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Do I Need to add the TFAR Addon to the Server as I would normally do? Or do I just have to activate the integrated mod somehow?
Aaaand unfortunately it sometimes work, and sometimes it does not with your scenario. I've tried to investigate what causes such strange work ... and it seems it stops working once you enter a car u want to tow. Maybe you have some thougts about the cause of such behavior?
I can do nothing on that AFAIK. That doesen't mean the mod is not compatible, it just means it will fail after some time.
My issue is, I have done some experimenting with ACE and want to use it, but I will only be using about half the modules (as the other modules do not fit the playstyle of my friends and I). So I deleted a number of the modules and unsubscribed from the mod on steam, so I just load the mod manually in the launcher. Everything works in-game. So far so good.
However, Antistasi does not recognize ACE when I do this. So none of the equipment I need spawns in the ammobox (bomb triggers, range card, etc...) Complicating this, I don't want Antistasi to recognize ACE and then disable Default revive, earplugs, AI control, tag and player markers - these are for modules I am not using. I guess I first need t oknow how it recognizes ACE.
What would be really, really nice would be to tie the integrated Antistasi features directly to the respective modules (.pbo files) for ACE.
For example: Disable antistasi earplugs should only happen if "Hearing.pbo" is in the @ACE folder. Likewise, the arsenal should unlock the various triggers for explosives if the game detects "explosives.pbo".
I have done a significant amount of testing and research today (looking through your code too) and I figured out that just changing a few variables to point to the individual modules instead of "ACE" should make this work for everyone. However, I am not that well versed in scripting and I am trying to figure out some of the things I am seeing:
Where is "ace_medical_level" coming from? Is it being detected in the save file? If so, can this condition be changed so that the items spawn in the arsenal / ammoboxes based on two conditions? "ace_medical_level" OR "ace_common"?
I don't know scripting, but it would look something like:
if (!isNil "ace_medical_level") && (!isNil "ace_common") then
{
unlockedItems = unlockedItems +
Something like that?
Furthermore, now that I know the origin of "!hayACE" I can add an AND condition for certain features like disable earplugs and stuff.
I'll test tonight. If I fix it and confirm it works with all medical levels (or none), would you consider adding it to the game? I think it would help a lot of people who use individual ACE modules, of which many do.