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What is C bound to for you?
Were you running with any mods besides ACE and CBA when you tested this?
Ok, thanks for sharing these infos
I've put it into the alpha build: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2960828034
I haven't been able to test this in multiplayer so it would be awesome if someone could. From my singleplayer testing, everything is working as expected and I'm not expecting issues.
As soon as I can confirm everything is working as intended, I will push the update here as well. I don't recommend continuing to use the alpha build as I may push untested updates to it in future.
I highly suspect this will not break with future ACE updates...... hopefully.
I am now instead looking to see if I can achieve the same functionality without acting as an ACE module as to avoid this issue entirely. None of the updates have broken the function of the mod, they've just required it to be recompiled with an updated version number.
Hi, I notice your previous comment saying "I've also restructured/renamed the folders and prefix so the mod acts like an ACE Compat addon. This should allow the mod to function even when ACE updates as long as the update doesn't directly break anything.".
Could you please tell me how to restructure ACE Compat mods, so that they will work as intended even after several updates form ACE? Is there any document?
Strange that it gives errors but still works?
I've also restructured/renamed the folders and prefix so the mod acts like an ACE Compat addon. This should allow the mod to function even when ACE updates as long as the update doesn't directly break anything. Fingers crossed.
As this mod integrates and acts as a component of ACE, every major update, ACE detects the addon was built "for" an older version of ACE and assumes incompatibility. When I have more time, I will have to look into a way of avoiding this error in future.
I plan to merge the changes into here once I've confirmed everything is working correctly and nothing unexpected broke. If anyone happens to be using this in multiplayer; can you confirm all the features are working? You'll find a list of everything that needs to be confirmed in the comments of the ALPHA build.
Even confirming a single feature is helpful.
@Sebaya @Nexus
I don't expect major bugs as I carefully test what I can. Using this version and letting me know any issues or suggestions would be greatly appreciated.
@Geardo I've implemented functionality as you've suggested.
I'm still looking into adding functionality suggested by other people. Feel free to contribute to the github if anyone has some experience with this. Some things don't need much technical skill - @little_andy suggested having optional different effect types when unconscious. The most time consuming part of this is testing the different post-processing effects. I'd prefer multiple different presets for this.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2960828034