Arma 3
192 ratings
Quick time events for ACE3
7
3
4
2
2
   
Award
Favorite
Favorited
Unfavorite
Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
799.435 KB
Mar 19 @ 1:40pm
Jul 25 @ 1:44pm
26 Change Notes ( view )

Subscribe to download
Quick time events for ACE3

Description
A mod that adds quick time events to ACE3, why? Why not.

Waring this is a test item, I am mostly looking for feedback. It may get deleted and reuploaded after a while, or not, who knows.

Quick time events for ACE3 actions

Summary

Provides QTE events for ACE interactions, mostly for actions that have a progress bar. The goal is to allow people with quick fingers to wait less.
This means if you ignore the QTEs or disable it, you wait the same amount as you'd normally would with ACE, but if you solve the QTE before the time runs out, you are technically faster than the normal wait time.

Supported ACE3 components

- Cargo
- Explosives
- Magazine Repacking
- Medical
- Overheating/Weapon jamming
- Rearm
- Repair

Links
GitHub[github.com]
Popular Discussions View All (1)
3
Apr 28 @ 7:59am
[Solved] surgical bug
Apricot_ale
202 Comments
Illu Aug 26 @ 10:03am 
iirc you can adjust the difficulty of qte
CadetheDOGGO Aug 22 @ 1:10pm 
be neat if it was actual QTE events that sped up the progress bar, doing the whole thing usually only gets me a few milliseconds of speed and while it may be a skill issue I would rather get a constant bonus for doing it instead of the current all or nothing
diwako  [author] Aug 16 @ 1:18pm 
You will need to script this yourself. CBA settings are versatile but the checkbox is fairly bare bones when it comes to the default value.
Illu Aug 16 @ 12:50pm 
hello. is there a way to make the default setting for qte_medical to be disabled in client settings?
i know we can set it to disable via server/mission settings but i want to give players the option to choose.
diwako  [author] Aug 9 @ 4:14am 
Check your RPT file to see which function is overwriting the function named "ace_repair_fnc_repair" if it is the QTE mod then it is fine. then the culprit is probably on another spot.

also check for "ace_repair_fnc_addRepairActions" anywhere in your RPT file.
Anatoly Ilyushin Aug 9 @ 4:05am 
Apparently, some modification seems to be breaking this, which is strange in itself. Other modules can only be repaired using QTE, but full repair works solely on a timer.
diwako  [author] Aug 9 @ 4:04am 
Full repair is already handled in the mod. Not sure why it does not show up on your end tho. Have you tried just with ACE and this mod to verify?
Anatoly Ilyushin Aug 9 @ 2:39am 
Dear Author, please pay attention to this suggestion. My players often like to use the full repair service in just two clicks. I am aware that your system only applies when repairing a specific module, whereas with a full repair people basically do nothing at all. Could you improve this so that players have to put in at least a bit of effort during a full repair?
diwako  [author] Aug 4 @ 10:35pm 
I purposely did not try and replace the progress bar function as it for sure has its uses. Also I would not know how to properly make support for a replaced function like that.

If it this is more about just using the QTE functionality in a mod or mission, the code is open source to view, anyone can just call the function as they see fit.
StepanKo Aug 4 @ 5:22pm 
Love your mod a lot. Would it be hard to add your functionality to `ace_common_fnc_progressBar` functiuon call? That would be awesome for creators.
I am not sure if I can pull this out myself yet...