RM/537 J8 MOD REQUEST: ACE Quick Time Events
What is this mod for? (for example: new campaign/faction, replacement of currently approved mod, just a general suggestion/nothing specific planned, etc.)
Rando suggestion
What is this mod, what does it add/fix/replace
Adds quick time events to most loading bar ace interactions (Repair, Rearm, Mag Repack ect. all of what can be customised via CBA
Personal experience if any(tested in editor? experience in other unit?)
Eden
When are you expecting to use this? (deadline, if you have an approved campaign planned for example)(if applicable)
N/A
Is there alternatives for this mod? (mods that fulfill the same role in case this one can't be approved)
None I'm aware of
Which CBA Settings should this start with (if any)Does it have dependencies?
CBA
Is there J6/7 action required before we can use this?
Maybe??
Mod name
Quick time events for ACE3
Mod size on disk
799KB
Link to steam Page
https://steamcommunity.com/sharedfiles/filedetails/?id=3447935220Mod is 100% Clientside players could use or not use at their own will
(I hate formatting)
There is an additional setting that allows unlimited mistakes without resetting QTE progress.
During implementation, please discuss whether or not this makes the mod boon too easy and therefore no-risk vs. keeping some risk from resets.
PR for official reference https://github.com/JLMonck/UNITAF-Server-Settings/pull/10
force force qte_ace_cargo_difficulty = 2;
force force qte_ace_cargo_enable = false;
force force qte_ace_cargo_mustBeCompleted = false;
force force qte_ace_cargo_noTimer = false;
force force qte_ace_cargo_qteType = 1;
force force qte_ace_cargo_resetUponIncorrectInput = false;
force force qte_ace_cargo_tries = 3;
// QTE ACE - Explosives
force force qte_ace_explosives_difficulty = 4;
force force qte_ace_explosives_enable = false;
force force qte_ace_explosives_explodeOnFail = true;
force force qte_ace_explosives_mustBeCompleted = false;
force force qte_ace_explosives_noTimer = true;
force force qte_ace_explosives_qteType = 0;
force force qte_ace_explosives_resetUponIncorrectInput = true;
force force qte_ace_explosives_tries = 1;
// QTE ACE - Magazine Repack
force force qte_ace_magazinerepack_difficulty = 1.47426;
qte_ace_magazinerepack_enable = false;
force force qte_ace_magazinerepack_mustBeCompleted = false;
force force qte_ace_magazinerepack_noTimer = false;
force force qte_ace_magazinerepack_qteType = 1;
force force qte_ace_magazinerepack_resetUponIncorrectInput = true;
force force qte_ace_magazinerepack_tries = 0;
// QTE ACE - Main
force force qte_ace_main_addedWords = "[]";
qte_ace_main_arrowColorDown = [0.67,1,0.67,1];
qte_ace_main_arrowColorLeft = [0.67,0.67,1,1];
qte_ace_main_arrowColorRight = [1,1,0.67,1];
qte_ace_main_arrowColorUp = [1,0.67,0.67,1];
force force qte_ace_main_arrowStyle = "arrowsCharacters";
force force qte_ace_main_bannedWords = "[""coolexample1"",""coolexample2""]";
force force qte_ace_main_debug = false;
force force qte_ace_main_maxLength = 500;
force force qte_ace_main_pendingCharactersDim = true;
force force qte_ace_main_qtePosition = 0;
force force qte_ace_main_soundsCorrect = "ClickSoft";
force force qte_ace_main_soundsLastTry = "vtolAlarm";
force force qte_ace_main_soundsLose = "Simulation_Fatal";
force force qte_ace_main_soundsWin = "3DEN_notificationDefault";
force force qte_ace_main_soundsWrong = "addItemFailed";
// QTE ACE - Medical
force force qte_ace_medical_difficulty = 2.5;
force force qte_ace_medical_enable = false;
force force qte_ace_medical_mustBeCompleted = false;
force force qte_ace_medical_noTimer = false;
force force qte_ace_medical_qteType = 0;
force force qte_ace_medical_resetUponIncorrectInput = false;
force force qte_ace_medical_tries = 3;
// QTE ACE - Overheating
force force qte_ace_overheating_difficulty = 4;
force force qte_ace_overheating_enable = false;
force force qte_ace_overheating_mustBeCompleted = false;
force force qte_ace_overheating_noTimer = true;
force force qte_ace_overheating_qteType = 0;
force force qte_ace_overheating_resetUponIncorrectInput = false;
force force qte_ace_overheating_tries = 5;
// QTE ACE - Rearm
force force qte_ace_rearm_difficulty = 2;
force force qte_ace_rearm_enable = false;
force force qte_ace_rearm_mustBeCompleted = false;
force force qte_ace_rearm_noTimer = false;
force force qte_ace_rearm_qteType = 0;
force force qte_ace_rearm_resetUponIncorrectInput = false;
force force qte_ace_rearm_tries = 3;
// QTE ACE - Repair
force force qte_ace_repair_difficulty = 2;
qte_ace_repair_enable = true;
force force qte_ace_repair_mustBeCompleted = false;
force force qte_ace_repair_noTimer = false;
force force qte_ace_repair_qteType = 1;
force force qte_ace_repair_resetUponIncorrectInput = true;
force force qte_ace_repair_tries = 3;
rundown of settings
Cargo Diabled forced by sever - reasononing boxloader is primary
Explosives Diabled forced by server - reasoning IEDD alredy enhances eod
Mag Repack Enabled not forced clients can disable - reasoning will way settings are difficulty saves about 10% of time (at my not a cracked OSU player skill level)
Medical Diabled forced by server - reasoning medical is alredy a skill based enviroment adding in would lead to more mistakes
Overheating Diabled forced by server -
Rearm Diabled forced by server - reasoning not compatible with our rearm settings
Repair Enabled not forced clients can disable - settings reduce time spent by about 10%
Overall intention is for it to only effect areas where the skill cap of the action is determined by how long the player has to sit waiting for a bar to move. areas where skill is required (medical, EOD, not overheating your gun) are not effected
All QTE will reset after an incorrect input this does not reset the action itself
intention was for around a 10-20% reduction in time spent waiting would like to reviw this with players directly after a 2 months of mod being live
Also could give logi a little more content
2Lt SkullCollector
Approved
