

WIP Roundup #4+blog
Fourth edition of small WIP Roundups - containing note worthy changes that do not warrant seperate blog entries.
ACE Mod is nearing v1.6 Stable, with Release Candidate 2 coming up this Friday!
Your bug reports are now more important than ever!
These changes are included in the next Ongoing Development update.
- Fire does damage to players. #14587
- Fire propagation from Player to Player, Player to AI, AI to Player and All-Objects to Player. refs #14587
- New FX, units that eject out of burning tanks or wheeled APCs are screaming and on fire
- Fixed: Jerrycans are always empty #14593
- Fixed: Vehicle crew was improperly protected since OA, even with vehicledamage and wounds enabled #14667
- Fixed: Default transportMagazines and Weapons for various vehicles
- Fixed: Slingload rope positions for all available choppers #14631
- Fixed: Cargo was broken
- Changed: Firemode selector preference is now realtime adjustable
- Added ability to override stamina class used for units (e.g override civilian behaviour with soldier behaviour etc).
- Added targeting reticule to Mi24_P Gunner for Ataka target selection (Works much like AH64 longbow) - workaround for no movable turret (model problem). #9671
- Added AKM, AKMS and AKMS PBS-1 by RobertHammer
- Added CQB mode to scoped AKs and RPG-7 PGO-7
- Added animated SVD by Maćko and zGuba
- Removed: ACE BI Arty module, only backwards compatibility left and custom damage values.
- Added: ACE_fnc_isBurning, isPilot, and isCrew, each controllable/overridable with object variables
Reminder;
Bug reports, feedback and suggestions, on our Issue Tracker please!


Crew burning FX


