Arma 3 Ace Medical System
2.2.1.3 Contusions Also called bruises, these are the result of a forceful trauma that injures an internal structure without breaking the skin. Blows to the chest, abdomen, or head with a blunt instrument (e.g. A football or a fist) can cause contusions. Sources: bullets, backblast, punches, vehicle crashes, falling. Effects: pain - light, no bleeding. Advanced Combat Environment 3 (ACE 3) When storing a weapon in the gun bag your character will take better care of the loaded magazine and won't lose it anymore. Being unable to use the medical system on a save game after restarting Arma 3 is now a thing of the past. Fixed an issue with setVariablePublic.
Requires the latest version of CBA A3.
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ACE3 is a joint effort by the teams behind ACE2, AGM and CSE to improve the realism and authenticity of Arma 3.
The project is entirely open-source and all contributions are welcome. Feel free to maintain your own custom version, so long as the changes you make are open to the public in accordance with the GNU General Public License (GPLv2).
The mod is built modularly, so almost any included PBO can be easily removed from the configuration. This way, a team can maintain its own tailored version of ACE3 by simply excluding any components they don't need, or those possibly in conflict with other mods. Modules themselves, e.g. the medical system, also include various customization options, allowing mission designers to tweak the overall experience.
Core features
- Brand new 3D interaction/action system
- Performance and reliability framework
- Focus on modularity and customization
- New flexible client and server settings & configuration
- Improved medical system with various levels (basic/advanced) focus on gameplay/realism
- Proper & consistent network-synced weather
- Wind and weather-based ballistics
- Captivity system
- Explosives system, including different trigger types
- Map screen improvements – marker placement and map tools
- Logistics
- Advanced missile guidance and laser designation
Additional features
- Carrying and dragging
- Realistic names for vehicles and weapons
- A fire control system (FCS) for armored vehicles and helicopters
- Realistic ballistics/FCS calculated in C/C++ extensions
- Backblast area and overpressure simulation
- Disposable launchers
- Realistic G-forces
- Vehicle locking
- Realistic night and thermal vision modes
- Magazine repacking
- Realistic weapon overheating mechanic
- Combat deafness (temporary loss of hearing) simulation
- Improved interactions for AARs and ammo bearers
- Adjustable sniper scopes
- No idle animation with lowered weapon
- No talking player avatar
- Jumping over obstacles, climbing over walls and cutting down fences
- Vector, MicroDAGR and Kestrel devices
and much more...
Getting started
ACE3 requires Arma 3 and the latest version of CBA A3. See the following pages for help and information on how to get started with ACE3:
Arma 3 Ace Medical System Problems
Contributing
You can help out with the ongoing development by looking for potential bugs in our code base, or by contributing new features. We are always welcoming new pull requests containing bug fixes, refactors and new features. We have a list of tasks and bugs on our issue tracker on Github. Please comment on issues if you want to contribute with, to avoid duplicating effort.
Contribution guidelines
To contribute something to ACE3, simply fork this repository and submit your pull requests for review by other collaborators. Remember to add yourself to the author array of any PBO you will be editing and the AUTHORS.txt
file; including a valid email address.
Submitting issues and requesting features
Please, use our Issue Tracker to report a bug, propose a feature, or suggest changes to the existing ones. See also:
Testing & building
To help us test the latest development changes, download our master branch (directly, or with git), then assemble a test build:
- Setting up the development environment – step-by-step instructions on how to properly setup and build a version of ACE3 for testing purposes.
Get in touch
Slack | We have a public Slack team that anyone can join. This is where all our developers and contributors hang out and where we make announcements |
You can follow our Twitter account to get updates and various links to guides | |
You can follow our Facebook account to get updates and various links to guides | |
Bohemia Forum | We have a dedicated thread on the Bohemia Forums for the ACE3 project |
License
ACE3 is licensed under the GNU General Public License (GPLv2).
Arma 3 just got real. More realer. Incrementally more realismistic than it was just hours ago.
Three Arma 3 modding teams are merging to create the next iteration of Advanced Combat Environment, ACE3, a close-to-comprehensive rework of Arma 3’s systems and features. ACE has been a mainstay of hardcore Arma for years, it’s essentially the platform that groups like Shack Tactical use as the foundation for their “serious fun” style of play.
I asked ShackTac founder Dslyecxi what excited him about the ACE3 announcement, and he rattled off: “Consolidation of talent, open-source, modular, top devs, that sort of thing. I have confidence they'll deliver a quality product.” Given the history of stuff like Black Mesa, any uber-ambitious modding project gives us a bit of pause even as we applaud its lofty goals. ACE’s track record is excellent, though. And despite the long feature list, the way its announcement is tempered with focus is encouraging. “We are devoted to NOT reinventing the wheel, finding the best solutions, and bringing them to one place, while also fostering a development environment that promotes stability and performance,” developer NouberNou writes on the Arma 3 official forums.
Noubernou says that ACE3’s “initial release goals” will be made playable following Bohemia’s release of the Arma 3 Marksmen DLC. Below, a list of planned features from the team. If you missed it, check out the winners of Bohemia's Make Arma Not War modding competition.
Core features
- Completely new 3D Interaction/Action System
- Performance and reliability framework
- Focus on modularity and customization
- New flexible client and server settings & configuration
- Improved medical system with various levels (Basic/Advanced) focus on gameplay/realism
- Proper & consistent network synced weather
- Wind and Weather Advanced Ballistics
- Captivity System
- Explosives System including different trigger types
- Map screen improvements, marker placement and map tools
- Advanced missile guidance and laser designation
Additional features
- Carrying and dragging
- Realistic names for vehicles and weapons
- Realistic ballistics/FCS calculated in C/C++ extensions
- Backblast and overpressure simulation
- A fire control system for armored vehicles and helicopters
- Disposable launchers
- Realistic G-forces
- Vehicle Locking
- Realistic Night and Thermal vision modes
- Magazine repacking
- Realistic weapon heating
- Combat deafness simulation
- Improved Ragdoll Physics
- Improved interactions for AARs and ammo bearers
- Adjustable sniper scopes
- No Idle Animation with lowered weapon
- No talking player Avatar
- Jumping over obstacles, climbing over walls and cutting down fences
- Vector, MicroDAGR and Kestrel devices