Arma 3
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Fleff's Advanced ACE Repair
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
1.073 MB
Mar 9 @ 8:43pm
Mar 22 @ 2:22pm
12 Change Notes ( view )

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Fleff's Advanced ACE Repair

Description
The following is a mostly finished mod to expand upon the ACE Repair system.
Quoting a friend, this mod is to vehicles as Ace Medical is to players.
This mod is best paired with persistent campaigns focused on logistics and thorough repairs of units.

Github Link[github.com]
This mod is purely done in my free time for use within my gaming community, but please report any issues in the above Github link.

Currently it includes:
  • Parts categorized between 'Major' and 'Minor/Miscellaneous'.
  • Ability to remove and replace 'Major' parts from vehicles similar to how wheels are handled.
  • Ability to repair 'Minor/Miscellaneous' parts with a 'Spare Parts' item.
  • Ability to repair 'Major' parts with a 'Spare Parts' item while they are removed from vehicles.
  • Removal of the 'Full Repair' action
  • Ability to 'Diagnose' a vehicle to get a UI list of all it's Major and Minor hitpoints and their health.
  • Ability to Remove or Replace a major part from a UI, especially important when you can't otherwise reach or find a part.
  • Ability to save 'notes' on a vehicle in a text box for the next mechanic to see. Notes save to the vehicle under the variable "advrep_GUI_note".
The repair, removal, and replacement of major parts is tied to 2 CBA settings in the mod for defining what sort of people and locations you can perform.
Track removal and replacement retains the regular ACE Repair permission and Wheel removal and replacement retains it's separate repair permission; however, both still use the Full Repair settings for fixing the parts.
I highly advise disabling ACE Wheel Patching, or ensuring you have a PSA that wheels should be patched before repaired in a depot to avoid wasted spare parts.

Currently Known Bugs
  • UI isn't properly scaling.
  • GUI menu breaks when removing or replacing parts for some users.

To do list / Stretch goals:
  • - Ability to type up notes on a specific vehicle and save them, really just for mechanics to leave notes on stuff if wanted.
  • Ability to manage the fuel status and siphon gas from the vehicle
  • Ability to manage the ammunition status of the vehicle, allowing munitions to be removed, transferred, and added.
  • Include CBA's new 'Quick Time Event' framework to make repair action timers go quicker provide something to do other than staring at said timer.
  • Make all major part interact points have a color to their icon to represent their HP.
  • Prompt player when a part removal or replacement fails in the GUI menu and why it failed.
  • Create more Spare Part crates for easy zeus placement.

Popular Discussions View All (2)
7
Apr 2 @ 1:02am
Bug Reporting - Engine Off Message & Ghost Minor Repairs
James Boag
1
Mar 20 @ 4:00pm
A New reality level
d.omeron
54 Comments
SkyPilot May 31 @ 12:29am 
amazing!:steamthumbsup:
Fleff  [author] May 29 @ 2:35pm 
@Tweaks
This is a sick idea, i'm definitely making a note, thanks.
Tweaks May 29 @ 2:30pm 
Seems like when you remove fuel tanks, the fuel inside of the vehicle starts leaking out.

IDK if this is a intended feature but if i have an idea to make the fuel tank act as if it were a ace fuel source, and when you remove it from the vehicle the vehicle gets emptied from fuel and transferred to the fuel tank.
HawkSixx May 22 @ 3:26pm 
thanks you so much
smoky camera May 16 @ 12:40am 
@HawkSixx
you need a repair vehicle or a repair facility,can be changed in module setting
HawkSixx May 11 @ 12:20am 
hello, I tried the mod and realized that I can't remove the engine or the gas tank to repair or replace them but it let me change the wheels and use the repair menu with the spare parts. I think is some of my mods so i will start testing
Cathode May 10 @ 3:34pm 
Tried this mod today with my units operation, but unfortunately there seems to be some locality issues with repairing... (Possibly due to other interfering mods.)

One player repaired the main rotor of an aircraft, but no one else could see the effect. A second player got in, and it reverted to broken for for the first player as well. Sounds like a classic Arma 3 locality issue. Changes aren't transferred to server and other players.

Another issue seems to be: Major parts spawned through Zeus can't be installed in vehicles. Might be missing a object variable or other set attribute to work maybe? Not sure about that one.

We'll be removing the mod for now but keep monitoring updates to see if we can include it again. The idea is REALLY cool.

Some documentation would also really go a long way.
Freeman Apr 27 @ 9:59pm 
@fleff this looks really fucking cool I hope you are able to find the motivation to see the project to the end. again really fucking cool nice work
Fleff  [author] Apr 27 @ 10:30am 
@ [GFA] xLuZziffer
Unfortunately this mod simply adds the tools missions would need to use and can't/won't address this.
If you want to be able to buy the relevant stuff you'd have to modify antistasi ulltimate to include the missing objects/items in their shops.

@TDR Chris
Thanks for this, i've taken a hiatus but will look into that when I get back on this.
Also I don't take issue with you repacking this mod specifically for use within your own groups.
[GFA] xLuZziffer Apr 27 @ 5:58am 
heye interesting mod so far but how do i get the parts like avionics, fcs for example i cant seem to buy them anywhere while playing antistasi ultimate....i can only spawn them in via zeus help would be appreciated