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Found 149 results

  1. I've yet to see a mod that adequately provided a modular interface for ACE's unconsciousness system, so I've made one myself! Getting shot with the ACE mod is annoying, you're stuck looking at a black screen for 5-10 minutes waiting for a medic. Its boring, but realistic. With ACEView you can strike a balance between realism and fun. ACEView is a interface that opens when you become unconscious. It allows you to view a variety of panels that contain useful information. This mod is designed for all types of milsim in mind. It is highly configurable, allowing server owners to pick and choose the features they want. Each display element can be changed or disabled by the Addon Menu to allow total control over your immersion. There are 3 info panels: Medical status, Spectating, and the Minimap. You can get the mod here on the steam workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3372876344
  2. Howdy, keep getting an issue whenever I load a mission, I get an error code "ace_xm157.pbo is outdated", I've tried uninstalling and reinstalling, unsubscribed from ace and re-subscribed, dunno what to do?
  3. So I have a problem with my helis/planes that whenever someone goes unconscious/is dead in one or one explodes you can't respawn and you either need the zeus to delete you or someone else pull you out of the vehicle. I have made this script so far but it doesn't seem to properly work. { if ( _X getVariable ["ACE_isUnconscious", false]) or (!alive _x) then {moveOut _x} } foreach crew _vehicle This seems to simply move the unconscious guy out of the vehicle even if he is the only one unconscious there. How would I make it so anyone who is unconscious gets moved out of the thing only when everyone else in the vehicle is also unconscious? Thank you in advance
  4. Hi there. If you want to create missions without ACE dependencies but still want to use ACE Medical and Food stuff when ACE is available on the server, you might use this code in your initServer.sqf, for example. initServer.sqf // If ACE Medical is activated on the server, do it: if ( isClass(configfile >> "CfgPatches" >> "ace_medical") ) then { supply_crate1 = createVehicle ["CargoNet_01_box_F", [1876.54,9278.19,200], [], 0, "NONE"]; chute1 = createVehicle ["B_Parachute_02_F", [0,0,0], [], 0, "FLY"]; chute1 setPos (getPos supply_crate1); // getPos was designed to take the altitude pos obj from the surface below it. supply_crate1 attachTo [chute1, [0,0,-0.6]]; // attach the chute to the crate // Supply items > Medical: supply_crate1 addItemCargo ["ACE_fieldDressing", 36]; supply_crate1 addItemCargo ["ACE_elasticBandage", 18]; supply_crate1 addItemCargo ["ACE_splint", 9]; supply_crate1 addItemCargo ["ACE_quikclot", 18]; supply_crate1 addItemCargo ["ACE_tourniquet", 18]; supply_crate1 addItemCargo ["ACE_packingBandage", 9]; supply_crate1 addItemCargo ["ACE_bloodIV", 9]; supply_crate1 addItemCargo ["ACE_plasmaIV_500", 5]; supply_crate1 addItemCargo ["ACE_salineIV", 5]; supply_crate1 addItemCargo ["ACE_bodyBag", 5]; supply_crate1 addItemCargo ["ACE_morphine", 18]; supply_crate1 addItemCargo ["ACE_epinephrine", 18]; supply_crate1 addItemCargo ["ACE_adenosine", 18]; supply_crate1 addItemCargo ["ACE_painkillers", 18]; supply_crate1 addItemCargo ["ACE_surgicalKit", 3]; supply_crate1 addItemCargo ["ACE_suture", 3]; supply_crate1 addItemCargo ["ACE_personalAidKit", 3]; supply_crate1 addItemCargo ["Medikit", 1]; // Supply items > Food: supply_crate1 addItemCargo ["ACE_Banana", 18]; supply_crate1 addItemCargo ["ACE_MRE_SteakVegetables", 9]; // Supply items > Water: supply_crate1 addItemCargo ["ACE_WaterBottle", 18]; supply_crate1 addItemCargo ["ACE_Canteen", 9]; // Supply items > Extra: supply_crate1 addItemCargo ["ACE_EarPlugs", 9]; // Waiting the crate get closer to the ground: waitUntil { sleep 0.1; ((getPosATL supply_crate1) # 2) < 2 || !alive supply_crate1 }; // Adjust to crate velocity after the parachute detachment: _velocity = velocity supply_crate1; // [x,y,z] detach supply_crate1; supply_crate1 setVelocity _velocity; // Detachment of parachute from the crate: playSound3D ["a3\sounds_f\weapons\Flare_Gun\flaregun_1_shoot.wss", supply_crate1]; detach chute1; chute1 disableCollisionWith supply_crate1; // Animation breather: sleep 5; // Delete the parachute: if ( !isNull chute1 ) then { deleteVehicle chute1 } }; Pay attention to this line down below. You should set the classname of the asset of your taste. You MUST replace "[XXX, YYY, 200]" for other X and Y positions on the map. supply_crate1 = createVehicle ["CargoNet_01_box_F", [1876.54,9278.19,200], [], 0, "NONE"]; Enjoy.
  5. Hi, was wondering how to check unit for ACE damage specifically, not for vanilla damage, it doesn't work. There is info everywhere on how to add damage to unit (ace_medical_engine_fnc_damageBodyPart) etc. but not on how to get it. https://github.com/acemod/ACE3/blob/master/addons/medical_engine/functions/fnc_handleDamage.sqf searched here for info, but no luck. As I understand this stuff is stored in those: _unit getVariable [QGVAR($HitLeftArm), [0,0]]; _unit getVariable [QGVAR($HitRightArm), [0,0]]; _unit getVariable [QGVAR($HitLeftLeg), [0,0]]; _unit getVariable [QGVAR($HitRightLeg), [0,0]] _unit getVariable [QGVAR($HitPelvis), [0,0]], _unit getVariable [QGVAR($HitAbdomen), [0,0]], _unit getVariable [QGVAR($HitDiaphragm), [0,0]], _unit getVariable [QGVAR($HitChest), [0,0]] But I have no clue how to get data from those to check if player has healed the unit. In my case I'm making generated task to heal a unit, but how to check if if the unit was succesfully healed?
  6. All-in-One Single-Player Project by Leopard20 Short description: All-in-one Single-Player project is (at this time, will be) a collection of 3 separate addons that work in tandem to create the ultimate single-player experience. _____________________________________________________________________________________________ Long description: Hello guys. I'm sure everyone agrees that the current state of ARMA single-player is not really playable (unless you're alone!). The AI are always a burden and hard to manage. Well, in this project, my goal is to change that. Check out the latest development videos on Superior Intelligence (aka Super AI) in the next post! This project will consist of 3 addons: 1. All-in-one Command Menu (Deluxe ver.): The improved and enhanced version of my old , dusty mod, All-in-one Command Menu which itself was basically an improved version of WW AI Menu by Windwalking. 2. Superior Intelligence (WIP) 3. ADDON #3 (WIP) The other two addons are not "command menus" but something entirely different and crucial to the single-player game, and interaction with them will primarily be through All-in-one Command Menu. I will update this thread about the latest development status. Stay tuned! All-in-One Command Menu (Deluxe Version) Current version: v1.5.0 (Jul. 12, 2023) Some of you may have used, seen, or at least heard of my All-in-one Command Menu mod, which added many new capabilities to the vanilla AI. When I started working on that mod, I was completely inexperienced in scripting, and the mod, despite its great feature roster, became a poorly optimized and buggy mess over time. So I decided to rewrite the mod from the scratch; updated the visuals, rewrote most features and added many new stuff. Without further ado, let's jump into the feature list! Release Trailer: Additional Screenshots: Feature Overview: What's new since All-in-one Command Menu classic: This is a complete rewrite of the classic mod, so obviously there's so many changes. Here is some of the most important ones: Manual (MUST READ): Some of this stuff might be a little hard to grasp at first (but once you learn them you realize how easy and intuitive they were!). I'm very busy right now so I'll add a video tutorial later. For now, try to make do with these! Download: Steam Workshop GitHub Dropbox (Outdated) Google Drive (Outdated) Armaholic Installation (non-Steam): Note: The name of the mod folder has changed! Please delete the old "@AIO_AIMENU" folder if you have the classic version. F.A.Q: Donation and Support: If you like my mod and would like to support it, or you just want to buy me a drink, etc., you can become a Patron! Requirements: Community Base Addons (CBA)
  7. I would like to present my tripwire mod. Using ACE interact and ACE explosives I was able to create tripwires that lets you attach any grenade, from your inventory, to it. It can use any modded grenade. It also displays the attached grenade model as well. In addition to the tripwire "mines" I have also included a misc item that is a Tripwire Spool, that lets you cut an infinite number of tripwire from it, just in case you plan to do some extra shenanigans. You use a CBA inventory interaction on the Tripwire Spool, double clicking on the item and then double clicking on the action. - The actual Tripwire "mines' are in "Magazines" section of the arsenal. - Tripwire Spool in in the "Misc" section of the arsenal. Known Issues: - The Tripwrie mines are in the Magazines section of the Arsenal, NOT explosives, can't get them to show up in the explosives tab for some reason - Some scripted grenades do not work properly, like flashbangs, also from RHS the RGO and RGN grenades do not work as they use RHS custom setup - Due to how arma 3 handles grenades, attaching the grenade to a tripwire will now switch you to that grenade. It's a workaround for an issue where you was unable to actually select the grenade at all. REQUIREMENTS: - CBA - ACE (explosives specifically, with all of it's requirements) DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=3034379807 Changelog: V4 - current release - Fixed grenade defusing giving back multiple extra grenades V3 - Fixed defusing. Defusing tripwire should now return the grenade, it should even keep the correct projectile count in the magazine. Shoutout to silent1 for letting me know about the CBA event handler - Fixed projectile count. Now the number of spawned grenades should be correctly carried over from non-full grenade magazines used to arm the tripwire. ie. using a magazine with 2 remaining V40 grenades from SOG will now spawn 2 grenades on trip and return a magazine with 2 remaining grenades V2 - fixed grenades being removed from a selection, a kind of hack of a workaround but it works better now (shoutout to the selectable grenade wheel mod) - fixed 2m tripwire not giving the tripwire back and throwing error - fixed attached grenades not pointing the same direction as the tripwire V1 - initial release
  8. Hello guys I have a question about arma 2 How to disable magazine icon in arma 2 ace mod when reloading? I can change it to icon or text when reloading I has searched the configs but no success
  9. Hi guys, I'm trying to disable BFT via a script for a group of players during a mission. The Idea is these players crash land somewhere and must escape or radio for extract, to improve the experience I don't want them to know exactly where they are on the map. I haven't busted into the PBO yet, but I've been searching here and the ACE wiki for information on this function. I know I can disable BFT in the editor, but I want it triggered during the mission. Thanks!
  10. ARPI brings up 700 items to improve military roleplay and immersion in Arma 3. With ACE3 and CBA, some items have functionalities. STEAM-WEB-LINK: ARPI - ARES Roleplay Items VISION and PHILOSOPHY Our vision is to enable the Arma 3 player to tell stories by themselves with independet manipulation of arma environment. We want to spare micromanagement capacities of the ZEUS in extensive roleplay-missions and enable storytellers to increase immersion via filling missions with items. ARES RP Items [ARPI] brings up over 700 items to improve military roleplay and immersion in A3. With ACE3 and CBA, much items have functionalities or can be combined to become usable. Items are for example : Food, Tools, Electronical Equipment, Loot, ID's, Documents, Money, Boxes, Knifes, ComRadios, Contraband and other stuff. The main aims of this mod are: reduce telling and hint-work of zeus with self explanatory items supply missionmakers with mission-relevant items enable the player to physically affect the arma environment provide a messaging system with players and virtual identites (NPC) enriching the immersion of operations, for example "checkpoint simulation with regular civil items and contraband" improve battlefield roleplay with military survival items, things you can find on killed combattants supported language: english and german Basic function via ACE Interaction hint and sound for the used activity, read-and hearable in 15-30m range of the user hints can be seen by admin and zeus globally (zeus will be informed about relevant activities) Advanced functions Some items can manipulate the environment (knive can kill, chainsaw saws trees, machete chops bushes, s.o. ) Survival System with modules for diseases, combinable scrap, water-system and filthy insects. Some Items can reduce or delete the effects of the modules Some items can place objects, such as tents, campfires, security equipment, s.o. Some items can detect variables in objects, for example geiger counter, chemsniffer or RFID Detector (see item list for variables) Requirements: All Functions require CBA3 and ACE3! It is possible to deactivate the ACE3 functions in your init.sqf by adding: AR_InteractionsEnabled = false; Place relevant modules in the editor to use Global Interaction System, Trading System or other systems. Restrictions: No reuploads on Steam allowed! No not never! Montarization in any means is definately not allowed! Its a free mod for the community! Useage on monetarized servers is not allowed. If you want to rip/change/host these files to include them in your local clan-repos, thats ok for us If you want to change or implement something, talk to us! We can make an improvement in the next official version together. Future plans: New Items, Sounds and Functions will be added Classname list and descriptions: https://drive.google.com/file/d/1ZDv3wELtrvSb2nfGhuIKXhr8fpBY5C50/view?usp=sharing
  11. Breaching Charge that sticks to surfaces, demolishes walls, and opens doors, with minimal collateral damage. Door Wedge that takes a few seconds to deploy and blocks a door from moving and takes longer to remove. Trees can also be quickly felled using the Breaching Charge. Requires ACE Explosives Downloads: Steam Workshop Github Class names: AMP_Breaching_Charge_Mag AMP_Door_Wedge Minimum safe area reference To lock a door: _house setVariable ["bis_disabled_Door_1", 1, true];
  12. ACE Punish unknown weapon Description: A script that punishes picking up unknown/enemy weapons by degrading their efficiency! As a mission maker and player, it is generally known not to pickup enemy guns for multiple reasons, such as being able to ID enemies easier. During my time playing this game I saw multiple ideas how to limit players form picking up enemy guns. Most revolve around the idea of just straight up removing guns and ammo from dead enemies or even enemy guns from a player’s inventory. This would also means running out of ammo as a player with no other way to resupply then looting enemy or friendly corpses will render you defenseless. I’ve been in similar situations like these before and all I could do was hope my squad would not run out of ammo or some other squad would safe us. So, I started thinking of a way to discourage players form picking up enemy weapons, but not outright remove the option for them. As a solution I came up with a system which makes enemy weapons less efficient and still usable, but it comes with a risk. In general, unknown weapons will be less accurate the more the heat up, they are prone to jam more then your starting weapon and reloading can fail, so you have to reload again. (This is to simulate longer reloading times as it is not possible otherwise in ARMA) The earlier mentioned risk is that such an unknown weapon can have a rare fatal chamber failure when jamming and it will basically explode in your face and makes the weapon itself unusable. By no means is this script meant to be realistic. For me it is a gameplay mechanic and I treat it that way as well. Thus, it is really only meant to be used in COOP missions as the unknown weapon list is global to all players! Requirements: In order to use this script, you need to run these mods alongside it: CBA ACE Overheating Installation and configuration: Copy over the contents of the “scripts” folder into your mission folder, add or edit your mission’s config settings in description.ext according to the example mission. Installation is done. Any configuration will be done within Eden editor and in Settings -> Addon Options -> Punish unknown weapon For mission makers: Here is a small rundown what which setting does and how in general this script works. Enable: Enables the script on mission start. Wait after mission begin: This script will add all primary weapons from any player after the set time to the known weapon array and propagate it to all players and jips. Jips will send after 30 seconds (so custom loadouts can be applied) their current primary weapon to the server and it will add it to the known weapon pool and clear any disadvantages from other players for that weapon. Add weapon dispersion: Adds a flat value ON TOP of ACEs dispersion value. This makes weapons less accurate. Add jam chance: Adds a jamming percentage ON TOP of ACEs jamming chance. Reload failure chance: Chance of a reload failure for an unknown weapon. Chance to destroy weapon on jam: If a jam event occurs this is the chance that the weapon will straight up explode and hurt its current user. Add more weapons: In case players do not have all their weapons on mission start, you can add weapon classes comma separate and WITHOUT whitespaces to this input field. Those weapons will be added as known weapon. Add briefing entry: Adds a Diary entry to the briefing menu warning players that this script is activated. Enable propagation: Enables if the server should collect weapon class names from players and add them to the whitelist. This is an advanced option and only experienced mission makers should use this. This option could be used to set up a play scenario for TvTs for example. Variables This script uses some variables which are not listed inside the addon options menu. diwako_unknownwp_local_weapons: This is a local array which ADDS to the whitelist from the server. It can be used to give units of choice more weapon choices without penalty. This is an advanced mission maker variable as there are rules for this variable. Only strings are allowed Every string MUST be fully uppercase No whitespaces in class names Must be filled on mission start for the unit, mid mission not supported! Download https://github.com/diwako/ACE-punish-unknown-weapon/releases https://steamcommunity.com/sharedfiles/filedetails/?id=1549103861
  13. Hello all, I'm looking for some kind of script to add an ACE Interact to a prop that enables AI-features "Move" and "Target" as well as sets Captive to false after a 10 second wait in order to make an INDFOR surface-to-air missile trailer and its associated Radar trailer hostile to OPFOR. I read on the forum somewhere that using setFriend is wonky and unreliable, which is why I want to use setCaptive and disable "Move" and "Target" in the editor until a player (in a co-op environment for context) ACE-Interacts with the "Item_Laptop_Unfolded" object. This object does not already have an ACE-Interact menu which is why I'd like to ask here for someone willing to make that script for me to use in the mission I'm making. If there are any questions, I'd be happy to answer them within reason. For clarity's sake, I want to add an ACE-Interact to "Item_Laptop_Unfolded" that enables the AI attributes "Move" and "Target" as well as sets Captive "AAtrailer1" and "AAtrailer2" to false. Thanks in advance.
  14. ampersand38

    Brush Clearing

    Clear Brush action for getting rid of bushes and grass with ACE Entrenching Tool. Doing so will allow many positions hindered by foliage to be better utilized. Requires ACE3. ACE Self Interaction will appear when looking at a `Bush` type terrain object or the ground within 2 meters of the player. Action will destroy the bush or spawn a small grass cutter. Steam Workshop https://steamcommunity.com/sharedfiles/filedetails/?id=1889104923 GitHub https://github.com/ampersand38/Brush-Clearing Non-ACE version https://steamcommunity.com/sharedfiles/filedetails/?id=2205121058 https://github.com/ampersand38/Brush-Clearing-No-ACE/releases
  15. Hey guys, me again, running my head against a wall. I want an addaction on a laptop where all dead players get revived when it is used. I was going for something like {_x setDamage 0;} forEach _humanPlayers; BUT, we are using ACE and it seems like I am way to lost on my way to find what I would need to heal the players with ACE. Anyone who could point me in the direction or has an idea how it should work? Cheers, Jan
  16. Sorry if this is the wrong part of the forum for this kind of question. Ace is pretty cool, but only a couple mods have ACE compatibility. Normally we can just suffer with things not matching ACE's re-named versions, but I noticed that places where ACE replaces a vanilla feature (specifically we noticed a retextured Titan could not lock on) is still disabled but is not replaced with the ACE equivalent. Is there a way to make ACE treat items added by a mod the same as it treats vanilla items, and is there a way to distribute this as either a mod or as part of a mission script so that other users won't have to mess with files? To make a clear list of what I'm looking for, can I (through making a mod or a script); Add ACE features (lock-on is the one I noticed not working) to the relevant modded weapons Can the mod's weapons be re-named to match the changes ACE makes to weapon names (or instead disable ACE's renames) If the weapon aren't compatible then maybe vehicles aren't either? I think they're just the vanilla vehicles with a different camo applied, is there a way to make sure they're OK?
  17. AWR - Advanced Wound Reaction by [79AD] S. Spartan / [79AD] O. Forest I'm happy to announce a new mod that was created by me in collaboration with O. Forest. For our events we needed an improvement for the ACE3 unconsciousness so that people would still be able to interact with others but unable to actually fight. So I was asked if it's possible to create our own mod that extends the system of ACE3. In the current state the mod uses the perceived pain level from ACE3 to determine if a unit will be incapacitated. If that's the case the unit won't be able to use the weapons but the handgun based on a chance. You will then be able to crawl to a medic for medical attention. The pain can be reduced as usual by using the morphine. Be aware to not overdose! 😉 Features: configurable behavior for pain reaction reaction for AI and players configurable chance to pull out handgun while incapacitated ability for AI to drop and pick up their weapons after being hit Planned: make an option to get triggered by damage threshold, making it possible to completely replace the default ACE unconscious state. more reactions to different wounds option for AI surrendering after losing their gun Always happy for feedback in any means. Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2894821376 Github: https://github.com/Spartan190/Adv_Wound_Reaction Special thanks to [79AD] O. Forest for encouraging on making this mod and the [79AD] team for testing
  18. Hi All, please see the details below. What we are looking for: We are looking for two open minded team members, with healthy egos with: One who wants to join us on our Australian/New Zealand Friday evening event which is hosted at 2100 AEST AND One who wants to join us on our American Saturday (CST) which is hosted at 2000 CST Who we are: We are a tight knit group of former seasoned realism unit members (20 years cumulative) and casual Arma Players (easily 5000+ hours cumulative) that have been running for a little while now, we pride ourselves in running a group that is very casual outside of ArmA 3, but fairly serious within ArmA 3. We have modeled ourselves around the CAG/ACE/Delta Force/1stSFOD, and in honesty is a result of liking their mission set & equipment, which also plays well into ArmA. We do not use ranks, but rather use titles to designate member obligations/accountability, i.e Team Leaders responsible for getting their team on to events, HQ members responsible for coordinating Team Leads and mission makers, but never at the cost of the life blood, which is the general member base. We are a zero bull/toxicity group, that encourages new and senior members to mix and collaborate with one another, we do not want to run a gossip group, and we also promote a zero obligation policy for general members, meaning even if you join, and while we would like to see you at all events that your team is assigned to, we do not hold against you if you cannot make it, and even if you need time away for an extended period of time, we support that as long as you communicate with us. We offer two event days on alternating fornights, this is because we have a mix of Australian's and American's within the group, one event is Aus based time hosted on Friday evenings AEST, and the other event is US based Saturday evenings CST, both events are broken into teams of 4 members, with tag alongs typically rounding it to about 6 - 8 members per event, even if you are part of the Friday team you are welcome to the Saturday event (and vice versa). We have taken reasonable strides to research and understand what we can about the CAG, and not making the error that many groups do which is confusing the CAG (or whatever name it goes by at the time) with SF/ODA, which is also a pet hate of ours in general. Of course we will never get it perfect but we are confident in our offerings around the space, for how we wish to run it in ArmA. How to join and what happens next: There is no formal training pipeline, but we do have a variety tactics and procedures that we have developed, and teach to the new guys, we function more off assumed knowledge, and the success or failure of a group member is down to their ego and their ability to learn and improve. But to get through the door you, all you have to do is... 1) Express interest ArmA 3 units page: https://units.arma3.com/unit/cag6 2) Join our Discord (our primary platform outside of ArmA 3, we use Teamspeak 3 on event days but not as a place to hangout): https://discord.gg/HuvEPrxBpv 3) Download our mods (we do use a few, primarily ACE, ACRE, RHS, a variety of SOF Equipment mods, and Quality of life mods that makes you feel a little more operator): Our ArmA 3 Modlist HTML is stored on our Discord, so once you are on there you will be provided access to it 4) Get on and get intergrated with the guys and play: Simple enough once you are processed, introduce yourself and come join us, you will also need to download teamspeak 3, as we use ACRE, but teamspeak details will be provided once you are processed, and any of our members can help out. Summary: So as a general member what are your commitments? - Ideally show up to your team events as much as possible (only two a month), but know it's okay if life comes first at times. - Be willing to play in ArmA 3 in a serious and almost milsim way in terms of tactics and equipment (but without all the admin and outside of event day training headaches). - Be willing to be part of a very casual group outside of ArmA 3, thick skin required, and a good (if not warped) sense of humour. - Be willing to download our mods, get on our Discord, and join Teamspeak 3 on event days. Beyond that... If this place sounds like a place for you come and reach out, while we are only looking for two members at this time, we will never say no to more (within reason), and it doesn't matter if you are new to ArmA or a veteran we will teach you our ropes, but be warned even though we are casual group outside of ArmA, we do expect each member to get with the standard in ArmA, and to abide by our standard, we are forever growing, and refining our processes too, so having an open mind is important. And don't forget. At the front however, we pride ourselves in the way we play ArmA, and the fact most of our members make friends for life (for as corny as that reads), but we do not believe in white anting, and rather collaboration and support, if this sounds like a place for you, come join our Discord and we will take it from there. Thanks. CAG TF6 HQ
  19. I'm using Ace mod and there is that plasma sack with the id as follow: ACE_plasmaIV_250 Well, I'm trying to remove it from my inventory when I reach the trigger area with the command : this removeItem ACE_plasmaIV_250; ...but nothing happens I've also tried use: this removeItemFromBackpack ACE_plasmaIV_250; with the item in my backpack but still nothing happens... :l Any idea? tks in advance!
  20. Hi all, I want to build a can Fold and Unfold tent via ACE's interaction menu.(ACE Interaction Menu Framework) So this is my config.cpp example: class CfgPatches { class My_HappyTent { units[] = {"My_HappyTent"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Structures_F_Civ_Camping"}; }; }; class CfgVehicles { class Land_Ground_sheet_folded_F; class My_HappyTent: Land_Ground_sheet_folded_F { displayName = "My Happy Tent (Folded)"; class ACE_Actions { displayName = "Unfold"; condition = "true"; statement = ""; //Bla bla bla something action unfold tent distance = 5; } }; }; So I pack this config.cpp into pbo, and go to editor. But when I push interaction button with this object, I can't see anything jump out. Is something I done wrong? //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Currently I use the ace trenches pbo to help me do this. I finally hope can create a Sleeping Mat, and when Player take this Sleeping Mat into their backpack, then when he put it on the ground, he can use interaction menu on Sleeping Mat to build (Like build trenches method) a Medical Tent(also include ace's medical building function), finally delete the Sleeping Mat that is on the ground. And when want to dismantle, player can use interaction menu on tent and dismantle it back to a Sleeping Mat. Then we can have a movable Medical Tent on field. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  21. Hey Guys, i hope you can help me to get rid of this error. I hope it is something simple and i'm don't see it. I try to add ACIM (http://www.armaholic.com/page.php?id=27355) to the ACE3 Interaction menü. In Singleplayer / Editor everthing works fine (sorry for the german) But as soon i start it as multiplayer / on a dedicated server i get this erros in my rpt file: To add all the Ace options i use this script: I know this part is very very basic, because i tried to reduce other possible error sources. I hope it is a fucking dump mistake and sorry for my bad english. Download Sample Mission: https://www.dropbox.com/s/hyhqsik17lhrpbx/ACIM-ACE-Extension-Test.Stratis.pbo?dl=0 Thx for reading so far! Greetings Gangolf
  22. The vehicle is not destroyed, but simply catches fire. I tried to launch a lot of rockets from: NLAW, Javelin, RPG-7 at vehicles. Vehicle either catches fire or remains without damage.Can something be done about it? I don't want to remove ace.
  23. Hello I am currently recruiting for my Arma 3 server called "Arma Operations" We are a newer community with 20+ members we have a lot of spots that need filled I will list them below; * MEDIC * MARKSMAN * MACHINEGUNNER * ASST MACHINEGUNNER * ANTI-TANK * ENGINEER * EOD ( We are looking for Pilots as well ) And some more, basically all roles need filled, we currently have a few people who are looking to be in these kits so hurry up if you're interested. Our current op; Operation Hell Desert* Description; A small town called Laura has had recent reports of insurgents harassing and killing innocent civilians. The town has about 30 people living in it and 2 civilians are reported missing, We will be dispatching a fireteam to investigate further. Obtain information about the disappearance of the two civilians as well as the insurgents in the area. We do not know what to expect, follow ROE and check in with command, set up a perimeter and talk with the locals to gather intel. This community does have actual members who are in the Military, I'm the Owner and I do not place myself higher than anyone who wants to take a foot in leadership, I am here to Zeus. So if you're interested in filling some slots and having a great time come on down. ( We have 50 + mods ) Discord Link; https://discord.gg/b936rY3H6n
  24. I've been trying to get the vanilla vehicle maintenance system to work with ace for a few hours now. The only thing I have found is people saying that you should delete the related pbo files (which I've done) but then I still can't, for example rearm through the interaction menu nor through the ace menu (obviously). Does anyone know how you can get the vanilla system to work with ace. I know it is possible 'cause you can see it in some of Dslyecxis videos. A quick answer would be appreciated. ---- Sorry for any spelling or grammar mistakes. English is not my native ----
  25. Hi, there. I am trying to make two "factories" in my mission - one producing fuel and the other vehicle ammo points. Both factories should produce a box filled with fuel and "ammo points" respectively. The fuel and ammo points use ACE3 framework. For the fuel factory I made these script and it works perfectly (executed via initServer) : while {true} do { sleep 1800; _fuel = "CargoNet_01_barrels_F" createVehicle [4694.33,9483.27,0]; [_fuel, 1000] call ace_refuel_fnc_makeSource; _marker = createMarker ["Fuel Produced!", [4697.51,9475.91,0]]; _marker setMarkerType "loc_Truck"; sleep 300; deleteMarker "Fuel Produced!" }; Every half hour it produces one barrel with 1000 fuel (ACE). I tried to make the same thing with ammo points for vehicle rearming but no success. I am trying to implement ACE3 Rearm framework code (taken from https://ace3.acemod.org/wiki/framework/rearm-framework.html) : while {true} do { sleep 600; _ammobox = "CargoNet_01_box_F" createVehicle [5058.03,6888.37,0]; _ammobox = setVariable ["ace_rearm_isSupplyVehicle",true]; [_ammobox, 1200] call ace_rearm_fnc_setSupplyCount; _marker = createMarker ["Ammo Produced!", [5056.13,6886.58,0]]; _marker setMarkerType "loc_Truck"; sleep 300; deleteMarker "Ammo Produced!" }; But it doesn't spawn anything, it doesn't show any error and I have no clue why isn't working. Big thanks to everyone who wants to help a big script nOOb like myself.
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