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ACE3 Announced!

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Posted: Wed May 27, 2015 4:39 pm     Super secret spam barrier
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Regardless of the positions mentioned here.

Something may be wrong with the dev 1 collection. Getting kicked off the server when attenpting to connect. Most likely different mods or versions.

There is no war to end all wars.


Posted: Wed May 27, 2015 4:57 pm     Super secret spam barrier
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Mefirst wrote:
Regardless of the positions mentioned here.

Something may be wrong with the dev 1 collection. Getting kicked off the server when attenpting to connect. Most likely different mods or versions.
I just joined with it no problem using that repo.
I imagine you're using the auto-join and it's connecting up to the public server, not dev 1.
Launch from PwS without the server option enabled, then join using remote.


Posted: Tue Jul 28, 2015 11:15 pm     Super secret spam barrier
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new iteration of ace is there ... and they fixed/added  stuff


https://github.com/acemod/ACE3/releases


favorite  addendum  'pointing at something'   https://github.com/acemod/ACE3/pull/1548

and the medical double damage / vanilla damage is claimed to be fixed ... cant wait to try it :)



cheers moeses

gWotD: Feierlichkeiten


Posted: Wed Jul 29, 2015 9:42 am     Super secret spam barrier
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Posted: Fri Jul 31, 2015 2:15 pm     Super secret spam barrier
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Not heard anything, but we're planning on releasing a 105mm at some stage (6+ months down the line)


Posted: Tue Sep 15, 2015 9:41 pm     Super secret spam barrier
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Posted Today, 22:01#1704 
Advanced Combat Environment 3 Updated
Version 3.3.0

Download:
Github

Changelog Summary:

CHANGED:
  • Explosive placement is now virtual (#1902)
  • Low levels of pain will decrease over time (#1954)
  • Default keybind to cycle down laser codes (#1956)
  • Wind indicator now accounts for freelook (#1980)
  • Codebase was largely refactored (#2003-#2017, #2046-#2051)
  • Bandaging a healthy body part will create clean bandages (not bloody) (#2026)
  • Integrated the ASDG JR optional PBO now that ASDG JR is part of CBA (#2211)
  • Time taken to fill a bodybag increased (#2233)
  • Time taken to bandage and tourniquet were modified (#2263)
  • Tourniquet will interfere with blood pressure and heart rate of applied limb (#2268)
  • Hearing protection given to helmets with peltor headsets (#2297)
  • Spotting scope animation improved (#2314)
  • Laser pointer code using lineIntersectsSurfaces command (#2328)
  • Tracer sizes improved (#2341)
  • Clock on map is hidden if unit has no watch (#2344)
  • Flashbangs are sorted under explosive throwables rather than misc. (#2358)
  • Clarified description of heal hitpoints medical setting (#2392)
  • Large overhaul of the medical handle damage system (#2361)
 
FIXED:
  • Reserve parachute was set as public item (#1974)
  • Some actions didn't work with the "click to interact" setting (#1977)
  • Actions couldn't be added to an object/class if the main actions node was missing (#1986)
  • Incorrect inheritance was used in changes to map compass object (#1993)
  • Medical actions would reset the current fire mode (#2000)
  • The "Join group" action wasn't respecting the team management enabled setting (#2027)
  • Medical litter creation was producing unnecessary code loops (#2031)
  • Unloading patients from vehicles (#2032)
  • Slideshows didn't work on dedicated servers (#2040)
  • Awkward sitting positions/movement (#2057, #2338)
  • CPR would never succeed when patient was in revive state (#2099)
  • Unpushable SDVs (#2109)
  • Nametags were drawn on the escape menu (#2135)
  • Unable to load captives into helicopters (#2136)
  • CheckPBO had an endless loop under certain settings (#2137)
  • Nametag soundwave icons didn't fade with distance (#2148)
  • 1.50 "Updating base class" nonsense (#2160)
  • Zeus interaction menu prevented/enabled use of various other hotkeys (#2216)
  • MicroDAGR minor display bugs (#2235)
  • Bad animation used when captives loaded into an FFV seat (#2249)
  • Exporting client color settings (#2250)
  • Bruises would prevent hitpoints being healed with relevant setting active (#2298, #2389)
  • Animation clipping and camera on the tactical ladder (#2299)
  • Door interaction in 3rd person (#2312)
  • Autoriflemen spawning with ghost grenades (#2315)
  • Inappropriate interaction while on a ladder (#2320)
  • Goggles overlay would disappear in FFV seats and gunner seats (#2327)
  • Map tools rendered badly when used with incorrect aspect ratios (#2334)
  • High command module would break ACE file checking (#2336)
  • Flashbangs now properly rebound from surfaces (#2337)
  • Flickering hand flares (#2343)
  • Gear restoration when death occured in a vehicle (#2359)
  • Fixes for unconscious waking up in basic medical (#2361)
  • Fixed shotgun ammo would not do any damage (#2361)
 
ADDED:
  • Repair (#186)
  • Cargo (#275)
  • Flashlights (#1816)
  • Support for magazine overpressure definitions (#1832)
  • Increased vertical head movmement range (#1854)
  • Spectator (#1915, #2083)
  • Map tools support for itemMap children (#2036)
  • Medical menu (#2039)
  • Setting for captive arrest circumstances (#2053)
  • Settings menu categories (#2058)
  • CPR action to basic medical (#2114)
  • Zeus modules to assign medical vehicles/facilities/personnel (#2162)
  • Setting to automatically make all created objects editable by all zeus units (#2163)
  • Allow diagnose action on torso (#2361)
REMOVED:
  • Protection PBO (now handled as part of medical) (#2361)
 
A full list of merged pull requests

KNOWN ISSUES
We have noticed that when using ACE with 3rd-Party mods that do not fully support CBA Extended Eventhandlers (XEH) that some units do not work with Interaction fully. You may see the cursor but no menus.

WORKAROUND: The latest CBA RC7 Hotfix 2, v1.1.23 has an optional PBO that you can activate to help resolve these situations.
1. Move the cba_enable_auto_xeh.pbo and its signature file from the CBA optional folder to the CBA Addons folder
2. Restart Arma.

If you have identified the 3rd-Party mod that causes ACE Interaction to break, contact the developer and ask them to support the CBA XEH. They can contact CBA Devs for help.

Developers can update their mods by one of the following methods to work with ACE.
Reference: Two guides to help developers get started with the CBA extended event handler system


Posted: Wed Sep 16, 2015 12:57 am     Super secret spam barrier
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Looks Like ACE borked the update too.....

https://forums.bistudio.com/topic/18134 ... try2913493


Posted: Thu Sep 17, 2015 12:39 pm     Super secret spam barrier
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Praise the Lord!

The latest ACE3 Update brought a alternative medical menu in the mod. To enable you must do two things:

1. Mission makers need to place doen the medical menu module and set it to enabled.
2. Clients need to go into their ACE3 options and set the medical menu to enabled.


The alternative menu is the good old menu some of us know from CSE and I am very glad it is back. You can also set a key up for the menu in your ACE3 control settings (default is H). If you are close enough to a player and look at him and open the menu, you will have that player in your menu. If you look at nobody or are far away enough ot somebody it will open up your own menu.

I hope we can place the module in our missions and make being a medic much more "easier" because you can focus on the actual stuff you have to do and not play chase the body part on my screen.


Posted: Thu Sep 17, 2015 1:41 pm     Super secret spam barrier
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It will be added. :-)

Sent from my phone.


Posted: Thu Sep 17, 2015 1:59 pm     Super secret spam barrier
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By the way..

in the alternative module you still have to select the correct body part if you want to use medicine, CPR or the PAK. Meaning you can only use stuff like epi if you have a arm or leg selected etc.

There is no war to end all wars.


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