Author: acemod
Author Website: https://steamcommunity.com/linkfilter/?url=http://www.ace3mod.com

Requirements: Advanced Combat Environment 3 (ACE 3), Community Base addons A3, RHSGREF

Version: 3.10.2
Signed: Yes

Short description: Adds compatibility between ACE3 and RHS: GREF.

Date: 2017-07-18 23:05


Comments: (0)
Rating:



 



ACE Compat - RHS: GREF

by
acemod


Description:
Adds compatibility between ACE3 and RHS: GREF.


Installation:
To install ACE Compat - RHS: GREF you should use modfolders to keep it seperate from the official game content to prevent issues.
With Arma 3 you can use different ways to set up your modfolders to use custom content you have downloaded.
Please visit the Arma 3 Mod install instructions page for more information about using custom mods and addons in Arma 3.


Included files:
ace_compat_rhs_gref3.pbo


Changelog:
3.10.2

Requires CBA Version 3.3.1 or later and Arma 3 Version 1.72 or later.

This patch fixes a number of bugs from previous ACE3 release and the latest Arma 3 updates, brings smaller enhancements as well as full Chinese Simplified and Chinese Traditional translations incorporated from previously standalone mod!

If you're looking to chat with us be sure to join our public Slack group!

Change Log Summary

ADDED:
Chinese Traditional and Chinese Simplified translations - ?? (#5295)
Japanese translations (#5277, #5280, #5309)
Hellfire N (November - Thermobaric) variant (#5294)
New latitude entry for the map G.O.S N'Djenahoud (#5275)
Refuel support for Tanoa and Malden Fuel Pumps (#5353)

CHANGED:
Taru pods are no longer super-light and can not be dragged or loaded (#5271)
Increased Huron pods interaction range for less arm pain (#5271)
"Join Group" action to show group name (#5287)
Huron pods now have cargo space to match against the Taru counterparts (#5315)
Fuel Canister is now automatically a Refuel object (#5353)

IMPROVED:
Made Cargo holders dynamic to support Cargo on any object (#5274)
Interaction support for Hellfires, now checks for config value instead of weapon class name (#5294)

FIXED:
Refuel nozzle position calculation to support lower vehicles better (#5279)
Repair depends = "0" config entry is now handled correctly (#5283)
RHS compatibility config name for resupply vehicles (#5300)
Cargo canLoad set to scalar, for backwards compatibility with some 3rd party mods (#5306)
Repairing from Huron and Taru pods (#5316)
Spotting scope "GetIn" position no longer requires you to face the scope from the front (#5325)
Cook-off sound effects variants no longer different on different clients (#5335)
Broken font for map GPS display (#5337)
"Open Door" interaction now respects locked doors properly (#5345)
Rally-points will no longer modify canMove variable on spawn allowing actual disabling of moving them (#5347)
Rearm locality, because multiplayer matters (#5307)
One can no longer steal your refuel nozzle and render you incapable of running (#5352)
Vanilla throwing will no longer be used when trying to use Advanced Throwing during reloading (#5336)

3.10.1
Requires CBA Version 3.3.1 or later and Arma 3 Version 1.70 or later.
This release hotfixes a critical bug from previous release. Make sure to take a look at 3.10.0 change log as well.
If you're looking to chat with us be sure to join our public Slack group!
Chnge Log Summary
ADDED:
Malden map data for the most precise shots across the new remade island. (#5297)
FIXED:
Reversed condition wreaking havoc (breaking Advanced Throwing and Goggles). (#5291)

3.10
_Requires CBA Version 3.3.1 or later and Arma 3 Version 1.70 or later._
This release adds many new features, overhauls others, adds rearm compatibility for Jets pylons and more!
If you're looking to chat with us be sure to join our public [Slack group](https://slackin.ace3mod.com)!
## Change Log Summary
**ADDED:**
- Setting for refuel to be able to set the hose length, because sometimes size matters. (#5224)
- Ability to change repair times of vehicles by script or config which allows your funny kart races to remain fun and your realistic convoy operations to remain realistic. (#5205)
- Ability to only add a certain amount of ammunition to a munitions truck because artificial shortage isn't only a thing in marketing. (#5182)
- Support for the Arma 3 1.70 pylon vehicle loadouts and supply actions are now dynamically added. (#5183)
- More objects now support refueling and showing a fuel hose where it wasn't possible before (Fuel barrels, bladders, Huron containers). (#5151)
- Ability to toggle the interaction menu with a keybind (default unbound). Special request by a very cool, one handed ACE3 user. ACE3 becoming more accessible. (#5095)
- Setting to tweak the time of how long a paradrop takes. (#5116)
- Code handlers for detonations (script based triggers) that can be fashionably used to e.g. block an explosive from ... exploding. (#5115)
- New latitude entry for the map Lythium. (#5109)
- Advanced Throwing now uses `setShotParents` (sad Batman) to set the "shooter" and instigator of the scripted grenade throw. (#5052)
- New Zeus Module that adds the ability to direct AI suppression fire to a certain position or unit. (#4977)
- Keybind for quickly mounting a vehicle. (#4931)
- Predicted Line Of Sight Guidance and Overfly Attack Mode for the NLAW launcher. (#4791)
- Eden attributes for cargo vehicles to easily modify vehicle capabilities directly in the editor. (#4780)
- Laser guided Hellfire missiles (K version) - finally. (#4679)
- Ability to add Virtual Arsenal to an object using a Zeus module. (#4576)
- Italian translations (#5193, #5198, #5243, #5268)
- French translations (#5017, #5032, #5040, #5041, #5043, #5079, #5217)
- Japanese translations (#5011, #5133)
- Polish translations (#5008, #5018)
**CHANGED:**
- Use `getUnitTrait` for medics, engineers and explosive specialists for more compatibility and easier changes. (#5246)
- Use correct `TransportX` type for items, because categorizing is important. (#5168)
- Disabled custom aircraft flight model changes. (#5167)
- Lowered minimum speed limiter speed to 5 km/h because slow is smooth. (#5065)
- Expanded Cargo load menu with a list of vehicles to load into so you don't have to play trial and error with the boxes anymore. (#4871)
**IMPROVED:**
- Glass doors and CUP doors can now be open in a stealthy way. (#5226)
- Belt linking now has less duplicated code. (#5206, #5213)
- Update helmet hearing protection with standardized values. (#5146)
- Aircraft configs are now clean. (#5197)
- New cook-off sound effects for more glorious cook-offs and explosions. (#5179)
- Switched 2 permanent PFEH's to EachFrame's. (#5140)
- Map now closes on getting hit. (#5099)
- Spectator Improvements. (#5083)
- Tweaked ACE3 main menu info box. (#5073)
- Use `getPosASLVisual` for icons and camera position. (#5067)
- Frag cleanup and performance improvements. (#5010)
- Updated Sandbags surfaces so you can now deploy them where you couldn't before. (#4971)
- Slightly tweaked overheating for more realistic jam chance and barrel temperature. (#4969)
- Increased maximum distance of attach to vehicle action so you can attach things to big vehicles as well. (#5262)
- Following advice from top tier marketing experts, "Repair Specialists" re-branded themselves into "Advanced Engineers". (#5248)
- 3rd party mods compatibility. (#4713, #5096, #5097, #5145, #5201, #5204)
- Advanced Fatigue minor performance enhancements. (#4887)
**FIXED:**
- Large IEDs didn't like being defused so we forced them to increase the max defuse distance. (#5261)
- 1.70 AA Turrets caused a lot of medical issues. It is now forbidden to drag them. (#5251)
- Pylon weapon is now a valid weapon on Orca/Kasatka (#5250)
- Non-local objects didn't like being raised or lowered, now they do. (#5234)
- IVs being shamefully ignored in patient display. (#5230)
- Ammo count hiding in UAVs. (#5222)
- Zeus remotely controlled units thinking they were players and using player's damage threshold. (#5219)
- `currentThrowable` is not always what it is expected to be, Advanced Throwing now handles that. (#5216)
- Zeus unit and group interactions didn't conform to locality. (#5214)
- Laser pointer unit list now removes the unit when the laser pointer is removed for increased performance. (#5190)
- Zeus teleport players module did not like non-local players either. (#5175)
- Map gestures and map tools properly separated. (#5154)
- Spotting Scope interaction point is no longer elusive. (#5132)
- Refuel nozzle was ignoring objects when being dropped to ground. (#5119)
- Jerry can liked telling about itself to everyone connected, now only tells the server. (#5131)
- Jerry can refuel interactions were fighting each other over priority. (#5107)
- UAV AI no longer cares about G-forces. (#5094)
- Headless Clients liked the idea of teleportation, they are now filtered from the Zeus module. (#5070)
- .338LM API526 now has correct BC G1 value in ATragMX. (#5069)
- FCS vehicles hated initialization and didn't inform other clients about it. (#5063)
- Tagging model cache's numerous disorders. (#5055)
- Weapon on back and holster for large modsets. (#5054)
- Smuggling cargo in locked vehicles no longer possible. (#5049)
- DAGR not showing bearing in mils. (#5047)
- MicroDAGR movement by adding custom `CfgUIGrids` after 1.70. (#5014)
- Advanced Ballistics water vaporisation pressure calculation. (#4956)
- Unarmed sprint to prone animation for Advanced Fatigue. (#4887)
**REMOVED:**
- Custom `CfgAiSkill` config changes. (#5091)
- Custom MFD additions for Comanche. (#5197)
**DOCUMENTATION:**
- Conformed function headers to coding guidelines. (#5255)

v3.9.2
_Requires CBA Version 3.2.1 or later and Arma 3 Version 1.70 or later._
This release provides compatibility with the new Arma 3 Jets DLC release.
If you're looking to chat with us be sure to join our public [Slack group](https://slackin.ace3mod.com)!
## Change Log Summary
**FIXED:**
- Gatling 30mm UBC issue (#5125)
- The Eden pylon magazine fantasy names are "fixed" and are using their realistic counterparts. (#5165)
**REMOVED:**
- The FCS has made its way into vanilla. So we removed it from most vehicles. (#5152)
- The aircraft countermeasure mode switching is now part of vanilla too. So we removed that one as well. (#5163)

v3.9.1
Requires CBA Version 3.2.1 or later.
This release fixes a few small issues for the new Arma 3 release and a number of issues reported by you. Thank you!
If you're looking to chat with us be sure to join our public Slack group at https://slackin.ace3mod.com
Change Log Summary
ADDED:
A new feature to set a name for Slideshows, because each one should be special for you. (#4904)
Add meta data for new community maps and correct latitude. (#4961)
Compatibility for the RHS GREF RKG-3 grenade, thanks to our awesome community. (#4944)
CHANGED:
Hide earplug actions if ace_hearing is disabled. You wouldn't wear them for decorative purposes. (#4913)
Use the new CBA Accessory Functions for Laser mode switching. If they can do that why should we? (#4855)
The new Arma 3 update was all bananas about a location called "bananas". Now we use less fruity names. (#4975)
When adding color mapping for the map gesture function, it could sometimes happen that an error is thrown. And that ain't cool. (#4976)
The ATragMX gun list is now more prone to errors on ACE3 updates. It seems you found it annoying to delete your profile each time we made changes to the list. (Sorry) (#4917)
Medical texts in Korean are now properly translated. (Reds, go together!) (#4897)
Corrected the Katiba's barrel lengths. Because size matters ... at least when shooting ... bullets (#4893)
FIXED:
You were able to lockpick an unlocked vehicle from the inside. Since that doesn't make sense we removed it. (#4985)
An error snuck in when Advanced Ballistics was disabled the range card refused by all means to show wind and lead values. (#4964)
Pilots of fast moving aircraft stopped being little sissies and won't die when taking control of them as Zeus. (#4955)
Weapons with integrated scopes can now be used with Advanced Ballistics again. (Still no quick scopes!) (#4945)
When storing a weapon in the gun bag your character will take better care of the loaded magazine and won't lose it anymore. (#4942)
Being unable to use the medical system on a save game after restarting Arma 3 is now a thing of the past. (#4941)
Fixed an issue with setVariablePublic. (#4938)
Sometimes when editing units in Eden an engineer would suddenly switch his profession to medic and a medic would frankly ridiculously prefer to apply WD-40 to a patient instead of Saline. (#4905)
Fixed an issue where multiple slideshows sub-actions would display on the same position resulting in no one being able t???????o ??????_r??????e?a?_?d�__? ??????t????????h????e????? ??n??a?m????e??s??????? (#4904)
A small amount of codegrease has been applied to the medical code leading to performance improvements. (#4885)
The annoying bug of the audiovisual desync in vehicle and ammo cook off won't annoy you anymore. (#4990)


Initial upload with ACE 3.9.1 RC



- RHSGREF
- Advanced Combat Environment 3 (ACE 3)
- Community Base addons A3


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Tags: Ace,   Compatibility,   Miscellaneous,   Rhs,   Gref