Ace3: How to place and configure ACE modules via script ?

Created on 16 Aug 2017  路  7Comments  路  Source: acemod/ACE3

Hi,

I would like to make ACE available as an option in a mission. For example, if ACE is installed on a server, then the mission switches from default ArmA medical system to ACE one.

Is it possible to do it in a script instead of using modules in the editor (which would create ACE dependency) ? Is there a way to activate ACE modules (ACE_moduleMedicalSettings...) and to set up relative parameters (medical simulation level...) ?

Maybe something like this:

if (isClass (configFile >> "CfgPatches" >> "ace_medical")) then
{
ACE_moduleMedicalSettings = true; // to activate the module
ACE_moduleMedicalSettings_medicSetting = "advanced" // to select advanced system
};

_I suppose these variables and values are incorrect but it's for the example_.

That would be very helpfull.

Thank you very much for your help,

Gemini

kinquestion

Most helpful comment

You could use the Settings Framework.

All 7 comments

You could use the Settings Framework.

Thank you for you reply buddy, it helps to understand how ACE is working.

But I have found that it's possible to enable/disable some ACE features just by changing a variable. Example:
ace_nightvision_disableNVGsWithSights = 0; // optic + NVG is authorized
ace_nightvision_disableNVGsWithSights = 1; // optic + NVG is not authorized

But some others don't work. Example:
ace_goggles_effects = 0;
ace_goggles_effects = 2;
Whatever the value, it doesn't seem to have any effect.

So I wonder if it's possible to edit every ACE parameters "on-the-fly" ?

So I wonder if it's possible to edit every ACE parameters "on-the-fly" ?

No, it's not.

When we switch to CBA settings it may be possible to change some on the fly. Depends on the final implementation.

Hi SilentSpike and thank you for your reply.

I'm not sure to understand what you mean. The idea is to let the player enable/disable some ACE features through a customed parameters screen at mission start-up (because BI's one is not available for SP). So I would need to force some ACE variables according to player's choice... which works for some features (e.g.: NVG with sights) but doesn't for some others (e.g.: goggles effets, deafness...).

It's a hypothetical that's not possible atm.

OK I understand, thank you guys.

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