Arma 3
Quick time events for ACE3
181 Comments
Hatsumi 7 hours ago 
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 11 Jul @ 10:44am 
No worries about the docs, that link was more than enough :cozybethesda:
Appreciate the help!
diwako  [author] 10 Jul @ 11:10pm 
@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 10 Jul @ 9:22pm 
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 15 May @ 12:41pm 
Yes, I was thinking maybe you could make the revive interaction a quick time event. Thanks for answering btw
diwako  [author] 15 May @ 12:55am 
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 14 May @ 11:53am 
Hey, love this mod, will you consider making one for the ace no medical?
diwako  [author] 6 May @ 12:31am 
just use the spacebar.
Haruko 5 May @ 8:47pm 
for some reason i cant type the "_"
diwako  [author] 2 May @ 12:13am 
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] 1 May @ 2:01pm 
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  [author] 1 May @ 12:21pm 
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  [author] 1 May @ 9:24am 
will push an update today or tomorrow with some debug diagnostic flags. so it is easier to debug these kind of issues.
FiveF [13FPSGaming] 1 May @ 9:03am 
yeah, latest version. from 28/04/2025.
diwako  [author] 1 May @ 8:12am 
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] 30 Apr @ 9:32am 
Media_Prev, Media_Play_Pause, Media_Next, Volume_Mute, Volume_Down, Volume_Up.
diwako  [author] 30 Apr @ 8:27am 
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] 30 Apr @ 6:59am 
Multimedia keys should not be taken into account i guess.
diwako  [author] 28 Apr @ 11:36pm 
It can be, a dedicated server does not need it as it is all interactions, and only players can do those.
Res 28 Apr @ 9:05pm 
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  [author] 28 Apr @ 7:56am 
New update
Fix spelling mistakes in word lists
Fix KAM full body stitching
Fix f16 to f24 keys
diwako  [author] 28 Apr @ 6:06am 
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 28 Apr @ 5:40am 
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!)
diwako  [author] 27 Apr @ 7:32am 
New small update

Fix rounding issue with every tries related setting
Add colors for arrow QTEs
❦dyeness❦ 23 Apr @ 9:01am 
Awesome! This is exactly what I was missing on my server
diwako  [author] 20 Apr @ 11:24pm 
Best report that to ACE directly as planting a bomb is not covered in this mod.
󠀡󠀡 20 Apr @ 4:10pm 
i have a big issue with Ace on Campaign i cant play certain mission like the helicopter mission becuase i need to plant bomb vanilla mode.. etc
diwako  [author] 19 Apr @ 2:15am 
Thanks for the report, fix is pushed. Working on the events next. Just fyi, the normal ACE events are still being fired as before.
Xemio 18 Apr @ 11:16am 
when the fnc is called, also found a bug with ace medical if you packing with this on you can break the quick time events and have them instantly complete if they walk away while packing
diwako  [author] 18 Apr @ 6:58am 
I mean sure, what did you have in mind. When should these events happen?
Xemio 17 Apr @ 6:48pm 
Any chance we can get a fnc that we can hook into, my unit has a custom script that activates an ability and would be kinda cool if we could make it hook into this
diwako  [author] 14 Apr @ 1:14pm 
gonna keep you up your toes, so you never expect what's next (it is mostly bugfixes)
Smok3 14 Apr @ 12:16pm 
Nice mod but daily updates is . . . . . .
Patty 13 Apr @ 2:50pm 
What have I done -_-
diwako  [author] 13 Apr @ 2:03pm 
Added overheating / clear weapon malfunction

Blame Patty for this one!
Rev 10 Apr @ 2:56pm 
Thank you! :luv:
diwako  [author] 10 Apr @ 2:17pm 
Issue found, fix pushed.
diwako  [author] 10 Apr @ 1:31pm 
I know it remains closed if you fail or pressed escape. Will check
Rev 10 Apr @ 12:50pm 
I have just double-checked my ACE Medical Interface settings, can confirm that that it will still remain closed after a medical QTE event. Possibly a bug?
diwako  [author] 10 Apr @ 12:14pm 
Huh, the medical menu should reopen if the ACE settings are set up like that.
Rev 10 Apr @ 12:04pm 
Had the opportunity to try this mod out with a few friends and overall reception is positive. Personally have been enjoying it, only feedback I have is the ACE Medical menu remains closed after a QTE, instead of returning to the menu after the progress bar completes.

Aside from that, amazing mod! :luv:
Soviet Onion 10 Apr @ 8:01am 
damn that was quick thank you
diwako  [author] 10 Apr @ 7:32am 
Fix pushed
diwako  [author] 10 Apr @ 7:29am 
Dang, thanks for the report, fixing it asap.
Soviet Onion 10 Apr @ 6:38am 
arrows broken. latest update changed the default style to characters + arrows, but when i changed it back to just arrows, it no longer shows properly. just a blob of squares
diwako  [author] 9 Apr @ 2:09am 
Another update:

Close inventory on QTE
Fix recursive actions by adding a QTE queue
Fix modded A3 keybinds passing through QTE
diwako  [author] 8 Apr @ 11:21am 
The issue happens if you open/create a dialog on the same frame as the ace interaction menu is still open.
Charles B. Punchington 8 Apr @ 11:12am 
I remember running into that bug with another mod. What was causing it, if you don't mind me asking?