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And if they've released their own mod for disabling medical, this mod is now redundant.
I can leave it up for now in case anyone wants to use this instead, but I'll add a note to the description.
I've tested it and seems to work.
I'm not the only one to have this concern, given the White Rabbit post below... I guess it's a deep concern of the ACE mod, period... because the mod is well installed on the server and client side... in any case if you find the beginning of an answer, I would be more than happy :)
The mod might have to be installed on both server and client?
I'm not sure what could be the cause or how to fix it, but I'll try to look into it
I specify that I put the detonation device in the inventory, be it any, that I connect it well to the desired explosof, but when detonating, nothing... that's all it does THAT on the server, in LAN or in solo, everything works as it should...@Ney when you say that everything works for you, it is that you play how? on server or in private game?
on the other hand, I have a problem with the "explosive" part.
when I put the mode on my private server, the explosives don't work. As soon as I do the action to activate the means of detonation, nothing happens... whereas if I launch a solo or LAN game, everything works correctly... does anyone have this problem too? and could help me? I specify that I am French, and I apologize if my post is not very clear... thank you
Everything works as intended besides one little issue. When putting down explosives (I.e Satchels, C4 etc) I can't do anything with them, like set a time or even detonate them in the vanilla menu. It becomes an issue with a lot of scenarios that require you to blow something up with detonated explosives.
Yeah as long it doesn't require the medical system from ACE it should work.
When loading this mod with ace AFRF compatability mod is says that it's missing depencency since normal ace is not loaded, should it work even though it gives the warning?
ACE has updated. :)
Thank you for letting me know @SSG ^^
Launching with the mod provides a warning, again with reference to ace medical. It comes from the killtracker pbo. I had a look at it and it actually requires mission makers to set it up to use it so deleting it should be fine.
As I mentioned there is a # include to "script_macros_medical.hpp" in the ace fire pbo. It looks like some changes to ace have been made that you haven't accounted for. As for the official ace 3 mod I'm not sure if it's got broken references at this time or not.
Until I have time to figure it out, ive reverted the mod back to ACE version 3.13.6
include file
z\ace\addons\medical_engine\script_macros_medical.hpp not found
worked before the update a moment ago