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Found 146 results

  1. I'm back at it again, looking for help in blacklisting a few items from a virtual arsenal crate. Some background: I'm using ACE3 (and some other mods like RHS) This will be for a multiplayer, dedicated server I want to have almost everything in the VA crate, but I want to remove a handful of things I see that ACE now adds to the editor the ability to Whitelist and Blacklist individual elements. But I can't get it to work. I looked on the ACE3 site, but nothing there was helpful. Has anyone got this working? Can it be done through the editor? Thanks in advance!
  2. Beowulf Strategic Operations is an EU based tactical realism community that plays every Wednesday and Sunday at 19:00 BST. You can find out more at www.beowulfso.com, or keep scrolling down for a look at what we do and how we play. We average between 20 and 30 players per-session and play every Wednesday and Sunday at 20:00 UTC. We're primarily EU based, with members from England, Finland, Denmark, the US and more. What is "Tactical Realism", and why do we enjoy it? Tactical Realism is the term best used to describe how we at Beowulf play - We aren't a conventional Milsim group who follow strict rank and procedure, nor are we a totally laid-back disorganized group of mates playing Arma together; we exist in a sweet spot, a middle-ground that we call "Tactical Realism". We don't have any present ranks or roles, and don't restrict ourselves to representing a singular force in a singular conflict - the average session may consist of two, three or even four missions in a variety of terrains or as a variety of forces. You may go from a USMC M60 Machine-gunner, deep in the jungles of Tanoa to a F/A-18F WSO supporting a Special Forces raid in Southern Sahrani - The only roles we limit are mission-critical roles, such as Piloting, where messing up could mean the end of the mission for everyone; new members can jump in as pretty much anything else available in that mission. We also provide some completely optional training in a variety of skills - If you're new to Arma 3, feel free to pop along to one of our basic induction sessions, or if you're into the real hardcore s**t, turn up to one of our advanced JTAC courses. Just remember that none of these courses are necessary, and are completely optional if you want to attend them - the same goes with our sessions too! We have no unnecessary attendance policy, and average between 20 and 30 players every session. We're a friendly bunch, especially towards new players, so if you've ever got any questions you can ask anyone in game, on steam or through our Slack chat. What mods do you use? Beowulf uses a variety of mods to enhance the Arma 3 experience. We use a variety of community-proven mods such as: -RHS: Armed Forces of the Russian Federation -RHS: United States Armed Forces -RHS: Serbian Armed Forces -RHS: Green Forces -CUP Terrains -CUP Terrains CWA -NIArms -Advanced Combat Enviroment 3 -Advanced Combat Radio Environment 2 -3CB as well as a variety of other mods that add more terrains, assets and some custom in-house assets. All of our mods are handled by our costume made mod-installer, the Beowulf Sync Utility - a lightweight tool that we hope to eventually share with the wider community. Contact Us You can find out more info at https://beowulfso.com/. If you're interested in joining us, visit https://beowulfso.com/join and send us a little bit about yourself - we'll reply with the information to join our slack chat and download the mods as soon as possible! If you want to speak to one of our members, you can message one of our members on steam - they'll be sure to answer any questions! BennySouthSt - http://steamcommunity.com/id/BennySouthSt or join our steam group.
  3. Latest Version: 1.4.1 (08|10|2016) This mod adds something new to the trusty old map! It allows the player to place an "unfolded" map in the world, so that everyone can enjoy the benefits of a map, even if someone doesn´t have one in his inventory! Features: Place an "unfolded" map in the world using the ACE_Self_Interact_Menu! Open the map screen using "this" map! See the map markers of the person who placed the map on the ground! Your markers will be less visible, so that you can distinguish between yours and the ones on the map!Ability to copy these markers into your own map (Hover over target marker and press CTRL+C)! Players can place the map on objects, for a more immersive feeling (With CUP | RHS support)! Change the availability of ACE_Map_Gestures to only be usable on the unfolded map! (Set-able through CBA_Settings) Supported objects: ​ Planned: Requirements: Community Base Addons ACE 3 ​ Installation: After unpacking the .zip-file into your ArmA 3 directory, all the files you need to use the mod should be inside the "Addons" folder! If you want to use the compatibility pbos´, you have to move them from the "Optional" folder to the "Addons" folder! Download: R_Unfold (v1.4.1) R_Unfold - Unfoldable Map v1.4.1 Media: The following video is just showing how it works and looks! Changelog: 1.4.1: [ADDED] Language Spanish. [FIXED] ACE error when placing compatible vehicles on mission start (May also fix missing actions on supported vehicles if you encountered some). 1.4.0: R_Unfold: [ADDED] CBA_Settings support (Replacing "R_Unfold Settings" Module). [CHANGED] Module "R_Unfold Settings" has been disabled. (Will be kept for compatibility) [CHANGED] Cleanup in some functions. [CHANGED] script_component.hpp to make it easier to create compat mods for vehicles RHS Compat: [CHANGED] Compat is now fully dependend on RHS (AFRF and USAF). [FIXED] UAZ interaction point and map position are both too high. CUP Compat: [CHANGED] Compat is now fully dependend on CUP_Vehicles. 1.3.0: [ADDED] ACE_Map_Gestures Restriction: Toggle ACE_Map_Gestures to be only available on the unfolded map! [ADDED] Module "R_Unfold Settings" for ACE_Map_Gestures Restriction and for future additions! [ADDED] Workaround to read module settings from module "R_Unfold Settings"! [ADDED] Languages Italian and French! [CHANGED] Some spring cleaning! [CHANGED] Moved actions from script to config! 1.2.0: [ADDED] Polish translation (Thanks to @doman)! [ADDED] Ability to place map on certain objects (Supported: tables, whiteboard, quadbike)(Thanks to @baermitumlaut for helping me with the interactions)! [ADDED] Optional CUP and RHS compatibility pbo´s (Supported: HMMWV´s, UAZ)! [CHANGED] Some minor changes on the code itself! [FIXED] Ability to unfold map while using the map! 1.1.0: [ADDED] Localization (Supported languages: German and English)! [ADDED] Ability to see the map markers of the player who placed the map! [ADDED] Ability to copy the markers off the map (Only if you have a map or a similar item)! 1.0.0 a: [FIXED] Discrepancy between Bikey and Signature (New Bikey)! 1.0.0: Release!
  4. ITC Air Land Battle Steam Download Link | Wiki | GitHub Repo | ITC Discord This mission is still under development and has extra features to be added! What is this? Simply put ITC Air Land Battle is a mission that allows you to undertake a counter insurgency campaign across an island (currently Altis), building FOBs and patrol bases and carrying out missions to secure ground, while the boring presence patrols are done by AI (although if you want to patrol - feel free, there're enemies about). It uses the ITC Air Systems and ITC Land Systems modifications to enhance the existing gameplay of ACE and ArmA 3. It is best played with small numbers (current maximum is 20 although this is easily extended) with the majority of players as infantry with a handful of supprt guys manning the guns and aircraft. How does it work? This is a basic introduction video that shows some of the initial features of ITC Air Land Battle: Build your first patrol base then start doing missions. The more missions you do the more points you get and the better equipment you can use - and the more bases you can build to secure more areas. What do I need to play? This mission can be played with just ACE, CBA, ITC Air Systems and ITC Land Systems (all listed as dependencies on steam). However, it is also compatible with both ACRE2 and TFAR, and it is strongly recommended that one of these is used in conjunction with the mission. Can I play this mission yet? Yep - just download it and you can start playing. It may be a development version, but it is fully functioning (as much as any Herbiie mission ever was) and enjoyable (as much as any Herbiie mission ever was...). All this means is that, while there may be a bug or two, there are also more features to come! Currently Implemented Features Choice of faction in mission parameters (NATO/CTRG) Choice of time acceleration in mission parameters System of Deployment Points allowing for the purchasing of assets and buildings of bases Deploy-able Patrol Bases (PB) and Forward Operating Bases (FOB) that conduct presence patrols in local area, and can generate missions on request Random attacks against PBs and FOBs in the form of mortar attacks or small-scale infantry attacks [Toggle in Parameters] Counter Artillery Radar at all PBs and FOBs to give warning of mortar attacks AI will send contact reports with map markers, a side chat message and an audible notification [Individually Toggle in Parameters] AI patrols are tracked with map markers [Toggle in Parameters] AI units have logical call signs relating to which PB or FOB they originate from [Toggle in Parameters] Theatre headquarters from which assets and new bases can be requested from various staff officers Arsenal crates at Theatre HQ and bases with faction-specific equipment Secure-able towns that generate insurgent patrols if insecure [Density of patrols determined in parameters] Dynamic Simulation to enhance mission performance [Distance determined in parameters] Planned Features A tiered weapon system, where you can upgrade what weapons are available in the arsenal crates Host Nation police and military to take over patroling in secured towns Ability to close down patrol bases to recover some deployment points Persistence! Individual XP/Money that allows for more weapons or vehicles to be bought Civilians AI QRF System FOB Attacks dependent on nearby security situation Would you like to know more? Shiny things More to follow! Play! Have fun! Give me any suggestions, feedbacks or bug reports!
  5. Hello, I'd like to ask you for small help with script. There are some scripts including IED placement avaible yet but usually they have some things that I don't want in my mission, for example random explosion power... I'd like to ask you for very easy script where is possible to set how many IEDs should spawn on roads in given marker on map and which explosives (IEDs) should spawn. Also if possible, make some random junk spawn on roads. I'd like to make it work with ACE explosives (IEDs). Any ideas please?
  6. Hello, i am starting with scripting and have some ideas and a point where i want to start. The basics to multiplayer scripting are known to me and i made a couple scripts already for the purpose what i wanted to have (a personal arsenal for people). We are a merc-based group and we really liked antistasi but it has too many flaws for us so i decided to finally start our merc-based campaign. Now i started with my roadmap for the arsenal: 01: Check the amount of loot/equipment in a specific box (!) 02: Add the specific items in the box to an ace-arsenal (!) 03: Check if the amount of items in the ace-arsenal exceeds 20 (!) 04: Make items, that exceed the amount 20, unlimited. (!) 05: Save all the data so it can be restored after a server-restart/restart (!?) (!) = Figured it out (?) = Still trying to figure it out (!?) = I know where to look for this. I discussed it already with a friend of mine and we decided to go with the 'while' to keep on checking a specific inventor, a box, called "merc_arsenal_box", either with a onaction activation on the arsenal-box, or with a sleep timer of roughly 15 minutes or so. Thats practically not really hard either way. But the real problem i face now is, that i am able to put stuff int he ace arsenal without problems - unlimited already. Thats one of the basic functions i can go. Put things in the ace arsenal already unlimited available. And i dont have a clue how i can achive the same, but with a limited availability like 19 items of weapon x. Do i oversee something, a function as example? Or does the ace arsenal not have any method of having a limited amount of items in it? Please dont post any working code, just directions where i should look and specific snippets (Example: Look on ace arsenal framework, the function fnc_thisisit_lookhere [1,2,3,4];) Thank you all in advance for your help & time Narsiph.
  7. Anti-Puncture Spray for ACE Repair module by [LM] Cheitan What is this about ? Tired of not having enough spare wheels in your vehicle to keep it moving at a decent speed ? Here is the solution : an anti-puncture spray ! This mod adds a new item you can store in your inventory or in your vehicle. It is a spray that you can plug on a damaged tire. It will inject a specific paste in the tire which will firstly fill the hole and secondly emit a lot of gas, leading the tire to be usable again ! Initially developped among other features for the french team La Muerta, it is now available for everyone. Only french and english translations are available for now. Feel free to submit your own language ! How to use it ? You must have at least one spray in your inventory. Get close to the damaged tire and use the external action key from ACE. It will display a new action on the black part of the tire, named "Use anti-puncture spray". Trigger this action, and it will open a loading bar during 10 seconds with a sound effect. Once the spray is empty, it will be removed from your inventory, and the tire will be usable again. However, keep in mind that over damaged tires cannot be fixed with this spray. Also it will not magically restore the tire at factory state, but it will make it able to reach max speed with the vehicle. Known issues - If the loading action is interrupted, the sound effect will still be hearable until it end. However, do not worry : no item will be taken from your inventory ! Disclaimer and credits This mod is released under APL-SA. - La Muerta Team for testing and support - Icons made by Freepik from www.flaticon.com - Dedmen for various help with code and licence - ACE Team for creating such an amazing mod/framework - Bohemia Interactive for bringing us such a great game If you have developped or enhanced a feature and you think it should be included in this mod so that everyone can benefit, feel free to reach me on BI forum. I would be pleased to see your work and integrate it if relevant, making you a contributor of this mod. Changelog can be found in readme.txt Download La Muerta cloud space (deprecated) Armaholic
  8. Squad name: 7th Cavalry Regiment Timezone/location : All US/EU Gamemode preference (eg coop or pvp): Coop/PVP/PVE, Mil-Sim Contact email: My 7th Cavalry Profile Website address: 7th Cavalry Website Short description: The 7th Cavalry Regiment is a military simulation clan primarily focused on Arma 3. The Regiment was founded October 15th, 2002 and remains committed to military simulation today. This means that when you enlist, you will earn your place as a trooper in one of the oldest gaming regiments online. For the majority of people in the CAV, this unit isn't just somewhere to play, it truly is a brotherhood in which all are respected and supported by their brethren. We have over 220+ Active Arma 3 members spread across 1st Batallion. We have three Company's: Alpha, Bravo and Charlie. Alpha contains Fixed & Rotary Wing for Transport and Attack. Bravo consists of Mechanized Infantry, Armor, Cavalry Scouts (Ground Recon) and our Medics. Charlie Company, the tip of the spear, is the main Infantry element, with Airborne Infantry & Heavy Weapons. The 7th Cavalry is best known for their in-depth training schools & courses (over 34 different classes!!!) and our high-attendance, detailed, immersive Operations. Want to learn more? Start your 7th Cav Career today! Click the link and choose your Career path ---> 7th Cavalry's Arma 3 Career Pathway For more info, visit Detailed 7th Cavalry Recruitment Post Language: English Signed, =7Cav=Lucius.M
  9. Hey, all. I've been attempting to create a mission for some time now, and every problem I've encountered so far, I have been able to solve... until today. Context: Simply put, the mission uses ACE, which has its own explosive framework, and to that end the ACE site does provide some useful information. Specifically, I've been using 'ace_explosives_fnc_scriptedExplosive'. The good news is, it works like a charm. The catch is that it only seems to work for explosives which are spawned in through the editor, and not those created by scripts. In my scenario, there is a trigger (code below). The idea is to have an area where all cars driven by blufor units have a demolition charge spawned and attached to said vehicle, then have it explode. The problem is the line '[_newEp, -3] call ace_explosives_fnc_scriptedExplosive;'. For whatever reason, it works wonders with explosives placed within the editor (and subsequently attached to vehicles), but doesn't do a thing for any explosive spawned in via script. I was hoping any of you, who are more versed in scripting, could shed some light on the subject. I am by no means an experienced script writer/programmer, and most of what I know is from hours of messing around, so any advice would be much appreciated. Condition Code executed by the trigger: count (nearestObjects [trig2, ["Car"], 50]) > 0; On Activation code executed by the trigger (via script): _carlist = _this select 0; { if (side (driver _x) == west) then { hint "true"; _newEp = "DemoCharge_F" createVehicle [0, 0, 0]; _newEp attachTo [_x, [0, 0, 0], "driverview"]; [_newEp, -3] call ace_explosives_fnc_scriptedExplosive; } else { hint "false" }; } forEach _carList; Where _carList is: nearestObjects [trig2, ["Car"], 50] If I had to chance a guess at what was happening, I'd wager that ACE is only applying its explosive framework to the explosives placed in the editor, while those spawned via script maintain their vanilla class attributes.
  10. Okay so I have given each player a custom action to spawn a chemlights on their position so they can drop them under water: "Chemlight_green" createVehicle getPos player; This works great for vanilla items but for some reason anything ACE won't spawn this way, like" ACE_Chemlight_HiYellow", "ACE_Banana" or "ACE_Chemlight_IR". Any idea why this is? I had my friend replicate this so it isn't an issue just on this particular script.
  11. General Adds the ability to players to lock their backpacks. CBA is required and this script has support for ACE interaction menu and ACE medical. https://i.imgur.com/tlF8zXS.png Features Locks carried backpack for anyone that is not the carrier. Backpack lock is removed once the backpack is dropped. (ACE medical only) Others can open the backpack if the carrier is knocked out. Requirements The only additional requirement is CBA for this script to work properly. Installation and configuration This is a mission script, you need to implement it into your mission. First copy paste the scripts folder into your mission then implement the missing additions in your description.ext. That is it. The included mission is just an example! License Copyright 2018 diwako This work (diwako_lockbackpack or the like) uses the license Arma Public License Share Alike (APL-SA) https://www.bohemia.net/community/licenses/arma-public-license-share-alike Download https://github.com/diwako/lockBackpack/releases/
  12. S4pph1r3Sam

    I need Help

    So, Yesterday I started a mod project without any 3d modeling experience nor arma 3 modding experience, I watched a lot of tutorials and I was understanding them, I think, but now I'm stuck at the addon builder because it says to me: Build failed. Result code=1. Can someone help me? The config.cpp is like this: class CfgVehicles { class SpikeStrip { units[] = {}; weapons[] = {}; scope = 2; model = "\Sam Sapphire Spike Strip\SpikeStrip.p3d"; mapSize = 5; displayName = "Spike Strip"; ace_cargo_size = 1 ; ace_cargo_canLoad = 1; ace_dragging_canDrag = 1; ace_dragging_dragPosition[] = {0, 1.2, 0}; ace_dragging_dragDirection = 0; ace_dragging_canCarry = 1; ace_dragging_carryPosition[] = {0, 1.2, 0}; ace_dragging_carryDirection = 0; cost = 0; armor = 5000; }; }; BTW, it is a spike strip that works with ace, can someone maybe tell me how to change the model (Like Open = SpikeStripOpen.p3d, and closed = SpikeStrip.p3d)? P.S: I need also a way for damaging wheels, I can do it in the config.cpp or I need to do it somewhere else?
  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. Let me provide a little background about myself. I have logged approximately 150 hours in Arma 2 CO since late last year. I had the opportunity to play all the classic A2 mods: ACE, ASR, Celle, I44, and many more. However, recently I had been testing A3 and realized how much more it offers, in terms of modularity, editing, and simulation (though ACE should really consider adding advanced artillery, which was a great feature in ACE2). Anyways, I would love to learn the new and improved ACE3, and I was hoping someone with experience could help me out. As I said, I already understand how ACE2 works, so ACE3 shouldn’t be too hard of a transition.
  15. how do you change the overheating value in your weapon? I have a WIP weapon, but with ACE it was too easy to jam due to weapon overheating too fast, which value in weapon config affect the overheating rate? Please happy, thanks!
  16. So, I have the following problem: The server always overwrites the configuration of the night vision and i cant disable it. https://imgur.com/a/GQide https://imgur.com/a/rm9oc These are screenshots of the options. Has anyone else had this Problem and how do i fix it?
  17. Hello there! TL;DR: While trying to play on Lythium, I get this error: "no entry 'bin\config.bin/cfgworlds.lythium'." and same in server log. Mod is running on server and even while connecting throught launcher server requests to load mod Lythium. Other mods work flawlessly. Now the long explanation... I have a linux server for a few months now, crisp clean Debian with nothing but arma and some other services, tho I keep it clear because of lacking power. We play on it with typical mods like RHS, Ace and so on, the "Must have" mods and everything works flawlessly. So flawlessly that we can actually maintain playable fps while Antistasi fucks up with too many AIs. Anyway, we have recently tried to play on lythium. Long story short, it doesnt work. It somehow acts as if the map wasnt on server even tho it is and launcher requests it to load. I am doing something wrong, and its propably stupidly easy but I am in the end with my head right now... Order of mods is okay, and even if it wasnt I tried to change my param so Lythium loads: First, last, before JBAD, after it, somewhere around CUPS (I know it has no connection but....better try) and no change. What it does: Basically, the map is not on the server. Exept it is. Map, mission and all of its stuf works on localhost, mine and my friends. Tried across more machines, works. With or without -mods=@lythium\;(other mods here) server shows the same error over and over again. no entry 'bin\config.bin/cfgworlds.lythium'. Does anyone know what it might be or at least why does this happen? I know its this error because I tried to load the server with nothing but jbad and lyhium. Same results. It must be something with either jbad or lythium mod. Will try something more but any help is appreciated. EDIT: While loading server with NOTHING but lythium, it loads with no problems and doesnt request its dependency or crashes with error. It feels werid, as if the mod was just nothing but name...
  18. Teamspeak IP: Ts3.3rdSFO.us Public Server IP: 63.141.249.146 Port: 2542 Map: Clafghan Game Type: Insurgency (ALIVE) High Traffic Time: 8:00pm-12:00am Central US time Server side mods (Required): CBA ACE3 TFAR RHSUSAF CUP Terrains - Maps CUP Terrains - Core CUP Vehicles CUP Units CUP Weapons F/A-18 Claghan Alive The Mods 3rdSFO Runs includes above: BloodLust USS Nimitz BackPackOnChest ShackTac User Interface Advanced Sling Loading Advanced Towing Advanced Urban Repelling Arma Enhanced Movement FIR Pilot&Crew Pack HMDs MOD (Metric) L3-GPNVG18 Panoramic Night Vision Spec4Gear v4.6 Splended Smoke Theseus Services Steam Collection http://steamcommunity.com/sharedfiles/filedetails/?id=827107985 Server is open keys, so you can run any mods that you like. Just have the minimal required ones and you should be good.
  19. how can I disable unconscious state for players without disabling entire ace medicine?
  20. Im completely new to scripting in general, just as a heads up. I’m looking for a way to get a non-lethal rounds or rubber bullets script that can function with ace for my unit, and I’ve looked around but I can’t find a thing. I know altis life has the script, but I would doubt it works fully with the ace med system.
  21. 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
  22. Is there a way to equip the FIR F-16 with ACE’s Maveric missiles? I know it’s not possible in the “configure pylons” menu, but is there a script or something I can run? I have never scripted or anything before so guidance would be appreciated :) EDIT for clarity: can I add a weapon to an aircraft that I’m not supposed to, like a Sharur missile to a wipeout jet?
  23. Hey buddies, I have a problem creating a script.I create my own equipment with an action menu, when I come to the crate, It shows the class I want (machine gun, rifleman, etc). The menu works...the problem is here ( _hasruck = _unit call ACE_Sys_Ruck_fnc_hasRuck) used undefined variable the same (_ruckMags). I have the script from Arma 2 and I need to do it in Arma 3. thank for you advices
  24. Hello i have problem with my Wounding system i no have Examine to heal my friend,. I can only cure myself with morphine and the like, but the others can not possibly have another option for me to get out of the dialog and for that? FOR ME: https://prnt.sc/htb5jp BTW i synhronize all modules for wounding system Modules: https://prnt.sc/htb62s
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