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ACE3 - A collaborative merger between AGM, CSE, and ACE

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ACE 3 will not work for me, its giving me an error that says the ACE 3 RHS Compatibility files are outdated. I've downloaded them from armaholic. Upon checking the file properties, the dates are from 2016. So I checked Steam Workshop, and it said "discontinued".

 

So can I not play the RHS mod with ACE 3? Or am I missing something? The old AGM mod works with it, which is weird.

 

They are on the workshop https://steamcommunity.com/id/acemod/myworkshopfiles/?appid=107410

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Is it possible to enable the function of the touniquet in the basic medicel system? The tourniquet is a pretty basic tool that makes sense in the context of the basic medical system

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On 25. 5. 2017 at 2:17 PM, brammo311 said:

ACE 3 will not work for me, its giving me an error that says the ACE 3 RHS Compatibility files are outdated. I've downloaded them from armaholic. Upon checking the file properties, the dates are from 2016. So I checked Steam Workshop, and it said "discontinued".

 

So can I not play the RHS mod with ACE 3? Or am I missing something? The old AGM mod works with it, which is weird.

Official RHS compatibility files are definitely not "discontinued", you are most likely looking at an unofficial compatibility mod.

 

Get the compatibility files from our GitHub if nothing else works (although they should be updated everywhere).

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On 5/24/2017 at 9:01 AM, domokun said:

Recently I saw a video from Dslyecxi which seemed to show a realistic NVG mod.

Is this a feature that will one day be integrated in ACE3?

 

 

TBH, I'm waiting eagerly for the day it (hopefully) gets integrated and released as well. :smile_o:

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Hello there ! 

 

Good job for ACE3 ! This mod is amazing ! But I have a question, it is possible to put the advanced mortar system for the mortar M252 from RHS too ? The system is very good for the Mk6 (vanilla mortar) but idk if it's possible to have the same system with the M252.

 

Thanks !

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Hello,

ive took a 1 year break from arma and started to update my mods again, how can i disable the autoheal from AI soldiers, even handcuffed ones heal themselves.

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ACE version 3.10.0 released.

Requires CBA Version 3.3.1 or later. 

and Arma 3 Version 1.70 or later.

 

This release adds many new features, overhauls others, adds rearm compatibility for Jets pylons and more!

If you're looking to chat with us be sure to join our public Slack group!

 

Download available on Github.

Change Log Summary

ADDED:

  • Setting for refuel to be able to set the hose length, because sometimes size matters. (#5224)
  • Ability to change repair times of vehicles by script or config which allows your funny kart races to remain fun and your realistic convoy operations to remain realistic. (#5205)
  • Ability to only add a certain amount of ammunition to a munitions truck because artificial shortage isn't only a thing in marketing. (#5182)
  • Support for the Arma 3 1.70 pylon vehicle loadouts and supply actions are now dynamically added. (#5183)
  • More objects now support refueling and showing a fuel hose where it wasn't possible before (Fuel barrels, bladders, Huron containers). (#5151)
  • Ability to toggle the interaction menu with a keybind (default unbound). Special request by a very cool, one handed ACE3 user. ACE3 becoming more accessible. (#5095)
  • Setting to tweak the time of how long a paradrop takes. (#5116)
  • Code handlers for detonations (script based triggers) that can be fashionably used to e.g. block an explosive from ... exploding. (#5115)
  • New latitude entry for the map Lythium. (#5109)
  • Advanced Throwing now uses setShotParents (sad Batman) to set the "shooter" and instigator of the scripted grenade throw. (#5052)
  • New Zeus Module that adds the ability to direct AI suppression fire to a certain position or unit. (#4977)
  • Keybind for quickly mounting a vehicle. (#4931)
  • Predicted Line Of Sight Guidance and Overfly Attack Mode for the NLAW launcher. (#4791)
  • Eden attributes for cargo vehicles to easily modify vehicle capabilities directly in the editor. (#4780)
  • Laser guided Hellfire missiles (K version) - finally. (#4679)
  • Ability to add Virtual Arsenal to an object using a Zeus module. (#4576)
  • Italian translations (#5193, #5198, #5243, #5268)
  • French translations (#5017, #5032, #5040, #5041, #5043, #5079, #5217)
  • Japanese translations (#5011, #5133)
  • Polish translations (#5008, #5018)

CHANGED:

  • Use getUnitTrait for medics, engineers and explosive specialists for more compatibility and easier changes. (#5246)
  • Use correct TransportX type for items, because categorizing is important. (#5168)
  • Disabled custom aircraft flight model changes. (#5167)
  • Lowered minimum speed limiter speed to 5 km/h because slow is smooth. (#5065)
  • Expanded Cargo load menu with a list of vehicles to load into so you don't have to play trial and error with the boxes anymore. (#4871)

IMPROVED:

  • Glass doors and CUP doors can now be open in a stealthy way. (#5226)
  • Belt linking now has less duplicated code. (#5206, #5213)
  • Update helmet hearing protection with standardized values. (#5146)
  • Aircraft configs are now clean. (#5197)
  • New cook-off sound effects for more glorious cook-offs and explosions. (#5179)
  • Switched 2 permanent PFEH's to EachFrame's. (#5140)
  • Map now closes on getting hit. (#5099)
  • Spectator Improvements. (#5083)
  • Tweaked ACE3 main menu info box. (#5073)
  • Use getPosASLVisual for icons and camera position. (#5067)
  • Frag cleanup and performance improvements. (#5010)
  • Updated Sandbags surfaces so you can now deploy them where you couldn't before. (#4971)
  • Slightly tweaked overheating for more realistic jam chance and barrel temperature. (#4969)
  • Increased maximum distance of attach to vehicle action so you can attach things to big vehicles as well. (#5262)
  • Following advice from top tier marketing experts, "Repair Specialists" re-branded themselves into "Advanced Engineers". (#5248)
  • 3rd party mods compatibility. (#4713, #5096, #5097, #5145, #5201, #5204)
  • Advanced Fatigue minor performance enhancements. (#4887)

FIXED:

  • Large IEDs didn't like being defused so we forced them to increase the max defuse distance. (#5261)
  • 1.70 AA Turrets caused a lot of medical issues. It is now forbidden to drag them. (#5251)
  • Pylon weapon is now a valid weapon on Orca/Kasatka (#5250)
  • Non-local objects didn't like being raised or lowered, now they do. (#5234)
  • IVs being shamefully ignored in patient display. (#5230)
  • Ammo count hiding in UAVs. (#5222)
  • Zeus remotely controlled units thinking they were players and using player's damage threshold. (#5219)
  • currentThrowable is not always what it is expected to be, Advanced Throwing now handles that. (#5216)
  • Zeus unit and group interactions didn't conform to locality. (#5214)
  • Laser pointer unit list now removes the unit when the laser pointer is removed for increased performance. (#5190)
  • Zeus teleport players module did not like non-local players either. (#5175)
  • Map gestures and map tools properly separated. (#5154)
  • Spotting Scope interaction point is no longer elusive. (#5132)
  • Refuel nozzle was ignoring objects when being dropped to ground. (#5119)
  • Jerry can liked telling about itself to everyone connected, now only tells the server. (#5131)
  • Jerry can refuel interactions were fighting each other over priority. (#5107)
  • UAV AI no longer cares about G-forces. (#5094)
  • Headless Clients liked the idea of teleportation, they are now filtered from the Zeus module. (#5070)
  • .338LM API526 now has correct BC G1 value in ATragMX. (#5069)
  • FCS vehicles hated initialization and didn't inform other clients about it. (#5063)
  • Tagging model cache's numerous disorders. (#5055)
  • Weapon on back and holster for large modsets. (#5054)
  • Smuggling cargo in locked vehicles no longer possible. (#5049)
  • DAGR not showing bearing in mils. (#5047)
  • MicroDAGR movement by adding custom CfgUIGrids after 1.70. (#5014)
  • Advanced Ballistics water vaporisation pressure calculation. (#4956)
  • Unarmed sprint to prone animation for Advanced Fatigue. (#4887)

REMOVED:

  • Custom CfgAiSkill config changes. (#5091)
  • Custom MFD additions for Comanche. (#5197)

DOCUMENTATION:

  • Conformed function headers to coding guidelines. (#5255)

 

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setShotParents... You got me crackin'. :D

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I have used ace for a while now but around a year ago I was playing after a big update and I get an error every time saying advancedballistics.dll not installed and I heard that it might be a firewall problem but the only thing I have is windows defender and CCleaner. Any help guys would work and that y'all for making an realistic mod

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amazing update 

Anyone can confirm - advance throwing is broken ?. I enabled AT in menu and bind on different keys. Nothing happens

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I do not hear cook off sound anymore. It says it is changed. Does that mean it is gone?
 

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@sammaeljust tested. same thing here. we're running quite a massive modpack tho so need to re-test with only CBA and ACE3. It's midnight over here now tho so that will happen later in the week :)

 

@Devastator_cm works for me, it very different from the old and much much better.

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14 minutes ago, Bamse said:

@sammaeljust tested. same thing here. we're running quite a massive modpack tho so need to re-test with only CBA and ACE3. It's midnight over here now tho so that will happen later in the week :)

I was tested with only ACE3 and CBA . AT is broken for me

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copy!

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Can I use now advanced ballistics for all units as default (without place any modules)? For example now AI became too accurate in default Arma missions and kill with the first their shot... and I can't change it. The battles now are too short...

 

P.S. As I understand in previous ACE3 updates advanced ballistics for all units was used as default in every mission? Because all the battles were much longer and interesting.

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4 hours ago, sammael said:

amazing update 

Anyone can confirm - advance throwing is broken ?. I enabled AT in menu and bind on different keys. Nothing happens

Yes its dont work anymore.

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I want to point out the current function of atropine in the ACE3 is incorrect, instead slowing down the heart rate, it should increase heart rate as in real life.

In real world we give atropine to patient with stable bradycardia.

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9 hours ago, Realthinged said:

Can I use now advanced ballistics for all units as default (without place any modules)? For example now AI became too accurate in default Arma missions and kill with the first their shot... and I can't change it. The battles now are too short...

 

P.S. As I understand in previous ACE3 updates advanced ballistics for all units was used as default in every mission? Because all the battles were much longer and interesting.

No, the  Advanced Ballistics module is disabled as default and must be enabled manually. 

As default, you have the ACE3 ballistic, the Weather and the Wind Deflection modules enabled, but it doesn't modify the AI skills.

 

You're talking about the "Remove CfgAiSkill config changes" maybe ?

https://github.com/acemod/ACE3/pull/5091

Edited by Laid3acK
My splendid english ...
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Is there a line of code I can add to a trigger that will fully heal anyone and repair, refuel, rearm vehicles?

 

Something like this, but works with ACE since this doesn't working anymore.
{_x Setdamage 0} Foreach thislist; {_x Setfuel 1} Foreach thislist; {_x setVehicleAmmo 1} Foreach thislist;

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3 hours ago, Laid3acK said:

No, the  Advanced Ballistics module is disabled as default and must be enabled manually. 

As default, you have the ACE3 ballistic, the Weather and the Wind Deflection modules enabled, but it doesn't modify the AI skills.

Thank you for your answer! But was it enabled in previous updates as default? 

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