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ACE3 v3.14.1 New Settings (Default Values) #57
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- overview of default new settings for the upcoming change to ACE3 v3.14.1
Settings to change to retain current ACE behavior
This feature is interesting, but I'd say we should experiment with it first; it does some AI changes too (
I'm unsure if the "fire" from cookoff would constitute ACE Fire and make AI go crazy (into weapon-dropping animation) when they disembark, especially in combination with LAMBS. Hence the suggestion to disable it by default, or at least
Setting values to consider changing if quick vote is achieved:
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I've created three new issues as a reminder that some of the more impactful new features / overhauls require testing and to keep track of the results there: |
Unfortunately due to the amount of yesterday's Monthly Meeting agenda topics there was no room for this very lengthy topic, thus I decided to post-pone it until the next Monthly Meeting beginning of February. However, since @freghar 's test mod for a medical system adaptation requires us updating to the latest version of ACE3 this topic has become a bit more urgent, as we'd like to start testing already during the hiatus. Therefore I propose the SSgts and Staff go through the entire proposal summarised in the OP and sign-off on it / give feedback via GitHub rather than originally intended via a Monthly Meeting. Deadline for this would be December 17th 2021 so we can roll it out when the hiatus starts. Important to note: this first implementation of the latest ACE3 expansion attempts to preserve the current status quo as much as possible, thus Advanced Vehicle Damage, Weapon Overheating/Cookoff and ACE Fire are disabled. Other settings have been set in line with our existing presets for similar settings. |
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I approve of retaining our current gameplay with the settings for the latest version.
This commit actually implements the changes described in the PR OP. The initial commit only pulled the default values of the latest ACE3 update.
Yeah, I'm not seeing any issues here. |
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I've provided some comments, see what you think.
force ace_fire_enableFlare = false; | ||
ace_fire_enableScreams = true; | ||
force force ace_fire_dropWeapon = 1; | ||
force force ace_fire_enabled = true; |
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Since this is a new feature, my suggestion was to either set ace_fire_dropWeapon = 0
or ace_fire_enabled = false
, neither was implemented.
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Good eye, that was a copy paste mistake on my part in the commit. In the OP I suggested:
// ACE Fire
force force ace_fire_dropWeapon = 1;
force force ace_fire_enabled = false;
Going to fix in the next commit.
force force ace_fortify_markObjectsOnMap = 1; | ||
force force ace_fortify_timeCostCoefficient = 1; | ||
force force ace_fortify_timeMin = 1.5; | ||
force force acex_fortify_settingHint = 1; |
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Shouldn't this be just a change of default, without force force
? .. So that non-eng don't get the notification, but people can change this setting anyway?
force force ace_cargo_loadTimeCoefficient = 5; | ||
ace_cargo_openAfterUnload = 0; | ||
force force ace_cargo_openAfterUnload = 0; |
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Again, this seems like an unnecessary regression to what was previously player-settable.
force force ace_repair_miscRepairRequiredItems = ["ace_repair_anyToolKit"]; | ||
force force ace_repair_repairDamageThreshold = 0.6; | ||
force force ace_repair_repairDamageThreshold_engineer = 0.4; | ||
force force ace_repair_wheelRepairRequiredItems = []; | ||
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// ACE Magazine Repack | ||
ace_magazinerepack_repackLoadedMagazines = true; | ||
force force ace_magazinerepack_repackLoadedMagazines = true; |
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Same here. I would actually be against this change personally, I have it intentionally set to false
, so repacking doesn't empty my weapon, so I'm always ready to shoot.
- various tweaks based on Freghar's latest feedback.
Included Freghar's latest feedback in the new commit b28f44d and updated the OP accordingly. |
@@ -227,19 +422,20 @@ force force ace_medical_statemachine_cardiacArrestTime = 120; | |||
force force ace_medical_statemachine_fatalInjuriesAI = 0; | |||
force force ace_medical_statemachine_fatalInjuriesPlayer = 1; | |||
force force ace_medical_treatment_advancedBandages = 2; | |||
force force ace_medical_treatment_advancedDiagnose = true; | |||
force force ace_medical_treatment_advancedDiagnose = 2; |
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What are 0 1 and 2 in this case? Is 2 true?
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Advanced Diagnose: Checkbox to enable “Check Pulse”, “Check Blood Pressure” and “Check Response” treatment actions, if disabled CPR will only be shown when performing CPR is necessary. This setting is imperative to determining if a patient is unconscious or in cardiac arrest.
How is this a checkbox if it has 0, 1 and 2 as a value? I have to go in game and actually check them out.
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Added suggestions by Seb. Co-authored-by: Seb <[email protected]>
Added suggestions by @Seb105 , pending final review by @Shiny-CNTO and @redteddy we can roll this out. Updating OP accordingly. |
Waiting for answers on my questions then I will review again @JamesTheClarke |
I have already answered it. It's a new third option (“Check Response”) that didn't exist before. thus 2 is neither "false" nor "true" as it used to be.
If you wanna know the current definition of true or false open your game and check the addon options. For more information check the ACE3 wiki: https://ace3mod.com/wiki/feature/medical-system.html#1191-diagnose-medication-and-bandages |
@JamesTheClarke please answer questions on conversation in the conversation and not on the entire pull request. |
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Approved. Left comments in conversations on why and how.
Settings are still subject to change and WIP.
Changelog New ACE3 Settings / Features
For easy reference (so I can copy-paste the settings directly into the cba_settings.sqf file) I'll summarise my preferred implementation. These are mostly based on @freghar 's recommendations below.
ACE Advanced Vehicle Damage
force force
for consistent experienceace_vehicle_damage_enabled
set tofalse
as it requires further testing ACE3 Advanced Vehicle Damage #58ACE Common
ACE Cook off
force force
for consistent experienceACE Dragging
false
- players can enable it if they feel comfortable with the feature but it should be disabled by default as a "weapon safety mode" while dragging.ACE Field Rations
// ACEX Field Rations
to// ACE Field Rations
ACE Fire
force force
for consistent experienceace_fire_enabled
tofalse
as it requires further testing ACE3 Fire #59ACE Fortify
// ACEX Fortify
to// ACE Fortify
acex_fortify_settingHint
andace_fortify_markObjectsOnMap
set toforce force
for consistent experienceacex_fortify_settingHint
to1
- thus fortify budget-change hints only show if you have a fortify tool, non ENGs don't need constant hint pop-ups.ACE Headless
// ACEX Headless
to// ACE Headless
ACE Interaction
force force
for consistent experienceace_interaction_enableGroupRenaming
toforce
- I'm ok to add this temporarily to the latest ACE3 update. However, even with only leaders being able to access I still see more potential for people messing things up / being trolly rather than it solving an actual issue, since in the vast majority of cases Zeus can fix any element name problems on the spot (acts of arma excluded). If this causes people to mess about with the feature during operations I'll call for it to be disabled again.ACE Interaction Menu (Self) - More
ACE Interaction Menu (Self) - Move to Root
ACE Logistics
ace_cargo_openAfterUnload
set toforce force
for consistent experienceace_cargo_enableRename
tofalse
- custom cargo names will be set in the composition and will not need to be reset during the missionace_repair_locationsBoostTraining
totrue
- levels up the existing repair skill by 1 level if near to designated ACE3 repair facility, equivalent to our existing setting forace_medical_treatment_locationsBoostTraining
ACE Magazine Repack
ACE Medical
ace_medical_deathChance
toforce force
for consistent experienceace_medical_enableVehicleCrashes
toforce force
for consistent experienceace_medical_feedback_enableHUDIndicators
toforce force
for consistent experienceace_medical_treatment_advancedDiagnose
to2
- allow players reliably diagnosing death / cardiac arrest via the ACE medical systemace_medical_treatment_clearTrauma
to0
andforce force
to retain current behaviorace_medical_treatment_cprSuccessChanceMax
to0.75
andforce force
to retain current behaviorace_medical_treatment_cprSuccessChanceMin
to0.75
andforce force
to retain current behaviorACE Name Tags
force force
for consistent experienceACE Overheating
ace_overheating_particleEffectsAndDispersionDistance
set toforce force
for consistent experienceace_overheating_cookoffCoef
to0
to retain current behavior, requires further testing ACE3 Overheating & Cookoff (Weapons) #60ACE Sitting
ACE Uncategorized
ACE User Interface
force force
for consistent experienceACE View Distance Limiter
ACE View Restriction
ACE Volume