Autore Topic: [MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale  (Letto 16593 volte)

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Advanced Combat Environment 3 (ACE 3)

Per l'installazione USATE ARMA3SYNC Se proprio non va e sapete installare manualmente usate il link qui sotto.

Link Mod & Isole presenti su server A2 & A3

Link siti ufficiali:

ACE 3 su Armaholic
Post ufficiale sul forum Bohemia
Sito Ufficiale ACE 3
Wiki Ufficiale
ACE 3 sul sito di sviluppo GitHub
Lista dei comandi


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 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

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

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:




Per i tasti principali invece fate:

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


« Ultima modifica: 02 Ottobre 2015, 17:59:02 da [TS]DuM3D0 »

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Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
« Risposta #1 il: 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)
« Ultima modifica: 19 Giugno 2015, 18:08:18 da [TS]DuM3D0 »

[TS]PietroTC

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Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
« Risposta #2 il: 29 Luglio 2015, 22:11:43 »
Aggiornato alla 3.2 su A3sync e Mega
When that command remains, no matter what happens to its officer, he has not failed.

Se l'unità rimane, qualsiasi cosa avvenga al suo ufficiale, lui non è sconfitto.

DuM3D0

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Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
« Risposta #3 il: 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)

[TS]Hawk

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Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
« Risposta #4 il: 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:
Sandy Caine

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Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
« Risposta #5 il: 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.

[TS]Hawk

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Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
« Risposta #6 il: 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:
Sandy Caine

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Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
« Risposta #7 il: 02 Agosto 2015, 11:31:26 »
Cancella la cartella di ACE e riscaricala da zero

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Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
« Risposta #8 il: 07 Agosto 2015, 22:48:41 »

Aggiornato alla 3.2.1 su A3sync e Mega
When that command remains, no matter what happens to its officer, he has not failed.

Se l'unità rimane, qualsiasi cosa avvenga al suo ufficiale, lui non è sconfitto.

[TS]Djmitri

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Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
« Risposta #9 il: 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)

[TS]Hawk

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Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
« Risposta #10 il: 08 Agosto 2015, 17:49:18 »
Ok. :ciao: :ciao: :ciao:
Sandy Caine

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Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
« Risposta #11 il: 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

-Per fare in modo che tutti possano utilizzare l'epinefrina e possano agire quindi come medici è necessario abilitare in Medics setting "Disable medics"
Se non sei uno di noi, sei uno di loro.

DuM3D0

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Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
« Risposta #12 il: 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.

[TS]Epok

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Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
« Risposta #13 il: 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.
Se non sei uno di noi, sei uno di loro.

[TS]Drew

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Re:[MOD] ACE 3 (Advanced Combat Environment) - thread ufficiale
« Risposta #14 il: 18 Agosto 2015, 12:22:14 »
Disponibile a qualsiasi prova, anche sta sera volendo  ::)
Quando un uomo con la pistola incontra una rampa di scale in una King of the Hill. L'uomo con la pistola è un uomo morto