Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

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

Merged
merged 4 commits into from
Dec 27, 2021
Merged
Changes from 1 commit
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
70 changes: 35 additions & 35 deletions cba_settings_userconfig/cba_settings.sqf
Original file line number Diff line number Diff line change
Expand Up @@ -24,9 +24,9 @@ ace_advanced_throwing_showMouseControls = true;
ace_advanced_throwing_showThrowArc = true;

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

// ACE Arsenal
force force ace_arsenal_allowDefaultLoadouts = true;
Expand Down Expand Up @@ -69,7 +69,7 @@ force force ace_cookoff_ammoCookoffDuration = 0.3;
force force ace_cookoff_enable = 0;
force force ace_cookoff_enableAmmobox = true;
force force ace_cookoff_enableAmmoCookoff = true;
force ace_cookoff_enableFire = true;
force force ace_cookoff_enableFire = true;
force force ace_cookoff_probabilityCoef = 0.8;

// ACE Crew Served Weapons
Expand All @@ -80,7 +80,7 @@ force force ace_csw_handleExtraMagazines = true;
force force ace_csw_progressBarTimeCoefficent = 1;

// ACE Dragging
ace_dragging_dragAndFire = true;
ace_dragging_dragAndFire = false;

// ACE Explosives
ace_explosives_customTimerDefault = 30;
Expand All @@ -104,16 +104,16 @@ force acex_field_rations_timeWithoutWater = 2;
force acex_field_rations_waterSourceActions = 2;

// ACE Fire
force ace_fire_dropWeapon = 1;
force ace_fire_enabled = true;
force ace_fire_enableFlare = false;
ace_fire_enableScreams = true;
force force ace_fire_dropWeapon = 1;
force force ace_fire_enabled = true;
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Since this is a new feature, my suggestion was to either set ace_fire_dropWeapon = 0 or ace_fire_enabled = false, neither was implemented.

Copy link
Contributor Author

@JamesTheClarke JamesTheClarke Dec 9, 2021

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

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_fire_enableFlare = false;
force force ace_fire_enableScreams = true;

// ACE Fortify
force ace_fortify_markObjectsOnMap = 1;
force ace_fortify_timeCostCoefficient = 1;
force ace_fortify_timeMin = 1.5;
acex_fortify_settingHint = 2;
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;
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

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?


// ACE Fragmentation Simulation
force force ace_frag_enabled = true;
Expand Down Expand Up @@ -151,11 +151,11 @@ force force ace_hearing_unconsciousnessVolume = 0.4;

// ACE Interaction
force force ace_interaction_disableNegativeRating = true;
force ace_interaction_enableGroupRenaming = true;
force force ace_interaction_enableGroupRenaming = false;
force force ace_interaction_enableMagazinePassing = true;
force force ace_interaction_enableTeamManagement = true;
force force ace_interaction_enableWeaponAttachments = true;
force ace_interaction_interactWithTerrainObjects = false;
force force ace_interaction_interactWithTerrainObjects = false;

// ACE Interaction Menu
ace_gestures_showOnInteractionMenu = 2;
Expand Down Expand Up @@ -305,9 +305,9 @@ ace_interact_menu_moveToRoot__ACE_TeamManagement__diwako_dui_buddy_buddy_action_

// ACE Logistics
force force ace_cargo_enable = true;
ace_cargo_enableRename = true;
force force ace_cargo_enableRename = false;
force force ace_cargo_loadTimeCoefficient = 5;
ace_cargo_openAfterUnload = 0;
force force ace_cargo_openAfterUnload = 0;
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Again, this seems like an unnecessary regression to what was previously player-settable.

force force ace_cargo_paradropTimeCoefficent = 2.5;
force force ace_rearm_distance = 20;
force force ace_rearm_level = 1;
Expand All @@ -323,14 +323,14 @@ force force ace_repair_engineerSetting_repair = 1;
force force ace_repair_engineerSetting_wheel = 0;
force force ace_repair_fullRepairLocation = 3;
force force ace_repair_fullRepairRequiredItems = ["ace_repair_anyToolKit"];
force force ace_repair_locationsBoostTraining = false;
force force ace_repair_locationsBoostTraining = true;
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;
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

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.

force force ace_magazinerepack_timePerAmmo = 1.5;
force force ace_magazinerepack_timePerBeltLink = 8;
force force ace_magazinerepack_timePerMagazine = 2;
Expand Down Expand Up @@ -375,11 +375,11 @@ force force ace_medical_bleedingCoefficient = 0.8;
force force ace_medical_blood_bloodLifetime = 600;
force force ace_medical_blood_enabledFor = 2;
force force ace_medical_blood_maxBloodObjects = 100;
force ace_medical_deathChance = 1;
force ace_medical_enableVehicleCrashes = true;
force force ace_medical_deathChance = 1;
force force ace_medical_enableVehicleCrashes = true;
force force ace_medical_fatalDamageSource = 1;
force force ace_medical_feedback_bloodVolumeEffectType = 2;
ace_medical_feedback_enableHUDIndicators = true;
force force ace_medical_feedback_enableHUDIndicators = true;
force force ace_medical_feedback_painEffectType = 2;
force force ace_medical_fractureChance = 0;
force force ace_medical_fractures = 0;
Expand Down Expand Up @@ -422,20 +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 = 1;
force force ace_medical_treatment_advancedDiagnose = 2;

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

What are 0 1 and 2 in this case? Is 2 true?

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

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.

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

image

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

force force ace_medical_treatment_advancedMedication = true;
force force ace_medical_treatment_allowBodyBagUnconscious = false;
force force ace_medical_treatment_allowLitterCreation = true;
force force ace_medical_treatment_allowSelfIV = 1;
force force ace_medical_treatment_allowSelfPAK = 0;
force force ace_medical_treatment_allowSelfStitch = 0;
force force ace_medical_treatment_allowSharedEquipment = 0;
force ace_medical_treatment_clearTrauma = 1;
force force ace_medical_treatment_clearTrauma = 0;
force force ace_medical_treatment_consumePAK = 0;
force force ace_medical_treatment_consumeSurgicalKit = 0;
force force ace_medical_treatment_convertItems = 0;
force ace_medical_treatment_cprSuccessChanceMax = 0.4;
force ace_medical_treatment_cprSuccessChanceMin = 0.4;
force force ace_medical_treatment_cprSuccessChanceMax = 0.75;
force force ace_medical_treatment_cprSuccessChanceMin = 0.75;
force force ace_medical_treatment_holsterRequired = 0;
force force ace_medical_treatment_litterCleanupDelay = 600;
force force ace_medical_treatment_locationEpinephrine = 0;
Expand All @@ -459,7 +459,7 @@ force force ace_medical_treatment_woundReopenChance = 1;
force force ace_medical_treatment_woundStitchTime = 5;

// ACE Name Tags
force ace_nametags_ambientBrightnessAffectViewDist = 1;
force force ace_nametags_ambientBrightnessAffectViewDist = 1;
ace_nametags_defaultNametagColor = [0.77,0.51,0.08,1];
ace_nametags_nametagColorBlue = [0.67,0.67,1,1];
ace_nametags_nametagColorGreen = [0.67,1,0.67,1];
Expand All @@ -485,21 +485,21 @@ force force ace_nightvision_noiseScaling = 0.3;
force force ace_nightvision_shutterEffects = true;

// ACE Overheating
force ace_overheating_cookoffCoef = 1;
force ace_overheating_coolingCoef = 1;
force force ace_overheating_cookoffCoef = 0;
force force ace_overheating_coolingCoef = 1;
force force ace_overheating_displayTextOnJam = true;
force force ace_overheating_enabled = true;
force ace_overheating_heatCoef = 1;
force ace_overheating_jamChanceCoef = 1;
force force ace_overheating_heatCoef = 1;
force force ace_overheating_jamChanceCoef = 1;
force force ace_overheating_overheatingDispersion = true;
force ace_overheating_overheatingRateOfFire = true;
force force ace_overheating_overheatingRateOfFire = true;
ace_overheating_particleEffectsAndDispersionDistance = 3000;
ace_overheating_showParticleEffects = false;
ace_overheating_showParticleEffectsForEveryone = false;
force ace_overheating_suppressorCoef = 1;
force force ace_overheating_suppressorCoef = 1;
force force ace_overheating_unJamFailChance = 0.1;
force force ace_overheating_unJamOnreload = false;
force ace_overheating_unJamOnSwapBarrel = false;
force force ace_overheating_unJamOnSwapBarrel = false;

// ACE Pointing
force force ace_finger_enabled = true;
Expand Down Expand Up @@ -583,7 +583,7 @@ force force ace_ui_allowSelectiveUI = false;
ace_ui_ammoCount = false;
ace_ui_ammoType = true;
ace_ui_commandMenu = true;
force ace_ui_enableSpeedIndicator = true;
force force ace_ui_enableSpeedIndicator = true;
ace_ui_firingMode = true;
ace_ui_groupBar = false;
ace_ui_gunnerAmmoCount = true;
Expand Down