acemod / ACE3

Open-source realism mod for Arma 3
https://ace3.acemod.org
Other
1.01k stars 737 forks source link

ACE 3 User Interface - Overrides Server Profile Difficulty #6537

Closed BriCro closed 1 year ago

BriCro commented 6 years ago

Arma 3 Version: 1.84 (stable) CBA Version: 3.8.0 (stable) ACE3 Version: 3.12.3 (stable)

Mods:

- CBA_A3
- ace
- ACEX
- RHSUSAF
- RHSAFRF
- ACE COMPAT RHSUSAF
- ACE COMPAT RHSAFRF
- CUP Core
- CUP Terrains
- Project Opfor
- Old but gold Map Pack
- Task_force_Radio
- BackpackOnChest
- Isla Abramia
- Isla Duala
- Island Panthera
- Immersion Cigs
- ILBE Assault Pack
- Enhanced Movement
- Advanced Slingloading 
- NIArms All in One
- Wake Island
- Kunduz, Afghanistan - Fixed Doors
- GSTAVOs M16a2
- US MILITARY MOD
- Military Gear Pack

Description: Since ACE's update bringing its modules and options into CBA (I apologize if this is termed incorrectly), the UI overrides a CUSTOM Difficulty Setup that is in the Dedicated Server Profile.. Specifically a Fade option. The ACE UI is either OFF or ON with no option. Short of removing the PBO from everyone's game of the UI I'm hoping I'm doing this wrong or missing something.

For example: in the Server's Profile (See below) I have the UI so that it fades. The Player's UI appears when in use; Reloading, Grenade Changes, Zeroing etc. Again I suspect that ACE UI setting's override the Server's Profile Difficulty (which is custom).

version=1;
blood=1;
singleVoice=0;
gamma=1;
brightness=1;
maxSamplesPlayed=96;
class DifficultyPresets
{
    class Custom
    {
        class Options
        {
            reducedDamage=0;
            groupIndicators=0;
            friendlyTags=0;
            enemyTags=0;
            detectedMines=0;
            commands=1;
            waypoints=0;
            tacticalPing=0;
            weaponInfo=1;
            stanceIndicator=1;
            staminaBar=0;
            weaponCrosshair=0;
            visionAid=0;
            thirdPersonView=0;
            cameraShake=1;
            scoreTable=1;
            deathMessages=0;
            vonID=1;
            mapContent=0;
            autoReport=0;
            multipleSaves=0;
        };
        aiLevelPreset=3;
    };
    class CustomAILevel
    {
        skillAI=0.75;
        precisionAI=0.40000001;
    };
};

playedKeys[]=
{
    "BIS_EXP_m01.Tanoa_done"
};
sceneComplexity=400000;
shadowZDistance=100;
viewDistance=4000;
preferredObjectViewDistance=2000;
terrainGrid=25;
volumeCD=10;
volumeFX=10;
volumeSpeech=10;
volumeVoN=10;
vonRecThreshold=0.029999999;

Steps to reproduce:

Where did the issue occur?

Thank you

jonpas commented 6 years ago

If Allow Selective UI setting is disabled, it shouldn't touch anything. :thinking:

dedmen commented 6 years ago

Since ACE's update bringing its modules and options into CBA

Relevant changes https://github.com/acemod/ACE3/commit/cd30b09b4f8517ab3f075def26ee0cd4c37e366c#diff-734eeef6bab651bcb11e7788af5d4e9aL20

6459

I don't see anything in there though.

Here is the check @jonpas talked about

https://github.com/acemod/ACE3/blob/05d30c55732b95cfe38d145c738f3fdc227aec18/addons/ui/functions/fnc_setAdvancedElement.sqf#L26

Though

https://github.com/acemod/ACE3/blob/98da86b74d4089bc3403d0b0c0074e6a46ce35d8/addons/ui/XEH_clientInit.sqf#L22 Does set _force.

commy2 commented 6 years ago
 private _force = [true, false] select (GVAR(allowSelectiveUI)); 

That's super awkward. I would have written:

 private _force = GVAR(allowSelectiveUI) > 0;
dedmen commented 6 years ago

@commy2 both are nonsense. allowSelectiveUI is a boolean. Someone got very creative here and used all their brain muscles to make a very obscure and idiotic !

@jonpas you were weird 3 years ago https://github.com/acemod/ACE3/commit/23e2617db8c97868d888b7f9e7e34e70f083b031

jonpas commented 6 years ago

I can claim you are still weird @dedmen! :rofl:

LinkIsGrim commented 1 year ago

Can't reproduce. Haven't seen this since 2019.