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ACE3 Announced!

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Posted: Thu May 14, 2015 11:44 am     Super secret spam barrier
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Cougar wrote:
Does 'adopt for all missions' include the public server? 

Yes. The process for mod adoption is that we try it on a Dev (development) Server looking for obvious problems, then roll it out to the Public Server where hoards of people act as test guinea pigs 24/7. Once we know it works well it gets 'approved' and then the Op's Coordinators can use it in missions for Private Op's.


Posted: Fri May 15, 2015 12:40 pm     Super secret spam barrier
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The Dev1 server is running 24/7 at the moment for anyone to jump on. You'd need a game admin to change between the various missions though.


Posted: Sat May 16, 2015 6:52 am     Super secret spam barrier
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Checked out the medical system some more.

Right now it is sadly not possible to set it up as this.

Only medics can use PAK's and Surgical Kits anywhere
Non-medics can use PAK's and Surgical Kits inside medical behicles and field hospitals.


I think this would be a pretty neat setting for the public server and also for private ops. You would only be able to 100% heal people in the field as long as you find a medic. If there is no medic around, normal players can stabilize them and also keep them in the game. They can just not heal them completly and stich wounds close in the field. However you could call in a MEDEVAC Vehicle and do it their, or have the wounded guys transported to a field hopsital and fix them up there.

Right now you cant have both of these settings active the same time. It would be pretty neat and I have suggested that to the devs, but maybe we could also do this with a 3CB config?


Posted: Sun May 17, 2015 8:35 am     Super secret spam barrier
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So, yeah. That bug I had with the invulnerable AI? It's official:
https://github.com/acemod/ACE3/issues/1155

It's already been fixed but that means that any adoption of @ACE3 will have to wait until at the very least their next update.


Posted: Sun May 17, 2015 1:48 pm     Super secret spam barrier
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Alexander wrote:
So, yeah. That bug I had with the invulnerable AI? It's official:
https://github.com/acemod/ACE3/issues/1155

It's already been fixed but that means that any adoption of @ACE3 will have to wait until at the very least their next update.
But you also know that you can turn of the Medical System for the AI aswell right? ;)  Just sayin.


Posted: Sun May 17, 2015 1:51 pm     Super secret spam barrier
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Niko wrote:
Alexander wrote:
So, yeah. That bug I had with the invulnerable AI? It's official:
https://github.com/acemod/ACE3/issues/1155

It's already been fixed but that means that any adoption of @ACE3 will have to wait until at the very least their next update.
But you also know that you can turn of the Medical System for the AI aswell right? ;)  Just sayin.

Yep and some people already posted a workaround for this.

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Got a workaround for this issue!

If you set "prevent instant death" to disabled and place the revive module with the settings:
Enable Revive: Players only
Max Revive Time: >0 (for me 600)
Max Revive Lifes: -1
it works pretty good.
AI dies normally, players get unconscious but don´t die instant.
Hope that helps!




Posted: Sun May 17, 2015 4:01 pm     Super secret spam barrier
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Mefirst wrote:
Yep and some people already posted a workaround for this.
Yeah, which other people than said didn't work for them xD Either way. If issues as big as that made it into the initial release I'm sure others of similar game-breaking level are still in there. 
I REALLY REALLY want us to adopt ace3 but with @cse we made the mistake of adopting it too early and in turn everybody got annoyed with it. I don't want to see the same thing happen with @ace3's advanced medical system


Posted: Sun May 17, 2015 4:14 pm     Super secret spam barrier
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On my end it did work.

Have you also tried simply disabling it for the AI completly?


Posted: Sun May 17, 2015 4:31 pm     Super secret spam barrier
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Mefirst wrote:
Have you also tried simply disabling it for the AI completly?
It would be disturbing if that failed to resolve the issue ;) But as I said the point isn't the individual issue. It's that the current release quite obviously didn't have the kind of QA it should have had (maybe they should hire Apollo?).
With a bit of luck other people will continue to report their issues and we'll get a great 3.1.0 release.


Posted: Sun May 17, 2015 4:34 pm     Super secret spam barrier
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Well I did not expect ACE to be ready for us anyway. I can only speculate, but I think it will take a few more releases. I also dont thik we need to hurry and overreact. AGM right now still gets the job done.

There is no war to end all wars.


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