TORNADO SQUAD ITALIA

AREA PUBBLICA => MOD => Topic aperto da: DuM3D0 - 17 Giugno 2015, 17:16:18

Titolo: [MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: DuM3D0 - 17 Giugno 2015, 17:16:18
(https://camo.githubusercontent.com/0e84e100091c170b3e847a8e880838d3af4e7c37/68747470733a2f2f7777772e67616d65706c616e652e64652f77702d636f6e74656e742f75706c6f6164732f323031352f30342f41434545454545652e706e67)

Advanced Combat Environment 3 (ACE 3)

Per l'installazione USATE ARMA3SYNC (http://www.tornadosquad.it/forum/index.php?topic=4384.0) Se proprio non va e sapete installare manualmente usate il link qui sotto.

 Link Mod & Isole presenti su server A2 & A3 (http://www.tornadosquad.it/forum/index.php?topic=4301.0)

Link siti ufficiali:

ACE 3 su Armaholic (http://www.armaholic.com/page.php?id=28557)
Post ufficiale sul forum Bohemia (http://forums.bistudio.com/showthread.php?191716-ACE3-A-collaborative-merger-between-AGM-CSE-and-ACE)
Sito Ufficiale ACE 3 (http://ace3mod.com/index.html)
Wiki Ufficiale (http://ace3mod.com/wiki/index.html)
ACE 3 sul sito di sviluppo GitHub (https://github.com/acemod/ACE3)
Lista dei comandi (http://ace3mod.com/wiki/user/shortcuts.html)


Descrizione:
Today we are excited to present to the Arma community the first release of Advanced Combat Environment 3 (ACE3). ACE3 is the collaborative efforts of the former AGM and CSE teams, along with many of the developers from Arma 2's ACE2 project.

This mod is entirely open-source (we are hosted on GitHub), and everyone is free to propose changes or maintain their own, customized version as long as they make their changes open to the public in accordance with the GNU General Public License.

ACE3 is built modularly, thus a team can maintain its own tailored version, excluding a select number of components that they don't like, or which conflict with other addons. Larger components themselves, like the medical system and other core features also include various customization options, allowing mission designers and communities to tweak the overall experience.

Features:
Core Features
Completely new 3D Interaction/Action System
Performance and reliability framework
Focus on modularity and customization
New flexible client and server settings & configuration
Improved medical system with various levels (Basic/Advanced) focus on gameplay/realism
Proper & consistent network synced weather
Wind and Weather Advanced Ballistics
Captivity System
Explosives System including different trigger types
Map screen improvements, marker placement and map tools
Advanced missile guidance and laser designation


Additional Features
Carrying and dragging
Realistic names for vehicles and weapons
Realistic ballistics/FCS calculated in C/C++ extensions
Backblast and overpressure simulation
A fire control system for armored vehicles and helicopters
Disposable launchers
Realistic G-forces
Vehicle Locking
Name tags
Laserpointers
Realistic Night and Thermal vision modes
Magazine repacking
Realistic weapon heating
Combat deafness simulation
Improved Ragdoll Physics
Improved interactions for AARs and ammo bearers
Adjustable sniper scopes
No Idle Animation with lowered weapon
No talking player Avatar
Jumping over obstacles, climbing over walls and cutting down fences
Vector, MicroDAGR, Kestrel and ATrag devices

Installazione (al momento per la versione 3.3.2):

USATE ARMA3SYNC (http://www.tornadosquad.it/forum/index.php?topic=4384.0) Se proprio non va e lo sapete fare usate le istruzioni qui sotto.
 
- Innanzitutto come per tutti i MOD cancellate, se presente, la vostra cartella "@ace" dalla cartella di "ArmA3". 
- Scaricate lo zip e apritelo, dentro trovate "@ace".
- Scompattate "@ace" nella vostra cartella di ArmA 3.

Mod richiesti:
CBA A3 - Community Base addons A3 (http://www.tornadosquad.it/forum/index.php?topic=4283.0)

Utilizzo:

Il mod principalmente si utilizza interagendo con un altro giocatore o con se stessi usando rispettivamente il TASTO WINDOWS DI SINISTRA oppure TASTO CTRL DI SINISTRA + TASTO WINDOWS DI SINISTRA e continuando a tenerlo premuto spostarsi con il mouse sull'opzione desiderata. Una volta che siamo sull'opzione desiderata si rilasciano i tasti (o il tasto) e l'operazione viene eseguita.

Qui una lista dei comandi (http://ace3mod.com/wiki/user/shortcuts.html)

Ci sono inoltre molte altre funzioni che vi invito a leggere nella wiki ufficiale (il link lo trovate in cima a questa pagina), dove ancora non c'è scritto tutto ma vi da molte altre informazioni che qui sarebbe troppo lungo descrivere.

Configurazione interfaccia e tasti principali:

In gioco fate ESC e cliccate in alto su ACE Options, questo è come l'ho configurato io:

(https://farm1.staticflickr.com/626/21547156456_a21b7d3717_b.jpg) (https://flic.kr/p/yQ3NVw)

(https://farm6.staticflickr.com/5695/21386443339_001cf25d2c_b.jpg) (https://flic.kr/p/yzR7vH)

(https://farm6.staticflickr.com/5656/20950574774_9a1ea3258d_b.jpg) (https://flic.kr/p/xVkaYs)

Per i tasti principali invece fate:

ESC->Configura->Controlli->Configura Addons (lo trovare in basso) ->selezionate come Addons: ACE3 Common. Io ho questo:

(https://farm1.staticflickr.com/726/21573376715_25b34322be_b.jpg) (https://flic.kr/p/ySnchX)

Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: DuM3D0 - 19 Giugno 2015, 17:47:48
Aggiornato alla v3.1.1

Changelog:
Spoiler
v3.1.1
CHANGED:
Improved ear ringing and deafness (#1609)
PAK treatment time accounts for damage healed (#1586)
Made the bullet trace effect more visible
Flares burntime increased, hand flares brightness reduced (#1477)
Kestrel - New output modes (Density Altitude ...) (#1253, #1464)
Kestrel - New low-poly model (#1535)
Kestrel - Tailwinds are displayed as negative values (#1333)
Kestrel - Persistent menu and heading (#1192, #1338)
ATragMX / Kestrel - dialogs can be toggled on/off with keybinds (#1260)
ATragMX - New night time GUI and picture (#1396, #1401)
Increased duration of morphine effect
Made atropine less effective
Morphine now only suppresses pain by default (#1290)
Renamed some advanced ballistics module options and added more (#1261)
Improved handling of incomplete advanced ballistics config entries (#1441)
New keyshortcuts to toggle through all devices (#1118)
Refined all airFriction values to better match advanced ballistics data (#1386, #1455)
Closer interactions points now oclude farther ones (#989)
It's now possible to walk around while using the cursor version of the interaction menus (#981)
Speed of sound now changes with ambient air temperature (#1425)
Temperature now affects barometric pressure (#1424)
Increased the size of the protractor overlay
Extensive optimization of spalls (#1163)
Various others optimizations (#1027, #1045, #1057, #1581)
Increased the visibility of chat text (#1245)
Nametags are now only visible if there's line of sight to the face of the target (#1302)
Scope adjustment framework expanded so PSO scopes can now have windage steps of 0.5 Mil (#1312, #1370)
Placing explosives now uses shorter animations (#1314)
Expanded the runOnHover functionality of the interaction menus to run arbitrary code (#1415)
Bodybags are now created aligned with the casualty (#1471)
Unload captive actions are now passenger actions (#1599)
Claymore mines can now be detonated with the Mk16 transmitter (#1616)
FIXED:
Crash: illegal instruction with Advanced Ballistics DLL (#1630)
Model.cfg and requiredAddons (#1650)
Unloading units from various vehicles (#1389, #1587)
Random teleport when dragging/carrying inside of buildings (#1458)
Random body bag teleport (#1469)
Incorrect handling of falling and vehicle crash damage (#1550, #1562, #1602)
Capacity of bloodbags was ignored during transfusions (#1368)
Intermitted rain bug (#1526)
Javelin locking (#1507)
Settings forced on server and from modules are now applied reliably (#1214, #1432, #1433, #1598)
Medical - Litter spawning all over the place (#1164)
Interaction menu moving with wave height (#1117)
Error when treating with binoculars in hands (#1332)
Comanche zoom levels (#1113)
Safe mode sound not being played (#1497)
Always raining with overcast values > 0.7 (#1456)
Usage of time might cause calculation errors below 20 fps (#1336, #1362)
ATragMX - Fixed incorrect bullet diameter GUI output (#1252)
ATragMX - Fixed a bug in the relative click memory (#1180)
Weather - Fixed incorrect barometric pressure calculation (#1424)
Weather - Intermitted rain (sound bug)
Kestrel - Wind reading sometimes not affected by nearby buildings
Pain effect was visible when unconscious (#1492)
Result of belt linking is now broadcasted inmediately (#1120)
Swithching laser now fails gracefully if ASDG is run without the compt pbo (#1239)
Added ACE guidance to the RHS Javelin (#1373)
ACE Explosives and dead man switches are now Zeus and AI compatible (#1414)
NVG adjustment behaves better now (#1429)
Progress bars now stops on death (#1450)
A dummy weapon was sometimes visible on respawn (#1520)
Incorrect localization of the medical log (#1559)
Position of interaction point for some static weapons (#1611)
Removed the duplicated obsolete action (#1612)
CheckPBO didn't kick players reliably (#1635)
(Optional) Updated RHS compat for V0.3.8 (#1588)
ADDED:
Ability to force disable NameTags on server (#1204)
Zeus modules to allow changing capture, consciousness and surrendering status on the fly (#1295)
Disarming of unconscious or captured units (#136)
Concertina wire (#1504)
DAGR (#1534)
HuntIR (#1525)
MX-2A (#1476)
Rangecards (#1418)
Sandbags (#1479)
Spottingscope (#1515)
Tactical ladder (#1493)
Tripod (#1509)
Yardage 450 (#1491)
Viewdistance module (#1063, #1198, #1311)
ACE3 Version info on main menu (#1150)
Surgical Kit treatment (#1392)
New extension to improve the performance of adv. medical (#1256)
IED pressure plates (#1248)
Adv. Medical module options to make morphine remove pain and bandages heal hitpoints (#1579)
Medical setting to consider remote controlled units as players or not (#1530)
Custom fonts (#1050)
CheckPBO module functionality can now be triggered through settings (#1236, #1633)
Group leader can now globally set the color of his group members (#1293)
It's now possible to export a debug report to the clipboard from the options menu (#1304)
A local event is now thrown when a unit dies (#1523)
Option to disable the day visible laser system if not used (#1589)
(Optional) ACE2 ball tracers (#378)
(Optional) BWA3 compatibility pbo (weapons, ammo, scopes) (#1306)
(Optional) CUP compatibility pbo (weapons, ammo, scopes, launchers) (#1443)
(Optional) R3F compatibility pbo (weapons, ammo, scopes) (#1527)
(Optional) RH ACC compatibility pbo (scopes)
(Optional) Scope Mod A3 compatibility pbo (scopes) (#1310)
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]PietroTC - 29 Luglio 2015, 22:11:43
Aggiornato alla 3.2 su A3sync e Mega
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: DuM3D0 - 30 Luglio 2015, 13:29:20
Changelog 3.2.0:
Spoiler
CHANGED:
Updated Spanish translation (#1623, #1824)
Updated German translation (#1643)
Updated Portuguese translation (#1755)
Updated Polish translation (#1782)
Updated Czech translation (#1797)
Various 3D models and textures (#1799)
Medical litter models (#1875)
Optimized wind deflection code (#1886)
FIXED:
IED Class Inheritance (#1440)
Bug with Advanced Medical medication configuration (hr min/max) (#1621)
Wirecutters unable to cut concertina wire (#1656)
Interaction with explosives while swimming (#1688)
Vanilla damage effects incorrectly playing (#1692)
Zeus module was broken on dedicated servers (#1713)
CheckPBO wasn't checking for extra client addons (#1732)
Earplugs being added when combat deafness was disabled or unit already had (#1759, #1763)
Couldn't interact with the map when it was shaking (#1769)
Rallypoint object classnames (#1771)
Pain effects showing in zeus (#1779)
Binoculars had safety mode (#1834)
Combat deafness while using zeus (#1851)
addActionToObject function wasn't working correctly (#1862)
Concertina wire damage wasn't globally applied (#1867)
Impenetrable tactical ladder (#1874)
Repeating medical animations during rapid treatment (#1896)
Vector Lag (RPT Spam) (#1897)
Unloading unconscious pilots and boat passengers (#1911)
Loading unconscious into co-pilot seats and boats (#1921)
ADDED:
Cut parachute/Reserve parachute (#1307)
Actions to buildings (UserActions - Ladders) (#1007)
Zeus/Curator interaction menu (#1519)
Sitting (#1541)
Finger pointing (#1548)
Open action for boxes/crates (#1596)
'parachute' and 'camera' hitpoints to the HuntIR model (#1622)
Missing ammobox animation sources (#1705)
Virtual attach object placement (#1739)
DAGR 10 digit grid support for all map configurations (#1768)
Headgear provides hearing protection (#1775)
REMOVED:
"Treat at" action menu entry when using ace_medical (#1809)
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]Hawk - 01 Agosto 2015, 16:21:04
Dopo gli ultimi aggiornamenti di A3 e di Ace3 quando lancio una missione con Ace3 attivato mi esce questo errore di ACE: " Extension ace_advanced_ballistic.dll not installed ".Succede a qualcun' altro sto fatto ? Chi sa parli. :ciao: :ciao: :ciao:
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: DuM3D0 - 01 Agosto 2015, 19:15:15
Secondo me devi aggiungere qualche cosa dalla cartella "option" dentro la cartella ACE, però non da quella scaricata da arma3sync che è quella personalizzata da noi, bensì dal mod scaricato da armaholic che è la versione completa.
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]Hawk - 02 Agosto 2015, 11:25:36
Dumedo ho provato a mettere il file advanced ballistic.dll nella cartella dll di Arma 3, ma il problema non cambia. Grazie della risposta. :ciao: :ciao: :ciao:
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: DuM3D0 - 02 Agosto 2015, 11:31:26
Cancella la cartella di ACE e riscaricala da zero
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]PietroTC - 07 Agosto 2015, 22:48:41

Aggiornato alla 3.2.1 su A3sync e Mega
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]Djmitri - 08 Agosto 2015, 14:33:07
Changelog 3.2.1:
Spoiler
FIXED:
Zeus unconscious, captive and surrender modules were using the wrong locality (#1665)
Wind Deflection in Advanced Ballistics was producing excess per-frame handlers (#1962)
Incorrect damage was being applied with prevent death enabled (#1946)
Blue Force Tracking (BFT) module was broken (#1957)
ace_laser was incorrectly handling non-vector data (#1960)
CHANGED:
Improved wording of Finger Pointing strings (#1970)
Improved unit hiding mechanism of headbugfix (#1994)
Prevent use of headbugfix when handcuffed, surrendering, unconscious or swimming. (#1994)
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]Hawk - 08 Agosto 2015, 17:49:18
Ok. :ciao: :ciao: :ciao:
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]Epok - 18 Agosto 2015, 00:35:43
Ho scoperto quanto segue:

-Per prevenire la morte istantanea è necessario mettere in missione il modulo "revive" di ace insieme con il modulo medico con attivato "prevent instant death".
Fonte https://github.com/acemod/ACE3/issues/1848 (https://github.com/acemod/ACE3/issues/1848)

-Per fare in modo che tutti possano utilizzare l'epinefrina e possano agire quindi come medici è necessario abilitare in Medics setting "Disable medics"
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: DuM3D0 - 18 Agosto 2015, 01:41:06
- probabilmente hanno fixato il problema della morte istantanea, non sò devo controllare ma in questo periodo è un casino..

- Ok, il problema è che poi o tutti sono medici e curano come medici e quindi l'unità medico è inutile oppure nessuno cura come medico e ci mettiamo un sacco per curare.

Dobbiamo testare il prima possibile.
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]Epok - 18 Agosto 2015, 11:13:02
Ho fatto un po di test ieri sera e devo dire che con questo sistema effettivamente il medico è inutile, tutti hanno le stesse capacità di cura.
Fino a quando non inseriranno l'handicap nei tempi di cura per le altre classi questo è l'unico sistema che credo possa piacere al gruppo, secondo i pareri raccolti.
Proporrei quindi, fino ad allora, di non utilizzare la figura di medico in modo da far divertire tutti nello stesso modo (visto che fare il medico costringe a rimanere sempre nelle retrovie) e non trovarci in scacco perché è morto anche l'unico che può tirare su gli altri.
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]Drew - 18 Agosto 2015, 12:22:14
Disponibile a qualsiasi prova, anche sta sera volendo  ::)
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]Hawk - 18 Agosto 2015, 13:31:34
Io direi che un medico ufficiale bisognerebbe mantenerlo anche se poi tutti possiamo intervenire sul ferito. :ciao: :ciao: :ciao:
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]Epok - 18 Agosto 2015, 13:43:27
Io direi che un medico ufficiale bisognerebbe mantenerlo anche se poi tutti possiamo intervenire sul ferito. :ciao: :ciao: :ciao:

A cosa serve?
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: DuM3D0 - 18 Agosto 2015, 14:47:45
Per figura? Per confondere il nemico? Per attirare le crocerossine?

 ::)
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]Drew - 18 Agosto 2015, 16:16:27
Ma se bisogna tenerlo solo per lamentarci nel post missione perchè se muore il medico siamo tutti spacciati... allora meglio farne a meno 
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]PietroTC - 18 Agosto 2015, 17:35:11
Ma se bisogna tenerlo solo per lamentarci nel post missione perchè se muore il medico siamo tutti spacciati... allora meglio farne a meno 

Lo stile che adottiamo prevede l'uso del rally point come ultima risorsa se il medico è down, essere tutti medici è controproducente in quanto ci si abitua "male" a giocare ad uno stile .

Speriamo che in futuro randano più complesso (e selezionabile) il sistema medico
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: DuM3D0 - 19 Agosto 2015, 00:51:22
Giustissimo Pietro, ma nel mentre cosa facciamo? O lasciamo il rallypoint oppure rendiamo tutti "medici".
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]Epok - 19 Agosto 2015, 01:23:05
Meglio tutti medici che rally pinot arcade
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]PietroTC - 19 Agosto 2015, 10:29:50
Personalmente preferisco rally Point utilizzabile solo con conferma del caposquadra.  Sarà il caposquadra che dovrà decidere se far fare respawn.  I componenti della squadra useranno il respawn solo se autorizzati,  il problema è comunicare con gli svenuti a terra

Inviato dal mio JY-G3 utilizzando Tapatalk

Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]PietroTC - 19 Agosto 2015, 10:30:49
Ovviamente invito tutti a dire la propria preferenza,  anche se il periodo estivo non aiuta

Inviato dal mio JY-G3 utilizzando Tapatalk

Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: DuM3D0 - 19 Agosto 2015, 14:27:18
Nota: I caduti possono leggere i messaggi e sentire in radio, ma non possono rispondere
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]Epok - 19 Agosto 2015, 18:19:06
La discussione sui rally point è già stata affrontata e il sistema non piace, farei qualche altra missione con metodi alternativi prima di riaffrontarla.
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]Djmitri - 16 Settembre 2015, 15:07:10
E' stata rilasciata la versione 3.3.0 di A.C.E. 3.

Ecco il Changelog:

Citazione
CHANGED:

    Explosive placement is now virtual (#1902)
    Low levels of pain will decrease over time (#1954)
    Default keybind to cycle down laser codes (#1956)
    Wind indicator now accounts for freelook (#1980)
    Codebase was largely refactored (#2003-#2017, #2046-#2051)
    Bandaging a healthy body part will create clean bandages (not bloody) (#2026)
    Integrated the ASDG JR optional PBO now that ASDG JR is part of CBA (#2211)
    Time taken to fill a bodybag increased (#2233)
    Time taken to bandage and tourniquet were modified (#2263)
    Tourniquet will interfere with blood pressure and heart rate of applied limb (#2268)
    Hearing protection given to helmets with peltor headsets (#2297)
    Spotting scope animation improved (#2314)
    Laser pointer code using lineIntersectsSurfaces command (#2328)
    Tracer sizes improved (#2341)
    Clock on map is hidden if unit has no watch (#2344)
    Flashbangs are sorted under explosive throwables rather than misc. (#2358)
    Clarified description of heal hitpoints medical setting (#2392)
    Large overhaul of the medical handle damage system (#2361)

FIXED:

    Reserve parachute was set as public item (#1974)
    Some actions didn't work with the "click to interact" setting (#1977)
    Actions couldn't be added to an object/class if the main actions node was missing (#1986)
    Incorrect inheritance was used in changes to map compass object (#1993)
    Medical actions would reset the current fire mode (#2000)
    The "Join group" action wasn't respecting the team management enabled setting (#2027)
    Medical litter creation was producing unnecessary code loops (#2031)
    Unloading patients from vehicles (#2032)
    Slideshows didn't work on dedicated servers (#2040)
    Awkward sitting positions/movement (#2057, #2338)
    CPR would never succeed when patient was in revive state (#2099)
    Unpushable SDVs (#2109)
    Nametags were drawn on the escape menu (#2135)
    Unable to load captives into helicopters (#2136)
    CheckPBO had an endless loop under certain settings (#2137)
    Nametag soundwave icons didn't fade with distance (#2148)
    1.50 "Updating base class" nonsense (#2160)
    Zeus interaction menu prevented/enabled use of various other hotkeys (#2216)
    MicroDAGR minor display bugs (#2235)
    Bad animation used when captives loaded into an FFV seat (#2249)
    Exporting client color settings (#2250)
    Bruises would prevent hitpoints being healed with relevant setting active (#2298, #2389)
    Animation clipping and camera on the tactical ladder (#2299)
    Door interaction in 3rd person (#2312)
    Autoriflemen spawning with ghost grenades (#2315)
    Inappropriate interaction while on a ladder (#2320)
    Goggles overlay would disappear in FFV seats and gunner seats (#2327)
    Map tools rendered badly when used with incorrect aspect ratios (#2334)
    High command module would break ACE file checking (#2336)
    Flashbangs now properly rebound from surfaces (#2337)
    Flickering hand flares (#2343)
    Gear restoration when death occured in a vehicle (#2359)
    Fixes for unconscious waking up in basic medical (#2361)
    Fixed shotgun ammo would not do any damage (#2361)

ADDED:

    Repair (#186)
    Cargo (#275)
    Flashlights (#1816)
    Support for magazine overpressure definitions (#1832)
    Increased vertical head movmement range (#1854)
    Spectator (#1915, #2083)
    Map tools support for itemMap children (#2036)
    Medical menu (#2039) (https://github.com/acemod/ACE3/pull/2039)
    Setting for captive arrest circumstances (#2053)
    Settings menu categories (#2058)
    CPR action to basic medical (#2114)
    Zeus modules to assign medical vehicles/facilities/personnel (#2162)
    Setting to automatically make all created objects editable by all zeus units (#2163)
    Allow diagnose action on torso (#2361)

REMOVED:

    Protection PBO (now handled as part of medical) (#2361)

Changelog Completo v. 3.3.0 (https://github.com/acemod/ACE3/releases/tag/v3.3.0)

La cosa che a noi interessava di più, era il fix del sistema di cura con i pallini, adesso hanno creato un sistema di cura tipo quello della I44 (per chi si ricorda).

(https://cloud.githubusercontent.com/assets/5007509/9124669/4f1d4640-3c99-11e5-8ea5-3ee8653f208b.png)
Clicca per ingrandire...

 :teach: :teach: Ovviamente aspettate ad aggiornare fino a quando non daremo noi il via! :teach: :teach:
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]Duriel - 16 Settembre 2015, 15:34:41
ottimo!  :polliceu:
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]Epok - 16 Settembre 2015, 15:54:05
Mooooooooltooooo bene!!!
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: DuM3D0 - 17 Settembre 2015, 23:57:24
Aggiornato server e A3sync alla 3.3.1
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]Hawk - 18 Settembre 2015, 13:39:01
Yes :ciao: :ciao: :ciao:
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: DuM3D0 - 02 Ottobre 2015, 17:59:53
il 27/09/15 aggiornato repo e server alla 3.3.2
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]Djmitri - 02 Dicembre 2015, 11:45:45
Ieri sera mentre giocavamo, è uscita la nuova versione dell'ACE, la 3.4.0.

Ecco il changelog: :read:

Spoiler
CHANGED

    Keyword local to private (1.54) (#2755)
    Overhauled Repair (#2861)
    Command typeName with isEqualType (1.54) (#2856)
    Updated spotting scope model (#2832)
    Interaction Menu Animation Setting And PreExpand First Level (#2777)
    Code cleanup UI (#2368)
    Code cleanup DAGR (#2278)
    Code cleanup Concertina_wire (#2277)
    Code cleanup Kestrel 4500 module (#2152)
    Code cleanup Weather (#2007)
    Code cleanup HitReactions (#2611)
    Code cleanup NoRadio (#2610)
    Code cleanup Backpacks (#2607)
    Code cleanup Respawn (#2602)
    Code cleanup Goggles (#2648)
    Code cleanup Interaction (#2635)
    Code cleanup WeaponSelect (#2626)
    Code cleanup SafetyMode (#2625)
    Code cleanup Grenades (#2612)
    Code cleanup Common (#2683)
    Code cleanup Sandbags (#2598)
    Code cleanup Tripod (#2598)
    Code cleanup Ladder (#2598)
    Code cleanup LaserPointer (#2871)
    Code cleanup AmbientSounds (#2847)
    Macro definitions cleanup (#2805)
    Replaced the inWater method by isUnderwater (#2771)
    Nametags cleanup isSpeaking for ACRE (#2824)
    Spectator updates (#2760)
    Simplify Map Light Interactions (#2748)
    Simplify frag config (#2670)
    Replaced isAlive function with alive command (#2622)
    Improved Slideshow API (#2613)
    PAK and Surgical Kit strings normalized inside modules (#2578)
    Wirecutters update Fence Configs, use faster getModelInfo (#2781)
    Supply Box pallets to heavy cargo (#2726)
    Rework modifier key (#2598)
    Handle odd selection/hitpoint names better (#2819)

FIXED

    Changed ACE_time back to time in comments where appropriate (#2780)
    Wounds do not reopen after implementing the fix from #2646 (#2878)
    Can't use speed limiter on UGV (#2875)
    Driving UGV will throw out errors from nametags if you drive close to players (#2873)
    Altimeter doesn't show time on map (#2872)
    Earplugs not removed on respawn (#2837)
    No earplugs added on respawn (#2835)
    RHS machinegunners do not have ear plugs (#2833)
    No shape RPT errors for Map Flashlights (#2828)
    Script error handleNetEvent (#2820)
    Map flashlight stays floating after forced disconnect/kick (#2810)
    Can't handcuff own side (#2782)
    Mini-Spike AT Missiles Striking the Ground Beneath Targets (#2776)
    Spectator vision mode can't be changed in External camera (#2774)
    Virtual arsenal guys have bad hitpoints (#2768)
    canTreat not working for disabled items (#2765)
    FCS for 35 mm AA gun not handling elevation correctly, cant adjust distance for Air-Burst ammo (#2750)
    Sometimes a RPG-soldier when fired, gets damages or loses consciousness(!empty and flat places of map) (#2747)
    Wheel repair doesn't work correctly on RHS HMMWV (#2742)
    Map darkness/Brightness does not work on three monitors (#2734)
    Advanced Ballistics partially broken (#2709)
    Supply box take the same space as small Ammo boxes (#2702)
    Rangecard empty (#2696)
    Spectator 3D icons not working (#2676)
    Medicals given start at -1 minute (#2672)
    Rallypoint placement time has wrong fromat (#2662)
    Can't repair car engine/body because of script error (#2643)
    Virtual entity Zeus doesn't work properly with forced interface (#2642)
    Remove nametags and actions on hidden units (#2596)
    Spectator still running while session is lost (#2592)
    XM307A Cannot be moved, while XM307 and other static can be moved (#2590)
    Attached items on a dedicated server (#2541)
    Bunch of bugs with medical menu (#2528)
    Shouldn't be able to access cargo of a destroyed vehicle (#2523)
    Spectator map view is very laggy with high number of units (#2514)
    Advanced Medical Heal hitpoints doesn't work (#2498)
    Settings (size, colour) of menu interaction cannot be saved. (#2486)
    Body Repairpoint is not on the right position on a hatchback (#2452)
    Medical Facility or Medical Vehicle not working if vehicle is BLUEFOR class (#2423)
    Sitting - getting blasted to the sky when elevation is above 0 on object (#2391)
    Alca AG Vikhr missiles do not seem to lock (#2349)
    Fire Control System is not working (#2126)
    Greyhawk manual fire (#1898)
    Killed eventhandler is ran/triggered twice because of ACE3 (#1859)
    Laser target doesn't update position (#1715)
    Explosives won't rotate at placement (#1235)
    Events at mission start/loading (#148)
    Remove nametags and actions on hidden units (#2892)
    Add all wound types to bandage treatment configs (#2886)
    UGV speed limiter (#2884)
    UGV nametags script error (#2882)
    Updating Base Classes for 1.54 (#2865)
    Repair Overhaul (#2861)
    Inventory Resize UI - changes for 1.54 GL-Mags (#2857)
    Issue with forEach Loops and deleteAt Index (#2848)
    Update FCS display after distance adjust (#2842)
    Move bandage log before basic exit (#2841)
    Overpresure - Misc fixes (#2840)
    ACE_twistDirection (#2839)
    Display basicMed wounds for AI in mixed mode (#2830)
    Fix empty flashlightProxy model and delete map glow lights from disconnecting players (#2829)
    Add method to deal with new hitpoints (#2813)
    Broken repair point selection code (#2798)
    Merkava/Patria tracer color (#2795)
    Fixed small UAV carrying a lot of cargo (#2793)
    Captives duplicate animEH (#2783)
    Lead calculation for vehicle FCS (#2779)
    Medical location check when set to disabled for PAK/Surgical (#2767)
    Spectator updates (#2760)
    Privates in Map module (#2746)
    Use AGL for sitting setPos (#2745)
    Medical Menu Fixes (#2743)
    Map effects / flashlights for TrippleHead (#2736)
    Gun smoke on AMV (#2708)
    Attach getIn/Out run on local unit (#2681)
    Disable loading into locked vehicles (#2680)
    Missing magazines after certain scenarios (#2679)
    Use ACE_gameTime for triage card (#2674)
    Broken time format for rallypoints (#2663)
    Zeus forced interface broken (#2645)
    "cannot load sound .wss" RPT error (#2625)
    Dedicated server AI thrown flasbangs do nothing (#2612)
    Laser Update Position Bug (#2605)
    Delay setUnconscious until the settings are inited (#2604)
    fixFloating resetting reflector hitpoints (#2601)
    Spectator view if called instantly (#2597)
    Litter flying over ground (#2582)
    Invisible Tactical Ladder (#2581)
    Assign vehicle module for prefilled vehicle (#2565)
    Don't disable locking for base RocketPods (#2560)
    Change Wheel action on front wheels of RHS BTR family are placed near interaction point (#2751)
    Leg Damage, Stuck Walking (#2389)
    Privates in Map module (#2746)
    Dedicated server AI thrown flasbangs do nothing (#2612)
    Pedantic errors and redefinition of M_PI variable in extensions (#2382)

ADDED

    Handcuffing module (#2783)
    Custom repair points for a few vehicles (#2888)
    Read settings from paramsArray (params in description.ext) (#2826)
    Interactable Road Cone and Road Barrier (#2797)
    Function hasHatch (#2792)
    Map Gestures Settings (#2766)
    Disable NVGs in sight (#2699)
    Support for virtual cargo (#2628)
    Sitting Framework (#2620)
    Zeus Modules for Adding Spare Parts (#2617)
    Interaction to quickly pass a magazine (#2390)
    Parse List Common Function (#2257)
    waitUntilAndExecute Function (#2254)
    Vehicle rearming (#2164)
    Vehicle refueling (#2141)
    Field of View based dynamic view distance (Mk 1 eyeballs integration) (#2133)
    Realistic names for Ka-60 v2 (#2831)
    Add earplugs based on loudness and give to MGs (#2834)
    Error Checking to Settings (#2766)
    Showhud setter (#2753)
    Set Default Channel at mission start (#2650)
    Global event for "CaptiveStatusChange" (#2649)
    Hand signals (Tactical Hand Signals integration) (#2219)
    Interact menu settings after init (#2623)
    Portuguese translations (#2845 #2789)
    Polish translations (#2562 #2653 #2825)
    Russian translations (#2821)
    German translations (#2659)
    Missing English strings (#2563)

REMOVED

    Vignette (#2368)
    Manual team synching (now handled by CBA) (#2803)
    Enable optics in adjusted prone stances (now handled in Vanilla) (#2703)
    Pain diagnosis on dead patients (#2543)
    Check ammo action on destroyed static weapons (#2685)

A breve aggiorneremo sia Repo che Server. :alesisi: :alesisi: :alesisi:
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]Djmitri - 02 Marzo 2016, 17:53:10
Aggiornamento di ACE, arrivato alla versione 3.5.0...  :alesisi: :alesisi: :alesisi:

Ecco il changelog:  :pugno:
Spoiler
ADDED:
- Config options for auto downloading ACE from the Steam Workshop (#3336, #3396)
- 3DEN integration of various modules (#3359, #3288)
- Fastroping (#2904)
- Advanced Mortar interaction and ammunition handling (#3043)
- Trench digging (#2104)
- Tagging with spraypaint (#3210)
- Interaction with portable lamps (#2230)
- Model for the fuel nozzle (#3249, #3262)
- Deadman switch can now trigger explosives in inventory (#3272)
- RHS Compat: Add PSO-1M2-1 windage adjust (#3179)
- Sandbags are now placeable in the editor (#3102)
- Optional colorblind wind speed indicator (#3126)
- Events for missionmakers added to ACE_Explosives (#3106)
- Function to detonate explosives via script added to ACE_Explosives (#3146)
- Add action to detonate all explosives attached to a detonator (#3119)
- Refuel actions to fuel bladder objects (#3162)
- Setting to enable Medical Locations to Boost medical Training (#3138)
- Spectator text chat (#3154)
- Added new "Get Out" action that will eject selected civilian from a vehicle (#3070)
- Added an option to show player names on the BFT module (#3415)
CHANGED:
- Medical Improvements (#3174)
- Add adenosine to replace atropine effects
- Add option to enable / disable epinephrine for medics or everyone (basic medical)
- Add option to allow treat everyone as a medic in medical facility
- Fix various bugs
- Fix bandage configuration
- Improved mission load time by recompile on game start (#3389)
- Optimized load time of various modules with displayLoad XEH (#3369)
- Darken and improve sandbag texture (#3358)
- Better flashbang effects (#3346)
- Change the name for wheeled apc 01 cannon from Patria to Badger IFV (#3275)
- Optimized ACE_Nametags (#3290)
- Remove Swag Walk Fix, now fixed in Arma itself (#3267)
- Remove old ragdoll tweaks, now fixed in Arma itself ( #3278)
- Optimized various function replacing filter and map with select and apply (#3276)
- Overhaul and optimization of ACE_Hearing (#3082, #3200, #3279)
- Optimized fire handling with the unified fired event handler (#3280)
- Overhaul and optimization of ACE_Overheating (#3337)
- Reloading no longer unjams weapons by default (#3371)
- General cleanup and optimization of the interaction menu (#3132)
- Optimized the interaction menu inside vehicles (#3312)
- Reserve parachutes are now steerable (#2237)
- Optimize ACE_Frag and make explosion reflections optional, default off. Greatly improves the performance of ACE_Frag (#3129, #3283)
- Various improvements to the FCS (#3190, #3187, #3189, #3193, #3218)
- Tourniquets now block medication until released (#3255)
- Free looking in no longer forced while jumping (#2339)
- Various explosives enhancements in ACE_Explosives (#3151)
- Move the detonator actions outside the "Detonate" submenu (#3120)
- Remove VehicleLock Items from Virtual Arsenal (#3223)
- Unloaded cargo position greatly improved with a custom function (#3228)
- Can no longer refuel a vehicle with its engine on (#2954)
- Default font replaced by Roboto (#3402, #3406)
- Spare barrels are no longer added to starting equipment, due to grenades not having enough remaining space (#3485)
FIXED:
- Fix empty callbacks in medical/repair (#3384)
- Handling disconnect and removal of fuel truck (#3018, #3347)
- Make wound assignment consistent for dll/sqf (#3326)
- Remove ace fake weapon from 3den cargo editor (#3325)
- Don't allow passing mags when not in same vehicle (#3318)
- Fixed wrong damage when shooting at units mounted in static weapons and cars (#3299)
- "setAllGear" - abort function and print warning when used on remote units (#3268, #3274)
- Fixed error when flashbangs were thrown to the water (#3257)
- Fix typo in ACE_Hearing config (#3195)
- Fix Handgrenade DisplayNameShort to M67 (#3204)
- Fix ACE_Scopes capturing native adjustment keys for the PSO scope (#3244)
- Fix ACE_Goggle changing the tint on the 3den camera (#3259)
- Fix damage for passengers during vehicle crashes (#3323)
- Do not add or remove earplugs if gear should be preserved (#3181)
- Scopes: Don't show adjustment or play click sound if the adjustment doesn't happen (#3178)
- Flashsupressor not compatible with .338 rifles (#3345)
- RHS Compat: fix AB for subsonic ammo (#3130, #3343)
- Fixed ACE_Weather producing wind inversions ( #3126)
- Prevent Tactical Ladder interaction if unit on ladder (#3079)
- Fix some spectator errors (#3155)
- Fix the amount of backblast received by the firer via reflection (#3148)
- Fix module settings for medical litter (#3164)
- Reduce the chance of interacting through walls (#3293)
- SwitchUnits conflicts with MenuPosition respawn template (#3142)
- Fix rearming vehicles with no remaining ammo(#3245)
- Fix locked vehicle inventory not being locked (#3173)
- Wounds are now shown as integer numbers (#2949)
- Fixed backblast effect when firing from a vehicle (#3172)
- Fix dragged object been moved to random locations (#3230)
- Fix corpes not been able to be bagged while the player is respawning (#3354)
- Fix Javelin conflict with Zeus Remore Control (#3177)
- Fix unit showing duplicated in the spectator mode unit list (#3147)
- Removed "Get Down" and "Get Away" actions for civilians in vehicles (#3070)
- Prevent the interact menu collapsing during animations (#3445)
- Fix mines orientations for JIP players (#3398)
REMOVED:
- Remove BWA3 compat pbo, now included in BW mod (#3390)
- Disabled ACE_Laser for the Comanche, so DAGR missiles can work with vanilla designators (#3305)
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]PietroTC - 02 Marzo 2016, 21:14:34
Aggiornato su server e repo
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]Epok - 30 Giugno 2016, 17:46:40
Changelog:
v3.6.0
ADDED:
Selective UI Elements (#1857)
Add function for custom rank icons displayed below nametags (#4004)
Add Russian rank icons (#3995)
Added beautified component names (#3960)
Add Deprecate components support (#3795)
Add NonSteerable Reserve Parachute (#3689)
Add backwards compatibility for InventoryChanged (#3797)
Add blockEngine status effect (#3753)
Add canPush config entry (#3789)
Add cargo to Taru pods (#3729)
Add component dependencies to feature wiki pages (#3786)
Add day (non night vision) version of the vector 21 (#3702)
Add icons for mine detector actions (#3951)
Add interaction support to Motorcycle class (#3787)
Add key to toggle wind info display (#3762)
Add map altitude to GPS (#3651)
Add maxDam for medium velocity wounds (#3910)
Add mine detector port from ACE2 (#3755)
Add more zeus modules (#3796)
Add new zeus addObjects setting to settings module ((#2451) #3767)
Add remove trench and continue digging trench actions (#3612)
Add size parameter to displayTextPicture, Improve parameter checking … (#3871)
Add support for custom textures in tagging (#3631)
Add zeus objects setting (#3768)
Add fastroping sounds (#3517)
Add 'name' to components (#3955)
Add a line to get rid of 4 first aid kits in the invisible fast roping helper (#3887)
Add a line to support JSRS Eden (#3823)
Add framework to add virtual mass to containers (#3750)
add missing magazines, fix (#3685 #3772)
add gunbag for DMRs (#3749, #3903)
Add Overheating Master Enabled Setting (barrelPR) (#3758)
Add Tanoa Weather Data (#3902)
Add Tanoa map data (#3897)
Add compat for adr-97 (#3728)
Add drag and carry icons. (#3676)
Add filter minor falling damage to non-leg hitpoints (#3629)
Add show virtual load in inventory menu (#3779)
Add throw a globalEvent when a tag is created. (#3529)
CHANGED:
Switch EFUNC(common,waitAndExecute) to CBA (#4008)
Align tags upward in non-horizontal surfaces (#4005)
Disable auto weather (#4003)
Deprecate ACE Sitting component in favour of ACEX Sitting (#3795)
Finger component cleanup (#4002)
Rename ACE event names (#4001)
Convert common events to CBA playerEvents (#3975, #3973, #3972)
Make dirt/dust effects less bright at night (#3996)
Change use backpack command for backpack classname (#3987)
Increase required CBA version (#3982)
Update compat_r3f CfgAmmo.hpp (#3979)
Update compat_r3f config.cpp (#3978)
Update fnc_getMapData.sqf (#3977)
Adjust bandage configuration (#3909)
Adjusted weight of bodybag (#3780)
Allow drivers of vehicles to show microDagr (#3808)
Always add finger keybind so it is changeable (#3914)
Always use junctions for manual setup on wiki (#3654)
BFT - Use params command and private keyword (#3677)
Better handle unloading on slopes (#3692)
Carry, drag and load metal and plastic cases (#3518)
Clarify repair while engine is running (#3690)
Improve cargo initialization XEH (#3655)
Improve selective UI API (#3805)
Improve synced event error logging (#3723)
Improve zeus auto-add XEH behaviour (#3948)
Update 3den attributes to use 1.60 scaling (#3857)
Update Spotting Scope (#3880)
Update coding guidelines (#3785)
Use new CBA delayed execution functions and deprecate ACE functions (#3812)
Use new CBA get config functions and deprecate ACE functions (#3813)
Use new binocular magazine CBA functions and deprecate ACE functions (#3814)
Use new quoted function macros (#3670)
Use new quoted path macros (#3669)
Change Gforces - Add ace_setting to only run in aircraft (#3705)
Change Goggles - Fix script error from CBA_fnc_waitAndExecute (#3856)
Change Googles - Only play wipe anim for primary weapon (#3680)
Change Integrate 1.60 marker shape color map interface (#3860)
Change Make 40mm Grenades Frag (#3679)
Change Make explosives helpers hidden in eden. (#3714)
Change MicroDAGR overhaul (#3567)
Change Move Defuse action to main action (#3883)
Change Optics - Create PIP camera only when needed (#3900)
Change Raise a local event when a weapon is jammed (#3678)
Change Repair - Improve wheel detection for RHS (#3760)
Change Replace execRemoteFnc with CBA events in rearm (#3943)
Change Replace execRemoteFnc with events (#3811)
Change Uniformize interaction distance for vehicle based on bounding box (#3342)
Change delay calling addCuratorEditableObjects for a frame (#3640)
Change deprecate ACE events framework (#3815)
Change end spectator by global mission end event from server (#3659)
Change flashSuppressors to use CBA's JM configs (#3709)
Change getVehPos - Tweak heli width, and put at eye level (#3932)
Change hearing - New XEH, Fix dead effects, Medical var (#3802)
Change make FUNC(scriptedExplosive) work in scheduled env, ref (#3621 #3633)
Change moved IR Strobe to left shoulder when attached. (#3770)
Change replace timePFH with CBA_missionTime (#3516)
Change skip 'playerInventoryChanged' after firing (#3793)
Change use 'getUnitLoadout' instead of 'FUNC(getAllGear)' and deprecate getAllGear (#3792)
Change wait until postInit to install playerChanged event (#3658)
Improve ACE medical code part (#3915)
Improve Unify deployables (#3861)
Improve fullCrew new parameter to improve FUNC(getTurretX) (#3809)
Improve greatly improve the accuracy of the protractor display (#3611)
Improve javelin LOS check - Verify player has LOS to cursorTarget (#3682)
Update Tactical Ladder model cfg (#3746)
FIXED:
Fix incorrect values for bandage configuration (#4012)
Fix skip selectWeapon on nil in rearm (#4010)
Block FCS when controlling a UAV (#3991)
missleGuidance - Fix seeker los check (#3986)
Fix lead indicator for B_APC_Tracked_01_AA_F (#3985)
Handle "loadout" changed event when player is null (#3984)
Fix mine updated base class error (#3970)
Fix some rogue mission dependencies (#3963)
Fix freeing prisoners after they've switched locality (#3958)
Fix Comanche's weapon lock and guidance (#3957)
Fix "remove dead bodies on disconnect" when enabled and forced (#3752)
Fix 1.60 UBC (slingloads) (#3849)
Fix AB Terrain Extension (#3623)
Fix BIS gesture keybinds (#3713)
Fix Can't toggle safemode in FFV seats (#3820)
Fix Capitalization of Many ACE_Settings classes. (#3627)
Fix CfgPatches author/ is not a value (#3850)
Fix Line Of Sight check for wire cutter helper (#3930)
Fix NVG overbright when player throws grenades (#3873)
Fix UBC errors for RHS 4.1 (#3800)
Fix WEB_URL end of line error (#3854)
Fix ability to carry a chair someone is sitting on (#3947)
Fix basic UI being overwritten on RscDiary unload (#3920)
Fix c4996 (#3905)
Fix double displayName in medical settings (#3615)
Fix explosive sync on dedicated server (#3761)
Fix extra HTML tag (#3617)
Fix for misaligned list (#3618)
Fix getting stuck on rope whilst fastroping (#3734)
Fix goKneeling changing animation inside vehicle (1.60) (#3870)
Fix inverted gestures Stop and Freeze and minor gestures cleanup (#3635)
Fix nametag error when assignedTeam is nil (#3894)
Fix no gray screen for advanced medical (#3945)
Fix selective UI in FFV slots (#3877)
Fix selective UI script error when changing certain other settings (#3872)
Fix ship view distance using foot instead of vehicle setting (#3693)
Fix showHud if set before display loaded (#3844)
Fix spectator unit tree refreshing (#3781)
Fix strange animation played when using PAK (#3946)
Fix the placement of spotting scopes on slopes (#3919)
Fix vanilla CCIP on A-10 (#3848)
Fix wind info keybind string (#3884)
Fixed HuntIR deployment (#3851)
Fixed redundant privates in setCardiacArrest (#3703)
Fixed strncpy in parse_imagepath (#3552)
Fix FUNC(setName) for Zeus and alive spawned units (#3634)
Fix getWeaponState, fix (#3777 #3778)
Fix mine detector not picking up fused explosives (#3936)
Fix rallypoint being objNull, when created via 'createvehicle' (#3836)
Fix script error in tagging (#3648)
Fix wrong macro names (#3722)
Fix AAR actions + track temperatures of spare barrels (#3438)
Fix Fix missing ace_settings.hpp include in gforce (#3837)
Fix Linebreak extension (#3620)
Fix LoadPerson - Only try vehicles that have room (#3688)
Fix On Detach, delete used chemlights (#3924)
Fix RHS Ballistic Glasses Tint - Fix (#3941)
Fix UI - Don't overwrite other showHud indexes (#3756)
Fix ace_map: More realistic flashlight glow + minor fix (#3824)
Fix concertina Wire - Don't recoil broken wire, fix killer (#3699)
Fix correct mildot reticle LRPS/AMS/KHS (#3664)
Fix div0 error when naked (#3893)
Fix exclude FRIES from repair interactions (#3694)
Fix execute take nozzle actions only on progress bar success (#3783)
Fix fcs scopes ffv (#3804)
Fix for change to handleDamage in dev branch (#3895)
Fix handle objNull in virtualMass in movement (#3901)
Fix only do gunbag things when target has a gunbag (#3908)
Fix only play fastroping sounds for player (#3878)
Fix specify helicopter cargo spaces (#3643)
Fix vehicle inventory lock compatibility with acre (#3718)
Spottingscope fixes (#3862)
REMOVED:
Remove difficulties component (#3766)
Remove line drawing (#3864)
Remove old test-mission (#3791)
Remove redundant spare part adding and improve addSpareParts function (#3788)
Remove remaining usage of player (#3710)
Removed old occurrences of AGM and CSE (#3754)
Remove BI blood overlay (#2331)
DOCUMENTATION:
Overhaul of ACE3 scheduler practices (#3976)
Add wiki improvements for Interaction Menu Framework (#3681)
Update overheating documentation (#3716)
Add documentation of focus feature system (#3029)
CODE MAINTAINANCE AND TOOLS:
Cleanup some undefined functions and strings (#3961)
Cleaned up excessive white-space (#3751)
Cleanup Function Headers Titles (#3944)
Cleanup medical PFHs (#3462)
Cleanup movement and improve debugging (#3876)
Cleanup reload launchers (#3730)
Cleanup transitions to CBA's waitAndExec (#3858)
Cleanup Remove unused files (#3949)
Cleanup code cleanup fnc_blending (#3874)
Cleanup improve Code to String (#3641)
Clean up medical components (#3912)
Compat pbo warnings (#3624)
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]Epok - 17 Luglio 2016, 14:20:05
ACE v3.6.2

Changelog:
v3.6.2
ADDED:
Add cut ropes keybind (#4115)
Add dragging support to Apex crates (#4114)
CHANGED:
Use a function to do gestures (#4096)
Name of Weapon_SMG_05_F to MP5K in the editor (#4110)
FIXED:
Fix MicroDAGR trailing zero (#4113)
Fix main menu ACE Options placement to top left (#4107)
Fix Eden attribute layout for 1.62 (#4097)
Fix missing vanilla magazines for LMG_Minigun (#4099)
Fix Vector 21 reload mutex issue (#4096)
Fix check ammo reload mutex issue (#4096)
Fix cached call events (#4117)
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]PietroTC - 22 Luglio 2016, 19:36:50
Dovrei aver già aggiornato a questa versione server e repo,  ricontrollo la versione per sicurezza

Inviato dal mio JiaYu S3

Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]PietroTC - 23 Luglio 2016, 14:50:15
Confermo versione ACE v3.6.2 sul server e repo (messo il 19 luglio)
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]Epok - 17 Settembre 2016, 21:53:27
Changelog:
v3.7.0
ADDED:
Add Advanced Throwing (#3477, #4318, #4313)
Add ACE_isBelt for DLC/Expansion magazines (#4246)
Add Advanced Fatigue (#4321)
Add BlueForceTracking filtering via an object variable (#4196)
Add Chemlight Enhancements (#3921)
Add Hiddenselection camo to bodybag for Retexturing (#4276)
Add Medical AI (#4311)
Add Tripflare (#4152)
Add UI framework and update feature documentation (#4251)
Add additional cargo and dragging for crates (#4129)
Add definable classname for Spare Barrel (#4121)
Add dogtags $PBOPREFIX$ and Improve function headers (#4221)
Add explosive devices to missing units, close #4181 (#4191)
Add interaction action on demand (#4079)
Add log file and line numbers for warnings/errors/debug msgs (#4172)
Add make hearing component compatible with glasses (#4166)
Add missing semi-colon (#4180)
Add option for fade nametags towards screen border (#4316)
Add paradrop crates from helicopter or plane cargo (#2468)
Add port ACE2 incendiary grenades (#4109)
Add port AGM cook off (#4116)
Add realistic weights (#3868)
Add rearm, refuel and repair actions for RHS vehicles (#4230)
Add spare barrel to VA in 1.64 (#4328)
CHANGED:
Change Allow inheritance for addActionToClass (#4272)
Change Bundle fire damage into larger chunks (#4223)
Change Cache config UI (#4234)
Change Convert common to CBA hashes (#4188)
Change Convert finger to CBA hashes (#4183)
Change Convert laser to CBA hashes (#4186)
Change Convert map-gestures to CBA hashes (#4187)
Change clear reviveState when calling setUnconscious (#4258)
Change deprecate ACE hash functions in favor of CBA versions (#4171)
Change deprecate sort function (#4169)
Change lower wirecutter item mass (#4209)
Change reenable pickup action, because related bug has been fixed (#4175)
Change skip DLL check on non-windows machines (#4254)
Change Increase blood bag flow rate for basic medical (#4306)
Change Increase defuse range for underwater mines (#4195)
Update RHS compat for 0.4.1.1 (#4142)
Update compat_rhs_usf3 (Weapons/Ammo) (#4028)
Tagging Framework and Improves (#4146)
IMPROVED:
Improve SSN hash (#4089)
Improve createVehicle(Local) performance consideration description (#4212)
Improve creation time of house actions dummy (#4159)
Improve interaction position for air units. (#4285)
Improve stringRemoveWhitespace function header (#4218)
Improve use GVAR Macro Where Applicable (#4137)
Improve use createSimpleObject for medical litter (#4197)
Improve use pushBackUnique in Tags cache (#4249)
Improve Minor cleanup of fired EH listeners (#4155)
Improve Minor optimizations using private, params, and isEqualType (#4323)
Improve Minor private variable fixes (#4300)
Improve Minor tweaks to medical (#4202)
FIXED:
Fix bug which would cause unecessary echo network traffic (#4242)
Fix disable frag for shells that end in water (#4136)
Fix don't run animChanged event on all units in dragging (#4203)
Fix javelin fire block not being removed (#4228)
Fix missing zeroing UI on vehicles without FCS (#4232)
Fix null ace_player from early call to addPlayerEH (#4289)
Fix objectEvent method (#4267)
Fix refuel not respecting time acceleration and pause (#4140)
Fix repair cargo not added to zeus created objects (#4201)
Fix spectator map click not changing cam pos (#4151)
Fix static weapons not being loadable in cargo (#4205)
Fix tagging cstring (#4226)
Fix terrain LOS check for vehicles with low getPos (#4130)
Fix the captive module from creating attributes when not needed (#4213)
Fix track repair selection placement (#4198)
Fix wrong config path in FUNC(calculateMass) (#4225)
Fix Heal hitpoint after bandage sets bodyPartStatus (#4216)
REMOVED:
Remove deprecated functions (#4185)
Remove some broken functions (#4170)
Remove superfluous requiredAddons in hearing (#4277)
DOCUMENTATION:
Fix Cargo Framework title numbering (#4149)
Fix Events Framework documentation 3.1 section (#4266)
Remove never-merged rearm feature and framework documentation (#4263)
Streamline closing points on wiki pages (#4269)
Update coding guidelines (#4139)
Update dragging framework wiki (#4143)
Update medical feature doc (#3731)
Add Tagging documentation (new location) (#4260)
Add advanced example for interaction menu framework (#4257)
Add createVehicle(Local) performance consideration to coding guidelines (#4211)
Add documentation for tagging to event wiki (#4252)
Add note about no settings class for serverconfig (#4292)
Add version information to most wiki feature and framework pages (#4303)
Add version to frontmatter and display it in the wiki (#4291)
Fix list in interaction menu framework documentation (#4264)
Fix typos and code brackets in coding guidelines (#4133)
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]Djmitri - 21 Settembre 2016, 14:02:24
 :rulez: :rulez: :rulez:

Mi ero dimenticato di postare il Changelog. Grazie Epok! :8):
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]Epok - 19 Ottobre 2016, 20:35:44
Changelog:
v3.8.0
ADDED:
Add 3den attribute to disable bft (#4452)
Add Draw Straight Lines with maptool (#4410)
Add Functions to perform arithmetic operations on sets (#4514)
Add Laser guidance for all designators (#3308)
Add Show damage on repair items interaction point (#4448)
Add ace2 sys blood port (#4377)
Add ammo box cookoff (#4380)
Add ammo cookoff (#4376)
Add auto add blown off turrets to curator (#4425)
Add dmg materials to spare tracks and wheel (#4450)
Add function to disable dogtags for factions, and disable for civilians (#4539)
Add object attribute to disable cookoff for individual vehicles (#4383)
Add optional pbo to disable cross hair (#4168)
CHANGED:
Change Captives - rewrite findEmptyNonFFVCargoSeat (#4348)
Change Disable FCS on RHS helicopters (#4509)
Change End path drawing when passing through Geom/Fire (#4385)
Change Replace ace_common_fnc_stringRemoveWhiteSpace with CBA_fnc_removeWhitespace (#4222)
Change Update for newest JR / 1.64 UBC (#4208)
Change convert log macros to cba versions (#4282)
Change delete "Teleport Players" module after use (#4368)
Change increase red laser alpha, close #4535 (#4541)
Change more immersive dogtag interaction (#4446)
IMPROVED:
Improve Use waitAndExecute for fatigue loop (#4453)
FIXED:
Fix Ambient Sounds (#4470)
Fix FRIES attach point for unarmed wildcat (#4518)
Fix Medical AI: Filter player medics (#4444)
Fix PCTW error on certain vehicles (#4463)
Fix frag - reflectionsEnabled (#4475)
Fix fuel nozzle disconnect at maximum hose distance (#4525)
Fix going unconscious while fastroping (#4531)
Fix handle RHS impact grenades (RGN/RGO) (#4447)
Fix interaction addActionToX return values (#4461)
Fix show correct elev for mortar with no ammo (#4478)
Fix weather for inherited CfgWorlds (#4360)
Fix broken ace menu in main menu (#4451)
Fix broken parachutes (#4462)
Fix damage materials of repair items (#4466)
Fix fatigue when diving while sprinting (#4516)
Fix formating of CBA version check (#4511)
Fix nocrosshair being in addons and optionals (#4434)
REMOVED:
Remove civilian rank icons from nametags (#4538)
Remove deprecated code for 3.8.0 (#4457)
Remove deprecated event handlers (#4459)
Remove deprecated sitting module (#4458)
Remove visible id from the dog tag item (#4480)
Removed aiDispersionCoef for vanilla weapons (#4484)
DOCUMENTATION:
Add Medical AI documentation (#4407)
Add Advanced Fatigue documentation (#4401)
Escape jekyll code in documentation guidelines page (#4397)
Add version note to yellow Advanced Throwing circle documentation (#4455)
Fix dependencies list prefix that shouldn't exist (#4409)
Add hint to grenades pages for advanced throwing (#4442)
Fix grenade docs base url (#4445)
Remove Laser-SelfDesignate wiki page (#4524)
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]Djmitri - 20 Ottobre 2016, 09:04:02
Ottimo! :rulez: :rulez: :rulez:
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]PietroTC - 21 Ottobre 2016, 15:33:56
Aggiornato su server e  repo,  fra poco pure su mega
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]Epok - 25 Ottobre 2016, 23:43:04
v3.8.1
FIXED:
Fix game crash when unit gets hit with extreme amounts of damage (#4574)
Fix vehLock warning about bad func type (#4582)
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]Djmitri - 25 Ottobre 2016, 23:44:16
 :rulez: :rulez: :rulez:
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]PietroTC - 26 Ottobre 2016, 13:17:14
Aggiornato Server, Repo e Mega.
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]Djmitri - 26 Ottobre 2016, 13:57:51
Grazie Pietro!  :alesisi:
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]Epok - 25 Novembre 2016, 22:23:31
Changelog:
v3.8.2
ADDED:
Add RHS MELB Fast Rope compatibility, add 3d debuging of mem points (#4685)
CHANGED:
Change mortar to ammo handling weapon on init (#4678)
Advanced Fatigue swimming/diving/crawling tweaks (#4672)
Use head direction for drawing MicroDAGR waypoints (#4670)
Don't compile action menu for playable logics (#4666)
Hide Advanced Fatigue bar on map / spectator (#4655)
ATragMX - Estimate bullet length instead of using a fixed value (#4651)
IMPROVED:
Allow checking dogtags inside vehicles and when sitting (#4619)
Updates the Ballistics module to support Apex (#4616)
Cookoff ammo selections default values (#4604)
Blocks AI getting back into the vehicle on cookoff (#4587)
FIXED:
Fix Advanced Fatigue for adjusted stances (#4671)
Fix tagTestingThread error (#4662)
Fix Trip Flares script error (#4647)
Fix ammo cook off with certain explosives (#4638)
MedicalAI - Fix treatment animion with no weapon (#4633)
Fix Full Repair menu not shown when damage returns 0 (#4621)
Fix Kestrel4500 wind speed calculation (#4609)
Fix makeJerryCan locality issues (#4600)
Fix cargo find nearest vehicle (#4592)
ACE_Chemlight_Shield not public (#4612)
Remove scrollbars from javelin scope (#4618)
Fixes the ATragMX 'Done' button issue (#4617)
Ballistics - Fixed 6.5mm magazine config (#4641)
Prevent switching to weapon while carrying fuel nozzle (#4629)
DOCUMENTATION:
Scopes - Updated wiki framework (#4680)
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]Djmitri - 26 Novembre 2016, 09:25:00
Ottimo!  :8):
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]PietroTC - 28 Novembre 2016, 12:30:57
Aggiornato su server repo e mega !
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]Epok - 14 Dicembre 2016, 20:43:36
Changelog:
v3.8.3
ADDED:
Add some Japanse translations (#4710)
CHANGED:
Update SMG_02 base class for 1.66 (#4718 )
AdvFatigue - Remove setVar when removing eh (#4722)
IMPROVED:
Replace left-over ACE3 waitAndExecute with CBA_fnc_waitAndExecute (#4709)
FIXED:
Fix possible script error when ammo is empty when using advanced throwing (#4743)
Fix error when using self interact without a mine detector (#4742, #4741)
Fix blood drop selection if blood loss is high (#4740 , #4739)
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]PietroTC - 19 Dicembre 2016, 12:30:51
Aggiornato sul server / repo / mega
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]Djmitri - 15 Febbraio 2017, 14:43:04
Aggiornamento di ACE, arrivato alla versione 0.3.9... :alesisi: :alesisi: :alesisi:

Citazione
v3.9.0
Add "Muzzle Velocity vs. Temperature Interpolation" and "C1 Ballistic Coefficient vs. Distance Interpolation" and "Truing Drop" to the ATragMX. So that you can calculate more and shoot less, or vice versa (#4639)
Add Japanese translations (#4785)
Add Korean translations (#4794)
Add RH Acc Surefire flashlight map compatibility (#4846)
Add Zeus module for attaching FRIES, but without Ketchup (#4597)
Add Zeus utility modules (#4661)
Add ace_setting for overpressure distance (#4691, #4770)
Add frag definitions for all remaining ammo (#342, #4736)
Add missing orange map chemlight entry (#4839)
Add more Polish translations (#4821)
Add optional "uniforms". Removes side restrictions for vanilla uniforms. Combatant cross-dressing. (#4435)
Add optionals meta.cpp files (#4763)
Add realistic names to civilian Kamaz trucks (#4851)
Add rearm to Vehicle Ammo boxes (#4750)
Add support for rearm vehicle cook off (#4779, #4565)
Add x64 DLLs (#4764, #4765, #4758)
CHANGED:

Advanced Ballistics has an improved simulation of transonic flight for even more delightful shooting (#4652)
Advanced Ballistics has increased performance for more pleasant shooting (#4707, #4708)
Change cook off burn rate calculation for more intense initial burn that more decreases with time (should reduce overall cook off length) (#4779)
Change hearing event handlers to player only event handlers (#2627, #4727)
Change overpressure config on 2a70 (used on the bmp-3/bmd-4; it has a very low muzzle velocity) (#4691, #4770)
Change use new private syntax for winddeflection PFH (#4761)
Code cleanups and overhauls of certain modules (#4818, #4813, #4562, #4580)
Decrease concertina "dismount" time (#4812)
Improved readability of the ATragMX's gun list. Sometimes the last part of long gun names were brutally truncated. No more cutting names sho (#4669, #4674)
Sent AI medics back to medical school so they don't fail to perform their duty in some situations (#4797, #4800)
Simplify config crawling in nouniformrestrictions (#4782)
Simplify huntIR configs using += and issue it to RHS' M320 (#4521, #4199)
The "tap shoulder" uses a spiffier non movement blocking animation (#4577, #4578)
The .408 CheyTac has another brother. Say hello to the .408 CheyTac 305gr ammo. (#4667)
The Range card is even more accurate by taking the bore height into account (#4715)
The civilian plane isn't as useless as before, it can now load cargo. A little bit. (#4650)
Update latitude and altitude map data (#4786)
Vastly improved the ACE3 FCS. It doesn't need a compatibility patch anymore. It's perfect on its own now (#4653)
We made the scopes module great again. It doesn't need a compatibility patch as well and it's even more accurate than Arma 3's vanilla zeroing, it's true (#4642)
FIXED:

AI were not properly taught on how to use the Titan or a Javelin (#4856)
Fix AI producing no grenade pin pulling sounds (#4799)
Fix AI thrown flashbangs having no effect (#4799)
Fix Kamaz medical truck being incorrectly set as a repair vehicle (#4850)
Fix ace_particles smoke on arty shells (#4766, #4768)
Fix deprecated AW159 and CH-47I config (#4726)
Fix fastrope options don't show up on ACE interaction sometimes (#4819)
Fix global execution of ammo crate cook off code (#4799)
Fix miscellaneous typos (#4854, #4824, #4816)
Fix missing refuel menu on static fuel station (#4533)
Fix rhs gl smoke causing frag (#4691, #4770)
Fix script error caused by new arguments passed to handleDamage (#4866, #4863)
Fixed AI being too fast with locking and shooting Javelins. We had a talk about how not to cheat or at least how to hide it better (#2686)
Fixed Laser codes not properly updating when turned on. Before it would have no effect until turning it off and on again.(#4677)
Fixed a glitch where Javalins wouldn't be able to lock a target after switching launchers or changing fire modes, total losers (#4625)
Fixed clackers not being usable by other players, sharing is caring (#4687)
Fixed minor issues with scopes, too minor to mention (#4681)
Fixed the range of the dead man's switch "detonate all" feature from unlimited to limited, which seems bad, but it's good (#4688)
Fixed the realistic name of the HK416. Bigger is better, right? right? (#4873)
Fixed various issues with the ATragMX, like dividing through 0. The ATragMX was brought up better than this (#4682)
Some stances shouldn't drain or not drain your precious stamina as they wrongly did. Fingers crossed (#4591)
Tactical Ladder, wasn't tactical enough and threw a script error (#4814, #4815)
The Kestrel 4500 can now be used without having Advanced Ballistics enabled. But why would you? (#4544)

Mi sembra che non dica niente a riguardo del bug del sangue...  :scratch:

Che sia una cosa voluta?  :l:
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]PietroTC - 16 Febbraio 2017, 12:56:45
Aggiornato alla 3.9.0 su GameServer / Repo / Mega
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]Djmitri - 16 Febbraio 2017, 16:58:53
 :rulez: :rulez: :rulez:
Titolo: Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
Inserito da: [TS]Vassily - 16 Febbraio 2017, 20:23:35
Aggiornato!