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Simon C
Jan 19 2010, 16:46
A question:

How are the ear plugs supposed to work, do i just equip them and thats it or do i have to enable them somehow?

I'm asking because i keep getting ear ringing when have them equipped, sometimes after 20+ rounds other times after 100+ but the ringing->hear loss will come.

Should just have them in your inventory, then select them from the action menu. That's all I have to do to get them working. :)

JW Custom
Jan 19 2010, 16:48
Should just have them in your inventory, then select them from the action menu. That's all I have to do to get them working. :)

Yeah someone mentioned that i should activate them from the action menu like with the IR strobe but i don't get any action for it :confused:

DMarkwick
Jan 19 2010, 16:54
Made a ticket. (http://dev-heaven.net/issues/show/8294)

Vote yay or nay :)

[=SFLR=]DK
Jan 19 2010, 17:01
A question:

How are the ear plugs supposed to work, do i just equip them and thats it or do i have to enable them somehow?

I'm asking because i keep getting ear ringing when have them equipped, sometimes after 20+ rounds other times after 100+ but the ringing->hear loss will come.

both but it will only work if you have added your name in the ACE clientside config, then you add them to your self this addweapon "ACE_earplugs" then go on to the action menu and the command will be there

lol nevermind bad timing lol

Simon C
Jan 19 2010, 17:08
Yeah someone mentioned that i should activate them from the action menu like with the IR strobe but i don't get any action for it :confused:


DK;1549021']both but it will only work if you have added your name in the ACE clientside config, then you add them to your self this addweapon "ACE_earplugs" then go on to the action menu and the command will be there

lol nevermind bad timing lol

What he said. :)

JW Custom
Jan 19 2010, 17:09
DK;1549021']both but it will only work if you have added your name in the ACE clientside config, then you add them to your self this addweapon "ACE_earplugs" then go on to the action menu and the command will be there

lol nevermind bad timing lol

Thanks that did it :cool:

Manzilla
Jan 19 2010, 17:49
You sure? I wanted them and kestrel and some other stuff but i never found any of them in a box.

Red Spar: Your right about the positive/negative G's. Black out when pulling and red out when pushing. Blood away from the brain, and blood to the brain.

Ahhh maybe not. It could be I just remember seeing them in the gear menu. To be honest, I can't remember. What would be great is to see a dedicated ACE2 equipment crate with all the glass, masks, ear plugs, etc. I think someone already opened a ticket for that suggestion. I'm sure it's on their to do list.

[=SFLR=]DK
Jan 19 2010, 18:48
Hi, im trying to make a drag bag but i need your help ace mod pls, i dont want to just post a ticket just to see nothing happen, PM me if you can help or reply here thanks, im not after much 1 item and help with the config, i would like to have it used in ace mod so the reason im posting here:)

Pyrodox
Jan 19 2010, 19:09
Just wondering about the sizes of the rucks... Mine don't seem to display the actual ruck size when I select them from the ruck box, they all seem to say 8000cc. Then when I equip it they seem much larger than they should be. The VTAC Rush for instance gives me 80,000cc when in real life they can only hold a little more than 33,900cc. Is this intended, or is it something still being tweaked?

Manzilla
Jan 19 2010, 19:40
DK;1549103']Hi, im trying to make a drag bag but i need your help ace mod pls, i dont want to just post a ticket just to see nothing happen, PM me if you can help or reply here thanks, im not after much 1 item and help with the config, i would like to have it used in ace mod so the reason im posting here:)

You need to contact them over at the Dev Heaven site. That's will give you the best luck. They'll probably miss this post here.

Sounds cool though, good luck.

---------- Post added at 02:40 PM ---------- Previous post was at 02:38 PM ----------


Just wondering about the sizes of the rucks... Mine don't seem to display the actual ruck size when I select them from the ruck box, they all seem to say 8000cc. Then when I equip it they seem much larger than they should be. The VTAC Rush for instance gives me 80,000cc when in real life they can only hold a little more than 33,900cc. Is this intended, or is it something still being tweaked?

Pryodox, I noticed that to. This is something that should be added to the bug tracker on the ACE2 DH site. There may be a ticket already about it though.

Again, you guys may not want to post this stuff here but at the DH site. It's too hard for the devs to keep up with stuff in this thread.

Cescollino
Jan 19 2010, 20:05
i did the last update and .. what happened to little birds?? they r disappared!:confused:

[=SFLR=]DK
Jan 19 2010, 20:09
yer i tried that before but i think it just gets pushed aside, well i have a drag bag modeled in 3ds (atm) no texture no shoulder straps im happy to share it,

Simon C
Jan 19 2010, 20:10
i did the last update and .. what happened to little birds?? they r disappared!:confused:

Yep, they're going to put them back in when there is more SOAR stuff. Apparently this will be soon.

Alex72
Jan 19 2010, 20:26
I blacked out as i pilot. Is that new or was i exposed to a bug just there and then? I did pull some G's but not anything a jet pilot wouldnt eat for breakfast. :)

maturin
Jan 19 2010, 20:48
i did the last update and .. what happened to little birds?? they r disappared!:confused:

Are they gone from the editor too? I noticed they aren't in the Armory or Mission Wizard.

Edit: special grenades still can't be accessed via F.

Simon C
Jan 19 2010, 20:53
Are they gone from the editor too? I noticed they aren't in the Armory or Mission Wizard.

Edit: special grenades still can't be accessed via F.

They are temporarily removed from the editor. Please be patient and await their return with more content included.

Special grenades can be accessed by F, I used them just earlier today. Please submit a bug report on DevHeaven. Thankyou.

maturin
Jan 19 2010, 21:20
They are temporarily removed from the editor. Please be patient and await their return with more content included.

Special grenades can be accessed by F, I used them just earlier today. Please submit a bug report on DevHeaven. Thankyou.

Do I need to register to submit bugs?

Manzilla
Jan 19 2010, 21:25
Do I need to register to submit bugs?

Yes sir.

[=SFLR=]DK
Jan 19 2010, 21:27
just out of intrest, dose any one AI group members get injured when dismounting a helo when using ACE wounding sys where the helo is a little to high? and has anyone got the ace map module to work?

Hbomber110
Jan 19 2010, 21:46
I blacked out as i pilot. Is that new or was i exposed to a bug just there and then? I did pull some G's but not anything a jet pilot wouldnt eat for breakfast. :)

you have not read the wiki :cool:

JuggernautOfWar
Jan 19 2010, 22:26
When I try to deploy a sandbag it always says "there is no sand". How do I acquire sand to fill them with?

Or is there a way to get non-empty sandbags from the sandbag crate? That'd be nice.

maturin
Jan 19 2010, 22:38
DK;1549251']just out of intrest, dose any one AI group members get injured when dismounting a helo when using ACE wounding sys where the helo is a little to high? and has anyone got the ace map module to work?

Wounds on helo dismount were a problem in vanilla. I've barely played a single game of SecOps without losing a man.

Alex72
Jan 19 2010, 22:41
you have not read the wiki :cool:
Yes i have. If you have any other info please share.

Wiki:
Pilots have training and special equipment to better handle the stress of g-forces during flight. Non-pilots must be more carefull during maneuvers. Excessive g-forces can effect your vision, cause you to black-out / red-out, or even lose conciousness.

I am a pilot.

Hbomber110
Jan 19 2010, 22:48
Deleted

keimosabe
Jan 20 2010, 00:15
Anyone else notice that the one little bird that was available in the editor via ACE is now gone and when you do anything with one you have in a mission it now becomes a "steerable" parachute?

I just updated Monday and today noticed this....

It's not a big deal, I can always go back and load up the "little birds" mod, I was just wondering if anyone knew why they removed it from ACE

Smurf
Jan 20 2010, 00:21
Anyone who can read at least 1 page back know why their are missing ;)









Waiting for SOAR equip.

DMarkwick
Jan 20 2010, 00:21
Anyone else notice that the one little bird that was available in the editor via ACE is now gone and when you do anything with one you have in a mission it now becomes a "steerable" parachute?

I just updated Monday and today noticed this....

It's not a big deal, I can always go back and load up the "little birds" mod, I was just wondering if anyone knew why they removed it from ACE

Because it's not realistic to use it yet.

Yeah, I know :)

maturin
Jan 20 2010, 00:58
I blacked out as i pilot. Is that new or was i exposed to a bug just there and then? I did pull some G's but not anything a jet pilot wouldnt eat for breakfast. :)

Occasionally it seems to kick in too early, like at the beginning of a fast acrobatic turn without warning. But usually you can do Immelmans all day without any problems. The other pilot on here said it was erratic.

AnimalMother92
Jan 20 2010, 01:03
oh cmon we dont really need MOAR SOAR stuff to justify having the Little Birds. I'm all for adding some nice supped up Blackhawks or Chinooks (a MH-60L DAP would be badass), but taking out the Little Birds was kinda silly imo. I mean we have the US Army faction with US Army Special Forces so it makes perfect sense.

keimosabe
Jan 20 2010, 01:25
Anyone who can read at least 1 page back know why their are missing ;)


Waiting for SOAR equip.

Gotcha!:yay:

Jax_2009
Jan 20 2010, 02:03
Why not replace the normal H-60 models with Dukes H-60's

http://www.armaholic.com/page.php?id=7356

I think these are much more realistic.

Binkowski
Jan 20 2010, 02:03
Why not replace the normal H-60 models with Dukes H-60's

http://www.armaholic.com/page.php?id=7356

I think these are much more realistic.

I could of sworn there was a ticket for this. But maybe I'm wrong. (no sarcasm seriously.)

[=SFLR=]DK
Jan 20 2010, 02:06
yer there some weired things going on like i wanted to add a few rucks and a radio to my group and AI keeps droping them, :eek:WTF:confused:

EDIT cause also the map module don´t work either all i get is a black back round

EDIT 2 - Originally Posted by Jax_2009
Why not replace the normal H-60 models with Dukes H-60's

http://www.armaholic.com/page.php?id=7356

I think these are much more realistic.

OH S$%T that would solve the SP fast rope problem:yay:

AnimalMother92
Jan 20 2010, 02:07
oh wait wasnt that the ticket heading for the bermuda triangle? i swear i saw it too...

http://i139.photobucket.com/albums/q295/macmeister92/Bermuda_Triangle-1.png?t=1263956838

:p

Baz
Jan 20 2010, 02:08
Why not replace the normal H-60 models with Dukes H-60's

http://www.armaholic.com/page.php?id=7356

I think these are much more realistic.

because those are different airframes in the blackhawk family. If anything they should be added, not replacing anything.

A_Blunt_Rifle
Jan 20 2010, 02:14
I Noticed that even after your corpsman heals you after being wounded, a blurr effect happens every 10-15 seconds as well as pain effect where it flashes red as well as the blur. How would i get rid of those effect or say heal myself further? and also i noticed that one of my soldiers keep falling down dead, and his icon disappears from the lower left, but after about 20 - 30 seconds he stands back up and rejoins the group is this a bug? and if not how to i get him to quit passing out?

scubaman3D
Jan 20 2010, 02:15
As a note, if we added every piece of equipment, every weapon, every vehicle and unit that has proposed at dev-heaven, the mod would become unmanageably huge and way out of scope.

I understand everybody has their favorites and we all have insatiable appetites for the tacti-cooliest gear, but it just aint all going to happen...

[=SFLR=]DK
Jan 20 2010, 02:21
As a note, if we added every piece of equipment, every weapon, every vehicle and unit that has proposed at dev-heaven, the mod would become unmanageably huge and way out of scope.

I understand everybody has their favorites and we all have insatiable appetites for the tacti-cooliest gear, but it just aint all going to happen...

well i get a 404 so cant see the page ur on about at Dev, any way maybe get some votes in idk top 5 get made and that be tht?

RacingLad
Jan 20 2010, 02:33
Are there any plans to swap the AK-107 for the AK-74M for the Russian forces... I mean, A.C.E. stands for realism, right?

Manzilla
Jan 20 2010, 03:39
DK;1549402']yer there some weired things going on like i wanted to add a few rucks and a radio to my group and AI keeps droping them, :eek:WTF:confused:

EDIT cause also the map module don´t work either all i get is a black back round

EDIT 2 - Originally Posted by Jax_2009
Why not replace the normal H-60 models with Dukes H-60's

http://www.armaholic.com/page.php?id=7356

I think these are much more realistic.

OH S$%T that would solve the SP fast rope problem:yay:
Just use norrins new example mission in his Fast Rope thread. It works beautifully for SP too. It can be used with different heli's too.

Adukes would be nice though

---------- Post added at 10:35 PM ---------- Previous post was at 10:34 PM ----------


Are there any plans to swap the AK-107 for the AK-74M for the Russian forces... I mean, A.C.E. stands for realism, right?

I'm sure it will be added. They are going to expand the Russian section but first things first. Get the beta's done.

---------- Post added at 10:39 PM ---------- Previous post was at 10:35 PM ----------


As a note, if we added every piece of equipment, every weapon, every vehicle and unit that has proposed at dev-heaven, the mod would become unmanageably huge and way out of scope.

I understand everybody has their favorites and we all have insatiable appetites for the tacti-cooliest gear, but it just aint all going to happen...

To be honest I'm not sure why everybody keeps asking for already released stuff that's already compatible with ACE2 to be added. As long as the author keeps the content up to date it will work just the same. It's ridiculous to ask for all this stuff, it makes no sense. Or they could just go to said author and ask him to contact ACE2 about adding an ACEX version. If those authors were pestered it would surely be added faster.

Just a thought.

jasonnoguchi
Jan 20 2010, 03:57
Yup, I don't understand why everyone wants contents made by other authors to be "added to ACE" at all. There is no need to as long as there are no conflicts between the mods. It makes no sense for ACE to simply become a collection of other people's mod. ACE should have their own direction and flavor.

Fenix16
Jan 20 2010, 04:05
Which helo's have the ability to toggle thermal imaging with the "T" key?

Baz
Jan 20 2010, 04:15
I don't see anything wrong with addon creators tailoring their addons into ACE, take PLA units for example? should we not be able to have same effect with other mods? RHS? UKF? BW mod? FDF mod? CSLA? ETC... If players can pick what addons they want to use to complement ACE I say go for it. In an ideal world ACE would have everything imaginable in it, but the world is not ideal and one solution is modular addon packs or addon folders.

You say the sheer size of ACE would be too big if you add everything everybody wants. While that holds some merit, it is still feasible to make modules like you have done for PLA and ACEX, etc. This is only reasonable solution I can think of.

Alderman
Jan 20 2010, 04:35
Mission makers and server operators can decided on what content they want in their missions., Its thats simple. Adding more good content allows more consistency for many people int he community, and doesn't create more issues of having people download extra content just to play on this server or that server etc. That is not including the headache for those of us who try to keep things fair and fight the battle vs exploiters by having signature checks.

AnimalMother92
Jan 20 2010, 04:45
the more quality content that's in ACE, the more options mission makers have, and the less separate addons people need to download.

Murklor
Jan 20 2010, 04:51
Yup, I don't understand why everyone wants contents made by other authors to be "added to ACE" at all. There is no need to as long as there are no conflicts between the mods. It makes no sense for ACE to simply become a collection of other people's mod. ACE should have their own direction and flavor.
There is thing called being "user friendly". In particular for server admins. Its much easier with a single package than 100 different.

To me the joining of mods is always better. How many HQ mods exist that are barely played? I dont even dare to count. The problem with having your own direction and flavor is that it takes its own time... Yet the game has a limited lifetime.

jasonnoguchi
Jan 20 2010, 05:07
To me, the ArmA2 modding community should be a free and dynamic one, not a monopolised one. I am sure the ACE2 team didn't strike out to create a monopoly. There will always be more interesting and specialised mods being released everyday and mod makers derive their satisfaction from people appreciating them for their work directly. It is definitely not the job of the ACE2 team to keep tabs on all of these mods and then suck them all in. In fact, not every mod maker wants their work being incorporated into someone else's mod too. Yes, its more convenient to have everything in one package for players and servers but who is to say that something you find really great is something someone else would totally agree as being equally good? greatness lies in the eyes of the beholder. I am still for the idea that people get to choose which "great mod" they want play along with ACE instead of being forced on them by incorporating it into ACE.

Scubaman said it best:

I understand everybody has their favorites and we all have insatiable appetites for the tacti-cooliest gear, but it just aint all going to happen...

Everyone has their own idea of what is "cool" and trying to put every piece of "cool" thing into ACE is just impractical, not to mention the equally same number of people who would NOT think something is as cool as you think it is. Everyone has their own preferences, let mod playing be in the spirit of what it is designed to be... freedom, choice.

I would be bored and disappointed if the day comes where the only mod playable in ArmA2 is ACE2.

maturin
Jan 20 2010, 05:15
Are there any plans to swap the AK-107 for the AK-74M for the Russian forces... I mean, A.C.E. stands for realism, right?

The F35 isn't introduced yet, but the Marines have it in Arma2. The weapons are set in what was the near future. The game simply assumes that the U.S. and Russia would adopt the high tech gear that already existed but was not in common use. Perhaps enabled by an increase in defense spending in a world where conventional warfare and nuclear conflict between the U.S. and Russia could happen so easily.

tcp
Jan 20 2010, 05:46
ACE also needs to stay lag-free and not bloated. ACE may have an easy updating system, but it's just one mod, why does it have to be the de facto standard? There are a thousand mods that ACE will never be able to incorporate, and many styles of play that ACE won't be ideal for. Also, these questions need to be brought the original modders. Are they willing or available to bring the addon to ACE standards and maintain it? The ACE team can't do it all.

I wouldn't expect many more features to be added to core ACE as it is nearly out of beta.

A_Blunt_Rifle
Jan 20 2010, 06:06
Does anyone know how to make AI Medics use morphine and bandage your wounds to remove the blur and pain effects? or is there a web-page that might be able to explain it to me.

JuggernautOfWar
Jan 20 2010, 06:22
Which helo's have the ability to toggle thermal imaging with the "T" key?

I think this is only for gunners.

franklin
Jan 20 2010, 06:25
I agree with the side that says include more content, and let the mission makers tailor it. However I am not part of the ACE dev team, just a fan of the mod, and those who make it. I wouldnt have even put in my two cents had this not touched on a mod that I personally would wish to be added, the A duke's helo pack. However i say that with discretion...

I dont know what the Dev team has up their sleeves as far as new models to be put into ACE, but when i see the little birds being removed from the mod "because there isnt any other 160th SOAR equipment." I makes me directly think of the A dukes helo pack. Its a quick fix to add that equipment to the 160th's arsenal (minus an mh-60 DAP or the even better AH-60) and give the people who want that type of equipment a quick fix, and to also increase overall content. But instead of adding that, the alternative is to remove equipment due to a lack of other equipment. Unfortunatley the same could be said for the nice new Apache... there arent any Kiowa warriors, or MH-60s in ACE either, so by the logic used to remove the little birds, shouldnt the apaches be removed too? Obviously thats ludicrous, and would be moronic to do that. However the mod does need MH-60s just as much as any other specialized helicopter, since there is no good medium lift helicopter for the army units that are already in the mod. The A dukes helo pack could solve quite a few problems all at once. its a good quick fix for several problems... it would seem like the smart thing to do.

However if they are planning on implementing new models for the little birds, as well as introducing nice new models for all the different types of crash-hawks out there, then i can see why they wouldnt opt to bring in A duke's mod before hand. It would simply be more config work for them, and more errors to track down and fix in the long run. so by removing the little birds now, they can close out any errors related to those models, and then introduce all the new toys at once. we will all be grateful for the cool toys, and will forget that they ever took away the little birds the day after the new stuff is released.

However if they dont have some cool new models almost ready to be released, then i would have to stare in stupor at the decision to remove a highly popular piece of content, with no good estimate of time as to when a replacement would be added.

Clawhammer
Jan 20 2010, 06:34
Yup, I don't understand why everyone wants contents made by other authors to be "added to ACE" at all. There is no need to as long as there are no conflicts between the mods. It makes no sense for ACE to simply become a collection of other people's mod. ACE should have their own direction and flavor.

Thats the reaseon why iam lucky that ACE² comes in different packages, if you dont want 100 Addons drop the ACEX mod folder. I like the idea to have an big Addonpackage that allows you to play good mods online :bounce3:

Johan S
Jan 20 2010, 06:44
Unfortunatley the same could be said for the nice new Apache... there arent any Kiowa warriors, or MH-60s in ACE either, so by the logic used to remove the little birds, shouldnt the apaches be removed too?

I don't think the Apache is part of ACE, it came with the new 1.5 patch. So why should the ACE team remove that? But I agree that there seem to be no good reason to remove the Litte birds. They could have just put more SOAR stuff in when it was ready if they thought having just the Little birds was illogical. Why the rush to remove them? They could have been left in while we wait for the new stuff.

King Homer
Jan 20 2010, 06:49
I don't think the Apache is part of ACE, it came with the new 1.5 patch. So why should the ACE team remove that?

The Apache is BIS made and we just put it in the proper faction (US Army) like we did with other units. Why don't have a little patience and wait for the proper pilots of US Army, 160th SOAR? The only problem I see here is the addiction to addition. Majority in here gives a fuck about the work we put in there - you just want new addons. Go and download them but stop bitching in here.

Johan S
Jan 20 2010, 07:01
I think ACE already contains a huge amount of amazing stuff. If even more things will come in the future, that's really great and I will be very grateful when it arrives. And even though this thread contains a lot of complaints sometimes, we all appreciate all the hard work you are putting in for free just to bring us all this great stuff.

I just don't see the point in removing something that is already released and that a lot of people enjoy playing with.

Alex72
Jan 20 2010, 07:40
Didnt you read above? LB's are coming back...

King Homer and all of you in the ACE team, you know we love this mod guys even though there is bitching from time to time from all of us. whenever i bitch personally its just cause i love this mod do damn much. :) You beat the ones you love? Ehh that sounded weird. I meant - the things you love the most you tend to bitch and moan about because you care a lot. The things you dont care about will not get much attention from you. Some bitching is wrong, but with an official thing like this that will always happen unfortunatelly.

I think we just dont want anything "bad" to happen to the mod. :) ACE is always loaded in my modline wich says something about how awesome it is!

Again, thanks guys for the awesome work you do and share.

rikibitta
Jan 20 2010, 07:59
just a word. I'm new on the forum but not new about modding comunity in general(GTRracing sim for example).
it's clear for me that ACE is a big,deep,complex work in progress mod. it's constantly updated,near bug free and when something is broken in a time of hours checked and repaired.
I'm not aware of anything like that.
I think that is simply amazing.
and I forget this very hard work is for free.
I just don't understand all that "...where is my little bird...???"
sound comic,no?(played down!)
ps:sorry for my terrible english.

Alex72
Jan 20 2010, 08:02
just a word. I'm new on the forum but not new about modding comunity in general(GTRracing sim for example).
it's clear for me that ACE is a big,deep,complex work in progress mod. it's constantly updated,near bug free and when something is broken in a time of hours checked and repaired.
I'm not aware of anything like that.
I think that is simply amazing.
and I forget this very hard work is for free.
I just don't understand all that "...where is my little bird...???"
sound comic,no?(played down!)
ps:sorry for my terrible english.

Your english is good and your absolutelly correct. Thanks for adding what i wanted to write as well. Im not good with written words. :)

Johan S
Jan 20 2010, 08:09
Didnt you read above? LB's are coming back...

I know that, and it's not that big deal for me. I just can't see any reason why they were ever removed in the first place.

Alex72
Jan 20 2010, 08:11
They said that already my friend. Read the posts before you. They are re-designing to match 160th SOAR. Pilots and all. So when they add them back they will be PROPER gear instead of having generic pilots etc. Plus more aircrafts will come to fit the section.

Johan S
Jan 20 2010, 08:14
Yes, that sounds great. I look forward to that, and appreciate the work they are putting in on the SOAR stuff.

But again, what would have been the problem of leaving the old ones in until the new stuff is ready? But like I said, it's not a big deal, just pointing out that it was a strange decision they made.

Soupdragon
Jan 20 2010, 08:31
Can someone tell me what the @<hidden> mod listed in the six updater is? I have looked but can't find info regarding it.

Cheers

Sickboy
Jan 20 2010, 08:53
http://updater.dev-heaven.net/main
SIX is on the second page of the mods list.

Alex72
Jan 20 2010, 08:55
He wondered what it is Sickboy. Not where it is.

Tired this morning? :) ;)

Sickboy
Jan 20 2010, 08:56
He wondered what it is Sickboy. Not where it is.

Tired this morning? :) ;)

Take a look at what I actually describe, and you will see that it answers any questions you might have about what SIX is.

Alex72
Jan 20 2010, 09:00
Ah ok sorry... Funny i never recall seeing that. Only reason i interfeared was that i wondered as well. Now i know. thank you.

Soupdragon
Jan 20 2010, 09:39
Thanks from me too.

SD

Keshman
Jan 20 2010, 09:47
Hello everyone :) I have two questions :icon_rolleyes:
1: What the last number ACE2 MOD? 2.15 or 2.16 or.....
2: How to correctly install the files in the folder userconfig:
need to create a folder ACE or ace? inside the folder userconfig
or just copy the 4 files (hpp.) inside the folder userconfig
(sorry for bad english)

deralky
Jan 20 2010, 09:58
2.
its must look like
/userconfig/ace/*hier die .hpp Datein plazieren*

Sickboy
Jan 20 2010, 10:17
@<hidden>: Thanks a lot man! You too Manzilla :)


Hello everyone :) I have two questions :icon_rolleyes:
1: What the last number ACE2 MOD? 2.15 or 2.16 or.....

http://updater.dev-heaven.net/main

Manzilla
Jan 20 2010, 10:33
just a word. I'm new on the forum but not new about modding comunity in general(GTRracing sim for example).
it's clear for me that ACE is a big,deep,complex work in progress mod. it's constantly updated,near bug free and when something is broken in a time of hours checked and repaired.
I'm not aware of anything like that.
I think that is simply amazing.
and I forget this very hard work is for free.
I just don't understand all that "...where is my little bird...???"
sound comic,no?(played down!)
ps:sorry for my terrible english.

Well said bud. I couldn't have said it better myself.

Welcome and enjoy!

Vino3
Jan 20 2010, 11:39
just something i noticed that im not sure if its a bug or if its intentional but every soldier in "AE US Army" has an m4 with Red Dot, when i say all that is to say all that used to have an m16. Snipers and shotgun riflemen are still fine but eveyr single rifleman or corpsman or watever has an m4 with red dot. any thoughts?

King Homer
Jan 20 2010, 12:06
just something i noticed that im not sure if its a bug or if its intentional but every soldier in "AE US Army" has an m4 with Red Dot, when i say all that is to say all that used to have an m16. Snipers and shotgun riflemen are still fine but eveyr single rifleman or corpsman or watever has an m4 with red dot. any thoughts?

Well actually there was an issue at hand people complaing about the loadout of US Army soldiers. Afair the majority wanted the soldiers to carry M4A1's with AP and the TL/SL M4A1 with ACOG?

tobmic
Jan 20 2010, 12:19
hey there i searched everything and even send an pm to sickboy a couple of days ago but got no answer
everytime a new a.c.e update is coming out i need to upload via ftp ace core and ace x and thats alot of mb´s and my speed is limited.
is there any faster way to upload the updated version on my rented server ?

Sickboy
Jan 20 2010, 12:25
http://dev-heaven.net/wiki/six-arma-updater/Server

Manzilla
Jan 20 2010, 12:28
nevermind

Proud Gamer
Jan 20 2010, 12:48
If you have a AI pilot as a gunner, he wont be targeting armored vehicles? Atleast not with Hellfire. Is this a bug or a feature? Is there another way to make him switch to Hellfire instead of the cannon without using "Manual fire"?

Sorry if this have been answered, but couldn't find it. (Tried searching but all those questions about fastroping pretty much invaded me)

Regards,
-PG-

Johan S
Jan 20 2010, 13:22
This is not really ACE related, but I'll tell you how I do: Switch the gunners weapon to hellfire with Ctrl + F (I think, might also be Alt + F). Then choose the target he should fire at with tab (next target). You then also have to order the gunner to fire (Alt + Fire (Left mouse button), or maybe Ctrl + Fire).

Because you practically have to do everyhing yourself anyway, I prefer to use manual fire. (And I would be interrested to know if there's an easier way that I don't know about.)

jasonnoguchi
Jan 20 2010, 13:25
Vote if you like my suggestion: :)
"Since stamina is modelled in ACE2 and increased weight increases the rate of fatigue, how about also increased weight affecting speed of advance? It is common knowledge that machinegunners have problems keeping up with their fire teams due to the weight they are carrying and that could be modelled into ACE2 for increased tactical considerations when carrying weight."
http://dev-heaven.net/issues/show/8329

(ignore if you think its crap. :) )

Alex72
Jan 20 2010, 13:29
It already puts heavy loaders behind as it is. This would slow them even more down.

Gameplay vs realism. I love realism but somethings just take away the fun in things. Personally i think its great as it is. The rest of the team already have to wait for machine gunners etc.

DMarkwick
Jan 20 2010, 13:30
Vote if you like my suggestion: :)
"Since stamina is modelled in ACE2 and increased weight increases the rate of fatigue, how about also increased weight affecting speed of advance? It is common knowledge that machinegunners have problems keeping up with their fire teams due to the weight they are carrying and that could be modelled into ACE2 for increased tactical considerations when carrying weight."
http://dev-heaven.net/issues/show/8329

(ignore if you think its crap. :) )

Personally, I think speed of advance would be a better implementation of fatigue in any case. Don't knock people out, make them slow. I think that would be better for gameplay while still applying rigid penalties for weight.

Alex72
Jan 20 2010, 13:36
^^ Like standard ARMA2 then. :D

But made a bit better. Yeah that would work for me definatelly. Either way im fine, but applying both. No thanks.

jasonnoguchi
Jan 20 2010, 13:36
I agree with the JTD man. Speed may be a better implementation of fatigue than knock-out. Standard ArmA2's slow down is due to distance travelled only, not weight. I think weight should be a serious tactial consideration for people like me who always lug a TAC-50 along with an M249 on my back. :) (ok, I don't have the self discipline to keep things realistic...hehehe)

SaBrE_UK
Jan 20 2010, 13:40
Personally, I think speed of advance would be a better implementation of fatigue in any case. Don't knock people out, make them slow. I think that would be better for gameplay while still applying rigid penalties for weight.

IIRC they didn't do this because it isn't possible to change, or is impractical to do so.

DMarkwick
Jan 20 2010, 13:51
IIRC they didn't do this because it isn't possible to change, or is impractical to do so.

Hmm. Must be possible to force a walk though?

DenisRUS
Jan 20 2010, 13:59
Is it possible to give players ability to drag/carry ppl who was shot in the leg and cant walk ? It would be very good to have it in the game.

Manzilla
Jan 20 2010, 14:01
Is it possible to give players ability to drag/carry ppl who was shot in the leg and cant walk ? It would be very good to have it in the game.

Yes, the ACE2 wound system allows this. You can also drag wounded players and then place them in a vehicle for transport. Just walk up to said injured unit and it comes up in the action menu. The wound system module must be on the map as well.

DenisRUS
Jan 20 2010, 14:04
woa....thanks man dont know that

Just simple putting on the map? No sinc needed?

gunterlund21
Jan 20 2010, 14:15
Question on first aid system.
Modules we need are Ace wound as well as the BIS modules correct in order to do battlefield clearance? Also the old Ace system had the ability to put wounded trooops on transport to get them out of the battlefield. Does this work in ACE2. I tried a couple of times to no avail. I couldnt drag a wounded soldier to a helo and load him in.

Manzilla
Jan 20 2010, 15:02
woa....thanks man dont know that

Just simple putting on the map? No sinc needed?

I put it on the map and sunc'd it to the player but honestly I'm not sure. Check the BIKI, I believe it says there.


Question on first aid system.
Modules we need are Ace wound as well as the BIS modules correct in order to do battlefield clearance? Also the old Ace system had the ability to put wounded trooops on transport to get them out of the battlefield. Does this work in ACE2. I tried a couple of times to no avail. I couldnt drag a wounded soldier to a helo and load him in.


I don't think the BIS stuff and ACE2 WS are compatible. The ACE2 version has dragging though if the soldiers can't move. You can also put guys in vehicles s I mentioned a few posts up. I found it very difficult to find the right loading spot. You gotta drag the injured unit up to the chopper, etc and find the right spot. It was a bitch but I did get it working eventually.

Good luck.

EDIT:

here's the BIKI info for you. It used to specifically say that the ACE2 WS and the entire BIS FA system were not to be used together but it looks like it's been removed. Does anyone know if this means they work together now? If not, it seems silly to remove that part.

Wounding System

The wounding system encompasses stun effects, pain, unconsciousness, bleeding, cardiac arrest (heart failure), body dragging, as well as the new medical system, which includes medical appliances to treat the various health effects.

What's working:

* Examine
* Epinephrine
* Morphine
* Bandages
* Bleeding
* Blackouts (AI and players may wake up, depending on damage state, including FX effects for blackouts and bleeding)
* Drag unconscious units
* Carry unconscious units
* Pull unconscious units out of vehicles
* No magic healing for medics
* Sounds associated with wounding effects
* Medic boxes with bandages, mash and medic vehicles have their set of medic stuff (currently the same as in ACE 1)

If not too badly wounded and possessing the appropriate supplies, you can self-treat via the action menu. Others can use the ACE interaction system to examine and treat you as well.


More Development and Internal Testing Continues.

Mission Editors

Enable the wound system by placing the module "(Æ) Enable Wounding System", classname "ACE_Wounds_Logic", in your mission.


The following variables are available.


ace_wounds_prevtime
Integer value for number of seconds before a badly wounded ( i.e. unconcious ) player dies

Example

ace_wounds_prevtime = 600;

ace_wounds_rcode1
String that will be compiled and called after a player dies. Useful for disposing of bodies, respawn, etc.

Example

ace_wounds_rcode1 = "handle = [] execVM 'somescript.sqf'";


This also doesn't mention the ability to place units in a vehicle for transport but I know it's possible. I've done it before.

Alex72
Jan 20 2010, 15:07
I never synched the ACE injury system and i can do everything it seems. I might be wrong but it works.

RPT
I wondered about another thing wich i know absolutelly nothing about. When looking in the RPT ace seem to initialize everything 3 times. Is that normal?

Just an example:

[x\ace\addons\sys_blood\init_bloodMonitor.sqf:11] BloodMonitor activated!

I started the game quick and ended it and all those ACE thingys repeated 3 times. Just curious. I dont need any professor explanation. Just if its normal. :) Thank you.

WMike20052
Jan 20 2010, 15:10
Can someone help me enable my crosshair?


I went into the config but idk what to change. The FAQ says you have to comment it. WTF does that mean?

Help please/

Manzilla
Jan 20 2010, 15:11
Can someone help me enable my crosshair?


I went into the config but idk what to change. The FAQ says you have to comment it. WTF does that mean?

Help please/

add this // in front of the nocrosshair line.

Like this(It's in bold):

/*//////////////////////////////////////////////
CONFIG SETTING FOR : ACE 2 MOD - CROSSHAIRS
--------------------
FEATURES: Disables/Reduces crosshairs
---------

Possible selections as documented in ACE2 Wiki
//////////////////////////////////////////////*/

//#define ACE_NOCROSS




/*//////////////////////////////////////////////

It's been discussed a lot here but there it is.

Take care.

EDIT:

Make sure you're editing the ace_clientside_config.hpp in the userconfig/ACE folder and not the @<hidden>/userconfig folder. The latter is where the updates download.

WMike20052
Jan 20 2010, 15:17
#define ACE_NOCROSS//

I did it like that...lol

Thx.

[=SFLR=]DK
Jan 20 2010, 15:18
so what dose this enable map do? i tried it, i added the map but its just the same old map?

Manzilla
Jan 20 2010, 15:22
DK;1549825']so what dose this enable map do? i tried it, i added the map but its just the same old map?

Enable map causes all maps removed from units so you have to add them to the units you want. I believe that's what Xeno or someone mentioned. The name seems a little backwards to me. ;)

EDIT:

I could be completely wrong about this though. I can't seem to find the post now but I thought I read it.

WMike20052
Jan 20 2010, 15:28
//#define ACE_NOCROSS

Ive tried this and the crosshairs are still gone.

Ive checked in the diff. too and there enabled. Help?

TRexian
Jan 20 2010, 15:31
What is your skill setting?

Simon C
Jan 20 2010, 15:32
//#define ACE_NOCROSS

Ive tried this and the crosshairs are still gone.

Ive checked in the diff. too and there enabled. Help?

Make sure you're changing ArmA II\Userconfig\ACE and not ArmA II\@<hidden>\Userconfig.

Manzilla
Jan 20 2010, 15:35
//#define ACE_NOCROSS

Ive tried this and the crosshairs are still gone.

Ive checked in the diff. too and there enabled. Help?

So which ace_clientside_config.hpp did you add them? To both? One thing you need to make sure is that the .hpp's in the @<hidden>/userconfig folder are transferred to the userconfig/ACE folder to update those .hpps.(Not every update changes them though so it may not be necessary to overwrite them every update.) The .hpps update in the @<hidden>/userconfig folder so they don't overwrite all your changes you've made. Then you can compare them so you can remember what was what.

If that doesn't do it, it's something on your end and you need to provide info about your entire A2 setup, mods and all. No buddy else has this problem after editing the ace_clientside_config.hpp unless there's something no-ACE2 related or a setup problem on the users end.

That's about all the advice I can give. I hope it does the trick.

WMike20052
Jan 20 2010, 15:36
Srry guys. I was editing the wrong one. I was doing it to the @<hidden> config instead of the one in the main directory.

Thx for all the help. Much appreciated!

Manzilla
Jan 20 2010, 15:37
What is your skill setting?

Check this suggestion as well. It can be disable in the A2 option menu.

---------- Post added at 10:37 AM ---------- Previous post was at 10:36 AM ----------


Srry guys. I was editing the wrong one. I was doing it to the @<hidden> config instead of the one in the main directory.

Thx for all the help. Much appreciated!

Not a problem. Enjoy.

[=SFLR=]DK
Jan 20 2010, 15:58
Enable map causes all maps removed from units so you have to add them to the units you want. I believe that's what Xeno or someone mentioned. The name seems a little backwards to me. ;)

EDIT:

I could be completely wrong about this though. I can't seem to find the post now but I thought I read it.

yer that dont make sence? ok thanks i wait out on tht :) oh and thanks Manzilla for telling me about NORRN fastrope tho just my luck in guys getting injured dismounting from a helo i ended up with 2 dead fast roping black hawk down style(where tht ranger fell from the rope):butbut:

maturin
Jan 20 2010, 16:09
If you have a AI pilot as a gunner, he wont be targeting armored vehicles? Atleast not with Hellfire. Is this a bug or a feature? Is there another way to make him switch to Hellfire instead of the cannon without using "Manual fire"?

Sorry if this have been answered, but couldn't find it. (Tried searching but all those questions about fastroping pretty much invaded me)

Regards,
-PG-

With ACE2 you are supposed to always use manual fire when using missiles. Although you may be able to reveal a target by holding right click (difficult as hell when flying) and then using the 6 and 3 menus to order hi to switch and fire.

-=anders=-
Jan 20 2010, 16:20
Hey guys!

This morning I played on the UK server "Satan's" something...

I was having problems during a warfare session to get the rucksacks to work while for others, they worked... :S

I bought one rucksak, the largest one, selected one item in the "gear" section, but I could'nt click on the "pack" button. Both "pack" and "unpack" were not clickable so nothing happened. Talked to a guy on the server about this and he spoke about a bug or something. At first I thought it was because I had selected to play as a sniper class, but that shouldn't be a cause?

-=seany=-
Jan 20 2010, 16:59
I was playing with a mate and he hadnt seen the effects of m203 CN gas yet, so I fired one and with both rolled/ran around in it. I got the effect, however, he was unaffected by it. Anyone else has this? I'm guessing that is not normal behaviour? I will do more testing.

Sickboy
Jan 20 2010, 17:00
A.C.E Beta 2, Update #13 Released! (rSync mirror network in sync and awaiting your requests!)

Release Notes (http://dev-heaven.net/news/show/291)
Mod Bugs 'n Feedback (http://dev-heaven.net/wiki/ace-mod2/Bugz)
Updater Bugs 'n Feedback (http://dev-heaven.net/wiki/six-arma-updater/Bugz)

Manzilla
Jan 20 2010, 17:02
Added¶

* Userconfig outdated warning [tcp]


Good idea! Thanks for the update.

Smurf
Jan 20 2010, 17:10
I bought one rucksak, the largest one, selected one item in the "gear" section, but I could'nt click on the "pack" button. Both "pack" and "unpack" were not clickable so nothing happened.

The item must be in your inventory to pack them, can´t do straight from the list.

Or it´s a bug :P

EBass
Jan 20 2010, 17:22
Am I the only person who is TOTALLY confused as to how to actually install this?

I mean all the links seem to go to somewhere where you can't actually download anything, the only thing I can download on the site is the Six Updater which seems to simply open and close without actually doing anyting.

Simon C
Jan 20 2010, 17:29
Am I the only person who is TOTALLY confused as to how to actually install this?

How much documentation must be provided? Good lord....

First link. (http://ace.wikkii.com/wiki/Frequently_Asked_Questions_about_ACE2#How_do_I_install_ACE2_and_related_mods.3F)
Second one. (http://dev-heaven.net/wiki/six-arma-updater/Documentation#Usage)

Both accessible from the first post of the topic. Plus a quick search of this topic for install would have brought up about a few dozen other results.

Daniel
Jan 20 2010, 17:34
Am I the only person who is TOTALLY confused as to how to actually install this?

I mean all the links seem to go to somewhere where you can't actually download anything, the only thing I can download on the site is the Six Updater which seems to simply open and close without actually doing anyting.

No, you're not the only one by any means. Although i've yet to come across anyone that hasn't been able to install ACE at all, most people struggle at first.

Most newcomers don't want reams of documentation either, they just want a simple, foolproof page telling them step by step how to install ACE2 and get it running smoothly. It's all fun and games from there. Certainly would have helped me.

-=anders=-
Jan 20 2010, 17:40
The item must be in your inventory to pack them, can´t do straight from the list.

Or it´s a bug :PThey were in the inventory! Mags, grenades, binocs, earplugs, you name it... :(

Alex72
Jan 20 2010, 17:46
The pack/unpack going grey has happened to me lots and lots and lots. I think it has been though when i played SP and switched team mates back and forth as i played SP missions. This is the only time i notice it happening.

[KH]Jman
Jan 20 2010, 17:47
Kellys ACE Server & YAS Repository updated to b.222

**Kelly's Heroes ACE2 YAS AddonSync AutoConfig URL sponsored by Nat & Whisper
http://www.kellys-heroes.eu/updater/ArmA2ACE-Repository/ArmA2ACE-Repo.7z

**Kelly's Heroes Community YAS AddonSync AutoConfig URL sponsored by Nat & Whisper
http://www.kellys-heroes.eu/updater/ArmA2Community-Repository/ArmA2Community-Repo.7z

Note that the URLs above are case-sensitive so pls make sure you entered exactly as provided above.
YAS users: Do not forget to remove extra files through YAS.

trickster1982
Jan 20 2010, 17:51
I downloaded six updater, chose a couple of options on the main page, clicked ok & it downloaded ACE core & all the extra stuff & put it neatly into folders for me, all I had to do (figured this part myself) was type the usual modfolder thing into the target line & it all works! :)

maturin
Jan 20 2010, 17:51
How much documentation must be provided? Good lord....



How much? A whole lot less.

Xawery
Jan 20 2010, 17:54
Hey guys,

First off: awesome, awesome mod. Really loving it, and I've only begun to scratch at the surface!

One question though: under ACE2, ARMA 2's command module does not seem to work. I've tried searching the forum/thread for some more info, but didn't find anything. Am I doing anything wrong or is this a known bug?

Regards,
X.

EBass
Jan 20 2010, 17:57
Yes yes thats all well and good when the system actually works. But when I get to the page it doesent give me any presets to choose, indeed theres nothing to choose at all and if I try to resynchronise it crashes. I'm sure its an excellent mod but this has gotta be the most convoluted install process I've ever come across.

Sickboy
Jan 20 2010, 17:57
How much? A whole lot less.

There's as much or as less documentation as anyone would like to be.

There's the short and simple video: http://updater.dev-heaven.net/main/vid

There's the lazy method: http://dev-heaven.net/wiki/ace-mod2/Lazy

And there's the longer/advanced ways (with a quick-alternative aswell): http://dev-heaven.net/wiki/six-arma-updater/Documentation#Usage

There's even 3rd party ways, like the Yoma Addon Sync repositories by KellysHeroes: http://forums.bistudio.com/showpost.php?p=1549930&postcount=2366

Otherwise, there's always the "Skip the Beta Development Cycle, and wait for the first Stable release" option...

For those still wondering about the hows and whys, I recommend checking the first post of this thread, aswell as the Six Updater News (http://dev-heaven.net/news/show/274) and its links.

Other than that, if you feel it's not good enough; Feel free to write a guide, a video, or do better in any way.
Demands or all the telling us what and how to do, will get nobody anywhere, and it's not like we're not doing already everything we can, but on our terms, of course.



Yes yes thats all well and good when the system actually works. But when I get to the page it doesent give me any presets to choose, indeed theres nothing to choose at all and if I try to resynchronise it crashes. I'm sure its an excellent mod but this has gotta be the most convoluted install process I've ever come across.

See above.
Also, if you follow bug reporting procedures (http://dev-heaven.net/wiki/six-arma-updater/Bugz), there's usually a fix in under 12-24 hours.

McLenin
Jan 20 2010, 17:58
How much? A whole lot less.

Be a little more thankfull for the links :p
And BTW once it is set up, it`s great and works like a charm, also, you have access to the newest beta without downloading the whole files again, which is in my eyes marvelous:yay:

tcp
Jan 20 2010, 18:12
Until I discovered a little known feature called search, I was flipping through every page of the WIKI.

EBass
Jan 20 2010, 18:28
Grateful for the help I'll probably just wait for a stable release. I don't have much time to play these days anyhow.

SilverSniper99
Jan 20 2010, 18:58
I was wondering if it was possible to move back to an older version of the ACE beta. I accidentally updated ACE and my clan's servers aren't updated yet and won't be for a few days.

Is it possible?

maturin
Jan 20 2010, 19:58
There's as much or as less documentation as anyone would like to be.


Great, we just need the documentation for the documentation now. Clicking the apparent downloads and instruction link on the first post brings us to this rather ambiguous page.
http://dev-heaven.net/wiki/ace-mod2
The documentation section just gets you the general wiki, which in turn links back to *everything* else. And then there are the alternate setups, with the explanation for the different methods and the sixupdater itself not usually coming first.

It's confusing as hell, while the installation itself is quite easy.

A_Blunt_Rifle
Jan 20 2010, 20:06
what exactly does it mean when in game a message shows up when i start my mission saying something along the lines of OUTDATED USERCONFIG......something or other in yellow Text?? whats wrong with it please help??

Yoma
Jan 20 2010, 20:09
I'm desperately seeking documentation on how to run this game called life.
Please supply me a link.
Don't forget the "how to get rich while remaining honest in 1 week","how to get 100 nice women without being a bastard in a day", "how to grow old and still have fun in an hour" and of course the "how to be happy in 2 seconds"-tutorials.
While you're at it, do supply me with endless food, beverages and money.
Oh and, I've used Google, searched the forums and called on my mates, with zero results.
I'm sure one of you nice people can help me out in 0.00001 seconds and will do that after one post.
Also can you take out my thrash?
Tnx!

Manzilla
Jan 20 2010, 20:12
what exactly does it mean when in game a message shows up when i start my mission saying something along the lines of OUTDATED USERCONFIG......something or other in yellow Text?? whats wrong with it please help??

Hehe, that's mentioned a little earlier. It's telling you you need to update the .hpp's in the userconfig/ACE folder since they have been updated in the @<hidden>/userconfig folder.

A_Blunt_Rifle
Jan 20 2010, 20:13
Hehe, that's mentioned a little earlier. It's telling you you need to update the .hpp's in the userconfig/ACE folder since they have been updated in the @<hidden>/userconfig folder.


how exactly can i find it in the earlier posts with out going page by page? or if possible maybe explain it one more time on how to update it for me? :p

Manzilla
Jan 20 2010, 20:14
I'm desperately seeking documentation on how to run this game called life.
Please supply me a link.
Don't forget the "how to get rich while remaining honest in 1 week","how to get 100 nice women without being a bastard in a day", "how to grow old and still have fun in an hour" and of course the "how to be happy in 2 seconds"-tutorials.
While you're at it, do supply me with endless food, beverages and money.
Oh and, I've used Google, searched the forums and called on my mates, with zero results.
I'm sure one of you nice people can help me out in 0.00001 seconds and will do that after one post.
Also can you take out my thrash?
Tnx!

It would probably be nice if he offered some help and made the documentation "easier to use" if it's really that big of a problem and he's already figured it out. Hmmmm. Yoma, you and the ACE guys just don't pull your weight around here. C'MON! ;)

Yoma
Jan 20 2010, 20:16
Where's the link?

Manzilla
Jan 20 2010, 20:26
how exactly can i find it in the earlier posts with out going page by page? or if possible maybe explain it one more time on how to update it for me? :p

Ahhhh, you don't know the trick.

Try this:

Just below the pages numbers on the top right of this page there's a box that says "Search this thread". If you use that it will rip through this massive thread in a few seconds. It's much better then waiting for the answer.

I could've explained it(and will) but I'm being lazy. I've explained how to do this like 10 times recently so I'm just tired of spending 5 minutes of typing/thinking/etc to provide an answer that I've given numerous times and only takes the asker about 10 seconds to find. To be honest, it's an inefficient use of my time but I also don't like to see people's questions go unanswered when I know how to help.

Here it is:

Take the .hpp's from the @<hidden>/userconfig folder and put them in the userconfig/ACE folder in the main A2 directory. But make sure you don't overwrite the .hpps in the userconfig/ACE folder until you copy over any existing changes you made in those hpps. It's a bitch to go through all the key binding changes and ace_clientside_config.hpp again if you made a bunch of changes. That's probably why the files don't overwrite directly.

Every time there's any update to these .hpps you will need to move them to the userconfig/ACE folder manually or the mod will not operate correctly. And there you go.

---------- Post added at 03:26 PM ---------- Previous post was at 03:22 PM ----------


Where's the link?

Yoma, here is what you seek:

http://www.youtube.com/watch?v=TSKcBAq6Y5o

:)

A_Blunt_Rifle
Jan 20 2010, 20:27
AHH that's what i was looking for. thanks a ton manzilla, i do appreciate you going over it one more time for me. :P

Manzilla
Jan 20 2010, 20:28
AHH that's what i was looking for. thanks a ton manzilla, i do appreciate you going over it one more time for me. :P

My pleasure bud.

Enjoy. Take care.

ChiefRedCloud
Jan 20 2010, 22:00
Ok, First the Cudoes to ALL the ACE team. Our AGE Clan love ALL the toys and added touches of realisim. You gnetlemen (Ladies too if there are any) have put in some Very hard and long hours on this.

But on the pint of Stamna verses play I have to ask myself where we drawe the line. Most of us play games, armA 2 in this instance, to escape reality for a few minutes. So I have to ask myself just how much REALITY can be put IN a game before it is no longer fun to play?

Inherintly this is a subjective question, with more than a few answers. Many of the devout followers of ACE will tell me if I don't like it then go play Tidly Winks or such. And I guess that is fair in light of ALL ACE's hard work.

Still I kind of feel that this,above everything else, should be able to be controlled/changed by server admins to suite their groups. Now if it is I can not find an entry towords it. I did find the following which isn't really that helpful .....


If your building your own missions you can disable it, dunno if the NoStamina module still is broken but in that case you can put the below in like your init.sqf:

ACE_NoStaminaEffects = true;

This will disable the ACE stamina system :)

But, for now, enough on this. As a suggestion to ALL the face and ear gear available, i.e. gas mask, goggles, ear plugs. I would suggest perhaps the ability to apply camo paint also. I've found how to apply Cammo to face and hands via adding _camo 1-5 but when any goggles or gasmask is put on this wipes or resets this so that you now have a white face.

Just some thoughts, no complaint for such great work.

tcp
Jan 20 2010, 22:27
Manzilla, you said the warning was a good idea. I'm blaming you.

jasonnoguchi
Jan 21 2010, 00:40
Vote if you like my suggestion :) :

"The round check dialogue appears only after about 2 to 3 seconds after round check animation has been completed, that's a little too slow. If it could be made to appear round about when the animation stops, that will be great."

http://dev-heaven.net/issues/show/8348

DMarkwick
Jan 21 2010, 01:07
I have to say, I used the "deploy weapon" and "deploy bipod" features seriously for the first time tonight, while beating off dozens of bad guys with a 240. I got to say, I love it :) Saved my bacon several times being able to get a good steady bead. Used ground, boulders, walls and in one case the bonnet of a wrecked hummer.

jasonnoguchi
Jan 21 2010, 01:12
@<hidden>, the effects of deploying bipod on a 240 or 249 isn't that obvious (BIS made them exceptionally steady when prone probably due to simulating bipods?), try it with a M107/109 or Tac-50 and see the effects of aiming at a target 900 to 1000m away... almost cannot hit without bipods! :)

Alex72
Jan 21 2010, 01:18
Even with bipods out on those distances you can see sway though. Would be nice if those weapons were STEADY. :) Bidods down - weapon resting on the ground should not have sway. Maybe an occational tiny bump from the hands - if that even.

But yes. i like it too. Its awesome. :)

EDIT: @<hidden>
The line ACE_NoStaminaEffects = true; as JW Custom said goes into the init.sqf file of the mission folder. If you dont have an init.sqf in your mission folder then you can create one with notepad. Open notepad and put that line in there. Save it as init.sqf (make sure it doesnt end with .txt). Put it in the mission folder together with your mission.sqm wich is there. Have fun.

But maybe the No Stamina module works now? If so - then in the editor just go to Modules - NoStamina and put it on the map anywhere.

Manzilla
Jan 21 2010, 02:08
I have to say, I used the "deploy weapon" and "deploy bipod" features seriously for the first time tonight, while beating off dozens of bad guys with a 240. I got to say, I love it :) Saved my bacon several times being able to get a good steady bead. Used ground, boulders, walls and in one case the bonnet of a wrecked hummer.

This is really a well done feature. You said it. It saved my ass a ton of times as well. It took me a while to even remember to use it but once I started it really up'd the playability factor. Using wrecked vehicles, etc. is fantastic.

blackpulpit
Jan 21 2010, 02:11
Could someone please walk me through how to use the Key binds, I can't quite figure it out how to use them.

ChiefRedCloud
Jan 21 2010, 02:25
Even with bipods out on those distances you can see sway though. Would be nice if those weapons were STEADY. :) Bidods down - weapon resting on the ground should not have sway. Maybe an occational tiny bump from the hands - if that even.

But yes. i like it too. Its awesome. :)

EDIT: @<hidden>
The line ACE_NoStaminaEffects = true; as JW Custom said goes into the init.sqf file of the mission folder. If you dont have an init.sqf in your mission folder then you can create one with notepad. Open notepad and put that line in there. Save it as init.sqf (make sure it doesnt end with .txt). Put it in the mission folder together with your mission.sqm wich is there. Have fun.

But maybe the No Stamina module works now? If so - then in the editor just go to Modules - NoStamina and put it on the map anywhere.

Thx for this response. And to clarify if my comment didn't. The comment on stamna, of course, is mine. And not reflective of our Clan.

A_Blunt_Rifle
Jan 21 2010, 03:29
Hey i noticed that when trying to update with six-updater it checks version 222, but when i start the game, in the main menu, in the lower left corner it says version 221. does everyone see this? or is it a bug that i have? and if so how can i fix it?

Johan S
Jan 21 2010, 05:53
Could someone please walk me through how to use the Key binds, I can't quite figure it out how to use them.

Go to the folder arma2\userconfig\ace. There you find a file called "ace_keys.hpp". Open that with notepad or another text editor.

In the file you see things like this, for instance:
class Afterburner
{
key = 58; // CAPS
};

That means that afterburner (used for some aircraft), is mapped to the caps lock key. That is key 58. In the bottom of the file there is a list of keys and their numbers. Just change these numbers if you want to change the key binds for a certain function.

For example, if you change the text to this:
class Afterburner
{
key = 21; // CAPS
};

then afterburner is now mapped to Z. (CAPS after // is just a comment, the key is changed even if that is still there. You could change CAPS to Z, just to remember what key you mapped afterburner to, but it is not neccessary.)

Naturally, you can change all the other key binds in the file too in the same way. (And even if you don't want to change anything, this file can be checked to find out what the key binds are if you can't find that info somewhere else.)

Sickboy
Jan 21 2010, 06:58
Hey i noticed that when trying to update with six-updater it checks version 222, but when i start the game, in the main menu, in the lower left corner it says version 221. does everyone see this? or is it a bug that i have? and if so how can i fix it?

Vista-7-Users-be-aware-UAC-Virtual-store-issues (http://dev-heaven.net/wiki/six-arma-updater/Documentation#Vista-7-Users-be-aware-UAC-Virtual-store-issues)

A_Blunt_Rifle
Jan 21 2010, 07:06
Vista-7-Users-be-aware-UAC-Virtual-store-issues (http://dev-heaven.net/wiki/six-arma-updater/Documentation#Vista-7-Users-be-aware-UAC-Virtual-store-issues)


thanks sickboy. but how would i "clean my virtual store?" windows xp doesn't seem to have a "virtual store" folder, or at least that i can find. i did a search for it with hidden files, and still can't find it, and which program would i run as administrator and how?

Sickboy
Jan 21 2010, 08:20
thanks sickboy. but how would i "clean my virtual store?" windows xp doesn't seem to have a "virtual store" folder, or at least that i can find. i did a search for it with hidden files, and still can't find it, and which program would i run as administrator and how?

It is not relevant for XP, sorry (usually when these issues occur, it is virtualstore (vista/7) related).
Please create a bug report with logs and details and we'll get to the bottom of it asap :)
http://dev-heaven.net/wiki/six-arma-updater/Bugz

jibemorel
Jan 21 2010, 08:27
deleted.

Troy
Jan 21 2010, 08:57
Hey Stickboy great mod but is it possible to make this mod compatible with Desert Mercenaries and Black Ops by SchnapsdroSel??? cause that would be great if you could! :)

jasonnoguchi
Jan 21 2010, 09:03
I have been using ACE2 with the Desert Mercenaries and Black Ops by SchnapsdroSel for a very long time now and have never ran into any problems.

Ville89
Jan 21 2010, 09:12
SchnapsdroSel even made the latest version to fully support ACE2 if i remember right.

rikibitta
Jan 21 2010, 09:21
Vista-7-Users-be-aware-UAC-Virtual-store-issues (http://dev-heaven.net/wiki/six-arma-updater/Documentation#Vista-7-Users-be-aware-UAC-Virtual-store-issues)

sorry Sickboy but same problem for me and it seems
doesn't work. (vista 64)
thanks.

TimRiceSE
Jan 21 2010, 09:31
sorry Sickboy but same problem for me and it seems
doesn't work. (vista 64)
thanks.

have you tried doing what it says in the link??????????

rikibitta
Jan 21 2010, 10:41
have you tried doing what it says in the link??????????


thanks Tim!
yes I try,no result.
in that link no explanations how to clean my virtual store.

BearBison
Jan 21 2010, 10:49
@<hidden>

In the link from Sickboy is the link to the ticket http://dev-heaven.net/issues/show/6806 which will cover how to clean the virtual store.

Manzilla
Jan 21 2010, 11:09
Hey Stickboy great mod but is it possible to make this mod compatible with Desert Mercenaries and Black Ops by SchnapsdroSel??? cause that would be great if you could! :)

They are but I'm afraid if things aren't compatible then that author will have to make an ACE2 config fix.

Sickboy
Jan 21 2010, 11:16
They are but I'm afraid if things aren't compatible then that author will have to make an ACE2 config fix.Depends really.
XEH compatibility is of course a pre, but not something specific to ACE, but to every addon with eventhandlers out there :)
If there are incompatibilities caused by ACE, we will do everything (if) possible to resolve it.
Still, some of the features require special config values to work, which generally works due to class inheritance, but still doesn't make the values specific for your addon or its classes.
In this case, if the addon would like to use such features, then it is indeed necessary to add the special config properties. But it is in essence not about compatibility imo.

Manzilla
Jan 21 2010, 11:32
Ahhh, yes my apologies.

I really like the community response to CBA(read XEH) this time around. It seems people are really making a conscience effort to apply XEH and to also work on compatibility with ACE2. I've ran in to very few conflicts with ACE2 and other content and for the most part the authors have quickly fixed it.

That's great to see.

ChiefRedCloud
Jan 21 2010, 11:49
I believe this might be directed at Xeno. But any response is much appreciated.

Our AGE Clan has been Advidly playing Co@<hidden> DomiA2 ACE West AI Revive. And really enjoying it I might add. However something has changed on some of the side missions. We've successfuly completed the capture the flag side mission several times under ACE. However no everytime we complete this particular Side mission, we find an empty flag pole. No flag is to be had.

Now we've speculated everything from a time limit being exceeded to the AI stealing the flag, but none of it makes since. Any ideas? While this side mission is open no other side missions are avaiable for some time.:cool:

rikibitta
Jan 21 2010, 11:59
@<hidden>

In the link from Sickboy is the link to the ticket http://dev-heaven.net/issues/show/6806 which will cover how to clean the virtual store.

thank you Bear,
and sry all for stupid questions!
now I try,
ciao.

tobmic
Jan 21 2010, 12:07
is the ace wounding system working correctly ? when i place the modul on the editor and i preview i can heal myself but i cant heal the others

TheRev709
Jan 21 2010, 12:11
is the ace wounding system working correctly ? when i place the modul on the editor and i preview i can heal myself but i cant heal the others

Do you have extra bandages and morphine? Once you use a bandage and morphine you'll have to restock them in your inventory before you can heal someone else.

JustGotWicked
Jan 21 2010, 12:12
@<hidden> - I too have experienced this, on more than one occasion. However if you search ACE2 tracker, CarlGustaffa and Xeno states it's not a problem with ACE2 but Domination.

Anyway it's already been raised by Red.Dragon Domination - Bug #8272 (http://dev-heaven.net/issues/show/8272).

p.s. Awesome mod. I thought ACE2 might of added a bit too much realism for my liking. I'm actually really enjoying it. :cool:

rikibitta
Jan 21 2010, 12:18
ok found Virtual Store folder but no Arma2 or ACE folders in
and so no files to delete(???).
I hope to update in the near future(post build 222).
in any case thanks for help,very appreciated!
sure I'm a software disaster...

jasonnoguchi
Jan 21 2010, 12:22
@<hidden>, to heal others, you need to use the ACE interaction menu to "Examine" the condition of the person before you are given the choices to apply the medical items.

Ville89
Jan 21 2010, 12:27
Should the version number say 0.2.221 or 0.2.222?
Sorry to ask this question but im littlebit paranoid here, because mine says 0.2.221 and i just updated ace.

rikibitta
Jan 21 2010, 12:58
Should the version number say 0.2.221 or 0.2.222?
Sorry to ask this question but im littlebit paranoid here, because mine says 0.2.221 and i just updated ace.

Ville maybe we have the same issue.

tobmic
Jan 21 2010, 13:06
@<hidden>, to heal others, you need to use the ACE interaction menu to "Examine" the condition of the person before you are given the choices to apply the medical items.

thank you it works !

TimRiceSE
Jan 21 2010, 13:06
Ville maybe we have the same issue.

youre running the updater as administrator, right?

Sickboy
Jan 21 2010, 14:05
No worries fellas it's actually a mistake on my side.
The repository version is 222, while the addons versions are at 221.
Please ignore. Will be corrected at tomorrows update-window.

Alex72
Jan 21 2010, 14:10
Thanks for the headsup Sickoy, and thanks for the last updates. :)

Ville89
Jan 21 2010, 14:13
Phewwww... i already started wondering have i accidentally used six-updater without running it as admin... but also i updated ACE from 220 so it wouldnt make any sense either.

This message might not make any sense to most of you either... :P (because of my not so good english)

Mike Miller
Jan 21 2010, 14:16
are you ACEers really working on mortars?
i've seen a screeny on armaholic...

if so, hell yeah! rock on...

btw. i served in a mortar company, so if you need tipps, infos or testing i'll try to free some time for it...

will it be klick on map or actuall direction, elevation and charge with the need for an observer?

saludos

Himmelsfeuer
Jan 21 2010, 14:47
Hey there, i actually messed up somehting with the Userconfig Files as i tried to update them cause of the Ingame Error, is there a way to load the Configs manually anywhere, or maybe someone can up them ? Thanks..!

[=SFLR=]DK
Jan 21 2010, 15:18
ok i posted a ticket and got a good reply and was advised to go to CIT and try requesting it there, who or what is CIT?

Manzilla
Jan 21 2010, 15:41
Hey there, i actually messed up somehting with the Userconfig Files as i tried to update them cause of the Ingame Error, is there a way to load the Configs manually anywhere, or maybe someone can up them ? Thanks..!

Did you try to just run the uodater again? I'm wondering if it will update the .hpps again in the @<hidden>/userconfig folder since you've changed them.

Just a thought.

rikibitta
Jan 21 2010, 15:59
Thanks for the headsup Sickoy, and thanks for the last updates. :)

quoted!

ps: @<hidden>
I don't know if so I'm OT but a question:
how can I put yours "ACE stuff missions" in the editor?
if possible of course.
thanks in advance.

Alex72
Jan 21 2010, 15:59
DK;1550610']ok i posted a ticket and got a good reply and was advised to go to CIT and try requesting it there, who or what is CIT?

Community Issue Tracker (ARMA2 bug tracker i guess?). Dont know what your problem was though so i cant tell. The link is in my signature.

Himmelsfeuer
Jan 21 2010, 16:06
Yea i tried that, but all said nothing was updated and im not sure if the the Userconfig is gettin updated at all...Seems like the Error Message is gone but also Landtex is not more working??

Alex72
Jan 21 2010, 16:08
Wich userconfig folders did you mess up? In the @<hidden> folder or in ARMA2/userconfig/ACE folder?

And are you running the shortcut provided by ACE and maybe forgot to add LandTex to it?

Himmelsfeuer
Jan 21 2010, 16:49
Both?^^;-(
Im using Alpine Launcher, cant be the problem at at all...
Cant u download the Configs Only anyware updated?

tobmic
Jan 21 2010, 16:57
the ace wounding system makes strange bugs on mp missions.
whenever i die and hit minus score on stats all enemys turn to friendlys and when i kill them i get added minus scores and they dont shoot at me

[=SFLR=]DK
Jan 21 2010, 17:18
Community Issue Tracker (ARMA2 bug tracker i guess?). Dont know what your problem was though so i cant tell. The link is in my signature.


http://www.twowheelforum.com/images/smilies/doh.gifI KNEW THAT:j:

thanks, here tht ticket i posted (more of a question)

http://dev-heaven.net/issues/show/8331

Ish
Jan 21 2010, 17:31
Anyone else who don't get the update? change log says 222.. I've got the 221 bikey, but 220 in main menu.. Also I was viewing a server running on 222 as having 221.. GAH!

Sneaker-78-
Jan 21 2010, 18:13
i searched this topic and wiki , but i cant see classnames for the ropes

anybody ?

Manzilla
Jan 21 2010, 18:16
Anyone else who don't get the update? change log says 222.. I've got the 221 bikey, but 220 in main menu.. Also I was viewing a server running on 222 as having 221.. GAH!

Check the last few pages. I think you are asking the same thing.

Ish
Jan 21 2010, 19:15
Check the last few pages. I think you are asking the same thing.

I did, but I can't really find anything relevant.. I only found something about some store folder.. but there is nothing in it regarding ACE2 so..

Alex72
Jan 21 2010, 19:59
I did, but I can't really find anything relevant.. I only found something about some store folder.. but there is nothing in it regarding ACE2 so..

Some pages back Sickboy said that the issue with seeing 221 instead of 222 (even though you have 222) will be fixed in tomorrows update.

Ish
Jan 21 2010, 20:01
Some pages back Sickboy said that the issue with seeing 221 instead of 222 (even though you have 222) will be fixed in tomorrows update.

Yeah but it showed 220 for me.. Although I might have resolved it right now.. i had -showScriptErrors running, removing that bumped it to 221, and all seems to work now. Thanks anyway :)

BearBison
Jan 21 2010, 20:27
i searched this topic and wiki , but i cant see classnames for the ropes

anybody ?

ACE_Rope_M_50
ACE_Rope_M_60
ACE_Rope_M_90
ACE_Rope_M_120

viper99
Jan 22 2010, 01:45
Whats the brown pouch looking thing mounted oin most US infantry rifles? Is that the IR strobe emitter? If so how do I see it when i put on my NV?



Hi, i'm pretty new to ace and i was wondering the same thing. What is that? it looks kinda like a laser pointer? can it be activated? Been trying to search in the thread before posting the question but only thing that came up is this and no one answered his question.

Thanks in advance, and great job with the mod! :yay::bounce3: !

Alex72
Jan 22 2010, 02:21
Wonder if i gone mad or if there was some change i missed. When aiming through scopes that have magnifying capability like the M107, TAC50 etc i think that in ACE they fixed the problem where you zoom and the aim stays where you aim. ehm sorry i have a hard time explaining, but if you aim at the first mil down, and then zoom, in BIS the aim would go even further down to maybe 3 mil mark, but i think ACE fixed this and it stays on the mark you aim?

When i test now it moves down when i zoom a la BIS standard. Just wondering if its supposed to be like that and the other way was removed? Thanks.

CrazyAce
Jan 22 2010, 02:35
Will the team please pack the userconfigs properly... Or is it that the server doesn’t unpack multiple folders?

Manzilla
Jan 22 2010, 02:35
Hi, i'm pretty new to ace and i was wondering the same thing. What is that? it looks kinda like a laser pointer? can it be activated? Been trying to search in the thread before posting the question but only thing that came up is this and no one answered his question.

Thanks in advance, and great job with the mod! :yay::bounce3: !

The laser sight? I think that's what you are talkin' about. I'm not sure how to use it but I swear I saw my teammate's lasers hitting objects one night. I didn't ask them to do anything so I'm assuming units with weapons that have it will use it automatically at night and if you have NVG on.

Alex72
Jan 22 2010, 02:41
You guys talking about the AN/PEQ units right? I dont think they work in ARMA2/ACE2? In Operation Arrowhead they say we will get them. It is a laser (2 lasers) for aiming/lasing.

http://en.wikipedia.org/wiki/AN/PEQ-2

Iraq Ninja
Jan 22 2010, 03:31
The PEQ 15 as issued to the US military is tan. The earlier PEQ2A is black and longer. Both feature an aiming laser and an IR "flashlight" beam.

jasonnoguchi
Jan 22 2010, 03:47
Nope, PEQ does not work in ACE2. Will be interesting if it does. Will greatly enhance the M16 ACOG's lack of a reliable means of close combat aiming.

viper99
Jan 22 2010, 03:48
You guys talking about the AN/PEQ units right? I dont think they work in ARMA2/ACE2? In Operation Arrowhead they say we will get them. It is a laser (2 lasers) for aiming/lasing.

http://en.wikipedia.org/wiki/AN/PEQ-2


The PEQ 15 as issued to the US military is tan. The earlier PEQ2A is black and longer. Both feature an aiming laser and an IR "flashlight" beam.

yes thats exactly what i was talking about, i didn't know the name of it. So i guess its just for looks then? oh well, still looks cool though lol, so i guess we wait for Operation Arrowhead to get these, or does someone know if ace2 is going to make it work in the near future?

Thanks for the quick responses and clearing it up for me guys :).

Murklor
Jan 22 2010, 04:54
Nope, PEQ does not work in ACE2. Will be interesting if it does. Will greatly enhance the M16 ACOG's lack of a reliable means of close combat aiming.
You know there are plenty of ways to enhance the M16 ACOGs lack of reliable CQB. I recommend an FN FAL.

Besides, doesnt the scopes have the CQB sight? I've never used it because I've never understood how to use these "ACE keys".

jasonnoguchi
Jan 22 2010, 05:07
@<hidden>, er... I don't see FN Fal as a way to "enhance the M16". Its a replacement, not an enhancement. And by "CQB sight", it simply means looking over the top of the ACOG, there is no aiming spot at all.

Ville89
Jan 22 2010, 05:10
@<hidden>
What do you mean you dont understand ACE keys? :)
Here you can find keybindings for ACE:
Keybindings (http://ace.wikkii.com/wiki/Keybindings_for_ACE2)
Here you can find how to chance them if needed:
How to chance keybindings (http://ace.wikkii.com/wiki/Frequently_Asked_Questions_about_ACE2#How_do_I_change_the_key_bindings.3F)

I dont know if this is what you needed but i put it here anyways if someone else has problems with bindings etc.

CarlGustaffa
Jan 22 2010, 05:16
Wouldn't it also be less suitable for CQB given it higher caliber and (expected, by me at least) less controllability?

For all but one assault rifle, the "CQB sights" allows you to aim over the barrel, call it "high ready" position if you like. For those with high deadzone and no crosshairs, this will be far more accurate than regular shoot-from-the-hip aiming. So even if CQB mode doesn't have a proper sight, it's still very very useful. The only exception is the vanilla M4, which does feature the real backup sight for that scope.

Njayjay
Jan 22 2010, 05:59
Wouldn't it also be less suitable for CQB given it higher caliber and (expected, by me at least) less controllability?

For all but one assault rifle, the "CQB sights" allows you to aim over the barrel, call it "high ready" position if you like. For those with high deadzone and no crosshairs, this will be far more accurate than regular shoot-from-the-hip aiming. So even if CQB mode doesn't have a proper sight, it's still very very useful. The only exception is the vanilla M4, which does feature the real backup sight for that scope.

How does that backup sight you're talking about look? I've never seen it. Only aiming over the top of the scope.

afp
Jan 22 2010, 09:35
I'm not sure this is true or it verifies on every computer, but I think the following:

The human models have been ported from ArmA1, and just like in ArmA 1 these models somehow do not allow kickback recoil while in first person view. Current recoil looks a bit weird, the rezero time its too high, at least on my computer. In case all of us have the same problem, here is a good 5.56 rifle standing recoil that can be taken as reference:

ACE_556x45_Rifle_Recoil[] = {0,0,0, 0.04,0.015,0.025, 0.08,0,0};

This one is also a bit "fps proof", not so much changes in case of fps drop.

EDIT. Ah, I remember, its ArmA 2 which do not allow kickback in first person view.

DetCord
Jan 22 2010, 10:18
My promo vid for ACE II. This is best two minutes you'll spend on internet for awhile... course that does depend upon how much porn you surf on a regular basis.

Still being processed as of 6AM EST so the quality might not be that great.

rduOhH22bkQ

Lhowon
Jan 22 2010, 12:14
Nicely done vid :)

Made me miss the effects added to ACE 1 actually, would be cool to see something like that for ACE 2 (though I could of course just go grab the mod myself :P)

Keshman
Jan 22 2010, 12:15
DevilDog0352 What mod did you use in video @<hidden> or @<hidden> ? :)

McLenin
Jan 22 2010, 12:49
My promo vid for ACE II. This is best two minutes you'll spend on internet for awhile... course that does depend upon how much porn you surf on a regular basis.

Still being processed as of 6AM EST so the quality might not be that great.


Very very nice video, but let`s face it, porn is porn :D


Just kidding mate, it`s marvelous :p

NMDANNY
Jan 22 2010, 13:30
My promo vid for ACE II. This is best two minutes you'll spend on internet for awhile... course that does depend upon how much porn you surf on a regular basis.



nice, what is that map?

*TCF*Jackal
Jan 22 2010, 13:43
yeah, what map is that?

TheHarvesteR
Jan 22 2010, 13:54
I've noticed ACE made some changes on how the assault helicopters are used... from what I could understand from the documentation it seems the pilot no longer can tell the gunner to switch weapons and lock targets.

This left me wondering about how this is going to work with AI gunners... my preference has always been to fly with AI gunners, but now it seems they can't do their jobs anymore, since they won't respond to commands...

Or am I missing something? how are we supposed to lock targets in ACE with AI gunners?

One more thing: I read in the doc that ACE makes use of Mando's missile GUI system, but going as a gunner is a chopper I didn't see any new actions for targeting... do I need to download it separately?

My apologies if this has been discussed before, but my search didn't return anything useful. This thread has over 2000 replies and the discussions are very fragmented... :P

Cheers

Miles Teg
Jan 22 2010, 14:27
Just to give some feedback from the Tactical Gamer server regarding ACE2.
I am a supporting member of the Tactical Gamer community which uses ACE2 beta.
There have been alot of nice things added in the latest betas, however there are also some severe changes that people are extremely unhappy about.

1. Removal of MH-6 (the rationale behind this is bizarre and this was one of our primary transport helicopters in MP missions).

2. Fixed bipod that does not swivel on certain MG's. This is absolutely wrong. As a former M249 gunner, I can tell you that while the bipod did not move much side to side, it did slide on the ground or you could simply lift the weapon and put it on the next target (there is also a little left to right play in the bipod). Doing this with the current ACE2 beta is extremely difficult as it often takes 3 or 4 tries before the bipod works on a sandbag wall for example and even then it may not be exactly where you needed it. Older MG's like the M60 (which I also used for many years) had a Harris style bipod with springs on the bipod that allowed for traverse very easily.

3. The backpack system is now next to useless other then carrying a few extra mags. At 30kg even short sprints cause you to black out. That is a typical combat load and yes, if you're in shape, you can run a fair distance with that much gear. You won't run fast, but you can jog for at least 300 meters. At the very least a shift/key combination should be done for a backpack quick-release system. In real life, the rucksacks actually have this.

Anyways not sure if I should send that to the ACE2 bug report site as these are really more of an opinion and not a bug. I know you guys have military consultants, but I hope that you will take this advice from an ex-military member and also look at the issue of "fun" as this is still a game and not every aspect of realism can be perfectly simulated.

Chris G.
aka-Miles Teg<GD>

Johan S
Jan 22 2010, 14:44
Those 30 kgs are just the stuff that shows up on your gear screen. Add another 15-20 kgs for clothes, body armor, helmet, vest etc., and you get completely different loads. You may perhaps jog a short bit with all that weight, but probably not sprint for more than a few meters.

I think this should be reflected by having a "base" weight value that is then added to when you pick up and carry gear. That would more clearly show how much you are actually carrying.

And the quick release thing for backpacks is a good idea. Then you can ditch the pack in an emergency so that you can run further if you have to.

KJAM
Jan 22 2010, 14:44
Has anyone tried to use the UAV module with ACE2, I've tried it and it just hangs on the loading screen after you access the uav option from the action menu.

Manzilla
Jan 22 2010, 14:47
Just to give some feedback....


3. The backpack system is now next to useless other then carrying a few extra mags. At 30kg even short sprints cause you to black out. That is a typical combat load and yes, if you're in shape, you can run a fair distance with that much gear. You won't run fast, but you can jog for at least 300 meters. At the very least a shift/key combination should be done for a backpack quick-release system. In real life, the rucksacks actually have this.



Chris G.
aka-Miles Teg<GD>

I completely agree. 30kg's total is really nothing to a well trained soldier. I tried this the other day on my own, with an old pack as well, and was able to sprint at for at least 100m and jog much further with 30lbs. I never blacked out but was definitely outta breath for a few minutes and I felt like I was gonna puke. I was not incapacitated though. I could still walk and crawl pretty well. Crouching was damn near impossible though as my legs burned to much. I'm pretty damn outta shape but I used to be able to do this in my sleep. Hell I probably did in my sleep a few times. ;)

I just was curious about my ability to do this due to ACE2. Call me crazy but I wanted to know how well I'd do. If I had a recorder for you I would've taped it. My girlfriend was laughing so hard at me, but I gotta say she was amazed I could run that long and not die.

Hell I may be lazy, outta shape and wrecked my body the past decade plus but I can still move. Especially to prove her wrong. :)

I'm not sure if this means anything to the ACE2 team as it was by no means a scientific test. Just a 30yr old having some fun. I could do it though.

I'm sure I looked like a fool! :)

I do like the wound system as it is though. I'm pretty damn used to it at this point. But some more tweaks in my book wouldn't hurt much either. Regardless, I'm satisfied with it. I just figured the ACE2 guys would like to hear that I was making myself look like a fool cause of the mod.

DMarkwick
Jan 22 2010, 14:49
1. Removal of MH-6 (the rationale behind this is bizarre and this was one of our primary transport helicopters in MP missions).

Hmm yeah there's already been discussion about this, why Littlebirds are no longer realistic/available as part of the ACE2 beta development cycle is a mystery. :)


2. Fixed bipod that does not swivel on certain MG's. This is absolutely wrong. As a former M249 gunner, I can tell you that while the bipod did not move much side to side, it did slide on the ground or you could simply lift the weapon and put it on the next target (there is also a little left to right play in the bipod). Doing this with the current ACE2 beta is extremely difficult as it often takes 3 or 4 tries before the bipod works on a sandbag wall for example and even then it may not be exactly where you needed it. Older MG's like the M60 (which I also used for many years) had a Harris style bipod with springs on the bipod that allowed for traverse very easily.

I haven't tested with a whole lot of weaponry, but I do like the deploy weapon feature a lot :) Personally, I don't think it's too much trouble to shuffle around in non-deployed mode until you get a better angle. But then, I'm not speaking as an extensive RL user either.


3. The backpack system is now next to useless other then carrying a few extra mags. At 30kg even short sprints cause you to black out. That is a typical combat load and yes, if you're in shape, you can run a fair distance with that much gear. You won't run fast, but you can jog for at least 300 meters. At the very least a shift/key combination should be done for a backpack quick-release system. In real life, the rucksacks actually have this.

Aah yes, the most contentious issue of the lot :D personally speaking, I'd be happy to see fatigue optional yet still have the rucks. Maybe even a 2-stage fatigue system, fatigue ONLY for ruck-wearers.
Again, personally, I don't care too much for the current implementation of the fatigue system, however I acknowledge it's place in the mod. I just don't care for the blacking-out and uselessness that happens to you ingame. Knobbling the user to walking speed only might be an alternative option.


Anyways not sure if I should send that to the ACE2 bug report site as these are really more of an opinion and not a bug. I know you guys have military consultants, but I hope that you will take this advice from an ex-military member and also look at the issue of "fun" as this is still a game and not every aspect of realism can be perfectly simulated.

Hmm yeah. :)

There's always some sort of tussle going on between the people who wish for gameplay and the people who wish for realism at all costs. Again, personally, I think one person's added realism is another person's removed realism, again that's all entirely subjective and really the subject of config (my favourite subject right now ;)).

jasonnoguchi
Jan 22 2010, 14:57
3. The backpack system is now next to useless other then carrying a few extra mags. At 30kg even short sprints cause you to black out. That is a typical combat load and yes, if you're in shape, you can run a fair distance with that much gear. You won't run fast, but you can jog for at least 300 meters. At the very least a shift/key combination should be done for a backpack quick-release system. In real life, the rucksacks actually have this.


Is it just me or has anyone tried ditching lots of stuffs after your first black out, waited til the breathing and heart beat are gone, still running and then still black out very quickly like you still had all the load on? Was the dropped items not acknowledged? Clearly the weight updated on my screen from 75kg to 14kg but I still blacked out like I was still carrying 75kg... anyone? Due to this reason, I doubt a quick release feature for rucksacks for ACE2 would be useful at all.

Johan S
Jan 22 2010, 14:58
I completely agree. 30kg's total is really nothing to a well trained soldier. I tried this the other day on my own, with an old pack as well, and was able to sprint at for at least 100m and jog much further with 30lbs.

How much did you run with? 30lbs is about 14,5 kgs, quite different from 30 kgs. Also, see my previous post, the weight shown is just what's on the gear screen, the total weight carried is a lot more than that (at least for soldiers, it will be lower for insurgents/guerillas that don't carry a lot of heavy stuff).

D3lta
Jan 22 2010, 14:59
Hi masters,


I put the ACE2's Wounding system module on the map (empty First), and after each respawn ("base method") , the AI stay freeze or dont see my human soldiers again.


Ps. The problem happens with the Arma2 First Aid Modules, too...


How I Fix this?

Best Regards

Manzilla
Jan 22 2010, 15:04
How much did you run with? 30lbs is about 14,5 kgs, quite different from 30 kgs. Also, see my previous post, the weight shown is just what's on the gear screen, the total weight carried is a lot more than that (at least for soldiers, it will be lower for insurgents/guerillas that don't carry a lot of heavy stuff).

I'm old and outta shape. I haven't run like that in 3yrs so 15kgs is probably like 40kgs for a soldier today. Yeah I know there's more weight involved and only displays the gear but still 20-30kgs extra shouldn't cause a blackout that fast for someone that's training all the time and in the shit themselves.

I'm a bad example to use cause I'm not up to my "fighting weight" anymore but surely a soldier with more recent experience is around and can chime in. 10 to 1 says they laugh at the thought of a run/jog with 20-30kgs extra. These boys are some machines nowadays days. ;)

Njayjay
Jan 22 2010, 15:07
Just to give some feedback from the Tactical Gamer server regarding ACE2.
I am a supporting member of the Tactical Gamer community which uses ACE2 beta.
There have been alot of nice things added in the latest betas, however there are also some severe changes that people are extremely unhappy about.

1. Removal of MH-6 (the rationale behind this is bizarre and this was one of our primary transport helicopters in MP missions).

2. Fixed bipod that does not swivel on certain MG's. This is absolutely wrong. As a former M249 gunner, I can tell you that while the bipod did not move much side to side, it did slide on the ground or you could simply lift the weapon and put it on the next target (there is also a little left to right play in the bipod). Doing this with the current ACE2 beta is extremely difficult as it often takes 3 or 4 tries before the bipod works on a sandbag wall for example and even then it may not be exactly where you needed it. Older MG's like the M60 (which I also used for many years) had a Harris style bipod with springs on the bipod that allowed for traverse very easily.

3. The backpack system is now next to useless other then carrying a few extra mags. At 30kg even short sprints cause you to black out. That is a typical combat load and yes, if you're in shape, you can run a fair distance with that much gear. You won't run fast, but you can jog for at least 300 meters. At the very least a shift/key combination should be done for a backpack quick-release system. In real life, the rucksacks actually have this.

Anyways not sure if I should send that to the ACE2 bug report site as these are really more of an opinion and not a bug. I know you guys have military consultants, but I hope that you will take this advice from an ex-military member and also look at the issue of "fun" as this is still a game and not every aspect of realism can be perfectly simulated.

Chris G.
aka-Miles Teg<GD>

I strongly second this, I'm a TG regular also and these things need to be addressed.

Also, 20-30kg is NOTHING bro. These exaggerated stamina features are over the top.

tobmic
Jan 22 2010, 15:18
Hi masters,


I put the ACE2's Wounding system module on the map (empty First), and after each respawn ("base method") , the AI stay freeze or dont see my human soldiers again.


Ps. The problem happens with the Arma2 First Aid Modules, too...


How I Fix this?

Best Regards

i have the same problem :- (

Herbal Influence
Jan 22 2010, 15:18
How much did you run with? 30lbs is about 14,5 kgs, quite different from 30 kgs. Also, see my previous post, the weight shown is just what's on the gear screen, the total weight carried is a lot more than that (at least for soldiers, it will be lower for insurgents/guerillas that don't carry a lot of heavy stuff).

+1 for Manzilla

With Javelin or Stinger I do black out after a 20-30 metres in game.
In real life I am better, I swear. :o
It's quite strange to see your AIs blacking out ... at every move it makes.
And he does not recover fast enough.
It's like always effects that are new are too strong as if the developer wants people to realize them more than any other new effects ... ok, ok ... thanx for the effects, I love that effect - developers! Just my 2 cents that they are too strong. I am not sixty and my AIs looks quite fit, I mean: tall and about a 22,3 yrs old ... so what?

Cyborg11
Jan 22 2010, 15:31
For what are the ropes which I can pick up from the rope ammo crate? :D

Johan S
Jan 22 2010, 15:34
+1 for Manzilla
With Javelin or Stinger I do black out after a 20-30 metres in game.

A stinger launcher + missile weighs 15 kgs, the Javelin system 25 kgs (and the Javelin missiles 11 kgs each). How many extra missiles are you carrying?

Add to that your other weapons, ammo, helmet, body armor, clothes, vest, grenades, binoculars, and whatever other stuff you carry. How far do you think you could run with all that in real life?

In real life, no one will sprint around and fight while carrying a heavy AA or AT launcher or a heavy backpack. You might carry those things and WALK to your destination when you're out in the field, but if the enemy shows up and you need to run and fight, the first thing you will do is drop all those heavy things.

jasonnoguchi
Jan 22 2010, 15:41
@<hidden>, dropping the heavy items and my ruck sack was what I did ingame but my fatigue kicked in as if those items are still on nonetheless. Have you tried?

Johan S
Jan 22 2010, 15:43
No, haven't tried to run just after dropping stuff, if that is a bug I'm sure it'll be fixed.

Miles Teg
Jan 22 2010, 15:55
The reason why I say that the 30kg (standard combat load more or less) is unrealistic when it comes to exhaustion in ACE2 is that when I was a M60 gunner, during one particular training exercise at Ft. Hood, I was able to jog up and down a hill with close to that load of ammo and gear (probably around 27kg) for about 300 meters with a sprint towards the end. Yeah I was exhausted as hell and thought I'd have a heart attack, but I didn't stop as it was a simulated assault and we had to cover ground very quickly. That's why I thought it was absurd that you pass out so quickly now in the new version. It was fine how it was before as it stopped the dreaded ".50 cal sniper with Javelin" noobs and forced long range missions to use proper walking marches. Now however, you have to walk everywhere and God help you if you hit a large enemy patrol and have to sprint. Generally you end up dying trying to drop your ruck after going to the gear screen. If you forget and pass out, you are still exhausted even if you manage to drop your ruck.
So I REALLY hope that they go back to the original fatigue settings. It was fine as it was.
If not, then that will be a huge disappointment as even a MG gunner will be almost useless without a backpack. Right now NOBODY takes the MG spot because of this issue or they dump it very quickly after realizing that they can't run at all with a realistic M240 ammo load.

So with that said, I hope that the ACE2 Dev team listens to one of their biggest end-users (Tactical Gamer.com) as we have a large number of veterans and active duty soldiers from around the world and only wish for ACE2 to be as excellent as possible. We also have a profound appreciation for the hard work that has gone into this mod so far and wish the best for everyone on the ACE2 dev team.

Chris G.
aka-Miles Teg<GD>

jasonnoguchi
Jan 22 2010, 15:56
I just put up a ticket. :)

Johan S
Jan 22 2010, 16:10
I just did some testing in the editor, and both as a standard USMC Stinger and Javelin soldier I had no problem jogging 400+ meters. No blacking out, just breathing heavily. I could probably have gone on quite a bit further before blacking out. That was with about 30 kgs of gear screen stuff, plus maybe another 20 of the things that does not show up there. Did you carry 27 kgs total, or 27 kgs + helmet, body armor, vest, etc?

Whatever the case, it seems that what you did is not something that is impossible to do in the game. As long as we are talking about jogging, sprinting is another matter, but I'm quite sure you will not sprint high speed for very long with 50+ kgs of stuff.

tankkiller01
Jan 22 2010, 16:37
[QUOTE=Johan S;1551478]A stinger launcher + missile weighs 15 kgs, the Javelin system 25 kgs (and the Javelin missiles 11 kgs each).

Actual weight in real life is 15.6 kg

Hatchetforce
Jan 22 2010, 16:38
We have been running ACE2 from home with no issues. Quite remarkable. However, at work we are on a closed, secure network, very capable systems (Falcon MACH V Quad GPU) but with no outside access to the internet. We cannot take these systems out of the building nor can we bring in a system that has been loaded and has run ACE2 from home.

Is there a method to enable ACE functionality with no internet access for the systems? Thanks.

Mark XIII
Jan 22 2010, 16:41
Ok, I just read that the littlebirds are gone....

Why remove content at all, I mean have the littlebirds received poor feedback because I can tell you now they simply are the best set of choppers in this game :D

Adding the 50. cal Minigun was class too :)

Put them back in.... Pretty please :D

Simon C
Jan 22 2010, 16:44
Ok, I just read that the littlebirds are gone....

Why remove content at all, I mean have the littlebirds received poor feedback because I can tell you now they simply are the best set of choppers in this game :D

Adding the 50. cal Minigun was class too :)

Put them back in.... Pretty please :D

Apparently there's not enough SOAR content to warrant them being in game 'yet'. Why they'd remove them before they add them back in again when the extra stuff is added is beyond me. But yes, I have made a quick config to add them back into the editor again. Check your PMs. :)

Daniel
Jan 22 2010, 16:45
Just to give some feedback from the Tactical Gamer server regarding ACE2.
I am a supporting member of the Tactical Gamer community which uses ACE2 beta.
There have been alot of nice things added in the latest betas, however there are also some severe changes that people are extremely unhappy about.

1. Removal of MH-6 (the rationale behind this is bizarre and this was one of our primary transport helicopters in MP missions).

2. Fixed bipod that does not swivel on certain MG's. This is absolutely wrong. As a former M249 gunner, I can tell you that while the bipod did not move much side to side, it did slide on the ground or you could simply lift the weapon and put it on the next target (there is also a little left to right play in the bipod). Doing this with the current ACE2 beta is extremely difficult as it often takes 3 or 4 tries before the bipod works on a sandbag wall for example and even then it may not be exactly where you needed it. Older MG's like the M60 (which I also used for many years) had a Harris style bipod with springs on the bipod that allowed for traverse very easily.

3. The backpack system is now next to useless other then carrying a few extra mags. At 30kg even short sprints cause you to black out. That is a typical combat load and yes, if you're in shape, you can run a fair distance with that much gear. You won't run fast, but you can jog for at least 300 meters. At the very least a shift/key combination should be done for a backpack quick-release system. In real life, the rucksacks actually have this.

Anyways not sure if I should send that to the ACE2 bug report site as these are really more of an opinion and not a bug. I know you guys have military consultants, but I hope that you will take this advice from an ex-military member and also look at the issue of "fun" as this is still a game and not every aspect of realism can be perfectly simulated.

Chris G.
aka-Miles Teg<GD>

This.

Would say more but Miles Teg covered everything.

jasonnoguchi
Jan 22 2010, 16:46
Ok, those of you experiencing the bug where you switch automatically to sidearms when your primary weapon jams, please vote at http://dev-heaven.net/issues/show/8387

Johan S
Jan 22 2010, 16:49
I've had that bug, my MP5 jammed and I automatically switched to my handgun. So it's not just for the Para.

Simon C
Jan 22 2010, 16:57
ACE Update is out, includes the littlebirds and a UH60L. Enjoy.

Sickboy
Jan 22 2010, 17:00
A.C.E Beta 2, Update #14 Released! (rSync mirror network in sync and awaiting your requests!)

Release Notes (http://dev-heaven.net/news/show/292)
Mod Bugs 'n Feedback (http://dev-heaven.net/wiki/ace-mod2/Bugz)
Updater Bugs 'n Feedback (http://dev-heaven.net/wiki/six-arma-updater/Bugz)

Meatball0311
Jan 22 2010, 17:06
dwnloading now!

Manzilla
Jan 22 2010, 17:10
Oh my god, now people can stop crying about the SOAR little bird! Yay!

Cyborg11
Jan 22 2010, 17:26
For what are the ropes which I can pick up from the rope ammo crate? :D
Dunno for what they are. ^^

Simon C
Jan 22 2010, 17:28
They're for fastroping mate. :)

Cross
Jan 22 2010, 17:33
Kellys Heroes ACE Servers & YAS Repository updated to b.225

Subscribe to KH-RSS -> http://www.kellys-heroes.eu/forum/rss.php

Kelly's Heroes ACE2 YAS AddonSync AutoConfig URL - sponsored by Nat & Whisper
http://www.kellys-heroes.eu/updater/ArmA2ACE-Repository/ArmA2ACE-Repo.7z (http://www.kellys-heroes.eu/updater/ArmA2ACE-Repository/ArmA2ACE-Repo.7z)

Kelly's Heroes Community YAS AddonSync AutoConfig URL - sponsored by Nat & Whisper (Repo for Islands & other Mods)
http://www.kellys-heroes.eu/updater/ArmA2Community-Repository/ArmA2Community-Repo.7z (http://www.kellys-heroes.eu/updater/ArmA2Community-Repository/ArmA2Community-Repo.7z)


URLs are case sensitive (ie lowercase & uppercase matters). So make sure the Auto-Config-URL is entered exactly as above, otherwise may result in 404.

YAS users: Do not forget to remove extra files through YAS after updated.

AddonSync Usage-> http://www.kellys-heroes.eu/forum/viewtopic.php?f=40&t=3212

scubaman3D
Jan 22 2010, 17:39
As a note, its not in the change log, but I was playing around with the size of the aimdot and eotech reticule. People were complaining they were too large. After actually playing with them a couple times, I found the aimdot to be particularly annoying when engaging targets outside of 200m.

Hopefully its better.

Johan S
Jan 22 2010, 17:42
Great update, love the new choppers. Thanks everyone!!!

Is there any way to get targeting for the Little bird weapons without turning crosshairs back on? I was hoping to not have to change that setting in the config file every time I switch from shooting rifles to flying.

Cyborg11
Jan 22 2010, 18:00
They're for fastroping mate. :)
So does this mean if none of the soldiers have a rope with them no one can fastrope?

Tonci87
Jan 22 2010, 18:12
What is the Point with th new UH-60L? isn´t it just the same as MH-60S with a different painting?