Arma 3
ACEView
80 Comments
HBAOplus 23 Jun @ 9:02am 
这些数据怎么个看法?怎么判断健康状况呢?
Koriander 14 May @ 1:34pm 
the mod is def interesting, but i would enjoy it even more if you could really see your own Medical-Menu so you could for eg. monitor how new medics work and perform.
STyx2909 2 May @ 11:31pm 
Best MOD for people doing a bit of streaming.
SomeRandomDude  [author] 13 Apr @ 10:06pm 
@Apricot_ale
Thank you for the clarification, I prefer updating the bikey with every release anyways. signature issues should never happen on a main branch release as it bricks the mod for everyone for potentially hours. So I've just setup a personal dedicated server to test those issues before a release. So hopefully they don't happen again.

@Mr. Hunter
Its a bug that I've been working on for awhile, it shouldn't happen often, but It will get fixed eventually.
Apricot_ale 13 Apr @ 10:13am 
There are sometimes comments saying that bikey is broken, but in reality it is a problem with bisign and pbo-packing, and there should be almost no problem even if you do not change the bikey itself. just need packing again and sign again.
Apricot_ale 13 Apr @ 10:13am 
The reason why major mods change their bikey with each release is to avoid compatibility issues when the server uses a new mod and the client uses an old mod.
CBA versioning can be used in the same way for avoid compatibility issue, but the bisign whitelist is more reliable (that can kick diff-version user before in game).
For small mods, the impact of updates is minor, so Bohemia recommends that if the bikey is the same, you can connect to the server even if the version is different.
Changing the key every time is not a big problem, it is simply an indicator of version compatibility.
If you find it troublesome, you don't have to force yourself to update your bikey every time.
Some people use the same bikey for different mods, but this is not recommended.
Hunter 13 Apr @ 9:04am 
Hey, I ran into an issue, and can't see in the comments if anyone else had but when a unit is uncon and they spectate another uncon unit, they couldn't switch it at all throughout the entire game
SomeRandomDude  [author] 12 Apr @ 6:51pm 
Fixed
Tok Tue 12 Apr @ 7:33am 
Please fix the key, Thanks
SomeRandomDude  [author] 10 Apr @ 4:43pm 
@Psycool Sure! I'll send you a friend invite on steam.
Psycool(싸이쿨) 9 Apr @ 9:52pm 
Hello, I'm one of your mod lovers.
I think this Korean translation is surprisingly good, but as someone who translates mods, I would like to improve the translation to make it more natural.
If it's okay, can I contact you?
Im Kreepy 25 Mar @ 12:00pm 
I never knew I needed this mod
rossibonx 13 Mar @ 7:02am 
Could you get this to work for when players are dead also ?
SomeRandomDude  [author] 8 Mar @ 4:29pm 
Right now you can only spectate the closest, I plan on adding more spectator options in the future but I've been busy lately.
Trapped In A Bagel 8 Mar @ 11:44am 
Is there a way to change who you're spectating? Or can you only spectate the closest?
SomeRandomDude  [author] 23 Feb @ 9:07am 
Fixed a bunch of logic bugs with the "hide interface" hotkey, and improved closing response time on wakeup. There's also a new 10 second timer before the interface is reopened, to allow time to open other menus.
Sora 21 Feb @ 6:41am 
Wasn't able to test it last night as we had already started playing without it but I just tested it now and its working perfectly fine! Thank you very much :pinkheart: Sorry for the delay
SomeRandomDude  [author] 20 Feb @ 4:17pm 
Just regenerated the keys in a new release, let me know if there's still issues.
Sora 20 Feb @ 3:33pm 
Thanks for trying to fix it! Also not sure if its an issue on my side (e.g. outdated despite repairing/unsub+resub), but after pushing the new update to my server its reporting the mod isn't properly signed with a valid key and kicking us

Can you verify that its properly signed?
SomeRandomDude  [author] 20 Feb @ 2:00pm 
Thank you for the bug report, I just released a quick fix for the pilot blackout thing, but its not as responsive as it should be for a situation like that. I will get a better fix out as soon as I can.
Sora 20 Feb @ 11:21am 
Run into a bug when I blacked out as a pilot (or go unconcious when in zeus) The UI is invisible but still popping up despite being "disabled" via key the side effect of this is that zeus cannot access zeus UI without spamming ESC constantly, and the same for pilots who blackout.. (if they wake up moments before crashing into the ground they have to spam ESC to get controls back)
Fan-f*ckin-tastic.
SomeRandomDude  [author] 19 Jan @ 2:53pm 
Yes, it is.
zeus BLoC 19 Jan @ 1:51pm 
is this a client side mod?
SomeRandomDude  [author] 4 Jan @ 8:12am 
Thank you, ill look into it.
LoneWolf 4 Jan @ 4:12am 
@someRandomDude, ACE ahs a function for the uncon effect ace_mediical_feedback_fnc_effectUnconscious that allows you to enable or disable it
SomeRandomDude  [author] 3 Jan @ 2:40pm 
I've tried to mess with how the black screen is displayed before. I believe its actually a post processing effect and not an actual UI element, so I don't know how easy it would be to disable it. If I find a way to do it I will add an option for that.
PeepeePounder 2 Jan @ 4:02am 
any way to just remove the black screen while unconcious?
SomeRandomDude  [author] 28 Dec, 2024 @ 7:00am 
New update, to add both a config setting and a keybind to disable the interface. I decided to do both because of how awkwardly ACE overrides player control. Just in case one method isn't enough.

ACE will suppress all button inputs (except for ESC) when unconscious. I've been able to work around the button input issue by keeping the dialog open, but hiding all the UI elements. This might be an issue for people who have multiple UI mods, and they should use the other method.
SomeRandomDude  [author] 22 Dec, 2024 @ 10:35pm 
@diwako Sure! I'll see what I can do. I'm also a big fan of your mods! 😃
diwako 22 Dec, 2024 @ 12:15pm 
Possible for a setting or key bind to disable ACEView? Having the issue of it being included in the mod pack and some people want it off or on depending on situation
SomeRandomDude  [author] 17 Dec, 2024 @ 11:44pm 
Just released a new update, should fix the issue with KAT.
New update includes night vision settings for the spectator.
more spectator stuff will be coming after the holidays.
Mushtea 17 Dec, 2024 @ 11:45am 
Hi,

Awsome mod,
Some opinion as PapaSwitch, more Camera Modes would be awesome, I think that most importantly would be a "helmet cam" so that you will see where the players head is really looking and not only players body position/direction. This will help when someone is looking down (and also up) when they are healing you.

Also nice but not quit as important would be a 3rd Person view option for nearby player, or also yourself so that you can look around if possible

Anyways Thanks for your work.

For KAT Medical, I think that there the Cardiac Arrest Timer does not work, but not 100% sure.
SomeRandomDude  [author] 9 Dec, 2024 @ 11:19am 
@PapaSwitch The camera is setup to only show what a spectated unit can see, this is ideal for most milsim groups, but I'll consider adding more camera options in the future. Night vision should be easy though, but I will probably set it up to require the spectated unit to have night vision equipped.

@DeltaPepe I had planned on implementing something like that for a future update! I'll get to it eventually.
PapaSwitch 9 Dec, 2024 @ 6:46am 
Hi there, discovered your mod recently, makes being unconscious so much more tolerable. Any chance to add or make available a change to the camera angle in spectator mode? Also, any chance to add NV capability to spectator mode? Thanks!!
Delta Pepe 9 Dec, 2024 @ 3:38am 
Hey! Awesome mod, my guys loved having it on for an OP.

A question, do you think it would be possible to add a way to cycle through different people when spectating, and not be stuck on only the nearest player? I hope it would not be much work, however I (and my guys) feel would add a *lot* to this.

Thank you, and I appreciate the work in any case! GG
SomeRandomDude  [author] 5 Dec, 2024 @ 1:00pm 
@Luzpo The mod was actually originally designed as a Antistasi extension years ago before becoming its own mod, so yes. And a user already reported earlier that it worked fine on dedicated servers.

@Yethe The mod already supports KAT Medical
Luzpo 5 Dec, 2024 @ 6:45am 
Have you tested it in a dedicated server? and do you think it would work in a highly scripted secenario like antistasi?
Yethe Samartaka 4 Dec, 2024 @ 12:38pm 
KAT Advanced Medical support when?
SomeRandomDude  [author] 2 Dec, 2024 @ 5:43pm 
Just released version 1.2.1

@LoneWolf I appreciate you trying to help but I've just implemented those things myself. I needed to setup the code to use localization strings for the 13 languages the mod supports.
SomeRandomDude  [author] 2 Dec, 2024 @ 4:33pm 
@Illu I couldn't find any way to disable the chat with that mod.
SomeRandomDude  [author] 2 Dec, 2024 @ 12:53pm 
It's designed to work with the ACE mod.
Tigerlover 2 Dec, 2024 @ 8:44am 
This work together with ACE3, or is separate mod?
Illu 2 Dec, 2024 @ 3:18am 
@Illu As far as I know, the only way to disable the text chat is via mission settings. I don't think ACE has a setting to disable it, and I don't think my mod would affect it either. I'f your server has some specific work around to disable it let me know, and I will see what I can do.

@author i think the mod we use to disable chat WHEN unconscious is from GRAD Admin Messages. (Gruppe Adler)
LoneWolf 2 Dec, 2024 @ 1:14am 
If you want it, i can link you to a github where ive made some changes to your code, fx, adding the death timer, using the SpO2 from ace, when it is enabled, instead of just the -0.2 per second and turned off RR for when kat isnt used.
SomeRandomDude  [author] 1 Dec, 2024 @ 1:31pm 
Thanks! ill take a look at it tomorrow.
LoneWolf 1 Dec, 2024 @ 1:07pm 
@SomeRandomDude if you cant find the variable for the cardiac arrest timer, then you can use player getvariable "ace_medical_statemachine_cardiacArrestTimeLeft"
VEKSEL 1 Dec, 2024 @ 9:54am 
Мое почтение за перевод на русский язык)
LoneWolf 1 Dec, 2024 @ 9:45am 
thanks :)
SomeRandomDude  [author] 1 Dec, 2024 @ 9:42am 
Alright, ill see what I can do to improve that, or add a separate timer if there's a player variable I can reference that has it.