A major aspect of the ACE team policy is that we strive to make our mod easy to interoperate with.
A large number of mod and addon makers will find their products are already ACE-compatable.
For those that are not, in many cases some simple changes can make the product work well with ACE.
To help others in verifying or altering their code to be ACE compatible, here are some details you should know about.
Please see ACE_Features_for_3rd_Party_Addons for information on how to support ACE features on 3rd party addons.
Also see API, Compatible mod and Tracking Problems.
Techniques to use
ACE follows and keeps the original class inheritance tree in tact. Any so called override mod like Soundmods, Texture packs, weapon/unit replacements, should do the same.
CBA. Specific features to note:
- eXtended Event Handler system
Using XEH allows for multiple packages to process an event without worrying about exclusion issues. - Require ACE in your Mission
Techniques to avoid
- setVehicleInit. This call has proven to be troublesome, so use of CBA_fnc_globalEvent is preferred.
