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ACE3 v3.14.1 New Settings (Default Values) #57

Merged
merged 4 commits into from
Dec 27, 2021
Merged

ACE3 v3.14.1 New Settings (Default Values) #57

merged 4 commits into from
Dec 27, 2021

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JamesTheClarke
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@JamesTheClarke JamesTheClarke commented Nov 28, 2021

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

// ACE Advanced Vehicle Damage
force force ace_vehicle_damage_enableCarDamage = false;
force force ace_vehicle_damage_enabled = false;
force force ace_vehicle_damage_removeAmmoDuringCookoff = true;

ACE Common

// ACE Common
ace_common_epilepsyFriendlyMode = false;
ace_common_progressBarInfo = 2;
  • Default settings, no adjustments required

ACE Cook off

// ACE Cook off
force force ace_cookoff_enableFire = true;
  • set to force force for consistent experience

ACE Dragging

// ACE Dragging
ace_dragging_dragAndFire = false;
  • set to 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

// ACE Field Rations
force acex_field_rations_affectAdvancedFatigue = true;
force acex_field_rations_enabled = false;
acex_field_rations_hudShowLevel = 0;
acex_field_rations_hudTransparency = -1;
acex_field_rations_hudType = 0;
force acex_field_rations_hungerSatiated = 1;
force acex_field_rations_terrainObjectActions = true;
force acex_field_rations_thirstQuenched = 1;
force acex_field_rations_timeWithoutFood = 2;
force acex_field_rations_timeWithoutWater = 2;
force acex_field_rations_waterSourceActions = 2;
  • ACE3 changed the category name from // ACEX Field Rations to // ACE Field Rations

ACE Fire

// ACE Fire
force force ace_fire_dropWeapon = 1;
force force ace_fire_enabled = false;
force force ace_fire_enableFlare = false;
force force ace_fire_enableScreams = true;
  • all settings set to force force for consistent experience
  • set ace_fire_enabled to false as it requires further testing ACE3 Fire #59

ACE Fortify

// ACE Fortify
force ace_fortify_markObjectsOnMap = 1;
force force ace_fortify_timeCostCoefficient = 1;
force force ace_fortify_timeMin = 1.5;
acex_fortify_settingHint = 1;
  • ACE3 changed the category name from // ACEX Fortify to // ACE Fortify
  • all settings except acex_fortify_settingHint and ace_fortify_markObjectsOnMap set to force force for consistent experience
  • set acex_fortify_settingHint to 1 - thus fortify budget-change hints only show if you have a fortify tool, non ENGs don't need constant hint pop-ups.

ACE Headless

// ACE Headless
force force acex_headless_delay = 15;
force force acex_headless_enabled = false;
force force acex_headless_endMission = 0;
force force acex_headless_log = false;
force force acex_headless_transferLoadout = 0;
  • ACE3 changed the category name from // ACEX Headless to // ACE Headless

ACE Interaction

// ACE Interaction
force ace_interaction_enableGroupRenaming = true;
force force ace_interaction_interactWithTerrainObjects = false;
  • all settings set to force force for consistent experience
  • set ace_interaction_enableGroupRenaming to force - 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) - More
ace_interact_menu_more__ACE_CheckAirTemperature = false;
ace_interact_menu_more__ace_csw_deploy = false;
ace_interact_menu_more__ACE_Equipment = false;
ace_interact_menu_more__ACE_Explosives = false;
ace_interact_menu_more__ace_field_rations = false;
ace_interact_menu_more__ace_fortify = false;
ace_interact_menu_more__ace_gestures = false;
ace_interact_menu_more__ace_intelitems = false;
ace_interact_menu_more__ACE_MapFlashlight = false;
ace_interact_menu_more__ACE_MapGpsHide = false;
ace_interact_menu_more__ACE_MapGpsShow = false;
ace_interact_menu_more__ACE_MapTools = false;
ace_interact_menu_more__ACE_Medical = false;
ace_interact_menu_more__ACE_Medical_Menu = false;
ace_interact_menu_more__ACE_MoveRallypoint = false;
ace_interact_menu_more__ACE_RepackMagazines = false;
ace_interact_menu_more__ace_sandbag_place = false;
ace_interact_menu_more__ACE_StartSurrenderingSelf = false;
ace_interact_menu_more__ACE_StopEscortingSelf = false;
ace_interact_menu_more__ACE_StopSurrenderingSelf = false;
ace_interact_menu_more__ACE_Tags = false;
ace_interact_menu_more__ACE_TeamManagement = false;
ace_interact_menu_more__ace_zeus_create = false;
ace_interact_menu_more__ace_zeus_delete = false;
ace_interact_menu_more__acex_sitting_Stand = false;
ace_interact_menu_more__ACRE_Interact = false;
ace_interact_menu_more__acre_sys_zeus_playerEars = false;
ace_interact_menu_more__acre_sys_zeus_remoteEars = false;
  • Default settings, no adjustments required

ACE Interaction Menu (Self) - Move to Root

// ACE Interaction Menu (Self) - Move to Root
ace_interact_menu_moveToRoot__ACE_Equipment__a3aa_chestpack_onBack = false;
ace_interact_menu_moveToRoot__ACE_Equipment__a3aa_chestpack_onChest = false;
ace_interact_menu_moveToRoot__ACE_Equipment__a3aa_chestpack_swapPacks = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ace_atragmx_open = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ace_attach_Attach = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ace_attach_Detach = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ACE_CheckDogtags = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ACE_Chemlights = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ace_dagr_menu = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ace_dagr_menu__ace_dagr_toggle = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ace_goggles_wipeGlasses = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ace_gunbag_actions = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ace_gunbag_actions__ace_gunbag_status = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ace_gunbag_actions__ace_gunbag_weaponOff = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ace_gunbag_actions__ace_gunbag_weaponSwap = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ace_gunbag_actions__ace_gunbag_weaponTo = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ace_huntir_open = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ace_interaction_weaponAttachments = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ace_kestrel4500_open = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ace_kestrel4500_open__ace_kestrel4500_hide = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ace_kestrel4500_open__ace_kestrel4500_show = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ace_microdagr_configure = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ace_microdagr_configure__ace_microdagr_close = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ace_microdagr_configure__ace_microdagr_show = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ace_minedetector_metalDetector = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ace_minedetector_metalDetector__ace_minedetector_activate = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ace_minedetector_metalDetector__ace_minedetector_connectHeadphones = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ace_minedetector_metalDetector__ace_minedetector_deactivate = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ace_minedetector_metalDetector__ace_minedetector_disconnectHeadphones = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ace_mk6mortar_rangetable = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ace_overheating_CheckTemperature = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ace_overheating_CheckTemperatureSpareBarrels = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ace_overheating_CoolWeaponWithItem = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ace_overheating_SwapBarrel = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ace_overheating_UnJam = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ACE_PutInEarplugs = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ace_rangecard_open = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ace_rangecard_open__ace_rangecard_makeCopy = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ace_rangecard_open__ace_rangecard_openCopy = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ace_reload_checkAmmo = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ACE_RemoveEarplugs = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ace_scopes_adjustZero = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ace_scopes_resetZero = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ace_spottingscope_place = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ACE_TacticalLadders = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ace_trenches = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ace_trenches__ace_trenches_digEnvelopeBig = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ace_trenches__ace_trenches_digEnvelopeSmall = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ace_trenches__grad_trenches_digEnvelopeGiant = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ace_trenches__grad_trenches_digEnvelopeLongNameEmplacment = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ace_trenches__grad_trenches_digEnvelopeShort = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ace_trenches__grad_trenches_digEnvelopeVehicle = false;
ace_interact_menu_moveToRoot__ACE_Equipment__ace_tripod_place = false;
ace_interact_menu_moveToRoot__ACE_Equipment__acre_sys_gsa_placeSpike = false;
ace_interact_menu_moveToRoot__ACE_Equipment__acre_sys_gsa_placeSpikeMast = false;
ace_interact_menu_moveToRoot__ACE_Explosives__ACE_Cellphone = false;
ace_interact_menu_moveToRoot__ACE_Explosives__ACE_Place = false;
ace_interact_menu_moveToRoot__ace_gestures__ace_gestures_Advance = false;
ace_interact_menu_moveToRoot__ace_gestures__ace_gestures_CeaseFire = false;
ace_interact_menu_moveToRoot__ace_gestures__ace_gestures_Cover = false;
ace_interact_menu_moveToRoot__ace_gestures__ace_gestures_Engage = false;
ace_interact_menu_moveToRoot__ace_gestures__ace_gestures_Follow = false;
ace_interact_menu_moveToRoot__ace_gestures__ace_gestures_Forward = false;
ace_interact_menu_moveToRoot__ace_gestures__ace_gestures_Freeze = false;
ace_interact_menu_moveToRoot__ace_gestures__ace_gestures_Go = false;
ace_interact_menu_moveToRoot__ace_gestures__ace_gestures_Hold = false;
ace_interact_menu_moveToRoot__ace_gestures__ace_gestures_Point = false;
ace_interact_menu_moveToRoot__ace_gestures__ace_gestures_Regroup = false;
ace_interact_menu_moveToRoot__ace_gestures__ace_gestures_Stop = false;
ace_interact_menu_moveToRoot__ace_gestures__ace_gestures_Up = false;
ace_interact_menu_moveToRoot__ace_gestures__ace_gestures_Warning = false;
ace_interact_menu_moveToRoot__ACE_MapTools__ACE_MapToolsAlignCompass = false;
ace_interact_menu_moveToRoot__ACE_MapTools__ACE_MapToolsAlignNorth = false;
ace_interact_menu_moveToRoot__ACE_MapTools__ACE_MapToolsHide = false;
ace_interact_menu_moveToRoot__ACE_MapTools__ACE_MapToolsShowNormal = false;
ace_interact_menu_moveToRoot__ACE_MapTools__ACE_MapToolsShowSmall = false;
ace_interact_menu_moveToRoot__ACE_Medical__ACE_ArmLeft = false;
ace_interact_menu_moveToRoot__ACE_Medical__ACE_ArmRight = false;
ace_interact_menu_moveToRoot__ACE_Medical__ACE_Head = false;
ace_interact_menu_moveToRoot__ACE_Medical__ACE_LegLeft = false;
ace_interact_menu_moveToRoot__ACE_Medical__ACE_LegRight = false;
ace_interact_menu_moveToRoot__ACE_Medical__ACE_Torso = false;
ace_interact_menu_moveToRoot__ACE_Medical__ACE_Torso__TriageCard = false;
ace_interact_menu_moveToRoot__ACE_TeamManagement__ACE_BecomeLeader = false;
ace_interact_menu_moveToRoot__ACE_TeamManagement__ACE_JoinTeamBlue = false;
ace_interact_menu_moveToRoot__ACE_TeamManagement__ACE_JoinTeamGreen = false;
ace_interact_menu_moveToRoot__ACE_TeamManagement__ACE_JoinTeamRed = false;
ace_interact_menu_moveToRoot__ACE_TeamManagement__ACE_JoinTeamYellow = false;
ace_interact_menu_moveToRoot__ACE_TeamManagement__ACE_LeaveGroup = false;
ace_interact_menu_moveToRoot__ACE_TeamManagement__ACE_LeaveTeam = false;
ace_interact_menu_moveToRoot__ACE_TeamManagement__ACE_RenameGroup = false;
ace_interact_menu_moveToRoot__ACE_TeamManagement__diwako_dui_buddy_buddy_action_team_remove = false;
  • Default settings, no adjustments required

ACE Logistics

// ACE Logistics
force force ace_cargo_enableRename = false;
ace_cargo_openAfterUnload = 0;
force force ace_repair_fullRepairRequiredItems = ["ace_repair_anyToolKit"];
force force ace_repair_locationsBoostTraining = true;
force force ace_repair_miscRepairRequiredItems = ["ace_repair_anyToolKit"];
  • all settings except ace_cargo_openAfterUnload set to force force for consistent experience
  • set ace_cargo_enableRename to false - custom cargo names will be set in the composition and will not need to be reset during the mission
  • set ace_repair_locationsBoostTraining to true - levels up the existing repair skill by 1 level if near to designated ACE3 repair facility, equivalent to our existing setting for ace_medical_treatment_locationsBoostTraining

ACE Magazine Repack

// ACE Magazine Repack
ace_magazinerepack_repackLoadedMagazines = true;
  • Default settings, no adjustments required

ACE Medical

// ACE Medical
force force ace_medical_deathChance = 1;
force force ace_medical_enableVehicleCrashes = true;
force force ace_medical_feedback_enableHUDIndicators = true;
ace_medical_gui_bloodLossColor_0 = [1,1,1,1];
ace_medical_gui_bloodLossColor_1 = [1,0.95,0.64,1];
ace_medical_gui_bloodLossColor_2 = [1,0.87,0.46,1];
ace_medical_gui_bloodLossColor_3 = [1,0.8,0.33,1];
ace_medical_gui_bloodLossColor_4 = [1,0.72,0.24,1];
ace_medical_gui_bloodLossColor_5 = [1,0.63,0.15,1];
ace_medical_gui_bloodLossColor_6 = [1,0.54,0.08,1];
ace_medical_gui_bloodLossColor_7 = [1,0.43,0.02,1];
ace_medical_gui_bloodLossColor_8 = [1,0.3,0,1];
ace_medical_gui_bloodLossColor_9 = [1,0,0,1];
ace_medical_gui_damageColor_0 = [1,1,1,1];
ace_medical_gui_damageColor_1 = [0.75,0.95,1,1];
ace_medical_gui_damageColor_2 = [0.62,0.86,1,1];
ace_medical_gui_damageColor_3 = [0.54,0.77,1,1];
ace_medical_gui_damageColor_4 = [0.48,0.67,1,1];
ace_medical_gui_damageColor_5 = [0.42,0.57,1,1];
ace_medical_gui_damageColor_6 = [0.37,0.47,1,1];
ace_medical_gui_damageColor_7 = [0.31,0.36,1,1];
ace_medical_gui_damageColor_8 = [0.22,0.23,1,1];
ace_medical_gui_damageColor_9 = [0,0,1,1];
force force ace_medical_treatment_advancedDiagnose = 2;
force force ace_medical_treatment_clearTrauma = 0;
force force ace_medical_treatment_cprSuccessChanceMax = 0.75;
force force ace_medical_treatment_cprSuccessChanceMin = 0.75;
  • set ace_medical_deathChance to force force for consistent experience
  • set ace_medical_enableVehicleCrashes to force force for consistent experience
  • set ace_medical_feedback_enableHUDIndicators to force force for consistent experience
  • set ace_medical_treatment_advancedDiagnose to 2 - allow players reliably diagnosing death / cardiac arrest via the ACE medical system
  • set ace_medical_treatment_clearTrauma to 0 and force force to retain current behavior
  • set ace_medical_treatment_cprSuccessChanceMax to 0.75 and force force to retain current behavior
  • set ace_medical_treatment_cprSuccessChanceMin to 0.75 and force force to retain current behavior

ACE Name Tags

// ACE Name Tags
force force ace_nametags_ambientBrightnessAffectViewDist = 1;
  • set to force force for consistent experience

ACE Overheating

// ACE Overheating
force force ace_overheating_cookoffCoef = 0;
force force ace_overheating_coolingCoef = 1;
force force ace_overheating_heatCoef = 1;
force force ace_overheating_jamChanceCoef = 1;
force force ace_overheating_overheatingRateOfFire = true;
ace_overheating_particleEffectsAndDispersionDistance = 3000;
force force ace_overheating_suppressorCoef = 1;
force force ace_overheating_unJamOnSwapBarrel = false;
  • all settings except ace_overheating_particleEffectsAndDispersionDistance set to force force for consistent experience
  • set ace_overheating_cookoffCoef to 0 to retain current behavior, requires further testing ACE3 Overheating & Cookoff (Weapons) #60

ACE Sitting

// ACE Sitting
force force acex_sitting_enable = true;
  • Default settings, no adjustments required

ACE Uncategorized

// ACE Uncategorized
force ace_parachute_failureChance = 0;
force force ace_parachute_hideAltimeter = true;
  • Default settings, no adjustments required

ACE User Interface

// ACE User Interface
force force ace_ui_enableSpeedIndicator = true;
  • set to force force for consistent experience

ACE View Distance Limiter

// ACE View Distance Limiter
ace_viewdistance_enabled = true;
  • Default settings, no adjustments required

ACE View Restriction

// ACE View Restriction
force force acex_viewrestriction_mode = 0;
force acex_viewrestriction_modeSelectiveAir = 0;
force acex_viewrestriction_modeSelectiveFoot = 0;
force acex_viewrestriction_modeSelectiveLand = 0;
force acex_viewrestriction_modeSelectiveSea = 0;
acex_viewrestriction_preserveView = false;
  • Default settings, no adjustments required

ACE Volume

// ACE Volume
acex_volume_enabled = false;
acex_volume_fadeDelay = 1;
acex_volume_lowerInVehicles = true;
acex_volume_reduction = 5;
acex_volume_remindIfLowered = false;
acex_volume_showNotification = true;
  • Default settings, no adjustments required

- overview of default new settings for the upcoming change to ACE3 v3.14.1
@JamesTheClarke JamesTheClarke added the Update Changes to existing features due to mod updates label Nov 28, 2021
@JamesTheClarke JamesTheClarke added this to the v2.3.2 milestone Nov 28, 2021
@JamesTheClarke JamesTheClarke self-assigned this Nov 28, 2021
@JamesTheClarke JamesTheClarke added the Subject to Monthly Meeting Issue affects balance or game-play in a noticeable way and needs CNTO Monthly Meeting approval. label Nov 28, 2021
@JamesTheClarke JamesTheClarke changed the title ACE3 v3.14.1 Default Settings ACE3 v3.14.1 New Settings (Default Values) Nov 28, 2021
@freghar
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freghar commented Nov 28, 2021

Settings to change to retain current ACE behavior

force ace_vehicle_damage_enableCarDamage = false;
force ace_vehicle_damage_enabled = true;
force ace_vehicle_damage_removeAmmoDuringCookoff = true;
  • set all of these to force force, they should probably not differ per mission
  • set ace_vehicle_damage_enabled to false to retain current behavior / compatibility

This feature is interesting, but I'd say we should experiment with it first; it does some AI changes too (allowCrewInImmobile).


force ace_cookoff_enableFire = true;
  • set to force force per other settings in the same category, doesn't make sense to be mission-customizable

ace_dragging_dragAndFire = true;
  • leave this unenforced, but consider setting the default to false (if indeed clients inherit the false) to prevent friendly-fire accidents

force ace_fire_dropWeapon = 1;
force ace_fire_enabled = true;
force ace_fire_enableFlare = false;
ace_fire_enableScreams = true;
  • set ace_fire_enableFlare to force force for consistent experience across missions
  • consider force ace_fire_enabled = false; to retain current behavior
  • consider force force ace_fire_enableScreams = true; for consistent experience

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 force ace_fire_dropWeapon = 0;.


force ace_interaction_enableGroupRenaming = true;
  • consider setting this to force force, doesn't make sense to be mission-customizable - either we trust our players to not abuse it, or we don't

ace_cargo_enableRename = true;
  • consider force force, same reason as above

force ace_medical_deathChance = 1;
force ace_medical_enableVehicleCrashes = true;
  • force force
force ace_medical_treatment_clearTrauma = 1;
  • force force
  • set to 0 to retain current behavior
force ace_medical_treatment_cprSuccessChanceMax = 0.4;
force ace_medical_treatment_cprSuccessChanceMin = 0.4;
  • both force force
  • set both to 0.75 to retain current behavior

force ace_nametags_ambientBrightnessAffectViewDist = 1;
  • consider force force for consistent experience, though it might be cool for some missions if this could be altered

force ace_overheating_cookoffCoef = 1;
force ace_overheating_coolingCoef = 1;
force ace_overheating_heatCoef = 1;
force ace_overheating_jamChanceCoef = 1;
force ace_overheating_overheatingRateOfFire = true;
force ace_overheating_suppressorCoef = 1;
force ace_overheating_unJamOnSwapBarrel = false;
  • all of these to force force, for consistency with other cookoff options and across missions
  • set ace_overheating_cookoffCoef to 0 to disable automatic small arms discharge on overheat, preserving current behavior

force ace_parachute_failureChance = 0;
  • consider force force for consistency

force ace_ui_enableSpeedIndicator = true;
  • either force force this or remove the force, it's a fairly useless triple arrow underneath the soldier stance icon that indicates jogging/sprinting; likely safe to leave player-customizable, or (at least) it doesn't make sense to be mission-customizable

Setting values to consider changing if quick vote is achieved:

ace_repair_locationsBoostTraining
  • to true (presumably same as with boosting medical near medical stations)
ace_medical_treatment_advancedDiagnose
  • consider using 2 to allow players reliably diagnosing death / cardiac arrest via the ACE medical system

@JamesTheClarke
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JamesTheClarke commented Nov 28, 2021

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:

@JamesTheClarke
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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.

redteddy
redteddy previously approved these changes Dec 9, 2021
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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.
@Shadisica
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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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@JamesTheClarke JamesTheClarke Dec 9, 2021

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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 = [];

// 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.
@JamesTheClarke
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JamesTheClarke commented Dec 9, 2021

Included Freghar's latest feedback in the new commit b28f44d and updated the OP accordingly.

redteddy
redteddy previously approved these changes Dec 16, 2021
@@ -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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image

These are the options that reflect 0,1 and 2. 2 sounds the best so I agree :)

Added suggestions by Seb.

Co-authored-by: Seb <[email protected]>
@JamesTheClarke
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Added suggestions by @Seb105 , pending final review by @Shiny-CNTO and @redteddy we can roll this out.

Updating OP accordingly.

@Shiny-CNTO
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Waiting for answers on my questions then I will review again @JamesTheClarke

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JamesTheClarke commented Dec 21, 2021

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.

2 is the new third option, which gives players the ability tell if a player is dead via ACE3 interaction instead of having to rely on meta tactics such as "can they still be dragged?" etc.

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

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@JamesTheClarke please answer questions on conversation in the conversation and not on the entire pull request.
Very hard to follow if we all just reply to the entire PR instead of individual topics.

@Shiny-CNTO Shiny-CNTO self-requested a review December 22, 2021 18:56
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Approved. Left comments in conversations on why and how.

@JamesTheClarke JamesTheClarke merged commit 228d9de into master Dec 27, 2021
@JamesTheClarke JamesTheClarke deleted the v2.3.2 branch December 27, 2021 11:25
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Update ACE3 from v3.13.6 to v3.14.1
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