com/wiki/feature/medical-system.html#22-advanced ACE 3 Advanced Medical + Cheat Sheet: https://steamcommunity.com/sharedfiles/filedetails/?id=930706887 (a valuable inspiration for creating my own version) Enjoy S
  15. I have a lot of mods in my game, as I haven't played in a while I decided to refresh myself. I activated my mods, and the game restarted- then it popped an error about a cyclic redundancy check. Checking the crash logs I saw that ACE (not ACEX) is the one causing this problem. I cant remove the mod from in-game now since I cant launch ARMA beyond the check mark screen. How do I fix this? Can you guys help?
  16. STEAM WORKSHOP LINK: https://steamcommunity.com/sharedfiles/filedetails/?id=1740538196 Intense CQB in Ovallestan. Destroy Taliban AA and mortar positions in the town as well as any ammo caches that are found. Watch out for IEDs and suicide bombers! MISSION Taliban forces are in control of the town. Complete a variety of objectives to get a foothold on the town. FEATURES Random civilian life and traffic. The civilian populace is highly against us being in the area, so there are IEDs in the area. IEDs can be disarmed by slowly crawling to it and using a ToolKit and can be detected with a Mine Detector. There are also suicide bombers in the area - be on the lookout for any civilians acting abnormal. CREDITS Thanks to kylania for the Suicide Bomber script. Thanks to Phronk for his IED script. Thanks to Enigma for his civilian scripts. REQUIREMENTS RHS USAF, ACE, CLAfghan, CUP Terrains, CUP Weapons, CUP Vehicles, CUP Units.
  17. So i'm going to start this off by saying i have no previous experience modding anything arma 3. But after finding out that some of the scopes in my modpack don't allow for ace adjustment i thought i would give it a go. After some time spend looking at other pbo's and the ace wiki i got my first mod working, a compat mod for ace and RKSL attachements. There is a small problem though i can't seem to fix niether do i have any clue how to. The scope works fine with ace adjustment but for some reason i'm still able to change the zeroing the vanilla way. what i'm asking is can anyone help my fix this or help me find a solution? this is the code i used class CfgWeapons { class ItemCore; class InventoryOpticsItem_Base_F; // ItemInfo base class class RKSL_optic_PMII_312 : ItemCore { ace_scopeZeroRange = 100; // Overwrites the ace_setting default zero range ace_scopeHeightAboveRail = 4.2235; // Distance between center of scope and rail in centimeters ace_scopeAdjust_vertical[] = {-1, 12}; // Maxmimum vertical adjustment limits ace_scopeAdjust_horizontal[] = {-6, 6}; // Maximum horizontal adjustment limits ace_scopeAdjust_verticalIncrement = 0.1; // Vertical increment ace_scopeAdjust_horizontalIncrement = 0.1; // Horizontal increment class ItemInfo: InventoryOpticsItem_Base_F { class OpticsModes { class Snip { discreteDistance[] = {100}; discreteDistanceInitIndex = 0; }; }; }; }; };
  18. YouTube Advert: Who are we? Zeus Community, an open community which has been playing Arma since the OFP days in 2001. Our Teamspeak server is our primary home with more information available via our website, forum and Discord channel. Links provided below. What should I expect on your server? We strive for Milsim oriented gameplay. In the hierarchical command structure, players are expected to follow the orders of their superiors and take responsibility of their subordinates. Communication and teamwork is key. Lone-wolfing, purposely ignoring commands, and other selfish behaviours will not be tolerated. We do employ some basic Standard Operating Procedures (SOPs) and radio procedures for the sake of efficiency but nothing overly complex which can't be understood quickly while playing. We play mostly cooperative (PvE) missions at platoon scale (around 30 players) though we have been known to play Team vs Team (PvP) missions on occasion. How many ArmA 3 servers do you run? Three main game servers: A “vanilla” public server (#1), an “addon” server (#2), and a "CDLC" server (#3). The vanilla public server is open to anyone interested in milsim gameplay, experienced or new, as long as you don’t break server rules of course. For the public server, there is not a mandatory mod requirement though we do often play missions which require official DLC such as Apex for the Tanoa terrain. However, it is strongly recommended that players to connect to our Teamspeak server (even if you don't have a mic) since we use Teamspeak for pre-mission briefing, post-mission debriefing, and on-mission squad comms (instead of group/green channel). We also recommend that players install our optional custom modpack called "ZClient" which includes very useful client-side mods such as ShackTac HUD (see Info Repo link below). On the other hand, the addon server requires all players to have a working mic and installation of our custom addon server modpacks which includes gameplay enhancing mods such as ACE3, ACRE 2, RHS, additional terrains and more. It is recommended that newcomers try out our vanilla public server before considering moving on to our addon server where gameplay is slightly more hardcore (i.e. always revive vs permanent death). The CDLC server can be considered a hybrid of the previous two servers mentioned where we play most CDLCs (e.g. SOG Prairie Fire, Global Mobilization, Western Sahara) in a weekly rotation. Mod-wise, ACRE2 is required (as well as any necessary CDLC-ACRE compatibility mod if using Steam Workshop mod version) but other than that, all that is recommended is to also run our optional modpack mentioned earlier "ZClient". What times do you play? Zeus Community #1 Public: Gamenight every Sunday, start 18:30 UK time (GMT/BST) Zeus Community #2 Addon: Gamenight every Saturday & Wednesday, start 18:30 UK time (GMT/BST) Zeus Community #3 CDLC: Gamenight every Thursday, start 18:30 UK time (GMT/BST) Why should I choose Zeus Community? Milsim gameplay but without the role-playing fluff. While the missions we run on our servers do employ a hierarchical command structure, the community itself (outside of gameplay) does not have player ranking, role whitelisting, or any other unnecessary RP fluff like some other milsim communities. No need for "Sir! Yes sir!". No mandatory training or minimum attendance required. We are an open community so we don't punish players if they happen to have a busy life and can't commit to playing games on a regular basis. We only ask that you don't slot into mission critical roles (e.g. squad leader, pilot, etc.) for a mission if there is a reasonable chance that you may have to go AFK for significant periods of time. Also, although we do employ basic SOPs, radio comm procedures, and we do organise optional training sessions, we don't require newcomers to undergo mandatory training before they can play. Just listen to your leaders, follow the example of more experienced players and you will quickly familiarise yourself with how we operate. In-community developed, custom missions. Using the 3den Editor tool, 99% of the missions we run on our servers are developed by the community, for the community. While we do allow our community’s developers creative freedom, we still maintain quality standards for our missions. Do note that, despite a coincidence in the name, we actually rarely play Zeus Game Master missions (our community name predates ArmA 3's ZGM gamemode). High frequency of brand new missions to play. Most milsim communities are stuck with a relatively small pool of missions to replay for months where new missions are produced on an infrequent basis. Our community on the other hand, benefits from a combined pool of around 600+ missions and produces an average of 5 brand new missions across both servers each week for the community to play. Mission diversity. Unlike many other milsim communities, we don't limit ourselves to particular factions, equipment, vehicles or mission objectives. In one mission you may be a guerrilla fighter with limited equipment tasked with ambushing an enemy convoy, and then in the next mission you may be a tank crewman in a combined arms scenario with CAS and artillery support. Even revive or respawn mechanics (or lack thereof) can differ between missions. Diversity is the spice of life. Servers Zeus Community #1 Public - IP address: 185.103.96.3 Port number: 2302 Zeus Community #2 Addon - IP address: 185.103.96.3 Port Number: 2310 Zeus Community #3 CDLC - IP address: 185.103.96.3 Port Number: 2320 Links Teamspeak: teamspeak.zeus-community.net Discord: https://discord.gg/v6yng8p Steam Group: https://steamcommunity.com/groups/ZeusCommunity Website: https://zeus-community.net/a3/ Forum: https://zeus-community.net/a3forums/index.php Information Repository: https://goo.gl/mLQgP5 Questions? If you need more info, our Information Repository (link above) provides extensive information and tutorials. Also, feel free to message me if you have any questions or queries.
  19. Hey all, I am facing a problem where I am trying to create units and inflict some damage on them with ACE. It works quite OK, but the only thing is that there is no bleeding happening. They start with normal vitals (which is not the main problem at the moment) and they stay like that despite their injuries (some are quite severe). I made a bit of a search on how I can use ACE to inflict damage on units and I ended up using "ace_medical_fnc_addDamageToUnit" helper function (see below the script). As I said it works fine but after the damage is done no other effects are inflicted on the unit (pain, bleeding, etc.). Any thoughts would be extremely welcome. /* * _damage is the damage to be inflicted <NUMBER> * _maxDamage is a number I use to adjust the maximum possible damage <NUMBER> * _bodyParts is an array containing the possible body parts to be damaged <STRING> * _woundTypes is an array with the possible wound types to be inflicted <STRING> * _woundedSoldier is the object (unit) that will receive the damage <OBJECT> */ _damage = random _maxDamage; // Maximum possible damage is _maxDamage + 0.05 _damage = _damage + 0.05; // Add a small number to make sure damage is inflicted _bodyPart = selectRandom _bodyParts; // Select random body part _woundType = selectRandom _woundTypes; // Select random wound type [_woundedSoldier, _damage, _bodyPart, _woundType] call ace_medical_fnc_addDamageToUnit; // Inflict the wound Thanks in advance, Achilles.
  20. Hey everyone, I need help in a custom script I need to do. I need to make a self interact available to all players on a multiplayer server, where they can select from a pre-defined list of what headwear I can give them. So like, how would I go about this for ALL players? Do I need to add an "_action = ["blah","blah"] in every single player init? Or is there a way I could do an external sqf and use an execVM or #include? I had experience with vanilla coding but that was over 4 years ago in A2.
  21. Survivable Crashes (& Shoot-downs) When activated, this mod allows the crew of a vehicle to survive it's destruction and escape with some damage taken. While designed for helicopters, vehicle classes may be whitelisted. When the vehicle reaches fatal damage, players will be knocked unconscious, ejected when near the ground, applied randomized damage, and then woken up. The vehicle will explode after 40-80 seconds. These effects may be customized by using the Survivable Crashes Settings Module in your mission. ACE3 damage will be automatically applied if it is in the active mod pack. This mod is being revitalized by Saborknight. Videos: Crash @ 2:00 Crash @ 1:50 Additional Information Download WIP - GITHUB Old Download: Github Releases Notes:
  22. Hello all, I would like to invite everyone here that is interested in a casual realism coop event, called Spearhead Operations. Spearhead Operations is a CO-OP Casual realism multiplayer event, that is hosted biweekly using the IFA mod. Each mission, you play in the boots of a certain unit during the second world war following through certain campaigns before moving onto the next one. At the current time, we have set the course for Italy during operation Husky Up until now, the events have been tested within groups of friends but now open to the public. No DLC's needed, and any skill level is welcome to join. No slots are reserved, and all are welcome to pick whichever role they want in the squads. The missions are however highly squad focused, and will require coordination with your squad and others around you to complete. The universal rule of the event is: Dont be a cunt. Missions start every second friday, at 1900 GMT+0, and the server is hosted in France. The modpack used, can be found in this collection: https://steamcommunity.com/sharedfiles/filedetails/?id=945813186 Teamspeak: ts.alwaysbased.com If you have any questions, inquiries or want to have a chat you can add me on steam: https://steamcommunity.com/profiles/76561198010449396/ Or reply to the thread and i will answer as soon as i can. Pictures of previous events, will be updated periodicly:
  23. Hello everyone, and thank you for taking the time. I have been doing missions in Arma 3 for quite some time now and after much troubleshooting and learning through places like these forums, I have learned a whole lot. There is one issue I have recently that I have not managed to work out, despite making search and research on it the google results and threads are different and unrelated ACE issues from mine; I have an ACE issue not with installation, or server, but only with a specific Liberation mission that I am trying to make work. My question is that I have not managed to figure out which might be the cause, specifically and I will admit that I am not really good at understanding RPT logs sometimes. I have included the latest RPT log in this post as well. No matter what kind of tests I have ran, the ACE interaction menu (Ctrl+Win/Win) does not work. Been at this for two days now. Some notes: - The issue only persist in that one mission, I create a blank new mission and ACE works. - ACE is fully loaded, as all content including items and addon options are there. - Only ACE Interaction menu is not working it seems. I have been doing a lot of troubleshooting on my own, this is one of the only times when I have not been able to figure out an issue on my own yet. Anyone who have an idea or input it is greatly appreciated. EDIT: Split up the RPT Log through pastebin. RPT Log 1: https://pastebin.com/ky6UUfD1 RPT Log 2: https://pastebin.com/PEGYXHX0 RPT Log 3: https://pastebin.com/H9Acsm5Z
  24. So I am making a mission where an unconscious player (using the Ace medical system) has to be dragged/carried to an evacuation zone for them to be sent back to base. This is simply a trigger with the following parameters: Activation: Any Player Activation type: Present Repeatable Condition: (player getVariable "ACE_isUnconscious" isEqualTo true) && (player in thisList); On Activation: player execVM "scripts\Evacuation.sqf"; cutText ["You are being evacuated...","black out",0.5]; sleep 1; player setpos (getpos tp_base); playSound "ski_long"; player playAction "PlayerStand"; sleep 20; cutText ['','black in',5]; However there is a problem. If a player gets shot down in the evacuation zone everything works as intended. However when I was testing this with another player we found out that if somebody is dragged/carried (and then dropped) into the evacuation area the trigger won't activate. To eliminate any problems I also tested this without the script and just having player setpos (getpos tp_base) in the on activation field and the result was the same. So it seems that the trigger condition is insufficient. I am not sure why the trigger doesn't activate the moment a patient is dropped into the area so would anyone have any ideas how to improve the trigger?
  25. Hello, I'm attempting to get a whitelist working for an Ace Arsenal box, but I'm unsure how to use it. I don't know much about the editor but so far I got the Arsenal to work, however it's showing everything instead of limiting what I have whitelisted, I'm assuming I have to add something else to get it to work. I tried this command: this addAction["Open Arsenal", {[this, player, true] call ace_arsenal_fnc_openBox}]; However "this" didn't work so I changed the variable to "box" and changed the init line to this addAction["Open Arsenal", {[box, player, true] call ace_arsenal_fnc_openBox}]; Thank you.
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