ACE3 - Release

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    • ACE3 - Release

      Quelle: BI Forum






      Today we are excited to present to the Arma community the first release of Advanced Combat Environment 3 (ACE3). ACE3 is the collaborative efforts of the former AGM and CSE teams, along with many of the developers from Arma 2's ACE2 project.

      This mod is entirely open-source (we are hosted on GitHub), and everyone is free to propose changes or maintain their own, customized version as long as they make their changes open to the public in accordance with the GNU General Public License.

      ACE3 is built modularly, thus a team can maintain its own tailored version, excluding a select number of components that they don't like, or which conflict with other addons. Larger components themselves, like the medical system and other core features also include various customization options, allowing mission designers and communities to tweak the overall experience.

      Signed,
      The ACE Team

      Version: 3.12.3
      Author Website: ace3mod.com/
      Author: The ACE Team

      Core Features
      • Completely new 3D Interaction/Action System
      • Performance and reliability framework
      • Focus on modularity and customization
      • New flexible client and server settings & configuration
      • Improved medical system with various levels (Basic/Advanced) focus on gameplay/realism
      • Proper & consistent network synced weather
      • Wind and Weather Advanced Ballistics
      • Captivity System
      • Explosives System including different trigger types
      • Map screen improvements, marker placement and map tools
      • Advanced missile guidance and laser designation
      Additional Features
      • Carrying and dragging
      • Realistic names for vehicles and weapons
      • Realistic ballistics/FCS calculated in C/C++ extensions
      • Backblast and overpressure simulation
      • A fire control system for armored vehicles and helicopters
      • Disposable launchers
      • Realistic G-forces
      • Vehicle Locking
      • Name tags
      • Laserpointers
      • Realistic Night and Thermal vision modes
      • Magazine repacking
      • Realistic weapon heating
      • Combat deafness simulation
      • Improved Ragdoll Physics
      • Improved interactions for AARs and ammo bearers
      • Adjustable sniper scopes
      • No Idle Animation with lowered weapon
      • No talking player Avatar
      • Jumping over obstacles, climbing over walls and cutting down fences
      • Vector, MicroDAGR, Kestrel and ATrag devices


      ... and much more

      Documentation
      Documentation for our features, modules, usage and for developers is available on our wiki at ace3mod.com. Since this is our first release, not all documentation is available yet but will come soon. If you are interested in helping out with writing documentation the source is available on our repository.

      Download
      DownloadDownload ACE version 3.12.3.
      Download ACEX version 3.3.1.

      Requirements
      Latest version of CBA A3.

      Installation
      1. Download the above linked version of ACE3 and all of its requirements.
      2. Extract its contents (@ace) into your arma root directory (arma 3\@ace)
      3. Enable both CBA and ACE in your favorite launcher, or make a shortcut with the parameter -mod=@CBA_A3;@ace
      4. Done.




      Working With Us

      ACE3 is entirely open source, and you can find our project on GitHub. If you are interested in working with us get involved, if you are regularly suggesting and committing features and bug fixes to us that we accept then you'll probably get asked to join the team officially. If you aren't doing work directly on ACE3, keep at it. We are always scouting the best talent in this community and looking to mature good projects by bringing individuals and teams officially on board with us!

      Reporting issues
      If you encounter any issues during usage of the ACE3 project, please report them on our GitHub issue tracker. Before you do however, we kindly ask you to read the how to report an issue article on our wiki.

      Known issues:
      Spoiler anzeigen

      • RTP - Reports the following Updating Base Class warning in A3 1.44
      • Updating base class MainTurret->MainTurret, by z\ace\addons\aircraft\config.bin/CfgVehicles/Heli_Transport_01_base_F/Turrets/MainTurret/
      • "I don't like x, y or z and _____" - Check your ACE settings, many alternatives and options exist
      • "The people inside a tank are getting wounded by other exploding vehicles" - github.com/acemod/ACE3/issues/683
      • "I re-spawned and my combat deafness stuck" - github.com/acemod/ACE3/issues/1022
      • "I don't see any/the pain visual feedback is really weak" - Turn on chromatic aberration effects in your settings
      • "I cant lock on to targets/shoot" - ace3mod.com/wiki/feature/javelin.html
      • Comanche: "The stabilized turret is really annoying" - Keep cycling views, there are alternates that don't stabilize


      Follow ACE-Team @
      Passwords are like underwear. You should change them often (okay, maybe not every day). Don’t share them. Don’t leave them out for others to see (no sticky notes!). Oh, and they should be sexy. Wait, sorry, I mean they should be mysterious. In other words, make your password a total mystery to others.
      :thumbsup:
    • Das hier:
      armaworld.de/threads/386-Ace3
      ist ja richtig gute Unterhaltung... wie Hartz 4 TV (Programm der privaten Sender am Nachmittag). Ich würde sehr gerne einen Thread mit dem Thema "Modder und die Community" sehen. Das verspricht großartige Unterhaltung :D

      Ich hoffe, dass es in Ace3 ein Artilleriesystem wie im Arma2-Ace gibt/geben wird. Das fand ich an Ace mit das beste Feature.
    • 2. Load order The load order for the settings are:

      • 1. Mod config
      • 2. Server config
      • 3. Mission config
      • 4. Placed down mission modules

      What this means is that at any the 3 points after the mod config it is possible to insert your adjusted settings and force those (optionally). This is a powerful tool for server admins, whom can ensure that everyone is using uniform settings across the board on their server. And it provides mission makers the ability to easily set settings for their mission, without creating a large dependency on ACE3; you do not have to place down mission modules.

      (ace3mod.com/wiki/framework/settings.html#2.-load-order)

      Das macht einiges um so viel einfacher. Mit AGM hatte ich immer ein bisschen Ärger damit, dass man zum Verändern der AGM-Settings immer die Module setzen musste - und damit jedesmal im Editor herumfuhrwerken. Da ist diese Lösung einfach ungleich komfortabler und flexibler.
    • github.com/acemod/ACE3/releases/tag/v3.0.1
      ACE 3.0.1 Released
      Changelog:

      Quellcode

      1. Changed: Disable snprintf_s usage to get around auto-vectorization in the 2015 STL strnlen implementation.
      2. Changed: Now starts vital tracking after treatment.
      3. Changed: Rebuilt DLL's.
      4. Changed: ace_javelin to the RHS javelin optionals compatibility pbo.
      5. Fixed: AI would not lose blood in basic medical, causing incorrect diagnose text. (#1195)
      6. Fixed: Bandaid for being unable to interact with man type units in some cases. (#1281)
      7. Fixed: Broken Basic Revive. (#1155)
      8. Fixed: Calculate vitals interval on first run.
      9. Fixed: Frame-drop when using the BFT module setting. (#1181)
      10. Fixed: JIP init for players with medical.
      11. Fixed: Medical litter is spawning very spread out from the player. (#1112)
      12. Fixed: Object actions not working.
      13. Fixed: Order of Comanche zoom levels.
      14. Fixed: Prevent Instant Death caused AI to be invincible. (#1155)
      15. Fixed: Script error when performing medical treatment. (#1142)
      16. Fixed: Sometimes interaction menus would disappear. (#1171)
      17. Fixed: Performance issues caused by standing near a fire using basic medical
      Alles anzeigen
    • Hallo ACE Team,

      die ersten Tests mit ACE sind aus meiner Sicht extrem vielversprechend! Allerdings sehe ich beim Einsatz des Medic-Systems einige Dinge die einem das Leben da schwer machen.
      Ist es geplant, dass man die Behandlung von Patienten auch weiterhin nur über das 3D-Menü durchführen kann, oder sind da alternativen geplant (Ähnlich CSE)? Wir hatten oft das Problem,
      dass wenn der behandelte sich auch nur umschaut oder bewegt wird, man oft völlig falsche Dinge auswählt, da sich das Menü verändert.

      Halte das 3D Menü für durchaus gelungen, aber für das Adv. Medic System für ungeeignet. :(

      Gruß
      [W] Nocturne
    • Gibt es eigentlich die Möglichkeit auch Ragdolls bei Verletzten zu bekommen? Man vergleiche das mit TacBF und dessen Revive System. Die verletzten Spieler sind als Ragdolls gehalten was zum einen erlaubt, ÜBER den Verletzten zu gehen, vorallem im Stadt/Häuserkampf wichtig, zum anderen wirkt das immer schöner wenn die nicht alle statische gleich rumliegen. Um möglicherweise auftretende Problem mit den Interaktionspunkte zu fixen, könnte man aus dem "ziehen" heraus das Ragdoll auch wieder so "fallen" lassen. An dieser Stelle wieder, siehe TacBF.
    • Nocturne schrieb:

      Hallo ACE Team,

      die ersten Tests mit ACE sind aus meiner Sicht extrem vielversprechend! Allerdings sehe ich beim Einsatz des Medic-Systems einige Dinge die einem das Leben da schwer machen.
      Ist es geplant, dass man die Behandlung von Patienten auch weiterhin nur über das 3D-Menü durchführen kann, oder sind da alternativen geplant (Ähnlich CSE)? Wir hatten oft das Problem,
      dass wenn der behandelte sich auch nur umschaut oder bewegt wird, man oft völlig falsche Dinge auswählt, da sich das Menü verändert.

      Halte das 3D Menü für durchaus gelungen, aber für das Adv. Medic System für ungeeignet. :(

      Gruß
      [W] Nocturne


      Das lässt sich jetzt schon durch Einstellungen bei den Spielern selbst verhindern. Frag mich jetzt nicht genau nach der Option, aber man kann die Steuerung des Menüs so einstellen das man es quasi wie das Menü von CSE oder AGM steuern kann. Das war und ist auch mein Hauptkritikpunkt an an der UI von ACE3 und mit entsprechenden Einstellungen läuft das ganz gut. Was meiner Meinung nach noch angepasst werden muss beim Medical System ist das Gewicht und die Größe der PAKS und des Surgical Kit. Gerade die PAKS müssen schwerer sein und mehr Platz nehmen. Ich denke mal als Medic sollte man in einem "normalen" Rucksack wie nem Kitback nicht mehr als 8 PAK's dabei haben können.

      Das bezieht sich schon auf einen Rucksack der mit Bandagen, Epri, Moprhine etc. gefüllt ist. Ich denke die PAKS sollten schon entsprechend Platz und Gewicht einnehmen. Dann machen auch manche Varianten des Systems mehr Sinn.

      Meine persönlich liebste Variante, besonders für Public Server die gut laufen ist wie folgt.

      Medics haben nach wie vor einen Bonus und erweiterte Infos was Puls usw. angeht.
      Auch wer kein Medic ist das Epi, Mprohone und Blut/Saline geben.
      Nur Medics dürfen das Surgical Kit und das PAK benutzen.
      PAK und Surgical Kit dürfen Medics überall benutzen.

      Dadurch können auch normale Klassen sich im Geschehen halten, zumindest für eine ausreichende Zeit. Letztendlich brauchen sie aber einen Medic um wieder voll geheilt zu werden.

      Ich bin mir nicht sicher ob das schon möglich ist, aber toll wäre auch noch folgende Option.

      Gebäude die als Field Hospital gelten, oder Fahrzeuge als Medical Vehicle, könnten auch nicht-medics erlauben PAKS und das Surgical Kit zu nutzen. Das würde auch auf Public Servern dafür sorgen das zumindest teilweise ein MEDEVAC auch spielerisch sinnvoll ist. Wenn z.b. ein Squad den Medic verloren hat, oder sehr viele Verletzte hat, so kann es klüger sein mal "kurz" einen MEDEVAC zu holen um die Sache zu regeln. Ansonsten wäre es in der Basis auch gut wenn es ein Gebäude/Zelt gibt wo alle Leute das PAK benutzen könnten.
    • Gestern via Twitter und FB: Guter/ Richtiger Weg wie ich finde ...
      We're working hard to bring you the best and most authentic features to Arma 3. And while we're adding new features and using new technologies to make ACE3 better, we shouldn't forget where we come from. That's why we put efforts in porting some of the iconic features and tools of ACE2. Have a look and tell us what you think (big shoutout to Ruthberg):
      reddit.com/r/arma/comments/38tql9/ace3_visiting_ace2/
      Passwords are like underwear. You should change them often (okay, maybe not every day). Don’t share them. Don’t leave them out for others to see (no sticky notes!). Oh, and they should be sexy. Wait, sorry, I mean they should be mysterious. In other words, make your password a total mystery to others.
      :thumbsup:
    • Advanced Combat Environment 3 Updated
      Version 3.1.1


      Download:
      Github
      Spoiler anzeigen
      [INDENT] Changelog Summary:
      * Improved ear ringing and deafness (#1609)
      * PAK treatment time accounts for damage healed (#1586)
      * Made the bullet trace effect more visible
      * Flares burntime increased, hand flares brightness reduced (#1477)
      * Kestrel - New output modes (Density Altitude ...) (#1253, #1464)
      * Kestrel - New low-poly model (#1535)
      * Kestrel - Tailwinds are displayed as negative values (#1333)
      * Kestrel - Persistent menu and heading (#1192, #1338)
      * ATragMX / Kestrel - dialogs can be toggled on/off with keybinds (#1260)
      * ATragMX - New night time GUI and picture (#1396, #1401)
      * Increased duration of morphine effect
      * Made atropine less effective
      * Morphine now only suppresses pain by default (#1290)
      * Renamed some advanced ballistics module options and added more (#1261)
      * Improved handling of incomplete advanced ballistics config entries (#1441)
      * New keyshortcuts to toggle through all devices (#1118)
      * Refined all airFriction values to better match advanced ballistics data (#1386, #1455)
      * Closer interactions points now oclude farther ones (#989)
      * It's now possible to walk around while using the cursor version of the interaction menus (#981)
      * Speed of sound now changes with ambient air temperature (#1425)
      * Temperature now affects barometric pressure (#1424)
      * Increased the size of the protractor overlay
      * Extensive optimization of spalls (#1163)
      * Various others optimizations (#1027, #1045, #1057, #1581)
      * Increased the visibility of chat text (#1245)
      * Nametags are now only visible if there's line of sight to the face of the target (#1302)
      * Scope adjustment framework expanded so PSO scopes can now have windage steps of 0.5 Mil (#1312, #1370)
      * Placing explosives now uses shorter animations (#1314)
      * Expanded the runOnHover functionality of the interaction menus to run arbitrary code (#1415)
      * Bodybags are now created aligned with the casualty (#1471)
      * Unload captive actions are now passenger actions (#1599)
      * Claymore mines can now be detonated with the Mk16 transmitter (#1616)


      FIXED:
      * Crash: illegal instruction with Advanced Ballistics DLL (#1630)
      * Model.cfg and requiredAddons (#1650)
      * Unloading units from various vehicles (#1389, #1587)
      * Random teleport when dragging/carrying inside of buildings (#1458)
      * Random body bag teleport (#1469)
      * Incorrect handling of falling and vehicle crash damage (#1550, #1562, #1602)
      * Capacity of bloodbags was ignored during transfusions (#1368)
      * Intermitted rain bug (#1526)
      * Javelin locking (#1507)
      * Settings forced on server and from modules are now applied reliably (#1214, #1432, #1433, #1598)
      * Medical - Litter spawning all over the place (#1164)
      * Interaction menu moving with wave height (#1117)
      * Error when treating with binoculars in hands (#1332)
      * Comanche zoom levels (#1113)
      * Safe mode sound not being played (#1497)
      * Always raining with overcast values > 0.7 (#1456)
      * Usage of time might cause calculation errors below 20 fps (#1336, #1362)
      * ATragMX - Fixed incorrect bullet diameter GUI output (#1252)
      * ATragMX - Fixed a bug in the relative click memory (#1180)
      * Weather - Fixed incorrect barometric pressure calculation (#1424)
      * Weather - Intermitted rain (sound bug)
      * Kestrel - Wind reading sometimes not affected by nearby buildings
      * Pain effect was visible when unconscious (#1492)
      * Result of belt linking is now broadcasted inmediately (#1120)
      * Swithching laser now fails gracefully if ASDG is run without the compt pbo (#1239)
      * Added ACE guidance to the RHS Javelin (#1373)
      * ACE Explosives and dead man switches are now Zeus and AI compatible (#1414)
      * NVG adjustment behaves better now (#1429)
      * Progress bars now stops on death (#1450)
      * A dummy weapon was sometimes visible on respawn (#1520)
      * Incorrect localization of the medical log (#1559)
      * Position of interaction point for some static weapons (#1611)
      * Removed the duplicated obsolete action (#1612)
      * CheckPBO didn't kick players reliably (#1635)
      * (Optional) Updated RHS compat for V0.3.8 (#1588)


      ADDED:
      * Ability to force disable NameTags on server (#1204)
      * Zeus modules to allow changing capture, consciousness and surrendering status on the fly (#1295)
      * Disarming of unconscious or captured units (#136)
      * Concertina wire (#1504)
      * DAGR (#1534)
      * HuntIR (#1525)
      * MX-2A (#1476)
      * Rangecards (#1418)
      * Sandbags (#1479)
      * Spottingscope (#1515)
      * Tactical ladder (#1493)
      * Tripod (#1509)
      * Yardage 450 (#1491)
      * Viewdistance module (#1063, #1198, #1311)
      * ACE3 Version info on main menu (#1150)
      * Surgical Kit treatment (#1392)
      * New extension to improve the performance of adv. medical (#1256)
      * IED pressure plates (#1248)
      * Adv. Medical module options to make morphine remove pain and bandages heal hitpoints (#1579)
      * Medical setting to consider remote controlled units as players or not (#1530)
      * Custom fonts (#1050)
      * CheckPBO module functionality can now be triggered through settings (#1236, #1633)
      * Group leader can now globally set the color of his group members (#1293)
      * It's now possible to export a debug report to the clipboard from the options menu (#1304)
      * A local event is now thrown when a unit dies (#1523)
      * Option to disable the day visible laser system if not used (#1589)
      * (Optional) ACE2 ball tracers (#378)
      * (Optional) BWA3 compatibility pbo (weapons, ammo, scopes) (#1306)
      * (Optional) CUP compatibility pbo (weapons, ammo, scopes, launchers) (#1443)
      * (Optional) R3F compatibility pbo (weapons, ammo, scopes) (#1527)
      * (Optional) RH ACC compatibility pbo (scopes)
      * (Optional) Scope Mod A3 compatibility pbo (scopes) (#1310)

      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
      [/INDENT]
      Passwords are like underwear. You should change them often (okay, maybe not every day). Don’t share them. Don’t leave them out for others to see (no sticky notes!). Oh, and they should be sexy. Wait, sorry, I mean they should be mysterious. In other words, make your password a total mystery to others.
      :thumbsup:
    • ace3mod.com/wiki/feature/microdagr.html da kann man es nachlesen
      und alle sachen kann man ace3mod.com/wiki/feature/ Hier nachlesen
      und wenn ihr denkt das irgendwo etwas fehlt oder noch flasch ist dann könnt ihr das hier github.com/acemod/ACE3/issues/1166 anmerken. Aber nur in bezug auf die Dokumentation
      SIGNATUR START
      Wer Rechtschreibfehler findet darf sie behalten
      ACE3 Core Developer
      CBA A3 Developer
      Developer of Dynasound, Enhance SoundScape, Immerse, Suppress and Align
      SIGNATUR ENDE