武装突袭3

武装突袭3

Quick time events for ACE3
207 条留言
Sam..26 10 月 20 日 上午 7:02 
Hey! I cant find where the settings for explosives are :D
al-jolani gaming 9 月 17 日 下午 10:28 
I initially wrote this mod off as a haha funny hehe mod but the implementation is just great and adds an extra layer of tension to some scenarios. Great work!
Hoplite 9 月 11 日 上午 4:12 
Ok, strange, I tried the arrow keys but it didn't work. Must be on my part though. Keep it up !
diwako  [作者] 9 月 6 日 上午 11:34 
arrow QTE works with WASD and arrow keys.

For layout support. It is a bit hard as arma gives no option for scripting to know which layout is active. However I have tested it with all Latin character keyboards, as the "oddballs" there are just german and french for some reason. I do not know about non latin keyboard layouts as i do not have one nor know people that have such a keyboard.
Hoplite 9 月 6 日 上午 9:53 
Very good idea !
do you plan to add support for layouts other than qwerty ?
or eventually to add customizable keybinds ? It would be nice to be able to put the QTE on the arrow keys for exemple.
Illu 8 月 26 日 上午 10:03 
iirc you can adjust the difficulty of qte
CadetheDOGGO 8 月 22 日 下午 1:10 
be neat if it was actual QTE events that sped up the progress bar, doing the whole thing usually only gets me a few milliseconds of speed and while it may be a skill issue I would rather get a constant bonus for doing it instead of the current all or nothing
diwako  [作者] 8 月 16 日 下午 1:18 
You will need to script this yourself. CBA settings are versatile but the checkbox is fairly bare bones when it comes to the default value.
Illu 8 月 16 日 下午 12:50 
hello. is there a way to make the default setting for qte_medical to be disabled in client settings?
i know we can set it to disable via server/mission settings but i want to give players the option to choose.
diwako  [作者] 8 月 9 日 上午 4:14 
Check your RPT file to see which function is overwriting the function named "ace_repair_fnc_repair" if it is the QTE mod then it is fine. then the culprit is probably on another spot.

also check for "ace_repair_fnc_addRepairActions" anywhere in your RPT file.
Anatoly Ilyushin 8 月 9 日 上午 4:05 
Apparently, some modification seems to be breaking this, which is strange in itself. Other modules can only be repaired using QTE, but full repair works solely on a timer.
diwako  [作者] 8 月 9 日 上午 4:04 
Full repair is already handled in the mod. Not sure why it does not show up on your end tho. Have you tried just with ACE and this mod to verify?
Anatoly Ilyushin 8 月 9 日 上午 2:39 
Dear Author, please pay attention to this suggestion. My players often like to use the full repair service in just two clicks. I am aware that your system only applies when repairing a specific module, whereas with a full repair people basically do nothing at all. Could you improve this so that players have to put in at least a bit of effort during a full repair?
diwako  [作者] 8 月 4 日 下午 10:35 
I purposely did not try and replace the progress bar function as it for sure has its uses. Also I would not know how to properly make support for a replaced function like that.

If it this is more about just using the QTE functionality in a mod or mission, the code is open source to view, anyone can just call the function as they see fit.
StepanKo 8 月 4 日 下午 5:22 
Love your mod a lot. Would it be hard to add your functionality to `ace_common_fnc_progressBar` functiuon call? That would be awesome for creators.
I am not sure if I can pull this out myself yet...
Anatoly Ilyushin 8 月 2 日 上午 10:33 
Dear author, please compile with CSW. Thank you in advance.
Longshot133 8 月 1 日 上午 11:43 
ahhh gotcha!!!
diwako  [作者] 8 月 1 日 上午 12:55 
Nope. The timer length is the same length as the original ACE action time. It takes it from ace itself, so you would need to make changes to ace for that.
Longshot133 7 月 31 日 下午 4:30 
Is there a way to increase the timer length for certain certain parts like explosives or medical.
diwako  [作者] 7 月 25 日 下午 1:44 
Mod updated. Fix should be live now
diwako  [作者] 7 月 25 日 下午 1:13 
Just checked. Yep there is a file that changed that i did not check properly. Will fix asap
diwako  [作者] 7 月 25 日 下午 12:43 
Thanks for the report. Will take a look later today. I thought i checked if any of the files I am overwriting have changed, tho looks like i missed something here.
Illu 7 月 25 日 上午 10:43 
rearm bug on certain ammunition of AH-64D heli
i think this happened after Jul15 ace update
persists even with qte rearm disabled
tried removing qte_rearm.pbo on the mod, it fixed it

1:29:15 Error in expression < 3, 4, 5, 5, 5, 5, 13, 10] select _idx),
[_unit, _magazineC>
1:29:15 Error position: <select _idx),
[_unit, _magazineC>
1:29:15 Error Zero divisor
1:29:15 File /z/qte_ace/addons/rearm/functions/fnc_takeAmmo.sqf..., line 61
1:29:15 Error in expression < 3, 4, 5, 5, 5, 5, 13, 10] select _idx);
private _sequence = floor >
1:29:15 Error position: <select _idx);
private _sequence = floor >
1:29:15 Error Zero divisor
1:29:15 File /z/qte_ace/addons/rearm/functions/fnc_takeAmmo.sqf..., line 17
diwako  [作者] 7 月 20 日 上午 9:38 
It is meant to be used with ACE medical when it comes to medical items. So if the item works withe ace medical is should work out of the box. You can also submit an error report in the github page (create a new bug issue) to make it a lot easier for me to look at.
benjasinmas 7 月 20 日 上午 9:35 
this didnt work with OPTRE, this break all the medic sistem
SempeR 7 月 15 日 上午 9:41 
Please make work it with trenches, also with gruppe Adler Trenches if it needed, very cool mod
Hatsumi 7 月 14 日 下午 12:30 
did u figure it out @Matekosh? i am trying to make a arrow quick time event for calling in extract for a helldiver mission and i am so lost lol
Matekosh 7 月 11 日 上午 10:44 
No worries about the docs, that link was more than enough :cozybethesda:
Appreciate the help!
diwako  [作者] 7 月 10 日 下午 11:10 
@Matekosh
Yeah you can make your own QTEs using the function "qte_ace_main_fnc_runQTE"
params are here

https://github.com/diwako/qte_ace/blob/master/addons/main/functions/fnc_runQTE.sqf#L11-L23

no documentation because i am lazy
Matekosh 7 月 10 日 下午 9:22 
Hello, I have a question... Can I create quick time events with actions added from the editor using ace_interact_menu_fnc_createAction to an object?

For example, I add an action to hack a laptop, is there any way to add QTE to it and have it execute a custom code on completion?
Jake.ly 5 月 15 日 下午 12:41 
Yes, I was thinking maybe you could make the revive interaction a quick time event. Thanks for answering btw
diwako  [作者] 5 月 15 日 上午 12:55 
Do you mean the official compat mod that disables the medical component in ace? I think that should just work as it removes the interactions and so on for medical things anyways.
Jake.ly 5 月 14 日 上午 11:53 
Hey, love this mod, will you consider making one for the ace no medical?
diwako  [作者] 5 月 6 日 上午 12:31 
just use the spacebar.
Haruko 5 月 5 日 下午 8:47 
for some reason i cant type the "_"
diwako  [作者] 5 月 2 日 上午 12:13 
OH nah, that was not your mistake. I snuck that in as I noticed I also had some media keys on my keyboard, which i never use and thus totally forgot about. Turns out any media key on my keyboard was the number 128 such as the one you have.

Effectively I used my own debug feature to figure that one out, as this key is not documented by the official game documentation.

Either way, that one is fixed now and if someone runs into similar issues, there is a debug feature now to figure that out pretty fast.
FiveF [13FPSGaming] 5 月 1 日 下午 2:01 
Well. It seems to be working now. Apparently Steam didn't download the previous update for me but Arma Launcher showed me the latest date in Last Update.
But after pressing the previously mentioned buttons this is printed: 128: Unknown Key 128 | SHIFT: false | CTRL: false | ALT: false.
Sorry for my mistake...
diwako  [作者] 5 月 1 日 下午 12:21 
Mod updated with debug option.

Please enable the debug setting from the Addon Options menu with the "main" sub menu for this mod. Start a QTE hit the buttons that do not work, close the QTE and paste the results here.
diwako  [作者] 5 月 1 日 上午 9:24 
will push an update today or tomorrow with some debug diagnostic flags. so it is easier to debug these kind of issues.
FiveF [13FPSGaming] 5 月 1 日 上午 9:03 
yeah, latest version. from 28/04/2025.
diwako  [作者] 5 月 1 日 上午 8:12 
Just checked the code. I am ignoring media keys that are documented by BI. Guess there are more, even with the same function then.

are you on the latest version? if yes, i might need to do some debugging with your help to catch all the rouge keys.
FiveF [13FPSGaming] 4 月 30 日 上午 9:32 
Media_Prev, Media_Play_Pause, Media_Next, Volume_Mute, Volume_Down, Volume_Up.
diwako  [作者] 4 月 30 日 上午 8:27 
There are a bunch of keys including (hopefully) all media keys ignored. if not, then please report which keys are not ignored. I recently added some more keys to that ignore like, including the keys F16 to F24.
FiveF [13FPSGaming] 4 月 30 日 上午 6:59 
Multimedia keys should not be taken into account i guess.
diwako  [作者] 4 月 28 日 下午 11:36 
It can be, a dedicated server does not need it as it is all interactions, and only players can do those.
Res 4 月 28 日 下午 9:05 
Heyo, I've been playing around with this mod, and I have to say, I love it.
By chance, is this mod a Client side mod?
diwako  [作者] 4 月 28 日 上午 7:56 
New update
Fix spelling mistakes in word lists
Fix KAM full body stitching
Fix f16 to f24 keys
diwako  [作者] 4 月 28 日 上午 6:06 
I will need help recreating the issue. What are the setting for the QTE mod, which setting are set for ACE medical and KAM?

with default settings I can switch a body part just fine.
Apricot_ale 4 月 28 日 上午 5:40 
The ACE elements are mostly working well, thank you! It's a great mod.
However, KAM's full stitching doesn't seem to work properly yet at before last update (Because it is sewn according to the progress bar regardless of QTE). (sorry I'm not test yet latest update but change log is nothing related about that I think)
Will this be supported in the future or never?
It would be really great if we could shorten the suturing time, which should take more than 60 sec, by using QTE, but currently all the suturing can't be completed unless we wait for the time-up, and done the QTE is just interrupts it. (Other treatments are working fine! Nice!)