Jump to content

Search the Community

Showing results for tags 'ace'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • BOHEMIA INTERACTIVE
    • BOHEMIA INTERACTIVE - NEWS
    • BOHEMIA INTERACTIVE - JOBS
    • BOHEMIA INTERACTIVE - GENERAL
  • FEATURED GAMES
    • Vigor
    • DAYZ
    • ARMA 3
    • ARMA 2
    • YLANDS
  • MOBILE GAMES
    • ARMA MOBILE OPS
    • MINIDAYZ
    • ARMA TACTICS
    • ARMA 2 FIRING RANGE
  • BI MILITARY GAMES FORUMS
  • BOHEMIA INCUBATOR
    • PROJECT LUCIE
  • OTHER BOHEMIA GAMES
    • ARGO
    • TAKE ON MARS
    • TAKE ON HELICOPTERS
    • CARRIER COMMAND: GAEA MISSION
    • ARMA: ARMED ASSAULT / COMBAT OPERATIONS
    • ARMA: COLD WAR ASSAULT / OPERATION FLASHPOINT
    • IRON FRONT: LIBERATION 1944
    • BACK CATALOGUE
  • OFFTOPIC
    • OFFTOPIC
  • Die Hard OFP Lovers' Club's Topics
  • ArmA Toolmakers's Releases
  • ArmA Toolmakers's General
  • Japan in Arma's Topics
  • Arma 3 Photography Club's Discussions
  • The Order Of the Wolfs- Unit's Topics
  • 4th Infantry Brigade's Recruitment
  • 11th Marine Expeditionary Unit OFFICIAL | 11th MEU(SOC)'s 11th MEU(SOC) Recruitment Status - OPEN
  • Legion latina semper fi's New Server Legion latina next wick
  • Legion latina semper fi's https://www.facebook.com/groups/legionlatinasemperfidelis/
  • Legion latina semper fi's Server VPN LEGION LATINA SEMPER FI
  • Team Nederland's Welkom bij ons club
  • Team Nederland's Facebook
  • [H.S.O.] Hellenic Special Operations's Infos
  • BI Forum Ravage Club's Forum Topics
  • Exilemod (Unofficial)'s General Discussion
  • Exilemod (Unofficial)'s Scripts
  • Exilemod (Unofficial)'s Addons
  • Exilemod (Unofficial)'s Problems & Bugs
  • Exilemod (Unofficial)'s Exilemod Server tweaks
  • Exilemod (Unofficial)'s Promotion
  • Exilemod (Unofficial)'s Maps - Mission Files
  • TKO's Weferlingen
  • TKO's Chernarus
  • TKO's Livonia
  • TKO's Rules
  • TKO's Changelog
  • TKO's Help
  • TKO's What we Need
  • MSOF A3 Wasteland's Server Game Play Features
  • MSOF A3 Wasteland's Problems & Bugs
  • MSOF A3 Wasteland's Maps in Rotation
  • SOS GAMING's Server
  • SOS GAMING's News on Server
  • SOS GAMING's Regeln / Rules
  • SOS GAMING's Ghost-Town-Team
  • SOS GAMING's Steuerung / Keys
  • SOS GAMING's Div. Infos
  • SOS GAMING's Small Talk
  • NAMC's Topics

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Yahoo


Jabber (xmpp)


Skype


Biography


Twitter


Google+


Youtube


Vimeo


Xfire


Steam url id


Raptr


MySpace


Linkedin


Tumblr


Flickr


XBOX Live


PlayStation PSN


Origin


PlayFire


SoundCloud


Pinterest


Reddit


Twitch.Tv


Ustream.Tv


Duxter


Instagram


Location


Interests


Interests


Occupation

Found 107 results

  1. 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 for ADDON #2 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. ADDON #2 (WIP, ~30% Complete); ETA: early November 3. ADDON #3 (WIP, ~60% Complete); ETA: ? 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: v1.1.4-Beta (10/5/2019) 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: Notes (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 Google Drive Armaholic Installation: 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 donate on PayPal, or even better, become a Patron! Requirements: Community Base Addons (CBA)
  2. 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
  3. ADV - ACE CPR Giving you a second chance if your everyday CPR doesn't do squat. My community and I had a serious problem with the way ACE handles its CPR. If you're playing with ace_medical_enableRevive=1 you might have found out that CPR practically does nothing as long as your patient has no pulse (i.e. is in the revive state). You would need to use a Personal Aid Kit to revive your patient, setting all his health variables back to their start values - practically doing a magical heal with the magical wand called PAK. With adv_aceCPR you can finally use CPR to get someone out of the revive state without healing him completely, making gameplay much more interesting. After successfully "stabilizing" the patient, he/she will have a basic pulse of at least 30bpm. ACE-doctors have a 40% success rate and ACE-medics have a 15% success rate. Regular riflemen can resuscitate a patient, but they will have a much lower success rate. They can still keep the patient from dying due to an expired revive timer though. The success rate is lowered if the patient looses blood and is raised if the patient received Epinephrine right before CPR. The minimum rate is always 2%, unless the player starts with a success probability of 0 (look at "For mission builders" for additonal info). Depending on your settings (adv_aceCPR_maxTime, see below) you might be too late to resuscitate a player with CPR alone - in that case I have good news for you: With version 1.4.0 a new item has been added to ADV - ACE CPR: A defibrillator. The defibrillator works almost like the CPR action, but you have to have an AED in your inventory and it's much faster and the success rate is way higher. Using the defibrillator will induce pain to all units who stand too close to a patient when the defibrillator is used (except for the operator). You can only use the defibrillator if you're a medic (ace_medical_medicClass > 0). With version 1.5.4 I have added the option to use stationary AEDs. You can set the stationary AED objects via CBA settings. Default is Land_Defibrillator_F. You can place a stationary AED via editor or curator. Players can approach the item and use an ACE action to activate the stationary AED. By activating it they have 12 seconds to use it on any unconscious patient in a radius of five meters. After 12 seconds the stationary AED will deactivate again. I recommend using ADV - ACE Splint additionally to ADV - ACE CPR - 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 (1.5.6) can be downloaded here: https://github.com/Pergor/ADV_Medical/releases/download/1.5.6/@adv_aceCPR.zip Or get it at armaholic (thanks to foxhound!): ADV - ACE CPR v1.5.5 For now I uploaded ADV-ACE CPR to Steam Workshop as well: http://steamcommunity.com/sharedfiles/filedetails/?id=1104460924 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_aceCPR works with at least version 3.12.0 For mission builders: You can set the probabilities for successful resuscitation individually depending on the value for ace_medical_medicClass a player's unit has, or the time to be added to the revive timer or the duration during which CPR can still be applied successfully. The easiest way to do this is via CBA Settings ( https://github.com/CBATeam/CBA_A3/wiki/CBA-Settings-System ). Alternatively you can use the following variables in your mission: adv_aceCPR_probabilities = [40,15,5,85]; //the first entry is for ace_medical_medicClass == 2, the second for == 1, the third for regular units with ace_medical_medicClass == 0 and the fourth one for the defibrillator. So if you want to disable CPR for any player with less than ace_medical_medicClass below 2 just use something like this: adv_aceCPR_probabilities = [40,0,0,85]; The time to be added to the revive timer (+/-3 seconds) can additionally be set with this variable (default is 30, maximum is 40, minimum is 15 - if set to anything below 18 there's a chance you spend more time on CPR than you gain): adv_aceCPR_addTime = 30; To set the duration during which CPR can still be applied successfully, you can set adv_aceCPR_maxTime. (Eg. if your ace_medical_maxReviveTime is 600 seconds and you want players to only be able to resuscitate patients for 300 seconds, set it to 300. If the value is higher than ace_medical_maxReviveTime, it will revert to ace_medical_maxReviveTime). After this time you have to use AED or PAK to resuscitate a player (default is 1200). In other words: after adv_aceCPR_maxTime each CPR only adds time to the revive timer, it won't bring your buddies back: adv_aceCPR_maxTime = 300; The classname for the defribrillator item is "adv_aceCPR_AED" I highly recommend to adjust the values for adv_aceCPR_probabilities when handing out the AED. Current issues: - Unknown Special thanks: - LeWarz and the whole Spezialeinheit Luchs for playtesting - Markus from Boom Tools Filmton for his support and the AED sound! - T.Fork - NorX Aengell - DeliciousJaffa - GodofMonkeys - veteran29 - corp-0 Changelog: 1.5.6: ADDED: spanish translation (Thanks to corp-0!) 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 the usage of 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.
  4. Hello everyone! I have been diving into the ACE Advanced Ballistics recently, as our unit decided to try and add a dedicated Sniper team to our roster. After a few weeks of testing and reading guide/watching tutorials (none of which seem to know everything, had to figure out stuff by researching real life ballistics and dive into the config files), I think I have a decent grasp of the mechanics, and our first Sniper team trials work prefectly. Right now, we are using a modded Sniper Weapon System (SWS) with a G1 ballistic coefficient, which pairs well with the C1 model used by the AtragMX ballistic calculator, so all is good. That being said, we might want to expand in the future to allow the team to field a variety of SWS, so I have been scouting other modded weapons. The community has made some awesome models and weapons in general, but I noticed many of those are coded with the G7 drag model (in their config files, I mean). Now, I know G7 is better suited for long-range shooting, as it is made for a boat-tailed bullet, whereas the G1 model is for flat-based bullets, so I'd be all for using G7. The issue is that the AtragMX only computes with C1 (which is pretty close to G1), and not with G7, and this won't change anytime soon (I specifically asked one of the ACE modders). My question would be: how would you use a G7-coded weapon with the AtragMX? So far, here's the solutions I've gathered: I know one can calibrate the drag model with the Truing Tool, but that would give a new C1 value. Would that work? Would it be better to tweak the config of the weapon with a G1 BC? I found a Ballistic coefficient converter online, would converting to C1 and then truing the BC work? Someone suggested using real-life calculators, like Applied ballistics, but we'd rather keep it in-game as much as possible, and we can't really ask all of our snipers to buy a 30 dollars app. If anyone has a good suggestion, I'd be grateful and all ears! 😄
  5. I made this little thing so that enemies will actually surrender sometimes and you're not forced to genocide them all. It was originally something that I saw Larrow use to make people sit in chairs until they detected an enemy, but I changed it to serve its current function. _h = this spawn { waitUntil {morale _this <= -0.5 && _this call BIS_fnc_enemyDetected}; _this action ["Eject", vehicle _this]; ["ace_captives_setSurrendered",[_this,true]] call CBA_fnc_globalEvent; }; You put it in any unit's init line. If they can see an enemy and their morale goes below -0.5 they will surrender. If they're in a vehicle they should also get out before doing so, but it might not work as expected. You can change the morale level check to to be whatever you want, but be warned: Arma's morale levels are really weird. You also cannot set a unit's morale or change it in any way except through indirect means. All you can do is check its value. Morale can fluctuate between -1.0 and 1.0. Everyone's morale seems to start at 0.8 no matter what their courage or stats are. Courage does, however, affect the rate at which morale recovers after a traumatic event. Courageous units will shake off suppression more quickly than cowardly units, but they will both be suppressed the same amount. If you shoot 30 rounds full auto all around a guy from a few feet away but don't hit him his morale will always drop to exactly 0.198438, at least when I tested it in virtual reality. Once it hits this number it doesn't seem to go any lower unless they get hurt or something else happens at which point it will start to go into the negatives i.e. -0.158. It may also go into the negatives if nearby friends are also suppressed. I don't know exactly what affects morale, but I assume the following: Helps morale: - Being healed - Healing someone else - Killing an enemy - Shooting at an enemy/suppressing an enemy - Nearby friendlies, especially heavy equipment - Large number of units in squad - Outnumbering the enemy and knowing it Hurts morale: - Friendlies dying or being hurt - Killing civilians - Being shot at/suppressed - Strong/powerful enemy units nearby such as tanks or airplanes - Being outnumbered by the enemy and knowing it - Enemies in extremely close proximity or in multiple directions (flanks) You should really edit it based on the units you're using with it. For a WW2 mission with battle-hardened soldiers I chose -0.75. They won't give up easily, but if you kill a lot of people in their squad, spray them with bullets for a long time or flank them really bad and cut them off from everyone else they'll give up. If you wanted something more like Saddam Hussein's army during the coalition invasion then maybe set it for -0.25 or -0.15. You have to experiment a little to find the sweet spot. This way, if you wanted to, you could end a battle without killing a single person just by having overwhelming superiority and firepower. I thought someone might find it useful so I'm posting it here. Obviously, you need ACE, but you can edit this little script to make the enemy surrender in another way that doesn't require ACE if you want to. It is possible that this can cause a weird form of script lag in missions with a large amount of units. This manifests itself as S.T.A.L.K.E.R.: Shadow Of Chernobyl-style microstutter. I believe this is because the engine will check every second for their morale levels until they either surrender or die which can overload the engine. This can seemingly be mitigated to an extent by using the NO LOGS parameter in the Arma 3 launcher.
  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. ACE3 Extension Here is my ACE3 Extension mod! ACE3 Extension (Anim & Actions) ACE3 Extension (Placeables) ACE3 Extension (Gestures)
  9. 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.
  10. 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.
  11. 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.
  12. 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?
  13. 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!!!
  14. 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!
  15. COMBAT REALISM SCRIPTS DESCRIPTION: Combat Realism Scripts is a totally addon-free set of light weight scripts for Arma 3 which enhance the gameplay in your mission. Features are SP, MP, and Dedicated compatible. Script will deactivate itself if it detects ACE running. VIDEO: SCREENSHOTS: N/A FEATURES: Features listed in italic font are not yet developed Backblast - Knocks down & severely injures those in your backblast radius Cookoff Deafness Disposable Launchers - Single-use disposable launchers Flashbang - RGN Grenade acts as a flashbang; also blinds AI Flashlight - Simply plays a sound when you toggle your flashlight/laser Fragmentation Grenade - RGO Grenades spew shrapnel upon detonation Hand Flares Holster Weapon - You can holster your sidearm/sling rifle on your back Interact Medical System STFU CARL - Mutes your character's voice Shoulder Tap Surrender - You can surrender. You are released when a friendly is <3m away Tactical Hand Gestures - Perform tactical hand gestures Tactical Point - Player points at what he's Tactical Pinging Tear Gas Weapons Animations - Appropriate animations when mounting/dismounting attachments Weapon Jamming - Rare chance for weapon to jam while firing Weapon Safety - Switch weapon to safe, to help prevent negligent discharges Wire Cutters More features may get added to the list. All features can be easily configured / disabled by the mission designer. TO DO LIST: Improve/rewrite current features (They're mostly proof of concept and need to be expanded upon) Add the features listed in italic font KNOWN BUGS: Post-process effects do not reset after being backblasted Weapon attachment animations play when moving attachment into/out of container CREDITS: Phronk: Script Creator Bohemia Interactive: Sounds, models, textures, animations TESTERS: Chaser (ATCAG) KingCarter (ATCAG) Phoenix (ATCAG) PRYMSUSPEC (22.NOV.2017) Version: 0.1 Size: 22 KB DOWNLOAD LINK - (Google Drive) DOWNLOAD LINK - (Steam Workshop - Unavailable) DOWNLOAD LINK - (Armaholic) CHANGE-LOG: (22.NOV.2017) - v0.1 Initial release
  16. 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
  17. 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?
  18. 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.
  19. 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; }; }; }; }; };
  20. 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? Two main game servers: One “vanilla” public server and one “addon” server. 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 clientside 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 (e.i. always revive vs permanent death). What times do you play? Zeus Community #1 Public: Gamenight every Sunday & Thursday, start 18:30 UK time (GMT/BST) Zeus Community #2 Addon: Gamenight every Saturday & Wednesday, start 18:00 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 Links Teamspeak: teamspeak.zeus-community.net Website: https://zeus-community.net/a3/ Forum: https://zeus-community.net/a3forums/index.php Information Repository: https://goo.gl/mLQgP5 Steam Group: https://steamcommunity.com/groups/ZeusCommunity Discord: https://discord.gg/v6yng8p 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.
  21. 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.
  22. 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.
  23. ***PLEASE NOTE THIS IS A WORK IN PROGRESS*** Hello There! I am currently in the process of designing a Campaign and want feedback on my idea and eventually when I start rolling out mission's them as well. Since moving over to ACE I've loved the ballistic system as part of it. I was inspired by Igneous01 - ArmA 2 Campaign and wanted to create something similar but on the ArmA 3 Platform. However, I wanted to make something that is also co-op but was unsure if that is possible so please feel free to comment down below. I also didn't want thousands of mods I wanted to use mods that are the most popular on the Steam Workshop but like I've said if you have any suggestions please mention them below. Here's a general summary of my campaign: MODS: ACE RHS USAF RHS AFRF Apex Now I know this campaign won't be for everyone but I would appreciate any idea's that great community can provide. ***PLEASE NOTE THIS IS A WORK IN PROGRESS***
  24. Before I start yes I have read the ACE documentation. The problem is that I find either the documentation or my ability to read it lacking. So why even use config and not scripts as there are many examples of those? Well I think that if the config option would work it would be an easier way to include actions within certain categories and with custom icons etc (adding my own parent categories like the equipment and gesture ones that are already in will be a problem for the next phase). Anyway does anyone know how one is to actually use an action defined in a config (I assume description.ext would suffice, if not the a dedicated file)? Not only is the one given example broken there is no mention how you are to add the action to an object/class or am I missing something obvious here?
  25. 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:
×