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Rapportera problem med översättningen
>ACE 3 will be detected by a certain variable. Default player tags/markers will be disabled, and game will display text showing ACE is on the server config. Ace items added to arsenal.
>If Medical module is detected, default revive system will be disabled. Medical items to arsenal.
>If Hearing (earplugs) module detected, default Earplugs disabled, earplugs added to inventory.
>If Switch Units module detected, default AI control will be disabled.
>I also fixed some spelling and grammar text.
> ACE Feature: Carbomb Detection -
Additionally, to avoid a potential exploit with ACE's explosive system and making carbombs that the AI cannot detect, I added in a new mechanic for undercover loss if the AAF spots an explosive on your vehicle. It simply works by detecting satchel or demo charges withing 5m of player if they are in a vehicle undercover, and if AAF spots one of the charges, you lose undercover.
Screen 1 - New "Mod Detected" text:
http://i73.photobucket.com/albums/i212/TheBlackGhost/20160410145702_1.jpg~original
Screen 2 - Showing effects of losing undercover if bomb spotted on your vehicle, with ACE.
http://i73.photobucket.com/albums/i212/TheBlackGhost/20160410150241_1.jpg~original
Here is the full list of edits I made, broken down by .SQF file.
https://www.dropbox.com/s/a7i6ggpi0fvpb2q/ACE%203%20Modular%20Integration%20-%20Changes.pdf?dl=0
And here is the working .PBO file, for reference:
https://www.dropbox.com/s/3ey9c6kmq0dr6pl/%5BSP-CO08%5DA3-Antistasi.Altis.zip?dl=0
A group of us who use ACE would be very, very happy if you were to implement this code change into Antistasi - I would personally be extremely grateful. Of course, if you see any areas to improve on what I did too, that works as well :)
Didnt know you are script wise :)
Will implemente everything but one thing.
The AI control, lots of things will mess if I integrate with this. I rather disable the feature when ACE is just present.
Will check the carbomb thing, I'm curious on how you made it.
The carbomb thing works but could probably be done with smarter script. There was an issue creating an AND statement with multiple minedetectedby on the same line I think. Someone smarter than me could figure it out I'm sure.
One thing - the AI control, you said lots of things will mess up? I did testing and had no errors. What do you think the issue might be? I am happy to spend more time on this to get it right. I only changed the target variable of controlHCunits and Controlunit.
Truthfully, in default ACE AI control is turned off I believe, so if we don't use the thing I added, almost no one will be able to use AI control if they have ACE installed, which is sad.
I have a lot of scripts to check if the player is the real player, for example, when a new task is sent, I have to wait until all the players are controlling their real units, if not, the task is added to a bot, thus when you return to your soldier, you don't see the task.
So if a third party script is doing the job, I am afraid I won't be able to control things, and mission will get messed up.
ACE isn't really just a mod, its a compilation of mods, which is why its useful to treat it like a bunch of different separate files.
Anyway: IMHO despite any ACE fan will say I'm wrong, ACE is an addon with some focus in mind, and though for "make missions for ACE". And those missions don't rely too much on AI. On player vs AI or PvP is good, but if you have things such as garrisons, AI squadmates, AI support etc. and everything spawned or despawned, is not the perfect mod.
That's why my advice is not to play with ACE if you plan to capture the island and have the full Antistasi experience.
The only mod really transparent for the mission maker, no matter what it is, is TFAR. The others: if you build the mission with those in mind is ok, but if not, all you can do is to adapt as possible, and that's what I'm doing.
I completely agree. ACE changes some things that don't work well with Antistasi or from a balance perspective. This is the main reason that I and a bunch of others play with only part of ACE, and delete the ACE pbos we don't want. ACE was specifically designed to work like this. ACE SwitchUnits (AI control) is something we don't want to use of SE can avoid, but currently, if we play with ACE and no switch units .pbo, Antistasi detects ACE and disables your default AI control anyways - so now we have no AI control at all and if units get stuck on rocks we can do nothing. That said, I know some people might want to use ace's AI control, so that is why I tried to do it this way.
I think there is some confusion here about the difference between my code and yours. There is not much difference. The only change is that instead of Antistasi searching for just ACE and then disable AI control, now it searches for the SPECIFIC module in ACE that would cause incompatability. If Antistasi sees that the incompatible module does not exist, it does nothing. If it sees that it DOES exist, it disables Antistasi AI control, just like it was already. So there is no more issue than there was before. Now ACE players can use your AI control if they delete the ACE switch units file.
There are two versions of Antistasi, the one here in steam, which has a LITE integration, FIA spawns with RHS guns but has some trouble dealing with vanilla tanks.
The versión you may find in the website has a full RHS integration made m¡by meister Percster, with russians instead of AAF, and lots of vehicles. I recommend this if you want to play RHS "seriously".
Second: Yes. Not sure of the effects but definetly, if you have RHS unlocked stuff and garaged vehicles, and sabe, then Rolling back to vanilla may have issues (maybe non important, probably).
The solution I presented with the other ACE integration changes was to have Antiastasi check whether a player is using ACE Switch Units, and disable default AI control only if the player is using that module. I was hoping to see this still added in. I know you had some worries about this before, but I tested it thoroughly and there was never an issue with default AI control when using ACE (without ACE Switch Units).