Arma 3
ACE Grenades in hatches - Tweaked
65 Comments
Ace Mar 4 @ 2:20pm 
This mod is WAY more flexible than the original and I love it. You did an excellent job on this.
johnb43  [author] Feb 20 @ 10:12am 
@JackSmackU No.
JackSmackU Feb 19 @ 12:12pm 
Is there a way to have the choice of as it is now (grenade the tank) or so that it will only work if crew were turned out when killed to sim that the hatch is left open cause turn out died?
johnb43  [author] Jan 23 @ 12:36pm 
@Richy More settings, as well as active maintenance from me.
RIchy Jan 23 @ 12:36am 
What is new in this mod compared to the original mod?
johnb43  [author] Oct 1, 2024 @ 1:19pm 
@ComradeDuck No.
ComradeDuck Oct 1, 2024 @ 11:33am 
Ok eventually got it. Curtain tanks don't allow you too. Which are one's I don't use any way thank god but yeah it works. Now my question is... Is there a chance to have the ammo explode instead of killing the crew?
ComradeDuck Oct 1, 2024 @ 11:19am 
@johnb43. Hey man I don't exactly know what's going on. Whether I have Autodetect or Compatible list with the right grenades listed they don't show up when I try to drop the grenades in the tank. I've tried with different grenades and different mods. Even tried to see if there is any mods blocking it and yeah nothing. Any tips or some troubleshoot advice?
ComradeDuck Sep 30, 2024 @ 11:38pm 
@johnb43 Don't know. Maybe it's my chronic Tism kicking in just took a picture of the examples so I can make sure I type it in correctly. Cause it worked one time then didn't so I'm sure it's me.
johnb43  [author] Sep 30, 2024 @ 11:00pm 
@ComradeDuck You read the description and follow the "Grenade List Examples" link. If you follow the "CBA settings" link, you should be able to see that there's a setting called "Autodetect Compatible Grenades", which by default is on. This setting overrides the "Compatible Grenades", where you could manually define what grenades are usable.
How isn't the description clear on any of that?
ComradeDuck Sep 30, 2024 @ 8:27pm 
Question How do you add grenades in the compatible list as I wanna try to use this in my WW2 scenarios and other modern day conflicts but every grenade that isn't vanilla seems to not work. Also tried to add the classname but It doesn't detect in just want to make sure i'm doing it right.
morons always Aug 18, 2024 @ 2:15am 
I will do some testing first and see if I can get a situation where they aren't stuck in.
johnb43  [author] Aug 18, 2024 @ 12:01am 
@<Miles ``Funtime`` Dorothyville Not an issue coming from this mod. I know ACE locks turrets of unconscious units, so they aren't ejected unwantingly. I've had issues in the past where the turrets remain locked, but I haven't looked into reproducing the error. Can you try on your end and join the ACE discord to report it, if it's indeed an issue due to ACE?
morons always Aug 17, 2024 @ 9:59pm 
I need to manually remove dead crew from a vehicle to take their spot even when they are killed by gunfire and not by a grenade using this mod. This normally doesn't happen, dead crew are supposed to be ejected when you get in and they're in the way. I will test later but I'm curious if this mod causes that or it's a new ACE feature I'm overlooking. It causes issues in missions that eventually delete corpses because that vehicle essentially becomes unusable forever.
Ace May 12, 2024 @ 10:18am 
Damn, you thought of everything. This makes my old mod obsolete. Very well done!
johnb43  [author] May 12, 2024 @ 10:14am 
@Ace See the CBA settings on Github linked in the description.
Ace May 12, 2024 @ 9:44am 
Oh this is way better than the janky attempt I made to tweak that grenade in hatch mod.

Now does this mod still require the enemy crew be unaware of you? That was the only change I made to his mod. I found that Launchman's original mod basically never ever got used because the enemy crew was aware of your presence. In my mod, that isn't a problem, so you have unrealistic but fun situations of people using advanced movement to jump on a mobile tank and chuck a grenade down the hatch PS2 Mercenaries style.
Boyar Apr 11, 2024 @ 4:07pm 
As a rule, with a living crew, the hatches are battened down in combat mode. It would be logical to add this function for abandoned vehicles.
johnb43  [author] Apr 8, 2024 @ 1:29am 
@xanderarizona If you give me the list, I'll put it on the GitHub. Since there is a auto-detect setting now, I'm not going to maintain the list anymore, unless people given me the changes.
xanderarizona Apr 7, 2024 @ 7:40am 
back again, could you add one more mod to the list of grenades? reffering to the star wars clone wars mod legion base studios?: https://steamcommunity.com/sharedfiles/filedetails/?id=2162749089
nanner Mar 3, 2024 @ 5:32am 
Thanks for the update! Great work!
johnb43  [author] Oct 23, 2023 @ 6:28am 
@Lufian I'm not saying it's impossible, but I doubt it, as I built the mod with HEMTT, which autogenerates all the necessary keys. It will have made a new key and signed the PBO when building the mod.
Lufian Oct 22, 2023 @ 6:05am 
Think the key might need updating
johnb43  [author] Aug 13, 2023 @ 12:27pm 
@xanderarizona Done.
xanderarizona Aug 13, 2023 @ 12:09pm 
would you be willing to update the grenades example lists with the spearhead 44 grenades?
STRIKEX Aug 12, 2023 @ 9:16am 
Got you thank you very much!
johnb43  [author] Aug 12, 2023 @ 12:22am 
@STRIKEY Well yes, I know it's from the examples. However, you still need to respect the limitations of an array: The elements on an array need to be separated by a comma. String need to start with " and end with " (or ' and ').

"MiniGrenade"rhs_mag_rgd5" is not a valid element. "MiniGrenaderhs_mag_rgd5" would be, but then there is no item in the game with that name, you need to separate them like this: "MiniGrenade", "rhs_mag_rgd5".

My whitelist examples make separate arrays for each mod. You, on your end, need to combine them properly.
STRIKEX Aug 11, 2023 @ 3:09pm 
BEST MOD <3 <3 <3
STRIKEX Aug 11, 2023 @ 3:09pm 
Thank you very much my man. but i got that from your Whitelist Examples. <3
johnb43  [author] Aug 11, 2023 @ 12:13pm 
@STRIKEY Your list is an invalid array. It should be:

["HandGrenade","MiniGrenade","rhs_mag_rgd5","rhs_mag_rgn","rhs_mag_rgo","rhs_grenade_m1939e_mag","rhs_grenade_m1939l_mag","rhs_grenade_m1939e_f_mag","rhs_grenade_m1939l_f_mag","rhs_mag_f1","rhs_grenade_mkii_mag","rhsgref_mag_rkg3em","rhs_charge_sb3kg_mag","rhs_grenade_sthgr24_mag","rhs_grenade_sthgr24_heerfrag_mag","rhs_grenade_sthgr24_SSfrag_mag","rhs_grenade_sthgr24_x7bundle_mag","rhs_grenade_sthgr43_mag","rhs_grenade_sthgr43_heerfrag_mag","rhs_grenade_sthgr43_SSfrag_mag","rhs_charge_tnt_x2_mag","rhs_grenade_khattabka_vog17_mag","rhs_grenade_khattabka_vog25_mag","rhssaf_mag_br_m75","rhssaf_mag_br_m84","rhssaf_mag_brk_m79","rhs_mag_m67"]
STRIKEX Aug 11, 2023 @ 11:39am 
Okay it was my bad but maybe u can tell my why that dont work. when i have: ["HandGrenade","MiniGrenade"] and then add the rhs nades too they dont work. so i can only take vanilla or rhs as Grenade List? i could swear i had vanilla + rhs nades before. what am i doing wrong? my list looks like that: ["HandGrenade","MiniGrenade"rhs_mag_rgd5","rhs_mag_rgn","rhs_mag_rgo","rhs_grenade_m1939e_mag","rhs_grenade_m1939l_mag","rhs_grenade_m1939e_f_mag","rhs_grenade_m1939l_f_mag","rhs_mag_f1","rhs_grenade_mkii_mag","rhsgref_mag_rkg3em","rhs_charge_sb3kg_mag","rhs_grenade_sthgr24_mag","rhs_grenade_sthgr24_heerfrag_mag","rhs_grenade_sthgr24_SSfrag_mag","rhs_grenade_sthgr24_x7bundle_mag","rhs_grenade_sthgr43_mag","rhs_grenade_sthgr43_heerfrag_mag","rhs_grenade_sthgr43_SSfrag_mag","rhs_charge_tnt_x2_mag","rhs_grenade_khattabka_vog17_mag","rhs_grenade_khattabka_vog25_mag","rhssaf_mag_br_m75","rhssaf_mag_br_m84","rhssaf_mag_brk_m79","rhs_mag_m67"]
johnb43  [author] Aug 11, 2023 @ 10:38am 
@STRIKEY It should be working atm.
Make sure all of your lists (both grenades and all inheritance ones) are defined correctly.
Check if the AI behaviour setting is set to what you want too.
STRIKEX Aug 11, 2023 @ 10:35am 
Hay man for some reason i cant use the mod anymore i mean it doesnt work. didnt change anything have the List right but i dont know what is wrong. is the mod working atm? <3
STyx2909 Aug 1, 2023 @ 1:33am 
I recommend stating it in the description. I spent quite some time trying ot figure out what was going wrong before thinking of this. ;)
I have no problem with this anyway. Just trying to keep other users informed as well.
Good job so far.
johnb43  [author] Jul 31, 2023 @ 11:55pm 
@STyx2909 That's intentional. The point of this mod is to get crew to dismount, damaging the vehicle is more of a bonus.
STyx2909 Jul 31, 2023 @ 10:18am 
As a minor "bug" report, I would like to point out, the option is not available when no crew is in the vehicle.
STyx2909 Jul 29, 2023 @ 8:56am 
Only damages. Because throwing an anti-tank grenade into the hatch shouldn't have the same effects than a concussion (or white phosphorous) one for example.
The effects are quite good ATM.
johnb43  [author] Jul 29, 2023 @ 8:16am 
@STyx2909 I don't understand what you mean by that.
The mod currently spawns particle effects when a grenade is thrown in the hatch. Damage is set by the CBA settings. So the item's explosive stats do not intervene in any way by design. What would you want to see be kept? Damage? Particles?
STyx2909 Jul 29, 2023 @ 4:36am 
And I suppose, it would be complex to keep the initial explosives values?
johnb43  [author] Jul 29, 2023 @ 4:04am 
@STyx2909 You are correct.
STyx2909 Jul 29, 2023 @ 4:03am 
Love this mod, but it seems to me it does not respect the original values of ACE grenades. I mean, all the grenades seem to have the same explosive power. Am I correct? or wrong?
johnb43  [author] Jun 4, 2023 @ 2:08am 
@FanOfReproductiveSystem Take the basegame vehicle 'Marshall' (ACE renames it to 'Badger'). Its classname is 'B_APC_Wheeled_01_cannon_F'. When you find it in a config viewer (there is the basegame one which is horribly slow, which is why I recommend the mod 'Advanced Developer Tools' because it has a much better config viewer), you will see the list of parents. For the 'Marshall' it's this: '["All","AllVehicles","Land","LandVehicle","Car","Car_F","Wheeled_Apc_F","APC_Wheeled_01_base_F","B_APC_Wheeled_01_base_F"]'.
So you if you were to insert e.g.'Car_F' into the whitelist with inheritance, you could throw grenades into the 'Marshall', but you could also throw them into the basegame 'Rhino' (ACE renames it to the 'Rooikat'), as the 'Rhino' also inherits from 'Car_F'.

If you add 'Car_F' to the whitelist with inheritance, it will whitelist any vehicle that inherits from 'Car_F', which means the children of 'Car_F'.
FanOfReproductiveSystem Jun 3, 2023 @ 11:13pm 
As for what to put in the vehicle list, if i put in classname like Car_F Tank_F etc into with Inheritance , it will blacklist or whitelist all vehciles that under these calssname?
johnb43  [author] May 14, 2023 @ 7:22am 
@Potts2023 If you follow the link "Grenade List Examples" in the description, it will show you how to add support for numerous mods' grenades, including RHS.
Potts2023 May 14, 2023 @ 7:19am 
Will this work with RHS grenades too?
Kafir from Catharsis Apr 15, 2023 @ 11:48am 
@TurboVache This might sound stupid but have you tried using grenades that are not mods? Main grenades like the V40 mini works for me.
Geardo Apr 2, 2023 @ 9:38am 
Thanks for the improved mod and also for giving us the grenade IDs for the mods :mcheart:
johnb43  [author] Mar 2, 2023 @ 11:41am 
@TurboVache I'm going to take your comment very literally: You said "installed" - I assume you loaded it too? If yes, try reinstalling it. If it still doesn't work, upload your RPT to a website (e.g. pastebin) so I can take a look.
TurboVache Mar 2, 2023 @ 11:04am 
Nothing changed when i installed it, i get no cba settings added, unfortunetaly don't work for me.
xanderarizona Nov 29, 2022 @ 1:25am 
is there any possibility you could make a preset like the ones above for sog pf? theres a ton of grenades in that cdlc