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Found 101 results

  1. 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.
  2. 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?
  3. 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!!!
  4. 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.
  5. 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!
  6. 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
  7. 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
  8. 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?
  9. 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.
  10. 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; }; }; }; }; };
  11. 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.
  12. 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.
  13. 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.
  14. ***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***
  15. 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?
  16. 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.
  17. 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:
  18. Hello all, I would like to invite everyone here that is interested in a casual realism coop event, called Spearhead Operations. Spearhead Operations is a CO-OP Casual realism multiplayer event, that is hosted biweekly using the IFA mod. Each mission, you play in the boots of a certain unit during the second world war following through certain campaigns before moving onto the next one. At the current time, we have set the course for Italy during operation Husky Up until now, the events have been tested within groups of friends but now open to the public. No DLC's needed, and any skill level is welcome to join. No slots are reserved, and all are welcome to pick whichever role they want in the squads. The missions are however highly squad focused, and will require coordination with your squad and others around you to complete. The universal rule of the event is: Dont be a cunt. Missions start every second friday, at 1900 GMT+0, and the server is hosted in France. The modpack used, can be found in this collection: https://steamcommunity.com/sharedfiles/filedetails/?id=945813186 Teamspeak: ts.alwaysbased.com If you have any questions, inquiries or want to have a chat you can add me on steam: https://steamcommunity.com/profiles/76561198010449396/ Or reply to the thread and i will answer as soon as i can. Pictures of previous events, will be updated periodicly:
  19. We have a mission with no ACE modules but the server has ACE on it. This lets players with a vanilla setup join and means we are using the ACE Basic Medical system. I would like to create and automatic heal system triggered by the player entering an area to fully heal any player who enters. There appears to be a function to do this for the Advanced Medical system but I don't see how to do it for the Basic Medical system. All help gratefully received. S
  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. Hello everyone, and thank you for taking the time. I have been doing missions in Arma 3 for quite some time now and after much troubleshooting and learning through places like these forums, I have learned a whole lot. There is one issue I have recently that I have not managed to work out, despite making search and research on it the google results and threads are different and unrelated ACE issues from mine; I have an ACE issue not with installation, or server, but only with a specific Liberation mission that I am trying to make work. My question is that I have not managed to figure out which might be the cause, specifically and I will admit that I am not really good at understanding RPT logs sometimes. I have included the latest RPT log in this post as well. No matter what kind of tests I have ran, the ACE interaction menu (Ctrl+Win/Win) does not work. Been at this for two days now. Some notes: - The issue only persist in that one mission, I create a blank new mission and ACE works. - ACE is fully loaded, as all content including items and addon options are there. - Only ACE Interaction menu is not working it seems. I have been doing a lot of troubleshooting on my own, this is one of the only times when I have not been able to figure out an issue on my own yet. Anyone who have an idea or input it is greatly appreciated. EDIT: Split up the RPT Log through pastebin. RPT Log 1: https://pastebin.com/ky6UUfD1 RPT Log 2: https://pastebin.com/PEGYXHX0 RPT Log 3: https://pastebin.com/H9Acsm5Z
  22. So I am making a mission where an unconscious player (using the Ace medical system) has to be dragged/carried to an evacuation zone for them to be sent back to base. This is simply a trigger with the following parameters: Activation: Any Player Activation type: Present Repeatable Condition: (player getVariable "ACE_isUnconscious" isEqualTo true) && (player in thisList); On Activation: player execVM "scripts\Evacuation.sqf"; cutText ["You are being evacuated...","black out",0.5]; sleep 1; player setpos (getpos tp_base); playSound "ski_long"; player playAction "PlayerStand"; sleep 20; cutText ['','black in',5]; However there is a problem. If a player gets shot down in the evacuation zone everything works as intended. However when I was testing this with another player we found out that if somebody is dragged/carried (and then dropped) into the evacuation area the trigger won't activate. To eliminate any problems I also tested this without the script and just having player setpos (getpos tp_base) in the on activation field and the result was the same. So it seems that the trigger condition is insufficient. I am not sure why the trigger doesn't activate the moment a patient is dropped into the area so would anyone have any ideas how to improve the trigger?
  23. Hello, I'm attempting to get a whitelist working for an Ace Arsenal box, but I'm unsure how to use it. I don't know much about the editor but so far I got the Arsenal to work, however it's showing everything instead of limiting what I have whitelisted, I'm assuming I have to add something else to get it to work. I tried this command: this addAction["Open Arsenal", {[this, player, true] call ace_arsenal_fnc_openBox}]; However "this" didn't work so I changed the variable to "box" and changed the init line to this addAction["Open Arsenal", {[box, player, true] call ace_arsenal_fnc_openBox}]; Thank you.
  24. I'm back at it again, looking for help in blacklisting a few items from a virtual arsenal crate. Some background: I'm using ACE3 (and some other mods like RHS) This will be for a multiplayer, dedicated server I want to have almost everything in the VA crate, but I want to remove a handful of things I see that ACE now adds to the editor the ability to Whitelist and Blacklist individual elements. But I can't get it to work. I looked on the ACE3 site, but nothing there was helpful. Has anyone got this working? Can it be done through the editor? Thanks in advance!
  25. Beowulf Strategic Operations is an EU based tactical realism community that plays every Wednesday and Sunday at 19:00 BST. You can find out more at www.beowulfso.com, or keep scrolling down for a look at what we do and how we play. We average between 20 and 30 players per-session and play every Wednesday and Sunday at 20:00 UTC. We're primarily EU based, with members from England, Finland, Denmark, the US and more. What is "Tactical Realism", and why do we enjoy it? Tactical Realism is the term best used to describe how we at Beowulf play - We aren't a conventional Milsim group who follow strict rank and procedure, nor are we a totally laid-back disorganized group of mates playing Arma together; we exist in a sweet spot, a middle-ground that we call "Tactical Realism". We don't have any present ranks or roles, and don't restrict ourselves to representing a singular force in a singular conflict - the average session may consist of two, three or even four missions in a variety of terrains or as a variety of forces. You may go from a USMC M60 Machine-gunner, deep in the jungles of Tanoa to a F/A-18F WSO supporting a Special Forces raid in Southern Sahrani - The only roles we limit are mission-critical roles, such as Piloting, where messing up could mean the end of the mission for everyone; new members can jump in as pretty much anything else available in that mission. We also provide some completely optional training in a variety of skills - If you're new to Arma 3, feel free to pop along to one of our basic induction sessions, or if you're into the real hardcore s**t, turn up to one of our advanced JTAC courses. Just remember that none of these courses are necessary, and are completely optional if you want to attend them - the same goes with our sessions too! We have no unnecessary attendance policy, and average between 20 and 30 players every session. We're a friendly bunch, especially towards new players, so if you've ever got any questions you can ask anyone in game, on steam or through our Slack chat. What mods do you use? Beowulf uses a variety of mods to enhance the Arma 3 experience. We use a variety of community-proven mods such as: -RHS: Armed Forces of the Russian Federation -RHS: United States Armed Forces -RHS: Serbian Armed Forces -RHS: Green Forces -CUP Terrains -CUP Terrains CWA -NIArms -Advanced Combat Enviroment 3 -Advanced Combat Radio Environment 2 -3CB as well as a variety of other mods that add more terrains, assets and some custom in-house assets. All of our mods are handled by our costume made mod-installer, the Beowulf Sync Utility - a lightweight tool that we hope to eventually share with the wider community. Contact Us You can find out more info at https://beowulfso.com/. If you're interested in joining us, visit https://beowulfso.com/join and send us a little bit about yourself - we'll reply with the information to join our slack chat and download the mods as soon as possible! If you want to speak to one of our members, you can message one of our members on steam - they'll be sure to answer any questions! BennySouthSt - http://steamcommunity.com/id/BennySouthSt CMouse - http://steamcommunity.com/id/beswa Krey - http://steamcommunity.com/id/LOLWATTHEFUCKMAN or join our steam group.
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