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Found 72 results

  1. I have 2 Objects, Obj1 = Fuel Truck , Obj2 = Fuel tank; I implemented the hold action using 3den Enhanced on the Fuel Tank but I want the hold action to only activate when Obj1 is near Obj2 I tried using the trigger but I can't seem to turn the condition = true when it's near the object So It would go something like this 1. If a player goes near obj1 it will not activate the hold action 2. If a player goes to the obj1 with the specific fuel truck(i.e.- obj2) near the radius, it will then show up and the players can interact with it to trigger an objective complete. I know how to get the hold action to complete an objective what I don't know is how to set up the hold action to show only when a certain condition has been met
  2. So, I'm working on a mission for my group, and one of the objectives is to rescue a captive held by opfor. I want the captive to be injured, but in a way so that whilst they won't die, medics will need to treat them and they'll need a medevac sooner rather than later. I'm thinking severe bloodloss, severe pain, some bandaged wounds, a broken leg and a major wound TQ'd should do the trick. Rather than fuck about with trying to use ace_medical_fnc_addDamageToUnit to get sorta the right wounds, I've decided it would be simplest to just build the medical state I want as a JSON, and use ace_medical_gnc_deserializeState to apply said state to the unit. Most parts of the JSON file are fairly self explanitory, but I'm having trouble figuring out what the 4 numeric values for ace_medical_openwounds / ace_medical_stitchedwounds / ace_medical_bandagedwounds correspond to, and what those values represent, as there seems to be no documentation on it (at least, I've not been able to find any. maybe I'm just an idiot). I'm slowly "trial / error"ing my way through, but I'm wondering if anyone else knows / can explain these values, as it would save me a considerable amount of time.
  3. Style: Realism Milsim, but we also focus on being a fun environment for our players. Main Language: English Timezone: BST/CEST/EST Operation Times: Thursdays @ 19:45 BST / 20:45 CEST / 14:45 EST Operation Types: Airborne Operations, Humanitarian Efforts, COIN Operations, Security/Stabilisation Operations, Combined Arms Conventional Warfare Mods: ACE, ACRE2, PedagneMod, KAT Medical, CBA. Core Modpack included, credits to the original mods creators. Overview The Paratroopers Brigade "Folgore" is an ArmA 3 Realism Milsim Unit established in 2022 which takes pride in recreating the only Airborne unit in the Italian Army. Our objective is to show other players that you can also have fun playing as something different from the usual US or UK units. What we offer to our players is: A place where you can meet and play A place where we take pride in hearing our playerbase The use of a Butterfly Effect system within our operations: actions have consequences Lengthy operations: our deployments range from 3 to 5 months, where we try to immerse our players in the backstory of the campaign. A multitude of roles, ranging from Infantry to Dragoons, from Pilots to Medics A joint community, being partenered with 2 other Milsim units: 10th Mountain Division and III Marine Expeditionary Force Oh and lots of memes. While we are a Realism Milsim Unit, we also focus on making our server a fun place Available Roles: Squad Leaders & Team Leaders Machine Gunner Grenadier AT Qualified Rifleman Combat Medic Marksman Helicopter Pilot Requirements: Be 18+ years old Own an original copy of ArmA 3 (No DLC required) You must have a decent understanding of the English language and be able to speak and understand English. You are allowed to multiclan, as long as the times do not collide. To be ACTIVE DUTY, you must be able to: Join AT LEAST 1 training operation within our 1 month exercise. Join AT LEAST 1 operation (per month) within our 3 month deployment. In case you are not able to fullfill this section listed here, you can still apply as RESERVE DUTY. Do you have what it takes? JOIN TODAY! Where to join/contact us: TeamSpeak: 51.222.137.252:9988 Discord: https://discord.gg/H78VeqkNep Twitter: https://twitter.com/FolgoreMilsim Youtube: https://www.youtube.com/channel/UC0ITj1KJmMrVTU6IgWMBlGQ
  4. Requires ACE3 Adds 3 combat stims (used from ace-self interaction menu-equipment). Meldonium: +10% move speed, -50% fatigue drain for 5 minutes. total effect time 10 minutes AD-88:: -30% recoil, 0.5 aim precision coefficient for 3 minutes. total effect time 6 minutes B-11N:: -80% blood loss (from wounds, not from hits) for 3 minutes. total effect time 15 minutes Video Steam workshop Other features: -smooth fade of effect after stim time ends -extended visuals if new stim applied before prev. stim effect finished -overdose unconscious effects Known bugs -effect disappear if user reconnect (made for optimization in largescale mp) -cant be used in vehicles (hope fix it next version) For now Hand made stimulator do nothing 3 variables to tune stim length avaible: STIM_EffectTime_Meld, STIM_EffectTime_B11, STIM_EffectTime_AD (local variables. should be definde for each user, if not defined-default value=1. values greater then 1 increase duration, lesser-decrease)
  5. Problem with mod CBA_A3 + ACE3 help please! Without these mods everything works as it should. When I install separately, the norms work, but ACE3 just swears that there is no CBA_A3 When I install CBA_A3 + ACE3, the launch is normal, but when the download ends and the main menu should open, the game just crashes and gives an error: 0xC0000005 - STATUS_ACCESS_VIOLATION Crash details: When I turn off the world view on the background of the main menu, it works, but when I turn on the scenario, it crashes again. Tried parameters: -malloc=system -maxmem=6144 -maxvram=2049 -noLogs does not work All mods latest version i can give rpt file
  6. Hi all. I'm trying to set up my first MP scenario, and I need a little help. I've got the arsenal working on a supply crate, but the Ace3 interaction menu contains additional interactions that I don't want. See here. What I want to do is remove the "Open" and "Rename" actions. I found this thread, which seems to give an answer, but trying to implement that solution doesn't work. I also tried disabling simulation and making the cargo container a simple object, but that didn't work either. I also found this discussion on github, but that isn't working, either. Any help would be appreciated.
  7. For some reason Land_CanisterFuel_F is no longer carriable in ACE3. If I try to force is with call{[this, true, [0,1,1], 0] call ace_dragging_fnc_setCarryable;} in the item's init, it layers the ACE3 interaction options for carry/drag literally on top of the refuelling options, creating an unreadable and confusing mess. My ask is... how to do I add the carry/drag option to the item's existing ACE interaction 'list' (in this case fuel options)?
  8. All, Ace Fortify uses chat commands to dictate the amount of resources available. Does anyone know how to replicate this using a trigger so that I can increase the supplies as additional resources arrive in the area without having someone write it in the chat each time? I've tried the following commands without success: https://community.bistudio.com/wiki/systemChat https://community.bistudio.com/wiki/serverCommand
  9. Hi everyone, I've been playing with ace for a few months and at first with when I took my pulse or checked my blood pressure, I came up with numbers, example: Blood pressure is 51/54. Shortly after, it started to come out in a simpler way, but for me it was better, example: The pulse is normal. The problem is that at times it comes out with the first example and sometimes with the second, but I want it to be the 2nd format at all times since for me it is more comfortable. Does anyone know how I could do it? Thanks, greetings and sorry for my English as a translator.
  10. I'm trying to create a ace3 action on a door (selectionName = "door_3") but it does not work. The action is not on the door but on the building. I have placed a building in 3ditor (Varname = MyHouse) an run follow code in cosole: private _action = ["iV_DoorActions", "Breaching", "", {hint "DONE!"}, {true}, {}, [MyHouse], {MyHouse selectionPosition "door_3"}] call ace_interact_menu_fnc_createAction; [MyHouse, 0, ["ACE_MainActions"], _action] call ace_interact_menu_fnc_addActionToObject; I have tried all of the 3 options (Code for position, position array and selectionName string). Maybe someone has an idea?
  11. Hi guys, i´m struggeling to make an object loadable in ACE3 Logistics, put a foodbox into cargo space of a Fennek. I´ve found this code on ACE website https://ace3mod.com/wiki/framework/cargo-framework.html#1-config-values class staticBananaLauncher { class yourVehicleBaseClass { ace_cargo_size = 4; // Cargo space the object takes ace_cargo_canLoad = 1; // Enables the object to be loaded (1-yes, 0-no) }; }; can somebody help me out where i have to paste this code? i assume class staticBananaLauncher { is class plp_ct_BoxFoodSmallD { and class yourVehicleBaseClass { is class CUP_B_FENNEK_GER_Wdl { Thanks for your help Steve
  12. I am making an addon that the whole point is having to heal injured civilians, but I have found the issue that even when I removeAllItems the AI still magically heals themselves. I have heard that this is a feature of ace3 as standard AI don't carry enough medical supplies, is there anyway I can disable this feature or just prevent/inturrupt the AI from healing. Any help is appreciated 🙂 Cheers
  13. The idea of the mission i'm editing is that the players need to aid civilians, and bandaging all of them triggers an enemy attack. Involving the ace medical system troubles this, because civilians heal themselves even without medical equipment. disabling simlation would block any input, so what I thought I should do is to disable the AI medical system in the needed units. I can easily disable the global AI medical system through addon options, but I don't know the script needed for this to apply in only one unit
  14. 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.
  15. [FOX] Realism is an collection of features to enchant the ArmA gameplay. Most of them are updated version of older standalone mods from myself. Content/etc may changed overtime. Required: CBA_A3, Ace³ Most of the features can be adjusted/disabled via CBA settings Features: Info: few videos show older builds or the old standalone version of the features ! Whistle Throwing Knives Throwing Magazines Scuba Land Rebreather & HALO Goggles NVG Knocking Inventory Fuel Empty Magazines
  16. Hello, I'm looking for a way to remove an ace3 base action: the "take prisonner" action accessible by pointing the right target hand. Here is why i would like to remove it: I'm making an hostage script called by an aceAddAction. When executed, the hostage become autonomous and do what he has to do: go out a building and embark a vehicle. The thing is: the base Action : "take prisonner" makes my script kind of useless! I do not want the player to take prisonner and escort it due to the high number of hostages. I want to save time. I know how to remove an action i put myself using the "ace_interact_menu_fnc_removeActionFromObject;" function. I think i understood that i need the Ace action class name (ex : "ACE_TapShoulderRight"). The one i would like to remove seems to be called : "ACE_ApplyHandcuffs" found in "ACE3/addons/captives/CfgVehicles.hpp" : https://github.com/acemod/ACE3/blob/master/addons/captives/CfgVehicles.hpp. so, i would try something like this : But i'm unable to find the name of the action i should put between quotation marks where "myAction" is written. I searched the gitHub without any result. Maybe because Ace is too advanced for me! So, i'm here to ask for help! Does anyone of you know a way to find what i'm looking for? Or just a way to do it? (would be great!) Is it at least possible? Thanks for any help, and thanks for reading! Cya
  17. Guilt & Remembrance (v1.33a) Mod for handling civilian deaths, reparations, and war crimes in Arma 3. Atone for your "collateral damage" by bringing the bodies of dead civilians back to their family — or else attempt to conceal the deaths by secretly disposing of the evidence. Steam Workshop Direct Download Github Requirements: CBA_A3, ACE3 FEATURES Civilian Deaths * When a player kills a civilian, a new task is generated requiring the player to deliver the body to a member of their family, who lives in a house in the AO (within 20km by default). * Alternatively, players may attempt to conceal the death by taking the body at least 300m away from a populated center, burying it, and striking off the dead civilian’s name from the grave marker. * Dead civilians are announced to everyone on the same side and marked on the map. Burial and Exhumation * Any corpse in a body bag can now be buried or exhumed (requires an Entrenching Tool). * Burying any corpse produces a burial mound from which the dead person’s name and age can be read. * The items carried by the dead are transferred to the body bag, and persist through burial and exhumation. Autopsies * Medics can perform an autopsy on any body in the field to determine cause of death (requires Surgical Kit). *When performed near a medical facility, an autopsy can also determine the time of death, the faction of the killer — and can even reveal the identity of an unknown victim whose death had been concealed, allowing the body to be returned to his family. Customization * Mission creators can attach functions to event handlers to produce custom events upon civilian death, body delivery to next-of-kin, death concealment, or reveal of the identity of an unknown victim via autopsy. FOR PLAYERS: In order to deliver a dead civilian to their family member, you must first place it in a Body Bag via an ACE action (Interactions -> Place body in body bag). The Body Bag can then be loaded into the cargo of a vehicle, driven to the destination, unloaded, and then manually dragged to the relative. (Note: while the task to deliver the body is created immediately after you have killed the civilian, you will not be notified for 20-60 seconds so as not to distract you if you happen to be in the middle of combat.) You can also bury or exhume any body bags if you are carrying an Entrenching Tool. Autopsies can be performed if you are carrying a Surgical Kit. You can change how your notifications for civilian casualties are displayed in your Addon Settings (listed under "Guilt & Remembrance."). Note that this setting may be overriden by the mission creator or server operator. FOR MISSION CREATORS & SERVER OPERATORS: This mod is fully signed for multiplayer use, and has been tested on both local and dedicated servers. It must be run on both the client and server. The following mod settings are customizable from your mission scripts: // set the civilian types that will act as next-of-kin GR_CIV_TYPES = ["C_man_polo_1_F_asia","C_man_polo_5_F_asia"]; // set the maximum distance from murder that next-of-kin will be spawned GR_MAX_KIN_DIST = 20000; // Chance that a player murdering a civilian will get an "apology" mission GR_MISSION_CHANCE = 100; // Delay in seconds after death until player is notified of body delivery mission GR_TASK_MIN_DELAY=20; GR_TASK_MID_DELAY=40; GR_TASK_MAX_DELAY=60; // Set custom faction names to determine blame when performing an autopsy GR_FACTIONNAME_EAST = "CSAT"; GR_FACTIONNAME_WEST = "NATO"; GR_FACTIONNAME_IND = "the Syndikat"; // You can also add/remove custom event handlers to be called upon // certain events. // On civilian murder by player: [yourCustomEvent_OnCivDeath] call GR_fnc_addCivDeathEventHandler; // args [_killer, _killed, _nextofkin] // (NOTE: _nextofkin will be nil if a body delivery mission wasn't generated.) [yourCustomEvent_OnCivDeath] call GR_fnc_removeCivDeathEventHandler; // On body delivery: [yourCustomEvent_OnDeliverBody] call GR_fnc_addDeliverBodyEventHandler; // args [_killer, _nextofkin, _body] [yourCustomEvent_OnDeliverBody] call GR_fnc_removeDeliverBodyEventHandler; // On successful concealment of a death: [yourCustomEvent_OnConcealDeath] call GR_fnc_addConcealDeathEventHandler; // args [_killer, _nextofkin, _grave] [yourCustomEvent_OnConcealDeath] call GR_fnc_removeConcealDeathEventHandler; // On reveal of a concealed death via autopsy: [yourCustomEvent_OnRevealDeath] call GR_fnc_addRevealDeathEventHandler; // args [_medic, _body, _killerSide] [yourCustomEvent_OnRevealDeath] call GR_fnc_removeRevealDeathEventHandler; // NOTE: if your event handler uses _nextofkin or _body, make sure to turn off garbage collection with: // _nextofkin setVariable ["GR_WILLDELETE",false]; // _body setVariable ["GR_WILLDELETE",false]; GUILT & REMEMBRANCE is licensed under APL-SA (Arma Public License - Share-Alike) and is free for non-commercial use. If you add it to your server, please tell me about it — I'm interested in how this mod will be used. For questions, comments, or bug reports, please post below or contact me directly at nick.musurca@gmail.com. ----- CHANGELOG: v1.33a (July 30, 2020): -fix: one-time msg repeating more than once -assorted fixes v1.33 (June 3, 2020): -Russian localization (thanks to @Barmalei75) -BLM v1.32 (January 26, 2020): -bugfix: doctors can now perform autopsies -added: CBA setting to determine who can perform autopsies v1.31 (January 11, 2020): -bugfix: two events created on civilian death (related to ACE3 Medical update) v1.3 (May 25, 2019): -added: Autopsies -added: autopsy event handler if concealed death is revealed -added: CBA setting to automatically add bodybag to dead civilian inventory (e.g. for missions where getting a bodybag is difficult, like Antistasi) -bugfix: next-of-kin garbage collection v1.23 (May 13, 2019): -civilian dead now marked on your map (but can be disabled from CBA settings) -more reliable performance under heavy CPU load / adverse network conditions v1.22 (May 13, 2019): -bugfix: now supports Antistasi (as well as other mods/game types where civilians are created on the client-side) v1.21 (May 11, 2019): -bugfix: death of Zeus-placed civilians now registered on dedicated servers v1.2 (May 11, 2019): -inventory of corpse now transfers to body bag -body bag inventory persistent through burial & exhumation -bugfixes for dedicated server v1.11 (May 10, 2019): -hotfix: singleplayer scenarios should now work -event handler init moved into preInit -- no need to sleep before adding them v1.1 (May 10, 2019) -added CBA setting to customize notification style -civilian deaths now always create a new diary record -added more possible civilian classes to default array of next-of-kin -added settings to allow mission creators/server ops to customize delay of task notification v1.0 (May 8, 2019) - Initial release
  18. 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 🙂
  19. 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
  20. 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
  21. JohnRayMitch

    Alternative to Ace3?

    Hey guys, so I play mainly a lot of single player. But my largest complaint is the lack of nav-map tools so I've been using ace. Are there any mods for map tools that have things such as a protractor and dagr? Ace3 just doesn't seem to be very compatible with single player use without a lot of tweaking.
  22. 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.
  23. 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?
  24. 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?
  25. [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
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